Posts Tagged ‘wizard 101’

Kinglsle’s free-to-play Wizard 101 celebrates one-year anniversary, five million registered users

Friday, September 11th, 2009

Plano, Texas based KingsIsle, developers of family friendly MMO Wizard 101 recently celebrated their one-year anniversary, and announced that they’ve have five million registered users pass through their doors in this very short amount of time. Players have registered from around the globe, and as a result the company has planned a number of in-game goodies including several decorations, and a yet-to-be-announced special surprise for all players.

wizardgraphicalclient-2008-08-27-00-41-05-50Originally launched with a subscription model, KingsIsle switched to a “free-to-play, subscribe if your want, buy things in the store via microtransactions” business model late last year. Based on a family-friendly premise, Wizard 101 is a spell-casting adventure card-based style game. The game contains no blood, and characters do not die if defeated in a duel of spells – they are simply returned to a safe area to regain health. The game combines the social interaction of online multi-player games with a parental control system that allows adults to restrict communications options for younger players, while allowing more freedom to older players. These safeguards, combined with the no-cost, downloadable distribution model have resonated with consumers looking for new ways to have fun on a budget.

“Quality family entertainment doesn’t have to be expensive,” said J. Todd Coleman, creative director of Wizard101. “The success of Wizard101 clearly shows that it is possible to produce a fun and challenging game that is both wallet-friendly and appropriate for all ages – and that it’s something people are looking for in these tough economic times.”

Perhaps adding to Wizard 101’s accelerating growth, is the easy of access to in-game currency. Available via pre-paid cards (i.e. non-credit card holders method of choice), users can purchase “Crowns”, Wizard 101’s in-game currency, at a number of national retailers including 7-Eleven, Blockbuster Video, Best Buy, Rite Air, Wal-Mart, and Toys R Us.

While KingsIsle seems to have struck a chord in the highly sought after (and lucrative) kid/tweens market, it’s important to remember that they face stiff competition. SOE’s Free Realms is in the same genre as Wizard 101, and has seen skyrocketing growth, as well as (debatably) the one that started it all: Nexon’s worldwide hit Maplestory. However, KingsIsle is the only developer on the market that is pitching their title as family entertainment, perhaps adding the needed draw to the parental units.

As with any decent MMO, Wizard 101 is a constantly evolving game with new content being introduced on a regular basis. If the 2008/2009 year brought in five million players, it’ll be a challenge to see if KingsIsle can maintain this growth rate.

 

2009: The year of Free-to-Play

Tuesday, March 31st, 2009

Of the many great ideas, concepts, presentation and news coming out of this years’ GDC in San Francisco, nothing rises to the top more than ‘free-to-play’.

mmohub.org’s editor Brendon Lindsey’s recent article about the genre and how it’s the next big thing is an excellent read.  Lindsey even teases with info about at least three major studios well past the initial planning stages of brand new free-to-play MMOs.  He nails on the head what we’ve been thinking for quite a while now, it’s only a question of acceptance and are Western studios willing to take the risk?  Pre-GDC, I may have said that this day has yet to come.  Post-GDC, I think it’s fair to say that free-to-plays have arrived, and are now being taken seriously by everyone in (and outside) the industry.  My thanks go out to Nexon for keeping their eye on the ball and pioneering where all others said they would fail.

A primary deterrent to early free-to-play titles in the Western market was that they were developed in and for an Eastern market style of play.  That, and 9 times out of 10, well, to be honest, they just weren’t of very good quality, thereby leaving the end user with a ‘errr….this is crap, can I play WoW now please?’ experience.  Add to this experience the fact that Western developers and studios just couldn’t grasp the profitability margin in ‘optional payment’ games.  Fast forward, and may I introduce to you both ‘Runes of Magic’ as distributed by Frogster, and ‘Wizard 101’ as developed by Kingsisle.  Note that ‘Runes of Magic’ is in fact developed by Taiwanese studio Runewaker, but distributed and marketed by a Western firm, Frogster (based in Berlin, Germany).  Both of these free-to-plays have conquered a rather vociferous audience and successfully ported them to the world of free-to-play.  Sure, there have been some grumbles here and there, but at the end of the day, the numbers that both Runes and Wizard are putting up in such a short amount of time cannot be a coincidence.  There’s a movement afoot, and if you’re a studio or developer team not already thinking free-to-play/microtransactions, chances are, your competitors already are.  Petroglyph’s Mytheon anyone?

And here’s where East meets West philosophy starts to kick in.  In Eastern f2p’s the concept is simple; players can play the game entirely for free, but will be at a distinct disadvantage, thereby encouraging them to purchase better and better gear.  Conversely, the Western philosophy seeks to maintain in-game balance as best as possible (combating the pay-to-pwn theory) and I’d go so far as to say that devs are still experimenting with the best ways to approach this.  Kingsisle, for example, approaches the topic by providing a (more or less) glorified trial of Wizard 101, maintaining game balance.  There are a number of other free-to-play’s out there that broach the topic in very much the same manner, and offer microtransaction items as temporary bonus or assistance items (think health, mana, invisibility, etc. potions)

All things considered, I’d go so far as to say that 2009 (maybe 2010, as the holiday season is bound to be chock full o’ releases) is the year that free-to-play/microtransaction based titles shake the shackles that had been holding them back in Western markets, and really put their stamp on the gaming industry as a whole.

Now, as a free-to-play developer, why spend months upon months trying to develop, implement, test and re-test a microtransaction financial mechanism when there’s already an expert on the field that’s done all the work?  Wouldn’t you want to ride the wave of good tidings, and get your product in front of interested eyeballs as soon as possible?  fatfoogoo and you.  Let’s talk.

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