Posts Tagged ‘ubisoft’

Ubisoft: we’re 100% committed to social networking

Friday, January 15th, 2010

Ubisoft France CEO Geoffroy Sardin recently sat down with Gamekult to talk about the company’s future plans and how social networking factors into the mix. Sardin confirmed that Ubisoft developers are hard at work, incorporating social networking features into each and every single product in their lineup.

UbisoftTo speed up the process and get in the game, Ubisoft recently acquired casual games developers Nadeo, makers of TrackMania and QuestMania. Sardin said that the idea is to basically let Nadeo do what they do best, and try not to micro-manage the team. “Nadeo is not in the studios of Ubisoft… I, personally, I’ve never met [with the studio since its acquisition]. So it proves the independence they have and we want them to continue their adventure.”

“Nadeo enjoys the support and knowledge of Ubisoft, but mostly we are now experts in the community… that will help us to develop just about anything online,” Sardin continues. “And Nadeo is at the top of this level, especially for communication with their community.”

And while this is a good move for the company, for multiple reasons, Sardin does admit that there’s a bit of a ‘late to the party’ effect already taking place. He admits that Ubisoft’s presence in the social networking domain is, “growing exponentially, but still tiny compared to overall business.”

Addressing the elephant in the room, Sardin acknowledges that Facebook integration is key. He says that everyone across the board has been mandated with getting products rolling under the Facebook banner. “All studios of Ubisoft in the world are working on that subject.”

So if Ubisoft is trailing other competitors efforts in the social networking space, what can they do to up the ante? When asked about further or future acquisitions, Yves Guillemot said that Ubisoft would be interested in working with other companies if the opportunities are right.

An interesting position to be in. As major ‘traditional’ gaming studios stand by and watch social gaming upstarts such as Zynga, some are now scrambling and having to play the catch up game. Some start from scratch and build their social networking integrations from the ground up, while others like Ubisoft acquire outside sources. It should be interesting to see where and how Ubisoft will be able to put it’s own unique fingerprint on the genre.

 

Confirmed: Apple getting serious about games

Monday, September 14th, 2009

It’s that time of the year again: Apple starts off the holiday shopping season with announcements of their new (or significant upgrades to) products. True to fashion, late last week, Man-at-the-helm Steve Jobs and other Apple execs rolled out a number of new features and additions to existing lines, but interestingly, Jobs himself confirmed that Apple is now seriously committed to getting into the games field.

applegamingIf computer hardware/software making companies getting into gaming sounds familiar, the most obvious example is Microsoft’s Xbox console, but one can’t count out Dell and or Alienware’s commitment to addressing what gamers are after. For decades Apple has been doing things a differently (remember the Think Different advertising campaign?), and their committed entry to the gaming market is no different.

Following the event announcements, the blogosphere was awash with speculation about why the iPod Nano got a video camera, and the more expensive iPod Touch was passed over. In a NYTimes interview with David Pogue, Jobs explains that it came down to a question of cost. By not adding video capability to the iPod touch, Apple has clearly signaled that the costlier brother is headed in a different direction than it’s slimed down siblings.

“Originally, we weren’t exactly sure how to market the Touch. Was it an iPhone without the phone? Was it a pocket computer? What happened was, what customers told us was, they started to see it as a game machine,” he said. “We started to market it that way, and it just took off. And now what we really see is it’s the lowest-cost way to the App Store, and that’s the big draw. So what we were focused on is just reducing the price to $199. We don’t need to add new stuff. We need to get the price down where everyone can afford it.”

And therein lies the reasoning, plain and simple: The App Store. Apple senior VP Phil Schiller spoke to the App Store at last Thursday’s San Francisco event, stating that currently the App store has 21, 178 game available for the iPhone and iPod Touch, and growing everyday. To put that in comparison, Nintendo’s DS has approximately 3,700 titles available, and Sony’s PSP comes in with a paltry 607. “They don’t really stack up anymore,” Schiller said. Adding another nail to the aging handheld’s coffin, Schiller pointed out that neither of these platforms have multitouch screens, anything even close to the scope of the App Store, and titles remain relatively expensive (on average $25 – $40) when compared to the Apple cost – ranging from free to $9.99.

Although not specifically addressed, it’s also important to remember that with the iPhone (and iPod Touch) OS 3.0 introduced microtransaction capability. Obviously, this option remains incredibly attractive to developers, who are looking for not only a hit, but a hit that they can monetize. Apple is also clearly taking steps to make making a hit more of a reality for games developers. The latest iPhone 3g S is more than capable of handling complex graphics, and supports the OpenGL ES 2.0 graphics standard. In other words, this hand held device is (technically) capable of reproducing graphics we’ve come to expect from ‘desktop only’ graphics processors of just a few years ago. While the 3g S still lacks bonafide OpenGL ES 2.0 compliant games in the App Store, Apple said that they’re slowly but surely making their way there, and will be available later this year.

All of this is fine and dandy, but until there’s developer backing, it’s all just words, no? If that be the case, Apple has received their first official handheld gaming device vote of confidence from Ubisoft. The sequel to their hit Assassin’s Creed is slated for a Nov. 11th release on consoles. Bucking the traditional trend of ‘wait a bit for the handheld version’, Ubisoft has stated that they’ll launch the iPhone/iPod Touch version of the game the very same day.

Many industry vets have long wondered what Apple’s stance on gaming was, and if and when an answer to the Xbox might even make an appearance. As with many of Cupertino’s greatest triumphs, Apple let consumers tell them what they wanted, and appropriately responded. I feel it’s fair to say that Apple revolutionized the portable music industry with the iPod, and arguably introduced the North American market to the microtransaction method. If they plan on attacking the gaming industry with the same fervor, mobile gaming might just be on the verge of another major leap.

 

Gameforge CEO Klaas Kersting declares Free-to-Play “Will Dominate Soon”

Thursday, August 20th, 2009

As we reported at the end of June, the head of one of Europe’s most important gaming destinations, Klaas Kersting delivered his keynote speech yesterday at the GDC Europe event. Titled, “Changes in the Games Industry – Free-to-play vs. Payment Models,” Kersting shared his thoughts, advice, and experience when dealing with the free-to-play business model.

gdc_europe_09As reported by Mike Rose from Gamasutra, one of Kersting’s key takeaway points was that “free-to-play will dominate [the gaming industry] soon.” Obviously, coming from Europe’s largest developer of free-to-play browser and client based MMO games in Europe, Kersting has a bit more insight than the average Joe. His reasoning and philosophy come down to experience. He readily acknowledges that full-priced retail (i.e. in the box) games are still the defacto choice for a number of publishers, but a number of problems including piracy, market competition and overcrowding, and the “one time earning” factor are forcing traditional sales methods and resulting revenue numbers to drop. Eyeballing both Ubisoft and EA, Kersting pointed out that both manufacturers have seen a 51 and 20 percent (respectively) drop in sales numbers.

Stating his antithesis to this ‘traditional’ method of distribution, Kersting states that Online distribution is really a no brainer. Making points to appeal to both producer and consumer, Kersting says that an online distribution method has “close to zero” overhead operating costs, while at the same time the consumer, “wants to get what he is looking for as easy and fast as possible.” In other words….why should I go to the store, or order via amazon, and then wait? Providing a digital distribution method quenches consumers’ gaming thirst then and there, not a few hours or days later.

Talking to his own company’s methods, Kersting says, “give the game away for free. Why not?” Once this game is given away for free, producers then have a captive audience ripe for the sale. “Then give the player an opportunity to buy something,” he says.

However, Kersting and company aren’t living between the clouds. Driving a company to the top of the free-to-play destinations has taken some clever maneuvering and some smart business. To this end, Kersting comments that, “Free is not a business model – of course price matters. But free is the beginning of other business models.”

 

Ubisoft takes a Q1 51 percent nosedive

Tuesday, July 28th, 2009

While yesterday’s report of company record setting revenues from Changyou might be a plus for the gaming industry, major French publisher Ubisoft reported a massive 51 percent drop in Q1 sales to €83 million, or approximately $114 million. This drop represents a missed financial guidance target of 12 percent. Low numbers are attributed to slow sales of Nintendo DS titles, as well as back catalogue PS3 and Xbox 360 games. Company Chief Yves Guillemot said that sales in both the U.S. and Europe have seen a “very sharp slowdown.”

ubisoft“We are currently experiencing a very sharp slowdown in our sales for Nintendo DS as well as sales of back-catalog titles, in the context of a market that is tougher than anticipated,” Guillemot said. “This will have a significant impact on our first-half showing. Against this backdrop, the solid performance of our Wii titles combined with the successful launches of Anno and Call of Juarez are points of satisfaction and demonstrate that good products are continuing to sell well.”

However, it’s not just the sharp slowdown that’s affecting Ubisoft. Guillemot also points to piracy, specifically in the DS sector, as a factor in the company’s poor showing. “Piracy is strong so we are working to put new figurines and new elements in the boxes that will change that in the future… for example in Europe we have the same market share in DS this year as last year…,” Guillemot said. “We see a different attitude toward piracy in the U.S. than Europe. We did a survey that said our consumers will be more willing to buy products than pirate them. ”

This under-performance has led Ubisoft to take on some “damage control” measures. To that end, Ubisoft has reduced its Q2 projections to €80 million ($110 million). Previous Q2 projections were set at €130 million, or $178 million. This deflation of numbers will then represent a 54 percent decrease in Ubisoft’s year-over-year revenues from 2008.

Notably, Ubisoft’s delays in getting Spinter Cell Conviction and Red Steel 2 out the door don’t bode well. Likewise, Ubisoft has also delayed the releases of Ghost Recon and I Am Alive from a projected date sometime in Q4 09 to sometime in 2010.

“We are disappointed that we have to postpone the release of several major games but we consider that this choice is the best one in the long-term interests of Ubisoft,” Guillemot added. “…The excellent response to our games at E3, as well as the high buzz generated for titles such as Assassin’s Creed 2, Splinter Cell Conviction and Avatar, reinforce our belief that the company can achieve strong growth in the second half of the fiscal year.”

With troubling numbers, release date delays, and piracy running rampant, the question begs to be asked; Is now the time that Ubisoft might want to start taking a long hard look at the free-to-play model? Historically, game development has been done at a rather rapid pace (be that a plus or minus), and piracy would literally be eliminated. Granted, Shadowbane went the F2P route, but was closed on July 1 of this year, but we’re also looking at a title that’s almost 6 years old, and lagged behind in a number of areas of today’s free-to-plays. Let’s see just how, and with what Ubisoft can pull itself out of the slump.

 

Double Fusion appoints Monika Madrid to VP of Biz Dev, Josh Larson heads to Mochi Media.

Thursday, March 5th, 2009

The past two days have seen a few changes over at in-game advertising giant Double Fusion.  On Tuesday, Double Fusion announced that they’ve recently appointed Monika Madrid to the position of Vice President of Business Development, reporting directly to CEO Jonathan Epstein.

Prior to her appointment, Madrid has held positions at LiveGamer and Ubisoft, and will now be responsible for developing Double Fusion relationships with publishers and platforms across a wide gamut of gaming properties and types.

“Monika is one of the first true early-adopters of in-game advertising,” said Epstein. “Her traditional and entrepreneurial game industry background, strategic licensing, distribution and ad sales experience, and her experience with digital item sales models makes her the perfect addition to our team as we build out our growing in-game ad network of free and ad-supported games for everyone.”

But hold the phone…what happened to Josh Larson, the previous VP of Biz Dev?

mochiDon’t sweat it for Josh, as one day later, Mochi Media, one of the worlds largest casual online game networks, announced that they’ve acquired John as their new Vice President of Sales and Marketing.  Larson’s new gig will focus his efforts on leading Mochi Media’s sales, marketing and PR efforts, as well as guide the company’s monetization strategy.  Does this man sleep?

As mentioned above, Larson comes to Mochi directly from Double Fusion, but also has nearly eight years of experience with GameSpot, where he served as VP of games.  Larson’s GameSpot position saw him leading product development and overseeing business direction, while setting strategic vision, goals, budget and messaging for CNET‘s Entertainment division, and developing sponsorship and partnership opportunities

“I’ve been watching Mochi Media grow into the leader in online games over the last year-and-a-half, so it’s thrilling to be able to join the team and help the company grow even further,” Larson said. “My experience can only add to the deep well of knowledge and talent already at the company — it will be fun to see how we progress moving forward.”

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Free-to-play Myst Online URU goes open source

Wednesday, December 17th, 2008

Now here’s a recent news development that could open a lot of possibilities and bring back some old school fun.  Think back to one of your earliest gaming experiences.  Depending on your age, this might involve some pretty slick graphics focusing around an island and a ‘choose your own adventure’ style play.  I’ll admit that my first gaming experiences came via and Atari 2600, but once I’d moved on to PC gaming, Myst was one of the first that really opened my eyes to what graphic engines were and how a game can really be an all enveloping experience.

To be completely honest, my attention span with Myst waned, and I found myself moving on to other titles, not really knowing what exactly happened to Myst.  So as you can imagine, a small spark of nostalgia ran through my veins this morning when I heard about Myst rising again from the ashes.

As the story goes, Myst’s road has not exactly been paved with gold.  Ubisoft decided to shelf Myst, as did second owner GameTap.  When original creator Cyan Worlds regained their IP, Myst URU players decided to band together and create MORE (Myst Online Restoration Experiment).  When Cyan posted world of financial difficulties, the URU and MORE project were put out to pasture with no word on further development.  Until now.

Rather than pursue further development, Cyan has made a bold move by releasing all of URU Live’s code to the public as open source.  Granted, we’ve all probably played a round or two of Myst in our gaming careers, so the title is no secret to anyone who’s eyed a pixel or two.  What does make this rather interesting is the solution.  Rather than spend hours pouring over how to, and what to develop and where to put resources into the game, and after a long and arduous battle to re-gain their original property, Cyan Worlds has let the whole world in on the project.

What this means is that an already free-to-play title (while still available) that had pretty much reached the peak of it’s development is now coming back as a completely re invented title, not only for future enjoyment but also as a learning tool.  Thus the possibilities of porting this title to Linux and Mac are greatly increased. Considering the fact that NYU recently announced plans to begin offering a degree in design and development of video games, such an open source learning tool could be a great thing for these and other future developers to being playing with now.  Add to the mix that this game used to be a free-to-play, and the seed is already planted for development of such titles.  Castle Infinity and Allegiance are other such titles to go open source, and adding Myst to the list is another great step forward for developers everywhere.

Thank you Cyan World for this bold and innovative step.

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