Posts Tagged ‘Wii’

UK gearing up for best-ever Q4 game sales

Tuesday, November 25th, 2008

A recent report published by Top Global Markets, a combined monthly report from leading providers of the video games industry consumer and retail information, The NPD Group, GfK, Chart-Track Limited and Enterbrain Inc., shows that combined video game software sales across the world’s largest three markets had a 1 percent growth Q3 (July-Spetember) 2008.

The United Kingdom took the show, with a remarkable 15 percent growth rate, the US coming in a second at 8 percent.  To clarify, the UK has a skewed growth rate pattern though, as a 26 percent gain was experienced in console software, while portable software dropped 1 percent.  The US on the other hand might be a better indicator, with console software shipping plus 6 percent and portable software growing 10 percent.

“Taking into consideration the marked differences between the 3 territories, the UK market in particular is gearing up for a best-ever Q4 performance overall, even under the well-documented financial climate,” said Dorian Bloch, Business Group Director, GfK Chart-Track Limited.  “We fully expect UK consumers to drive sales for the full year to unprecedented heights, especially considering the line-up of exciting single and multi-format new franchises currently hitting the market, not to mention the evergreen portfolio of Nintendo-published Wii & DS titles which have done such a great job of expanding the market to a far more mainstream consumer.”

The US market, however, was the only sector to experience positive growth YOY with an 5 percent growth in Q3 ’07 and 8 percent Q3 ’08.  The UK, on the other hand, is experiencing explosive console software sales, but actually diminished growth YOY – a 34 percent increase in Q3 ’07 vs. a 15 percent increase in Q3 ’08.

“In the U.S., third quarter total industry unit sales grew 8 percent versus 2007, even as the economy showed accelerating signs of recession,” said Anita Frazier, industry analyst, The NPD Group.  “As would be expected at this point in the console lifecycle, games sales are starting to take the spotlight even as the average retail prices of games increased slightly.  Heading into the critical fourth quarter, the U.S. games industry is on solid ground.”

And then there’s Japan.

Most, if not all of our consoles are pumped out of Japan at an astonishing rate.  The flat performance of unit sales in Nippon cast a wave upon the Japanese software market, currently being felt across the industry.  Q3 ’08 shows a dramatic 21 percent overall decrease YOY, with consol software taking the biggest hit at 33 percent, portable software at 13 percent.

“Japan did experience sales declines in both software categories, but it is important to keep in mind that not only is Japan a more mature market than the U.S. and UK, but 2007 was a banner year for the Japanese software market, with the titles released in the third quarter of 2008 not being as highly anticipated as those released during the same time period in 2007,” said Ricky K Tanimoto, Global Marketing Analyst, Enterbrain, Inc. “Also, software titles generally have stronger launch sales in Japan, which represent a large percentage of the total sales in Japan compared to the U.S. and UK. In regards to expectations for the remainder of the calendar year, we estimate overall video game sales in Japan this holiday season will not be greatly affected by the world financial crisis, especially in the portable space. Portable software sales are particularly strong, and new portable hardware systems like Sony’s PSP-3000 and Nintendo’s DSi will prove to be driving market forces in Japan throughout the 2008 holiday season.”

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GoLive2 goes live with Stix compatible MMO Racing Game

Tuesday, October 21st, 2008

GoLive2, an independent gaming of Playhut Inc. has announced today that their “GoLive2 Racing” MMO has officially released.  What seems to be a rising trend in MMO’s, this new racer has an extra advantage that others do not: GoLive2’s Stix Controller.

Developed by Finland based developer Chat Republic Games, GoLive2 Racing is a PC client/server free-to-play MMO racing game that also seeks to introduce a social interaction aspect to the game.  The Lounge, paddock, and garage areas are open to the public, and facilitate other racers meeting, socializing, scheduling races, and recruiting fellow team members.   The game also features the obligatory online portal including a forum and a front page ranking system for bragging rights.

Players square off on two different tracks, one short course, one long.  The game is free-to-play, but GoLive2 seeks to monetize the game via a premium subscription fee to unlock a much larger selection of tracks, avatar and car customizations.

“We are very excited about this game,” said Brian Zheng, President and CEO, Playhut. “This game combines Stix-compatible online competitive arcade style racing with a social networking component to create a very addictive and fun game. GoLive2 Racing is a great addition to our large offering of Stix-compatible online games.”

The Stix controller is somewhat of a Wii/iPhone hybrid, in so much as it is an interactive controller for PC that gives the feeling of console play.  The iPhone reference comes via the unique touch screen capabilities of the Stix.  The Stix essentially eliminates the need for both mouse and keyboard for gameplay.

Chat Republic Games’ CEO Lasse Hyyti adds, “Our team built an outstanding game that works great with a standard PC Windows platform with keyboard and mouse but GoLive2′s Stix 200 and 400 improves the player’s experience. It transforms the game from a standard PC game into a physical action-oriented sport.”

 

Barack appears in Burnout Paradise

Saturday, October 11th, 2008

In game advertising has seen quite a week.  If Google’s big announcement of getting into the game (literally) wasn’t enough to make advertisers and marketers drool with anticipation, the monetization model received another boost a few days back when Xbox Live gamer Dragunov slammed on the breaks to snap this shot of a Barack Obama ad appearing in Burnout Paradise.

Dragunov came across the ads, grabbed a few screenshots and posted them to his Rooster Teeth journal page.  He reports:

Here’s the photos I took while playing Burnout: Paradise on the XBox 360.  I don’t know how often they rotate the in-game advertising, but I imagine they are still up.

I gotta give [Obama] credit for covering all the bases.  I also think this is an interesting endorsement for adults as gamers (or maybe he’s planting the seeds for a re-election bid in 4 years…)

Now these screenshots are either an outstanding Photoshop work, a viral ad planned and released by the Obama campaign, or maybe  both.  Either way you look at it, this is remarkable.  The ads display that early voting has already begun and point directly to Obamas site voteforchange.com.

While neither EA or the Obama campaign responded to our inquiries confirming the ads, clearly Obama and/or his diehard photoshopping supporters have created waves and know exactly where and how to reach young voters.

Given that approximately one third of all American households contain either a PS3, Xbox 360, or Wii, the Obama campaign has the potential to reach a market that normally may or may not pay attention to political ads.  Granted, there is the potential that most Burnout Paradise drivers are going to go flying by the ads, but then again, there are gamers like Dragunov that stopped to view the billboard, snapped a few photos, and here we are….discussing Barack Obama.  Include the recent Brandweek survey conducted by the Nielsen Games division that concluded that 11 percent of gamers said they bought a brand after seeing it advertised in a game, and you’ve got a powerful mix on your hands.  I guess the next logical step is when can I pony up and get a microtransaction Obama paintjob for my ride?

The Obama camp is clearly showing great technological progress in terms of not only leveraging the technology, but also targeting and delivering it at just the right time and place.  With his my.barackObama, Facebook page, and iPhone app the Democrats are painting themselves as those in the know, while John McCain is still struggling to understand email.

Historically, the young voter group is the least likely to actually show up at the polls on Election Day, but we’ve seen some incredible progress from both political parties to embrace and utilize the power of the online world.  From Howard Dean’s incredible use of viral marketing via blogs, to Obama’s ads appearing in Burnout Paradise, clearly virtual worlds are beginning to gain the attention of even the oldest of old school.

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Adding free-to-play to the DSi would change the entire industry

Tuesday, October 7th, 2008

Head Honcho of Acclaim and noted advocated of the Free-to-Play business model, David Perry says that by adding free-to-play games to the recently released Nintendo DSi would be an industry changer.

In a recent interview with Matt Martin of gamesindustry.biz, Perry said that his reaction to the new DSi from Nintendo is positive, but he had certainly hoped for faster innovation coming out of Kyoto.

While Nintendo has no public plans to delve into the free-to-play world, Perry did comment that the ability to download games directly to the DSi was a good start – provided that 3rd party manufacturers don’t beat Nintendo to the punch.

“The download store is good, [Free-to-play games] would have changed everything for designers. Basically it would remove the limitations of what a handheld is capable of doing, but it would require WiFi to play those games, so maybe it’s still too early,” he offered. “I think [free-to-play] would have been a game changer, but now it’s over to Sony or Microsoft to make this move.”

“The download store will help people play and try more games, it’s a great way to allow impulse playing,” he continued. “So I think that actually will help, I’m pleased Nintendo are stepping up their game as the online store they initially launched on the Wii was terrible.”

Noting the most sizable party in the download games on the go industry; Apple, Perry says that Demo versions of games made available for the DSi would provide a distinct advantage, not only to gamers, but developers and publishers as well.

“It’s certainly where they can beat Apple if they get developers to offer demos of all games. Apple fails on the demo front where you buy first, hoping you will like them. To compete with Apple, they will need to open up free-to-play gaming.”

Also up on Perry’s DSi wishlist? Both screens having touch screen sensitivity (something that all of us have been scratching out heads about ever since the release of the DS back in …), a webcam for greater interactivity (the built in camera is nice, but still not a webcam.  Perry also believes that this camera is destined to produce a number of ‘gimmicky’ games), tilt sensing (ala iPhone), a slicker design (again…iPhone), better speakers (is anyone using their DS without headphones?), and an “Xbox Live” style service for handhelds.

Thankfully, Martin asked the question that was on my mind as well while reading about the DSi, how about a “touch sensitive Wii controller”, which Perry also added to the wishlist.  Not every player is going to have both a DSi and a Wii, but the added gaming functionality might be yet another ‘hey, that’s cool’ factor to the Wii, and perhaps boost sales based on system compatibility via the controllers.

Not quite complete with the wishlist, Perry continued with a Nintendo Cloud Server

“to host server heavy games, that make the gameplay more impressive than handheld hardware could ever produce.”

I personally have yet to get my hands on a DSi, but while tons of reviews are starting to show up across the gamescape, there tends to be some mixed feelings.  Some say it’s the greatest thing since sliced bread, while others clock in with a resounding, “yeah, and….?”

Either way you look at it, a free-to-play concept on handheld gaming systems could very well be an industry changer.  Clearly iPhone users don’t have a problem making microtransaction games purchases (myself included), so why not give developers and gamers both a fair shake at ‘free-to-play, microtransactions if you want to play more, extra levels, etc.’?  For years, games publishers have been introducing the free-to-play model on a PC platform.  Perhaps coming at the topic from the bottom up, and not the other way around might be a great way to get an entirely new generation of gamers interested in, and used to the free-to-play, microtransaction based concept.

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Microtransactions arrive in Capcom’s Mega Man 9

Sunday, September 28th, 2008

With the release of the digital download only Mega Man 9, there’s another great feature awaiting players: customized upgrades via microtransactions.

Released late last week, Capcom’s Mega Man 9 will offer players the ability to update the game via puchaseable features.  While the content is not yet available for download, the online manual lists a number of optional features and the pricelist for each.

Here’s what Mega Man 9’s got on tap thus far:

  • Endless Attack: (300 Wii Points) Test your skills on a stage without end. Try to break the record for getting the farthest. Releases October 6.
  • Hero Mode: (100 Wii Points) Play the game with a more difficult level of enemy distribution. Releases October 20.
  • Superhero Mode: (100 Wii Points) Play the game with a super difficult level of enemy distribution. Releases October 20.
  • Proto Man Mode: (200 Wii Points) Play the game as Proto Man. You can use the shield while jumping. There is no story for Proto Man. Releases October 6.
  • Special Stage: (100 Wii Points) Gives you another Time Attack stage to try, including a new Boss at the end. Results will be displayed in the rankings. Releases October 20.

After giving Mega Man 9 a go, let’s hope that there will be additional items for sale in the game, as this is proving to be the most challenging Mega Man to date.  Not quite enough to make me want to bag it quite yet, but getting very close.  There’s a fine line between challenging and downright impossible.  As with any new game, there’s always a lot of trial and error involved in boss fights (and some NPC’s as well), but Mega Man 9 presents players with a seemingly impossible trio of robot elephants that lob multicolored balls at you.  After doing a bit of digging around, it seems that I’m not the only one with elephant troubles: Patrick Kiepek over at MTV is having the same difficulty.

From what I’ve played thus far, it’s been quite a challenge, and I’m not quite ready to shelve Mega Man 9 quite yet, but as previously mentioned, hopefully Capcom/Wii intend on either a content upgrade (I’m not asking for a cakewalk…just a tab bit easier guys) or some juicy (temporary) microtransaciton goodness that’s going to help me blast said elephants (and hopefully Concrete Man as well) into next week.

“Mega Man 9” arrived on WiiWare and PSN last week and goes live on Xbox Live Arcade this coming Wednesday.  Who knows…maybe Microsoft users will have an easier time with it?

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NextGenBooks titles relaunch as free-to-play – console gamers flock in record numbers

Tuesday, September 9th, 2008

Since the relaunch of Warrior Quest two weeks ago, publisher NextGenBooks.com has seen a massive influx of console gamers to the already popular RPG.  Not just a random blip on the radar, NextGenBooks reports that the console audience has now outgrown the number of players accessing the title via PS and Mac.  Lead by Playstation 3 gamers, console plays have far surpassed the number of players accessing the game via home gaming consoles in any previous month(s).  Not to be outdone, Wii owners are in a strong 2nd place.  Both platform gamers may access the game via their in console internet browser.

Warrior Quest is a traditional RPG the provides a healthy mixture of card based battles, monster collections, and turn based combat to provide a rich and accessible RG experience.  The game is playable on a variety of platforms including PC, Mac, Wii and PS3 via their respective browsers.  In addition to the traditional RPG gaming experience, Warrior Quest also features online leader boards and scoring that allow players to compete in weekly, monthly, and all time charts, regardless of which platform they choose to play on.  Again, the title is free-to-play, with premium content due out in the coming months.  No official word yet, but we’re banking on premium content, features, and in-game items to come via micro-transactions.

Providing a perhaps needed boost, the sudden upswing in players comes just days after the publisher, NextGenBooks.com announced that it will be changing it’s name and rebranding as mikomi.info.  Mikomi.info is now live, but NextGenBooks.com URL’s will continue to redirect for a some time.

NextGenBooks/Mikomi’s other now free-to-play title, The Half Broken Crown: The Broken Kingdoms has also seen a massive upswing in plays since it’s recent relaunch.  Like it’s sibling, it too has seen a dramatic increase in use via gaming consoles, outnumbering plays on both PC and Mac.

The Half Broken Crown: Broken Kingdoms is a point and click adveture title with cross platform live chat abilities.  This title also has available versions for PSP and Nintendo DS via the browser interface.  Keep your eyes peeled for a special re-release of The Half Broken Crown: The Broken Kingdoms due out later this year.  Another major influx of console gamers?

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Consoles expected to generate $8 billion by 2013

Friday, September 5th, 2008

Our friends over at Parks Associates have recently released some more outstanding research and predictions regarding the gaming industry.  Their most recent report: Connected Consoles: Gaming, Media, and Beyond predicts that gaming console revenues will reach a staggering $8 billion by the year 2013.

Parks Associates predicts that revenue streams from digital video distribution (think Xbox/Netflix), downloadable games and content, virtual worlds and avatar-based microtransactions, multiplayer gaming services, and dynamic in-game advertising will account for these numbers.

“Broadband connectivity, now a common feature for game consoles, is a key enabler for new business models,” said Yuanzhe (Michael) Cai, Director of Broadband and Gaming, Parks Associates. “Among the different online revenue opportunities, digital video distribution and downloadable games and content are the most promising.”

The reports goes a step further to reveal that among the “big three” console leaders (Xbox, PS3, and Wii), Microsoft currently dominates the online content and service market, but Sony and Nintendo are making strong headway into the field as they ramp up their base of connected customers and diversify monetization models.

“Led by Microsoft’s success in Xbox Live, all three console makers are dreaming up many innovative offerings to entice console households to get connected and spend more money,” Cai said.
In addition to top findings on the current state of console play, Parks Associates study even goes a step further and analyzes new console related capabilities, services, and business models.  These new models include: online multiplayer gaming, virtual worlds, dynamic in-game advertising, and digital delivery.  The study outlines the impact of game consoles on other industries and forecasts revenue growth and market share.

To hear more from Yuanzhe ‘Michael’ Cai, be sure to attend his session “Games of Tomorrow and the Future of MMOGs”  at the Digital Media Wire’s NY Games Conference on September 26th.

 

70% of Games Lose Money, microtransactions can recoup costs

Wednesday, August 13th, 2008

Former Sony executive Chris Deering recently stated at the Edinburgh Interactive Festival that only three in ten games will ever make enough money to break even, much less see a profit.

Kicking off this week’s Festival, Deering delivered his keynote and served up some juicy predictions for the gaming industry.  Based on his findings and correlations drawn from Screen Digest and other industry sources, Deering expects that by 2011, there will be 2.5 Bn potential gamers worldwide.  Traditional gaming platforms such as the DS, Wii and PS3 are expected to have a base of 500m by 2011, with alternative mobile platforms and gaming PCs splitting the remains with a billion users each.

Looking at the numbers, Deering warned that “traditional revenue sources will not be sufficient to fund games development” and as the market grows, studios must seek alternative revenue sources now in order to avoid becoming obsolete.

Citing the growth of new players to the market; mobile network carriers, cable, satellite, and DSL providers all working towards a ‘competitive array’, this competition is only going to get stiffer.

“Something is going to have to be there to make up the difference,” he said, citing a “creative use of hybrid online/offline advertising revenue models” as one key way to succeed. “These business models must be explored.”

Deering went on to cover areas and trends that he believes will sustain a 2.5bn person market.  On the development end these include WiFi, lighting and voice recognition, massive game worlds, cinema-real presentations.  On the player end; microtransactions and in game advertising topped Deerings list.  He also covered user generated and user enhanced games.

Perhaps planting a new seed, Deering also went on to unfold his vision of another potential revenue source; gaming.  “Gambling will become a source of development funding,” said Deering. “Perhaps not directly, but this area can provide some sources of income which eventually be directed back to the developer.”

Prior to his appointment as president of Sony Europe, Deering served as the head of Sony Computer Entertainment Europe during the launch of the original PlayStation, PlayStation 2 and PSP, which gave him significant knowledge of Sony’s internal and external development strategies. He resigned from Sony in 2005.

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Are micro transactions on the horizon for Xbox avatars?

Sunday, August 3rd, 2008

Microsoft corporate Vice President John Schappert recently spoke with Venturebeat’s Dean Takahashi on a number of topics including a micro transaction based model for Xbox avatars.

The Microsoft avatar system was announced at E3, and one thing was clear: There’s a lot of potential for micro transactions in the Microsoft future.  With the recent interview, Schappert puts the official stamp on the ‘It’s something we’re seriously considering’ rumor.

“That may be in the future,” Schappert said when asked about the prospect. “In the near term, we want to launch these with great customization and a great library of accessories this fall. I think there is a lot more we can do with them. You will see us continue to add experiences that make use of the avatar.”

“To me, avatars are a logical extension to give us countless ways to personalize our own styles,” he said.  “It’s not like we are using avatars to recreate the perfect human body. And it’s not too cutesy. It’s in the middle. It dresses up the core first-person shooter, who can be edgy. And the more casual player can dress up to look friendly.”

If this sounds more than familiar, just have a think for a second about the Nintendo version: Mii’s.

“I have to make a shout out to the Miis and say that Nintendo did a phenomenal job integrating them into the Wii games,” Schappert said. “There was a lot of inspiration from them. At the same time, it’s a logical evolution of our gamertags on Xbox Live. It was a question of when to introduce it.”

It’s good to see that Microsoft isn’t just doing a bit of chest beating, but giving a nod to the Nintendo boys for beating them to the market.  Whether these custom, micro transaction based avatars will cost an unruly amount of Microsoft Points is yet to be seen.

Micro transactions for in game avatar customization; good or bad?  While the topic can and most certainly will rage on in forums, blogs, and chat channels, isn’t it simply a case of two different types of gamers?  Will the ‘hardcore’ category yet again be the most vocal in it’s opposition, while the ‘casual gamer’ category silently goes about it’s business, dropping a buck here and there to truly customize and enjoy their in game toon?  Clearly the market has shown growth in the micro transaction field, both in interest and development.  With Microsoft putting more resources into developing a program, isn’t this a clear stamp of approval?

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Alex St John – PC games run by micro transactions are the new wave of the future

Friday, July 25th, 2008

Alex St John, the former head of DirectX at Microsoft and now CEO of Wild Tangent has recently stated that gaming consoles will be dead by 2020 and that micro transactions are where it’s at.

“I think you’re looking at the last generation of game consoles, and I think it’s easy to defend that position,” he said while speaking at the Wedbush Morgan Securities annual Management Access Conference.

St John has always had an eye on the future, and a finger on what’s the next ‘hot topic’.  He believes that games will eventually shake themselves out into two distinct communities: One that enjoys a certain type and format of a game, with others enjoying another.  Could he possibly be alluding to ‘First Person Shooters’ vs. ‘MMO fantasy’ games?

From this split St John takes it a step further.  “I think the business model in ten years … It’s going to be microtransaction based. Microcurrency-based economies are just the most efficient way to maximize revenue. They work really well.”

In game advertising is a second shakeout from this split.  “It’s a great alternative payment type for kids who don’t have access to online currency and are huge game players. So, if you don’t have any way to take money from kids, then the only way to get kids to play is by advertisers marketing to them.”

St John sites and targets data based on the current upswing in global laptop sales.  “Kids especially need laptops due to the evolving type of homework and in-classroom work being assigned at schools. Gaming devices are usually confiscated at school, but “no one’s going to take [the kid's] laptop away from him because they need that for their homework.”  This lends itself perfectly to a community driven, gaming society specifically targeting micro transaction and advertising models.

“Laptops are fabulous gaming devices with Wii-like graphics, instantly tied to community, 100 per cent online and a vast volume of free play for kids who don’t have credit cards.”

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