Saturday, August 23, 2008

There.com Partners with K-Swiss, Bebe and Eberjey

There.com creator Makena Technologies announced five new partners for its virtual merchandise marketing program -- apparel providers K-Swiss, bebe, and Eberjey, as well as music merchandiser Bravado and the Country Music Hall of Fame and Museum.

Each retailer will create a virtual storefront in There.com where members can purchase both virtual and real world merchandise, such as T-shirts, hoodies, bathing suits, pajamas, and shoes. The new brand partners will introduce between five and 18 virtual goods each into the world.

Other current partners in There.com's virtual merchandise marketing program include Coca-Cola, Scion, CosmoGirl, and the Humane Society of the United States.

Said Makena CEO Michael Wilson: 'As virtual worlds continue to grow in popularity, more brands are entering the space because the quality of virtual goods has become so realistic that consumers can now begin to make real-life purchasing decisions based on an item’s virtual counterpart. As virtual worlds continue to become more mainstream, I believe we will see more brands introducing virtual goods to help increase consumer engagement, and in turn, we’ll see a ‘halo effect’ that crosses into the real life.'"

Wednesday, August 20, 2008

SEVEN UP

News Bites

PopCap toasts Bejeweled's 25m sales

VP Digital play Studios MMO platform is a fundamental path for taking the Lego brand forwards.

Stardoll celebrates 20 million players

Mumbo Jumbo Releases Facebook title

EA could kill facebook says Sega

PC gaming Mrtket Hits $10.7 BILLION

Primary Wii Gamer in U.S. Households is Young Males

Hands-On Transferring EMEA Assets To Connect 2 Media

Worlds In Motion - Stardoll Celebrates 20 Million Members

Worlds In Motion - Stardoll Celebrates 20 Million Members: "Stardoll Celebrates 20 Million Members

Teen and 'tween social networking site and doll dress-up community Stardoll announced that it reached 20 million registered users since launching in 2006.

Backed by $10 million in venture funding from Sequoia Capital and Index Ventures, Stardoll has doubled membership since announcing in August 2007 that it reached its 10 million members registered milestone. The company also announced that it has experienced a 33% increase in monthly unique visitors and that it has so far sold over 208 million virtual items.

To celebrate its 20 millionth member, Stardoll is giving away 20 Stardollars, the site's currency, to anyone who log in within 36 hours after the site reaches the milestone. The company is also giving away twenty couture creations to thousands of its members through a lottery."

Tuesday, August 19, 2008

NC Soft are they really exploring new markets?

NCsoft has announced that it has three ‘casual MMOs’ in production to help it capture a new section of the market.

The company plans to begin Beta testing for Love Beat, Punch Monster, and Dragonica this year.

Here are 4 games that are very similar to Love beat.

Super Dancer
Dance
Audition
High Street 5


Speaking following the announcement of the company’s financial results for Q2 – in which it reported $5.9 million profit – the firm’s CFO Jaeho Lee said:

"In order to maintain our ongoing development cycles and a diverse game portfolio, multiple games are in development currently across all NCsoft studios.

It will be interesting to see if NC SOFT can capture this dance market, they seem to have done very well in other areas, and if they are successful in copying all ready existing games and getting market share does this mean that if the game is good there is always space for another.


An extract from a story in develop mag.
NCsoft Europe is not interested in making 'copycat' MMOs | Game Development | News by Develop: "NCsoft Europe is not interested in making 'copycat' MMOs

Michael French May 12 2008, 11:22am

Be first to comment

Creative director of new Brighton-based MMO studio says following the WoW template doesn't add value for consumers

In an exclusive Q&A with Develop, available to read here, NCsoft Europe's creative director Marc D'Souza has described the firm's new UK studio's upcoming tiles as 'novel game experiences', saying the team doesn't want to 'make copycat games in anyway'."

Wednesday, August 13, 2008

'Less than 3 out of 10 games recover costs,' says EIF boss // News // GamesIndustry.biz

1)Could studios follow the casual model try and buy(well something similar)

Here is a scenario. A studio develops part of the game 1 or 2 levels and releases the taster version for fans to try out and feedback. Smaller budget, quicker release and the fans get to try out the game via X-BLA, PSN or whatever platform will support the option. There could even be a very small charge to cover cost.


I know its not possible for all games but there may be some titles that this could work for, May be it could save jobs and budget while improving product and help sustain the industry. After all its has to be better that losing money? doesn't it?

'Less than 3 out of 10 games recover costs,' says EIF boss // News // GamesIndustry.biz: "'Less than 3 out of 10 games recover costs,' says EIF boss

In a speech opening this year's EIF, Deering said, 'Traditional revenue sources will not be sufficient to fund games development. If you look at the very narrow definition of the gaming market, people are saying the software business will be down 20 per cent by 2011 versus this year.

major games can now cost more than USD 10 million to develop - and up to USD 100 million in the case of titles such as Grand Theft Auto IV.

less than 3 out of 10 games recover their development and marketing costs with boxed goods sales,' said Deering. 'So what's going to have to happen?

Creative use of hybrid online and offline advertising revenues, online offline transactions with consumers - these business models must be explored.'"

Operators are "stifling" mobile industry - Dynamo // News // GamesIndustry.biz


This is a great point by Stuart Ried and it will only be a matter of time before the pressure gets too much for operators. If they took a step backward and reviewed their approach they could probably make better revenues from mobile gaming.

As browsing functionality improves (iphone)and flash lite takes hold alongside other technologies in game adverts for mobile phones will continue to grow especially if the networks don't block direct URL access. This allows a player to log on via mobile to a game service direct the ads are then served to the user and the mobile operator does not get a cut. The operator makes their money from the bandwidth provided. Thats the way it should be.

1) Mobile gaming should look at the try and buy model (I here the first hit the US this year)
2) Free games will grow in popularity as they did online.
3) Paid content options need be more flexible.
4) Connected content will become more popular with user want the online experience to continue on the handset.
5) There is a big opportunity here will they see it?


Operators are "stifling" mobile industry - Dynamo // News // GamesIndustry.biz: "Operators are 'stifling' mobile industry - Dynamo
Mobile phone operators' control over their games decks is 'stifling' the mobile games industry, according to BAFTA award-winning Dynamo Games' technical director Stuart Reid.

Reid - whose company is behind the Championship Manager series of titles on the mobile platform - was hopeful that the N-Gage platform would prove successful as a way of getting around reliance on deck placement.

One of the stifling factors at the moment for the mobile industry is that the operators are controlling the decks.

With a better community aspect, it allows the best games to stand out, and take the number one slot - so the quicker that happens, the better for the industry.

He is excited about the iPhone, particularly the new options comparing it to the Nintendo DS in terms of power." (it is actually more powerfull)

Tuesday, August 12, 2008

‘Casual marketing is flawed in US’ | Casual games | News by Casualgaming.biz

We Predicted this would happen. I started a discussion last week on linked in about this topic. Now people are starting to pick up on. I agree there is a lack of proper marketing.

‘Casual marketing is flawed in US’ | Casual games | News by Casualgaming.biz: "Casual marketing is flawed in US’

‘Casual marketing is flawed in US’

Founder of ‘virtual playground’ OutSpark, Susan Choe, has highlighted the reasons she feels foreign casual games firms don’t generally succeed in the US.

Her main area of advice lies in marketing, in which she believes casual games companies haven’t yet realiased exactly where to find their audience.

“If you don't know how to quickly do things like find out where gamers are going for anime, where teens hang out, how to track down players interested in first person shooters or those who want a shopping game, your cost of acquisition could be prohibitively high,” she told Edge."

Is MTV hitting the virtual spot?

having had a look at a couple of the MTV products Virtual MTV and MTV House, I', wondering if they have got it right. Of course MTV have large numbers online to advertise their virtual worlds or casual games so they will get visitors. However as an experience is it one that will last?

Why did they choose to have their own rather than form or develop partnerships?

Currently the MTV house offering allows you access various MTV content in a virtual house, seriously though there are much better ways to interact with MTV content that gives a more rewarding and satisfying experience. Its not that fun....

Why not work on developing the Habbo relationship, a house in Habbo or other popular virtual worlds would be a much better option for gamers and the industry. All this does is creates a fractured approach to virtual worlds, that restrict the experience and the growth.

What if every company decide to have some form of virtual world then for you interests, you will need passwords accounts and time to access all these virtual worlds and frankly you will feel disconnected.

If MTV or any other big company used their dollars to develop requirements or simple API's and guidelines that allowed companies to partner allowing rev share then many worlds could take on the MTV or company plugin and offer content, generate revenue and offer a much better experience.

Your comments are welcome....

Wednesday, August 6, 2008

Acclaim Backs Free Games



1) David Perry's involvement in the company (gaming guru)and made my fav game the Matrix
2) The set up of gamesinvestor.com by Perry
3) The vision that free to play is the way forward
4) Perry Championing games for girls (Dance game)
5) Micro Transaction model
6) Close to 7 million reg players
7) http://www.dpfiles.com/dpfileswiki/index.php?title=Main_Page (good resource)




Acclaim back in the game | Casual games | News by Casualgaming.biz: "Acclaim back in the game

Acclaim back in the game

You may have believed the once-great Acclaim was now fully defunct, following its demise as a boxed publisher back in 2004 – but you’d have been very wrong.

The publisher has been reborn in the US as a free-to-play online portal, after former Activision CEO Howard Marks bought the brand name, creating new company Acclaim Games.

Acclaim.com advertises itself as ‘the US’s biggest free-to-play American games publisher.

Players purchase in-game items to enhance their game play enjoyment

“The online space is the future of the gaming industry. Most kids today are born on the Internet and want to play socially. Our games are all social and fun to play with friends and meet new people.”

MMO Mobile phone content and casual games


1) Mobile allows the extension of experience, this has proved successful in Asia
2) The experience must be seem less, clean and simple to use.
3) Demo at Penny Arcade this month
4) Twin Skies developed by the NEOPETS team


"Meteor's Twin Skies To Feature Mobile Component
from Worlds In Motion by research@gdmag.com (Eric Caoili)

In its official announcement for upcoming 3D MMORPG Twin Skies, independent studio Meteor Games, which was recently founded by the original creators of NeoPets, revealed that the title will support mobile connectivity features via games and applications designed for cell phones and other devices.

Twin Skies mixes fantasy MMORPG elements - such as creating characters from a selection of races and classes to battle against monsters - with trade skills, social interaction, mini-games, and 'lots of hair styles.' The mobile applications will allow players to access their characters and affect the online persistent world. Meteor Games intends to release more information on the applications at a later date.

Players can also interact with Twin Skies on the official Web site by playing flash-based mini games which will eventually communicate with the MMO, potentially changing weather in a certain zone, spawning a monster, or unlocking a chest full of treasure.

Though the game isn't scheduled to enter Beta until later this year (with the full launch following in 2009), Meteor Games will be showing the title at the Penny Arcade Expo in August of this year. The company plans to announce an updated schedule, hand out plush"

Tuesday, August 5, 2008

Spacetime to lay off 50 per cent of employees | Game Development | News by Develop

1) Does this show themes alone will not prove success?
2) Did NC soft make a mistake or choose wise?
3) Cartoon Network released space themed game
4) Star Wars is space themed
5) Good story lines and good games always succeed
6) 3D overload
7) Core gaming firms losing money. Get back to basics GOOD GAMES!

Spacetime to lay off 50 per cent of employees | Game Development | News by Develop: "Spacetime to lay off 50 per cent of employees

Another US independent struggles as publishing deal for MMO fails to materialise

In a post on its company blog, the senior execs at Spacetime Studios have confirmed that the studio will be making 50 per cent of is staff redundant as it can't afford to keep them on while it looks for a publishing deal.

16 of the 32 staff, 'some very good folks', will be let go - but the studio wants to help them find work elsewhere, the post says.

Earlier this year, NCsoft withdrew its publishing contract with the studio for its space-themed MMO; Spacetime got the rights to the project back but has since then failed to find a new suitor for the project."

Dates confirmed for Euro Casual Connect events | Casual games | News by Casualgaming.biz

1) Many people not happy with the change to Hamburg, but having been to Hamburg I can tell you its a great city so get over it. I love the dam but the event hall too small.

Dates confirmed for Euro Casual Connect events | Casual games | News by Casualgaming.biz: "Dates confirmed for Euro Casual Connect events

Dates confirmed for Euro Casual Connect events

Get your diaries out - the Casual Games Association has confirmed the dates to this and next year's Casual Connect events in Europe.

The CGA is running two events in the months ahead following the
success of the July Casual Connect event in Seattle.

Casual Connect Kyiv takes place from October 22nd to 24th in Kyiv, Ukraine - an area that boasts a large talent pool of casual games studios.

Last year's event saw over 500 casual games industry professionals and 75 regional publishers and development studios attend. More details can be found at kyiv.casualconnect.org

Meanwhile in early 2009, Hamburg, Germany will host the fourth Casual Connect Europe. 880 attended the 2008 event, which took place in Amsterdam, Holland.

The 2009 event runs from February 10th to 12hth. More details can be found at europe.casualconnect.org"

SOCIAL NETWOKS & GAMES

1) Casual Social networking games development has exploded
2) Popular themes tend to be the big hits for now, Poker, scrabble etc.
3) Tower Bloxx made the cross over from Social to Casual (Big Fish)
4) The over crowded market will become more savvy and Casual games biz has a big marketing opportunity with the right games and approaches.
5) FACEBOOK CONNECT for mobiles to be released.
6) Facebook may assist in the mass market acceptance of MICRO-TRANSACTIONS!


Majesco confirms Bananagrams for Facebook



Majesco has given popular word puzzler the Facebook treatment, with the game set to debut on the social networking site on August 18th.

Developed by Animal Games it challenges players to create as many words as they can as quickly as possible.

Human Pets Expands From Facebook To Standalone Site
from Worlds In Motion by research@gdmag.com (Eric Caoili)


Social gaming and dating community Human Pets has launched HumanPets.com, expanding its online hangout from a Facebook application to an independent site.

Targeted at both teens and young adults, Human Pets offers a virtual world based on the concept of having humans as pets. All users are animals who can be fed, groomed, nicknamed, and even sold and bought as pets. Players can also earn virtual currency.

Human Pets also offers adult content and activities to its 18-plus-years-old users in the form of optional paid memberships. A portion of the paid membership proceeds are donated to the World Wildlife Fund.

According to Human Pets, the community has grown to 2 million users since first launching as a Facebook app in summer 2007. 15,000 people have reportedly signed up for the independent site since its beta release last week.

New Facebook casual games developer emerges

CasualCafe has announced its plans to start developing games for Facebook.


The studio, which was originally founded to build online multiplayer games two years ago, is now offering social game arcade technology which offer users cross-game features like site points, achievements, micro-transactions and communication.

Monday, August 4, 2008

Games making an impact on the environment



1) Story lines that raise awareness
2) Part of the game play, visible results in the virtual world


Dizzywood, Arbor Foundation Partner To Plant 15K Trees

Representatives for Dizzzywood, a virtual world designed for children between ages 8-12, have announced a partnership with the Arbor Day Foundation to plant 15,000 real-world trees following an in-game activity designed to promote environment awareness.

In the online activity, children were tasked with restoring nature and balance to tracts of Dizzywood's Wildwood Glen forest that had been destroyed and polluted. Players were encouraged to earn tree seedlings and plant them in the damaged areas of the forest.

As a result of the their efforts to restore the forest, the polluted sky cleared, fish returned to the pond, and creatures returned to their woodland homes. Children can now play games and catch fish in Wildwood Glen. A statue commemorating the children's work has also been erected in Dizzywood.

Said Dizzywood co-founder Ken Marden: “Dizzywood’s tree planting is a great example of how an adventurous storyline can cleverly weave a strong educational component into play. It is an opportunity to allow kids to see the wider impact that they can have by working together, as well as what it means to be a citizen of the world – in this case, a virtual one. We hope the kids are as inspired to see their online environmental activity have real-world results as we are.”

Casual Cartoon Wars. The two bigs players going for it


THE KEY ELEMENTS

1) The big kids networks both releasing MMO's that support their own IP
2) Importance of Child protection. Remember club penguins success.
3) Browser based games
4) Avatar September 15th Launch 10 language options in over 77 countries
5) The start of cross media casual experiences
6) financing for these kind of projects announced last year at Casual Connect

Predictions Watch out for Club Penguin cartoons.


Worlds In Motion - Nickelodeon Launching Avatar MMORPG Worldwide In September: "Nickelodeon Launching Avatar MMORPG Worldwide In September

Nickelodeon has announced that it is developing a browser-based online game adaptation of its popular Avatar: The Last Airbender cartoon. Titled Avatar: Legends of the Arena, the game will serve as a prequel story to the series and will be Nick.com's first 3D MMORPG.

In Avatar: Legends of the Arena, players create their own Avatar characters and challenge others to battle in several arenas. As players level up, they can unlock new content, challenges, custom character outfits, and exclusive equipment.

Said Nick.com SVP Jason Root: 'The launch of this multiplayer online game gives Avatar fans the opportunity to immerse themselves in the storylines during and beyond its tenure on-air. This property has always had a deep online connection with its audience and the game offers a natural extension of the franchise to keep fans engaged with the property indefinitely.'"

Google Reader (1000+): "Cartoon Network, Crisp Thinking Partner For Child Protection In FusionFall
from Worlds In Motion by research@gdmag.com (Eric Caoili)

Cartoon Network New Media, cable television channel Cartoon Network's online publishing division, has teamed up with Crisp Thinking to integrate the online child protection services provider's NetModerator system into its upcoming MMOG, Cartoon Network Universe: FusionFall.

Developed by Seoul, Korea-based studio Grigon Entertainment, FusionFall features a multitude of characters from Cartoon Network shows, Foster's Home for Imaginary Friends, Dexter's Laboratory, and Ben 10. The MMOG has been designed primarily for kids aged 8-14 years old and is scheduled to launch in fall 2008.

Safety features built into the game include moderated character names, parental approval required for 'open chat,' chat filtering and monitoring, and forum filtering and monitoring. FusionFall will be the world's first MMOG to bear Crisp Certification, a standard indicating to parents that their children are being protected with Crisp Thinking's child safety measures.

Paramount picks casual for first games push | Casual games | News by Casualgaming.biz

1) All the titles are OLD FILMS.
2) The marketing will be to tap into the Nostalgia of older players
3) Casual market has a big female pressence
4) Retro gaming works as we like to remember our childhood days.
5) More Film studios get in to casual gaming
6) The question is "When will casual get in to films?"


Paramount picks casual for first games push | Casual games | News by Casualgaming.biz

Hollywood studio Paramount has unveiled the first step in its games publishing strategy, revealing that it has signed up casual games firm Legacy to make games based on a number of its classic romantic comedies.

Clueless, Mean Girls and Pretty in Pink are the movies getting the first games treatment.

In the announced descriptions of the games, all sound like sim-style experiences which follow the plots of the movies, but 'with a twist' - the players get to determine the outcomes and make sure the girl gets the guy or overcomes school cliques.

FILMS & GAMES back scratching


1) Gaming continues to merge with film and TV
2) Timing is critical for Film based games, and vice versa RIDE THE WAVE or START IT
3) Violence OUT Family in for Activision
4) EA Partner with CAPCOM
5) Activision states movie based games position
5) THQ loses triple but Wall-E astrong seller


Capcom and DC team for new comics line // News // GamesIndustry.biz: "Capcom and DC team for new comics line

Capcom is partnering with DC Comics on two new series' based on the publisher's popular gaming franchises.


Resident Evil and Devil May Cry will get the comic book treatment, and be published under the WildStorm imprint.

'Comics are a critical component in Capcom’s merchandising strategy

The deal comes days after DC Comics announced a partnership with Electronic Arts to create a series based on the forthcoming Mirror's Edge game."

ACTIVISION CANS GHOSTBUSTERS GAME!

Timing is everything. No surprise Ghostbusters would be a risk right now as their is no film release to support the game.

Activision Blizzard has submitted its latest release schedule with no mention of forthcoming title from Terminal Reality, Ghostbusters, 50: Cent: Blood on the Sand from Swordfish or Double Fine's Brutal Legend.

"We are very excited to add such recognisable and successful brands as Crash Bandicoot, Ice Age and Spyro, which reinforce our leadership position in movie-based and family entertainment video games," added Griffith.


THQ losses nearly triple to $27.2 million


THQ has reported a loss of USD 27.2 million for the first quarter of the fiscal year, up from USD 9.3 million the previous year.

Casual Global Top 10

1 Sally's Spa (Games Cafe)
2 Jewel Quest 3 (IWin)
3 Ranch Rush (FreshGames)
4 Dream Day Wedding 2 (Oberon)
5 Mystery PI 2 (Playtime Media)
6 The Mystery of Crystal Portal (Artogon)
7 Wedding Dash 2 (PlayFirst)
8 Women's Murder Club (Oberon)
9 The Rise of Atlantis (Terminal Studio)
10 Bejeweled 2 (PopCap)

Well, isn't so fresh, don't you think? First Top 3 left unchanched. Only on position number 4 we can find something fresh called Dream Day Wedding: Marrier in Manhattan, massive start! Mysteri PI 2 lost it's 4th and now is on 5th. Nothing special at the bottom of the table, two old scool Match-3 hits are closing our Top 10.

Games out this week: Fishdom, Build in Time, Bejeweled 2
Summary: 3 non-movers, 1 up, 4 down, 1 comeback and 1 new game.

Genre Top:

1.Hidden Object (4 games)
2.Time/Click Management (3 games)
3.Match 3 (3 games)"

Saturday, August 2, 2008

In game Advertsing

Ok the key things are as follows

1 Google will be able to send in game video adverts, and will be trying to claim a good chunk of the market
2 Google may use characters to deliver ads, could this could backfire?
3 Adverts work well when done contextually, they fit in with game play
4 Google launches Lively virtual world
5 Bushnell points towards big growth potential for in game adverts
6 In game adverts different from adverts that appear in the pre-load before a game or in banners
7 Google releases Android open source OS for mobile phones

Google ready to offer in-game ads for web games? | Casual games | News by Casualgaming.biz: "Google's is finally going to commit to in-game advertising, with a target that will include online web-based PC games, according to a report on VentureBeat.

'Sources close to the matter said that the company has developed an in-game advertising technology that allows it to insert video ads into games,' says the report, adding that a demo shows in-game characters themselves presenting ads to players with 'words from our sponsor'-like intros."

Gamasutra - Nielsen: 82% React Positively To Contextual In-Game Ads: "Nielsen: 82% React Positively To Contextual In-Game Ads

Nielsen: 82% React Positively To Contextual In-Game Ads Up to 82% of consumers feel games are just as enjoyable with integrated dynamic game ads as without, according to a research study conducted by Nelsen BASES and Nelsen Games on behalf of in-game advertising network IGA Worldwide. The study, “Consumers' Experience with In-Game Content & Brand Impact of In-Game Advertising Study,” found that in-game ads produce “a measured lift” in overall consumer awareness and opinion of the products advertised."

Bushnell sees inefficiencies in game advertising // News // GamesIndustry.biz: "Bushnell sees inefficiencies in game advertising

Atari founder and Pong creator Nolan Bushnell has noted the inefficiencies in advertising support for the videogames industry.

Speaking at Wedbush Morgan Securities' annual Management Access Conference, Bushnell said that there was a huge disparity between the current situation and what it should be.

'If you really look at the advertising support of broadcast media, it's over USD 100 billion,' Bushnell said.

'People in the US watch about 27-28 hours of television per week and they play about 7-8 hours of games per week - which, on a parity basis, says that there should be somewhere between USD 25-30 billion of advertising support available for the game business.

'Clearly, it's less than a billion dollars now.'"