Posts Tagged ‘sugar rush’

Nexon and 7-Eleven cross promote with in-game items and beta key giveaways

Thursday, November 13th, 2008

Free-to-play giant Nexon and fructose corn syrup magnet 7-Eleven have been working together for almost a year now via selling Nexon pre-paid cards at a number of the highly popular convenience stores.  Things just got a bit more interesting this past Monday, when Nexon and 7-Eleven unveiled an in-game Slurpee/game code cross promotion.

Titled “Where U Play For Free!”, the cross promotion features Slurpee cups that feature graphics from Nexon’s popular titles; MapleStory, Mabinogi, Combat Arms, and the upcoming Sugar Rush.  Partakers of über sugared icy goodness will receive a Nexon game DVD when ordering up a 22-oz. or larger Slurpee, including all 4 games featured on the specially branded cups.

Ok, so far so good…7-Eleven is promoting Nexon via a free-to-play game giveaway, but what’s in it for 7-Eleven?  Ah ha! Glad you asked.  Here’s where things get really interesting.  Each Nexon branded Slurpee cup has an exclusive game code that may be entered in any one of Nexon’s titles to redeem custom 7-Eleven branded in-game gear.  Mabinogi features 20 in-game Slurpees that recover 100 HP each.  The MapleStory code will provide double XP for 90 Minutes, and the Combat Arms code will provide players with a 7-Eleven Cap and Supply Case that contains a free weapon.  If this isn’t brilliant enough, the game code ALSO provides 7-Eleven customers the opportunity to participate in the closed beat of Sugar Rush.  That’s a heckuva cool way to get in on a beta that’s scheduled for an early ’09 release.

“We’ve seen great success with the Nexon pre-paid cash cards and this partnership further solidifies 7-Eleven as a premier gaming destination,” said Brad Haga, 7-Eleven’s senior product director of services. “Free-to-play games are more popular than ever in North America, and with Nexon, we can deliver a dynamic experience for our customers looking for great entertainment.”

Now let’s take a step back to have a better look at what’s going on here.  Nexon has been leading the free-to-play charge in North America for quite a while now, and has obviously made great headway.  A strategic partnership with a non-game related brick and mortar store has been a brilliant move.  At a shop where you might stop to pick up some milk on the way home, grab a quick bite on the go, or quench your thirst (I might even have a reason to buy a Slurpee now), why not pick up a pre-paid game card to fuel your free-to-play compulsion?  Great move in itself.

Now add the branded cups, in-game virtual item redemption codes, including access to a closed beta, and in-game branded merchandise?  Someone slap me and wake me up, as this has got to be one of the best moves of the year.  If this campaign is even remotely successful, I could imagine retailers lining up around the block to get their message branded in in-game virtual items.  Racing game?  Great.  How about redeeming an Exxon cap after purchasing $20 of gas or more?  Exxon could then sell pre-paid gaming cards right next to those pre-paid phone cards.

The Nexon/7-Eleven cross promotion is a stellar example of how virtual worlds, and their associated real world marketing and advertising opportunities are becoming more and more visible and valuable to the entire business.  Do I want to see every mom and pop joint with a redeemable in-game code?  No.  Do I want to see great forays into realizing and recognizing the real-world financial possibilities for the sale, trade, and consumption of virtual world items and services? Absolutely!

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Klei Entertainment CEO Jamie Cheng on Free to Play

Saturday, August 30th, 2008

While working the AI interface for Relic Entertainment’s Warhammer 40,000: Dawn of War was good enough for Jamie Cheng, there was something missing.  Something perhaps like…your own company?

Jamie Cheng now sits in the drivers seat of Klei Entertainment and has released his own original downloadable games including Eets on PC and Xbox Live Arcade, and helped Metanet develop N+ for Xbox Live Arcade.  And while these accomplishments are impressive in their own right, it’s Cheng’s recent deal with top free-to-play publisher Nexon that is starting to make big waves.  Described as an “online arena combat game”, Sugar Rush seems to have a bright future ahead of it.

But it seems as though Klei didn’t  initially start out to build free-to-plays.  “While I was at Relic, I decided I was going to make my own game on my own time, so I got some friends together,” says Cheng.  The ragtag team rented out a basement and started work on a 2D puzzle game, Eets.

Working on Eets as a labor of love, Cheng says, “I never really intended to sell it, I just wanted to see what we could do.”   Luckily other members of his team saw the financial potential in the game an spurred Cheng on.  “I used all the savings I had at the time, then I used borrowed money from my brother, then I started using government money after that.”

In 2006, Eets was released on PC and the followup Eets: Chowdown later arrived on Xbox Live Arcade.
Speaking to the recent deal with Nexon Cheng says, “We didn’t start working with Nexon because we were afraid of taking risks, or because we wanted the money. We felt Nexon really felt they wanted to do the right thing for a North American free-to-play game. We are their first North American free-to-play game.”

While Cheng’s titles are hits in the hands of gamers, it’s his take on free-to-play that makes a boatload of sense.  He’s quick to admit that most people tend to see free-to-play titles as those of inferior quality to paid titles.  Not reaching any further than a keyboard, Cheng points out a number of other free services that we use everday – Those that we do NOT expect a diminished level of quality and service.  Gmail, Facebook and Craigslist are all free, and yet we don’t give any of these products the cold shoulder.  Cheng also points to the music industry as an example.  Radiohead recently gave away it’s most recent album, and charged only for concerts.  Along this avenue, the classic of all classics: Woodstock, was a free concert that drew revenue from other streams such as merchandising.

Speaking of alternative revenue streams,  Cheng spotlights the two leaders in the free-to-play arena: Microtransactions and in game advertising.  “Yes, we do have advertising. No, we don’t force it right in front of your face and force it on you,” Cheng says. “What we want to do is incorporate advertising right into the games and make it enhance the experience.”

Cheng does however stress that microtransactions that radically unbalance a game are a bad thing.  “If you sell a stronger sword, people are going to be pissed off,” he says.  Along the Radiohead line, Cheng illustrates a common concert factor.  If you go to the concert and enjoy it, you’re very likely to stop at the TShirt booth on your way out and pick up an ‘exclusive’ concert tour TShirt.  Not only as proof that you were there, but also as a way to become more involved with a subject you like.  The same is true for microtransactions.  In regards to the in-game advertising vs. microtransactions, Cheng admits that his current setup is “heavily weighted” in favor of microtransactions.  “You have to have a huge amount of volume before advertising becomes a large part of your revenue,” Cheng says.

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