Posts Tagged ‘Spore’

EA moves Spore to Facebook

Monday, November 9th, 2009

Late last week, EA launched the Facebook component of it’s popular Spore franchise. A slimed down version of the full game, Spore Islands is a free-to-play social game that monetizes through the sale of in-game currency, ‘DNA Points’.

sporeislands

DNA points can be used to modify the appearance or stats of a users’ created creature(s). As with many if not all social games, users are not required to purchase in-game currency, as they can earn DNA Points over time as they play the game. However, those that do decide to buy in, can purchase special customizations such as hats, seasonal and holiday themed looks, and other virtual goods.

Staying close to the social gaming premise, Spore Islands gameplay revolves around groups of Facebook friends competing in a “survival of the fittest” battle on individual islands. Users create their creatures, and then release them on an island inhabited by other users’ (within the group) creations. The strongest creations will be the only ones left standing, and thereby winning the round. The ultimate goal of Spore Islands is to release your creations onto as many islands and possible and dominate them all.

Developed by EA Maxis, the creators of the original PC and Mac version of the game, Spore Islands is testing the waters of real-time social gaming, something that Chinese games giant Tencent has recently started investigating. Islands within this version of Spore are persistent, allowing a never ending series of battles, even while the creator/user is not logged into Facebook. Overall status of players creations are tracked based on the creatures performance, as well has reach – how many islands it’s been deployed to.

Since it’s inception, Spore has had a social gaming element in mind, and the transition to a social networking platform was a logical step. And while doing well as a stand alone title, it will be interesting to see how EA fairs in the relatively uncharted waters of social gaming on the worlds largest social network. The stand alone version of Spore has it’s own unique set of competitors, with EA having already established it’s position in this marketplace. Within the Facebook marketplace, EA is now facing stiff competition from players that have already been around the block a few times and have gleaned their own experience. Can EA do the same, even if they are a bit late to the party?

 

Nokia does iTunes one better; could it be the future of gaming?

Monday, October 6th, 2008

A quick search of a few various Torrent trackers turns up a surprising number of pirated, readily available video games.  I shouldn’t really be surprised I guess, as piracy in gaming has been running rampant since computer owners were able to insert disc+cntl c+ctrl v+wait a few hours and insert new 5.25 floppy when the first disk is full.

Bruce Everiss from bruceongames.com recently posted an excellent article concerning what the Nokia 5310 phone/mp3 player is doing for the music industry and what it might mean for games.

One answer that the gaming industry has come up with to fight digital piracy is the (dreaded) DRM or Digital Rights Management.  The recent EA/Spore DRM fiasco has brought to light the incredible downside of DRM – pi$$ing off customers.  While the DRM covers the ‘sales’ side of games, there’s obviously a growing number of alternative revenue models in place including microtransactions, in-game advertising, and subscriptions.

Unfortunately (or fortunately, depending on how you look at it), DRM doesn’t really apply very well to the music industry, as regulating a DRM across the entire scope of the internet is relatively impossible.  Combine that with an mp3’s relatively small file size and ability to be shared across a variety of media, and any possible revenue generation is, quite literally, lost in the wind.

Bruce and I seem to agree that Apple’s solution to the problem could and should be seen as the flagship of the microtransaction industry: iTunes.  What Apple did with the introduction of iTunes is take it’s wildly successful mp3 player, the iPod, and provided users with an ultra-slick interface providing them with features and availability that they could get elsewhere for free: but didn’t.  Tack on the added usability and convenience of a mobile iTunes store, and you’ve got a winning combination.

Taking this winning philosophy a step further, Nokia has implemented the “Give it to ‘em for free for a while, get ‘em used to it, and THEN charge ‘em for it later down the road,” model.  They’ve created a music store with over 2M tracks that users can use for free.  Yes, you heard that right, users can download as much as they want, whenever they want.  For free.  The cost of said service is cleverly built into the perchase price of the Nokia 5310 XpressMusic phone (the world’s best selling mp3 phone).  Once your one year quasi pre-paid subscription runs out, then, and only then, must you fork over a fee.  And will users pay for the service?  Of course they will.  They’ve grown accustomed to it, and will want to continue their enjoyment with said service.  Please note, I’ve specifically NOT said music, but service.  This is the crux of the entire model; users are not paying for a product, but rather a service.

Know any other industries that specialize in digital content delivery with a growing interest in a microtransaction business model?  It’s quite easy to see how this formula could very easily be applied to the gaming industry.  As more and more publishers and operators shift towards a pure digital delivery method and ‘boxed game’ sales move more and more into the history books, perhaps a monthly/yearly subscription to one (or more than one even) games provider(s), that would allow users to download and play their game of choice.

Bruce points out that EA Chief John Riccitello has suggested this theory in the past.  Perhaps Battlefield Heroes is more than just a testing of the microtransaction waters, but also an experiement in free-to-play and just how and where EA can drive this vehicle.   Perhaps the Spore debacle could even be a driving force in EA’s further investigation into the model?

We already know that David Perry’s a big fan of free-to-play fighting piracy, Alex St John says only microtransaction based games have a future, and Riccitello has been floating the idea around; perhaps it takes a mobile phone service to actually throw a bit of ‘proof positive’ on the fire.

Reblog this post [with Zemanta]