Posts Tagged ‘Turbine’

19 percent of U.S. Gamers purchase virtual goods

Monday, November 15th, 2010

In a new report issued by industry and consumer research firm Parks Associates; the subscription model is rapidly making an exit from today’s gaming landscape. What we’ve all known and felt for a while now, has been put into figures by Parks Associates – microtransactions and virtual goods/items are becoming the major source of revenue for a large number of games publishers/producers. Outlined in their report. “Online Gaming: Global Outlook.” Parks Associates projects a $6 billion worldwide revenue take by 2015.

“Because of increasing average Internet speeds and advances in technology, a large number of game genres are now playable online,” said Pietro Macchiarella, Research Analyst, Parks Associates. “With these new online gaming options, people are spending a larger share of their online time playing games. Playing video games currently amounts to ten percent of the time spent online by American consumers.”

And within this 10 percent of online time spent playing games, the report goes further to probe spending and buying habits. They found that 19 percent of all active U.S. gamers spend money on in-game virtual goods. Coinciding with the rise of virtual goods purchases is the subsequent demise of online gaming subscriptions, falling from 35 percent in 2008, down 7 percent to 28 percent in 2010. Upstarts, especially in the social/casual gaming field have contributed grossly to these figures; Zynga, Playdom, etc.. Parks Associates point to both traditional free-to-play firms like Nexon, as well as former subscription based firms like Turbine finding big dollars in virtual goods. What was not mentioned in the preliminary reports from the Parks Associates study is whether or not hybrid models are treated as virtual goods purchases, subscription models, or if the two were painstakingly separated.

“It is becoming increasingly difficult to justify subscription fees,” Macchiarella said. “Thanks to social games and free-to-play MMOs, both casual and hardcore players have the option of playing quality games online for free. The virtual-items model that has proven so successful in Asia is finally generating significant revenues in North America.”

 

Atari and Cryptic take Champions Online Free-to-Play

Wednesday, October 27th, 2010

Thanks to long time industry player Atari, and Cryptic Studios, we can now add another pin on the “switching to free-to-play” pin board. Announced yesterday from Los Angeles, Atari Inc. and MMO developer Cryptic Studios are bringing their superhero MMORPG Champions Online over to the free-to-play side.

Slated to officially open in Q1 2011, players will be able to engage in Champions Online in all it’s free-to-play glory. However, fans of epic heroism won’t have to wait until next year to dig in, as a closed beta is set to commence on November 9, 2010.

Billed as an MMO that brings challenges to the table that even the most experienced online gamer will delight in, Champions Online is a fast-pace action title that allows players to take on their own superhero persona. Based on a classic, but never aging, theme of good vs. bad, players can join with Defender and other Champions to slay the evil forces of Dr. Destroyer.

The Champions Online free-to-play version will feature a wide array of premium features that are aimed at entertaining players, as well as cashing in on virtual goods purchases. Adventure packs, items, powers and costumes are all on tap via Cryptic’s C-Store. Borrowing a page from Turbine’s flip-it-to-free-to-play-and-employ-a-hybrid-model, Atari and Cryptic will offer a Gold member subscription service. Current Gold members may continue subscribing (or not), and new comers may play and pay-as-they-go, or buy in to the optional $14.99 per month fee. Obtaining the Gold member status allows players to unlock most of the games’ content, and includes extra features unavailable to free-to-play players.

“Transitioning Champions Online to the free-to-play model is a great opportunity to reach a whole new audience of PC gamers that view subscription fees as a barrier to entry,” said John Needham, CEO of Cryptic Studios. “By taking care of our current subscription-based community and welcoming the addition of new players through free-to-play, Champions Online is poised to build upon its success and to establish a new leadership position as the first free-to-play superhero MMO.”

 

Turbine’s Lord of the Ring doubles revenue with Free-to-Play switch

Monday, October 11th, 2010

While speaking at a GDC Online 2010 panel, Lord of the Rings Online Executive Producer Kate Paiz announced that since the conversion to a free-to-play from a subscription model, Lord of the Rings online has doubled it’s revenue. Additionally, since converting to free-to-play early last month, LotRO has seen over a million new accounts.

kate-paiz1If doubled revenues and 1 million+ new players weren’t enough in the good news department, Paiz also outlined f2p LotRO’s 20 percent return of former players since the conversion. The game has also seen a 300 percent increase in peak concurrency, three times the number of players online at the same time, and a 400 percent increase in total active players.

And now for the financial good news. New and returning players arriving in droves can only mean good news for Turbine’s in-game microtransactions store. Paiz reports that 53 percent of players have made microtransactions purchases, which range from mounts to XP boosting outfits, etc.). And while Turbine has seen a massive influx of new and returning players, with more than half of them taking advantage of the microtransactions, they’ve also seen a rise in subscriptions.

The Turbine decision to switch Lord of the Rings Online to the free-to-play model is their second, preceded by Dungeons and Dragons. Only doing slightly better than LotRO, DDO saw an increase of around 500 percent since converting.

 

Europe rejoice: DDO Eberron Unlimited going F2P Aug 20th

Monday, July 26th, 2010

Being on the other side of the pond does have a number of advantages, however, in the realm of online gaming, some of these advantages might be harder to find than our North American cousins. 9 times out of 10 the US market gets their hands on the newest, be that good or bad, while those of us in Europe have to bide their time until publishers and licensees can sort out the EU market. Thankfully, Dungeons and Dragons Online creators Turbine announced last week that said title is now coming to Europe under the same free-to-play model.

EU FlagSpeaking to (appropriately) Eurogamer.net, Turbine made the announcement official, “We are very excited to announce that Turbine will be expanding its operations and will assume full control of Dungeons & Dragons Online in Europe,” says Turbine

“Beginning 20th August, all European players can visit the official site to download and play the English version of DDO Unlimited with no monthly subscription required. Turbine’s new German and French service will enter beta before the end of the year.”

Eurogamer also confirms what I personally have been doing for months now, which is simply connecting to the US servers from here in Austria. Sure, lag is a bit of an issue, but nothing that ruins the overall experience. On a bit of a cultural sidenote, it always amuses me that companies usually fret over German, French, and sometimes Spanish versions of their game, while I’m met plenty of Germans, Austrians, Italians, Poles, and Russians in WoW, and most of the time there’s never any language issues. And then there’s all the Scandinavian countries, i.e. those that don’t overdub their TV programs, and 9 out of 10 of them speak English, perhaps even better than I do. /soapbox.

Back to our regularly scheduled programming….

With the DDO goes EU announcement, Turbine also announced that they’ll be assuming full control of the game, meaning that the current DDO EU operator, Codemasters, is on the outs. Turbine says that they’re working with Codemasters to “facilitate a smooth transition,” but something tells me that Codemasters can’t be too happy with this deal. And remember, Turbine’s officially announced that their flagship title, Lord of the Rings Online will also be going free-to-play, at least in the US, come this fall. If the recently acquired by Warner Bros. Turbine is “assuming the bridge” for it’s DDO EU operations, one can only think that this is a first step in establishing global operations. I.e. we’re likely to see the same methods applied for Lotro’s EU debut in F2P format. Looking down the road, Turbine’s operations could very well be a testing ground for all future Warner Bros. games related activities, if not solely for Europe, the entire globe.

In regards to payment methods, it seems as though Turbine will model the North American release, offering current and former DDO subscribers 5000 Turbine points (approximate retail value: €50/£42) upon character transfer to the new global DDO service.

 

LotRO goes free-to-play this fall

Monday, June 7th, 2010

It looks like Turbine isn’t wasting anytime making big changes under the Warner Bros. banner. Announced late on Friday, Turbine’s flagship entertainment title, Lord of the Rings Online, will convert to the free-to-play business model.

lord-of-the-rings-online-smallerPreviously based on a subscription model, LotRO can be seen as a viable competitor to Blizzard’s king-of-the-hill MMORPG, World of Warcraft, often involving players in similar, if yet different, gameplay and quest lines, series of play. Turbine’s Lord of the Rings Online has won multiple awards, involving players in a rich adventure featuring a massive world of up-to-the-minute graphics and game mechanics. Naturally, as a former subscription based game, LoTRO also includes all the premium features that paying gamers have come to expect over recent history.

The free-to-play version, which is slated to remain (more or less) exactly the same as the currently paid-only version, will launch this fall in North America and Europe. Euro operations of the title will be handled by Codemasters. And just like Turbine’s Dungeons and Dragons Online, LoTRO will feature a pricing model that allows players to purchase expansion packs, quest packs, items, and account services. Likewise, Turbine will also offer a VIP package, whereby users can get unlimited access to all of the games’ features (so…a subscription, more or less?).

Beta testing of the new free-to-play version will commence on July 16th. Sign up for a potential “first crack” at the new LoTRO here.

Apparently, the Dungeons and Dragons swap to free-to-play is proof in the pudding that this model can and has been working for Turbine. What can be drawn from this move is that free-to-play is more than capable of turning a profit. Dungeons and Dragons was practically done and dusted until Turbine released it to the masses for free. Hours, weeks, and months of data review has obviously brought Turbine to the same conclusion in regards to Lord of the Rings Online. Not only has Turbine used this business model to breathe a healthy breath of fresh air into Dungeons and Dragons, but it now looks like they intend on taking the philosophy one step further and see what the model can do for a healthy title.

“Warner Bros. Interactive Entertainment is bringing quality games based on The Lord of the Rings to multiple platforms, and the franchise’s expansive adventure story lends itself perfectly for LOTRO free-to-play, giving a wide range of players the opportunity to experience the game,” said Jeff Junge, Senior Vice President Online Games and Digital Games Platforms, Warner Bros. Digital Distribution and Warner Bros. Interactive Entertainment. “We are focused on expanding our game franchises onto new digital platforms to maximize quality experiences for gamers worldwide and LOTRO’s new model is a great leading example of this.”

Highlights direct from Warner Bros./Turbine:

  • Free means Free! – Players will download LOTRO by visiting www.lotro.com and join with millions of other adventurers as they explore the most complete and authentic recreation of Middle-earth ever created and participate in LOTRO’s award-winning epic story up to level 50 for free.
  • Visit the new LOTRO Store! — The LOTRO Store is loaded with thousands of convenience items as well as expansion packs, premium content, additional character slots, potions, character customization and more! The LOTRO Store is seamlessly integrated into the game and lets the player identify new and exciting ways to enhance and customize their experience using points which can be purchased in the store or earned through gameplay.
  • Be a LOTRO VIP! – Players who elect to become a LOTRO VIP will have unlimited access to all premium content, receive priority server access, 5 character slots, a shared bank slot, and a monthly allotment of points to spend in the new LOTRO Store.

Given the Fall release, it should be very interesting to see what the post-holiday season numbers on the “new” Lord of the Rings Online will look like. My guess? Turbine/Warner Bros. is about to see some resistance right out of the gate, but by Christmas, I’d bet they’re selling digital swords and expansion packs like hotcakes.

 

Free-to-play paying off big for Turbine

Monday, May 17th, 2010

This year’s annual survey of online gamers, as conducted by research firm the NPD Group, highlights some very interesting shifts in overall online gamer behavior. Recently acquired Turbine’s Dungeons and Dragons Online had overtaken long seated Guild Wars in the third place spot. As expected, Blizzard Entertainment’s World of Warcraft took the number one position, with Jagex’s RuneScape holding down second.

This past January, the NPD Group surveyed 19,000 online gamers and found that around 30 percent are regular WoW players, thus crowning the title king of online games (again). Around 10 percent of those surveyed indicated that they’re regular RuneScape players. According to Massively, both of these titles have held the top slots in this annual survey for quite some time now, with Guild Wars usually nabbing the number 3 spot.

Guild Wars’ percentage played has not changed this year (7 percent), and one would expect the results to remain the same. However, there’s been another player introduced to this highly competitive swimming pool, and it looks like this one’s a shark. Turbine’s Dungeons and Dragons Online: Eberron Unlimited has obviously struck a chord with online gamers, as the title’s popularity has doubled over the past year, enough so that it’s officially overtaken NCsoft’s Guild Wars. Even though DDO’s percentage was not given, it must be above 7 percent, but less than 10 percent, so for arguments’ sake, let’s say 8.5 percent.

If this isn’t the turn around/comeback/holy smokes story of the year, than I’m not quite sure what is. If you’ll remember, Dungeons and Dragons, while moderately popular, was at the phase in a product’s lifecycle where it either a) receives a major renovation, in one form or another, and is quasi-re-released, or…b) the title quietly subsides into the darkness where video games go to sleep. In DDO’s case, for many months it was looking like the later. Until … one (probably more, but let’s heighten the drama), brave individual at Turbine had the idea of converting the game to a free-to-play, and monetizing it through in-game sales, as well as offering a subscription plan to those that are interested (a hybrid, if you will).

Fast forward a few months, and it looks like the decision to take DOO to the free-to-play model has/is paying off handsomely. Not only has Turbine been acquired by Warner Bros., but they’ve now got a bona-fide hit on their hands, and on that was slated for the dustbin at that. The NPD report backs this supposition, as their data indicates that subscriptions are starting to lose their attractiveness to online gamers, down from 130 percent in 2009 to now a paltry 18 percent.

 

Warner Bros. acquire Turbine

Wednesday, April 21st, 2010

And now the circle is complete. Warner Bros. announced yesterday that they’ve acquired the largest privately held games developer in North America, Turbine. This successful acquisition now puts all of the Lord of The Rings based titles under Warner’s roof.

Turbine, developers of some of the most frequented MMO’s on the internet including Lord of The Rings Online and the (semi-recent) free-to-play revival of their popular Dungeons and Dragons Online: Eberron Unlimited, was founded in 1994, and has raised over $46 million in funding since 1998. Their initial release, Asheron’s Call was published by Microsoft in 1999. Turbine later re-acquired the publishing rights to this title.

While the terms of the deal were not disclosed, one Boston Globe report hints at the purchase price in the $160 million range, based on a “source close to the negotiation.” And while this number seems lofty, when one considers what Warner Brothers just added to their stables, it might be the bargain of the year. Warner Brothers has been slowly but surely ramping up their presence in the video games market over the past several years, acquiring one studio after another. With the Turbine acquisition, Warner Bros. now have access not only to Turbine’s development staff, but their tested and proven free-to-play business model. And don’t forget about Turbine’s deep index of experience when it comes to direct-to-consumer relationships via their well developed social networking platform.

“Turbine is recognized globally for its industry-leading technology, groundbreaking graphics and its unique ability to create and operate massive and persistent online worlds which greatly enhance players’ social gaming experiences,” said Martin Tremblay, president, Warner Bros. Interactive Entertainment. “The Lord of the Rings Online and Dungeons & Dragons Online have both been an enormous success for Turbine and we look forward to working with their talented development team to continue creating award-winning online games.”

From Turbine’s side, CEO Jim Crowley comments, “This acquisition is very exciting because it allows us to expand globally while continuing to focus on creating spectacular online games that our loyal fans and players have come to expect.”

And while Warner Brothers have an investment past with Turbine, it’s fair to say that they’ve had their eye on Turbine for quite a while now. Not only to complete the IP collection of J.R.R. Tolken products, but also as a way to jump into the free-to-play market, and thus capitalizing on the plethora of virtual goods monetization potential. Turbine was great before the acquisition – let’s see what new cash and a much wider reach can bring.

Congrats Turbine! We expect nothing but good things. :)

 

Age of Conan goes free-to-play. At least for the first 20 levels. For now.

Tuesday, December 15th, 2009

Norwegian games developer Funcom has recently announced that they’ve opened up their MMORPG Age of Conan Hyborian Adventures as a free-to-play game, with caveats, of course. Players that download the client, register, and start playing what Funcom calls a ‘trial’ between now and January 1st, 2010 won’t have to pay a dime. At least not for the first 20 levels, which includes the Island of Tortage, the game’s first starting area. After which point, Funcom is banking on players enjoying the experience so much that they’ll be willing to fork over some cash for the subscription service.

“Our original seven day trial has been very successful so far,” says Morten Larssen, Vice President of Sales and Marketing at Funcom. “But with the holiday season coming up this is the perfect time to shake up our trial offer a bit and try out something new. So everyone who downloads the trial before January 1st will be able to play the first part of the game for free, forever. We are confident that many of those taking advantage of this offer will choose to become permanent players, allowing them to experience all of what the game has to offer including all the additions and improvements introduced since launch.”

Ok, not a bad promo. Unless of course, you look at the less than stellar performance Age of Conan has seen since it’s launch. While Funcom bills the title as a “smash hit in retail,” looking at some of AoC’s past ‘achievements’ reveals a slightly different story. Remember, AoC is the same title that saw half of it’s servers shut down at the very beginning of the year. Only a few months later, Funcom’s financial report revealed that AoC was clearly not living up to the company’s expectations. Funcom then moved on to giving away virtual goods as a way to draw in more players, as well as initiating the ‘free trial’ program Larssen’s statement refers to. To top it all off, all of this Age of Conan activity has been taking place post Funcom announcing that they’ve got not one, but two free-to-play titles in the works.

Again, with the talk of free-to-plays in development, combined with the proverbial flogging of the dead horse – calling a play from the Turbine handbook doesn’t seem too far off. Remember Turbine’s flailing Dungeons and Dragons Online? Almost banished to the depths of obscurity, Turbine made the move to convert DDO to a full fledged free-to-play, and has seem massive interest, action, and associated sales and revenue arriving via the in-game shop. Now if I were a betting man….I’d be playing an all in on 2010 seeing Funcom do the very same with Age of Conan Hyborian Adventures.

 

Microtransactions to power CCP’s new DUST 514

Monday, October 5th, 2009

Microtransactions have seen a long and winding road in video games over the past few years. Originating in the Asian market as a way not only to prevent piracy, but to capitalize on a growing demand from gamers to pay for only what they want and/or use in their game of choice. And hot on the heels of Turbine’s announcement of a planned console based MMO, Icelandic developer CCP, of EVE Online fame, announced on Saturday that their newest offering, DUST 514, is not only squarely pointed at the console market, but will also be forgoing the subscription model and supported through microtransactions.

dust-514_05

DUST 514, a strategic FPS, is setting out on an entirely new path for gaming, bridging the gap between their PC only product, EVE, and this console based shooter. Players from EVE and DUST will be able to interact, predominantly through CCP’s New Eden social network, which is slated to launch early next year. EVE, which focuses on space combat, and DUST with deals with ground combat will be interlinked through the social network, and EVE players will be able to ‘hire’ DUST players to attack planets of districts of planets from them, with players of both games able to join the same Corps and Alliances. However, this link will not be available right off the bat. CCP hopes to expand the appeal and associated player base of it’s online world, but plans on doing it slowly. The link between the two will be introduced slowly in order to ease long time EVE players to these new arrivals. These new arrivals will also be under intense scrutiny, as a new flux of players could have a number of impacts on EVE’s economy, one that’s been the subject of scandals and controversies over the past year.

CCP said that they will not be implementing a ‘leveling’ system, common in most MMO’s. Instead, a series of in-game achievements, known as the “achievement matrix” that will unlock new customizable weapons and vehicles. There will be also no character classes, rather, players are defined by the equipment they carry/own.

And where might these customizations come from? Here’s where the in-game item shop, or “virtual items marketplace,” as CCP is officially calling it at this point, comes into play.

So it looks like we’ve got two top name studios, both CCP and Turbine that are gearing up to take on microtransactions in a big, big way. Turbine has already fired the first salvo, with the recent swap of Dungeons and Dragons Online from subscription to a free-to-play hybrid, to great success. DDO features a number of items for sale via microtransactions in their in-game shop. While CCP has not offered a hybrid version of play for their games, they are working on a console game that will link two different games together. When CCP implements this in-game item shop, with various equipment, weapons, etc. through microtransaction purchases could CCP consider allowing the water to flow back the other way? Meaning, if microtransaction purchases are a success in DUST, the question remains, would (or are the already?) take a serious look at the economic functions underway within DDO? On the other side of the coin, with Turbine’s DDO growing in numbers and microtransaction puchases, and recently announcing that they’re currently developing an MMO for consoles, could we see the same microtransactions monetization model from the Westwood, Mass studios?

 

Turbine to tackle console MMO and microtransactions?

Wednesday, September 23rd, 2009

What would a hot day in Texas be without a little dust raising? It looks like Turbine’s VP of Product Development, Craig Alexander raised a little dust himself, as well as a few eyebrows when he took the stage on the last day of the GDC Austin 2009 event. In his presentation Alexander stated that the market of MMORPG’s on consoles, specifically Microsoft’s Xbox 360 and Sony’s PlayStation 3 could be worth in upwards of $2.3 billion a year. Obviously a number no one is willing to pass on. However, up until now, no one’s taken a fair stab at making this dream a reality. To this end, according to Alexander, Turbine’s about to take a serious run at tapping this multi-billion dollar market.

craigalexanderIn his address, Alexander confirmed that the Westwood, MA based Turbine studios is in fact current at work on a console MMORPG. Citing the technical challenges of the physical operating procedure Sony’s PS3 employs, Alexander said that the team is developing for the PS3, with plans to shortly there after port the title to the Xbox. But if it sounds so easy on paper, why haven’t there been more serious attempts at addressing this market? In the end, it comes down to one simple answer: Money. According to Alexander, any decent attempt at this project is going to cost somewhere in the $20 million range just to develop. Given that Turbine has recently started receiving funding from a proposed $50 million investment round, their popular Lord of the Rings Online shows no signs of dipping in popularity, and their most recent experimentation into the world of hybrid subscriptions/microtransactions supported Dungeons and Dragons is out of the gate with a label of success, it’s fair to say that Turbine has the cheddar to make this a reality.

Alexander says that part of the difficulty in creating an MMORPG for a console is that in order to succeed, it must be radically different from the current state of play. A console MMO would need to have better graphics, less grind, and much more social interaction than is currently employed in the unofficial ‘standard elements your MMORPG must contain’ handbook. Speaking to the fact that many consider MMO’s a purely PC based form of play, Alexander was quick to point out that the same arguments were previously made when applied to sports sims and the FPS genre, but now market leaders Madden and Call of Duty have a massive console audience and following.

When talking monetization, Alexander primarily focused on subscriptions. Notably, he pointed out that reoccurring billing (subscriptions, if you will) options are already available on both platforms, and that the Xbox Live services are a clear indication that set top box players are willing to set up subscriptions and pay for additional enjoyment. If any of this sounds familiar, don’t forget that the rumor mill was rife with speculation back in May when the idea of LotRO microtransactions being utilized in the Xbox 360 item shop circulated. Alexander flatly and specifically denied this rumor of porting LotRO to the Xbox during his presentation.

And while the rumor didn’t pan out, it’s clear that with the implementation of a hybrid model with Dungeons and Dragons Online, and this confirmation that Turbine is seriously committed to a perhaps industry revolutionizing MMO for consoles project, clearly something major is afoot at Turbine. If they can truly hit the nail on the head and show us something that’s never been seen before, the pure subscription based model may have merit, but if they fall anything short of perfect, we may see them revert to something they’ve already seen work, and work well – the microtransaction/subscription hybrid model.