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  • Nexon Vice President discusses the company's future and the free-to-play market

    by 
    Rubi Bayer
    Rubi Bayer
    08.12.2010

    Nexon has been putting quite a bit of effort into growth and expansion these days, and the newfound variety of games is a testament to that. What is the goal behind all this work, though? What does Nexon see in the future? Vice President Min Kim recently spent some time chatting with Worlds In Motion about these and other subjects that affect Nexon. He discussed Nexon's planned amount of growth (a lot), the company's thoughts on expanding into the Western market, and the target audience for Nexon games. Kim also spent a fair amount of time on the subject of the free-to-play market: Where it's been, where it's going, and how much room there is for more free-to-play games. The full interview can be found on Worlds In Motion.

  • Gameforge buys majority stake in Frogster

    by 
    Jef Reahard
    Jef Reahard
    08.03.2010

    MMO business news isn't normally as sexy as the latest press release from BioWare or as divisive as the newest F2P conversion announcement. That said, occasionally an industry-related story comes along that indicates something equally big is in the water. Today's announcement of Gameforge's bid to take control of noted free-to-play publisher Frogster seems destined to turn a few industry heads, including ours. Gameforge, which heretofore has specialized in smallish F2P games like Cabal, has just acquired a 60 percent majority holding in Frogster, the German publisher known primarily for distributing Runes of Magic. The purchase deal went through at $33 US a share, which places Frogster's overall value in the neighborhood of $85 million US. Frogster, and now Gameforge, is looking to grow its portfolio not only with Runes of Magic but also by publishing the forthcoming Mythos dungeon crawler as well as by securing the European publishing rights to the highly anticipated TERA action MMO from Bluehole Studio. The Gameforge folks have been busy little bees this summer, as they earlier announced an agreement with CBS to publish several browser-based games centered around the Star Trek intellectual property.

  • Study claims that women spend double what men do on virtual goods

    by 
    Rubi Bayer
    Rubi Bayer
    07.22.2010

    Worlds in Motion is reporting on a new survey that takes a look at purchases of virtual goods and money. PlaySpan and VGMarket surveyed just over 2,200 people between the ages of 13 and 64 regarding their purchases of virtual goods and currency. Women are the big spenders here, particularly when it comes to in-game money. They spend an average of $50 per year as opposed to the $25 a year that men spend. The gap is a bit smaller but still significant when it comes to actual in-game items. Women spend an average of $55 a year and men an average of $30. The survey covered a few other similar results, including combined spending and a different result when overall median spending was compared. The full survey is an interesting read, particularly considering the increasing popularity of microtransactions in the MMO world.

  • Rhode Island pitches a $75M loan offer to 38 Studios

    by 
    Justin Olivetti
    Justin Olivetti
    07.13.2010

    States are always highly competitive when it comes to luring industries to their neck of the woods to bolster the local economy. From movie shoots to auto plants to hospitals, states tend to be shameless in offering incentives and tax breaks to benefit from an economic injection by these companies. It's interesting to see that MMO studios are being courted as well. Worlds in Motion is reporting that Rhode Island is enticing Curt Schillings' 38 Studios to relocate from Massachusetts in exchange for a $75,000,000 guaranteed loan under relief provisions for high-tech companies -- a provision that Massachusetts does not offer. The loan would represent a significant investment for the company, but Massachusetts is attempting to provide reasons for 38 Studios to stay put, including citing that it has better access to talent in the state. As the MMO genre expands and more studios pop up, will we see an increase in states fighting over these companies in an effort to help their economies? In any event, Copernicus' developer now has a difficult decision to make, especially for this ex-Boston Red Sox pitcher.

  • EVE Interview: the 'necessary evil' of a steep learning curve

    by 
    Jef Reahard
    Jef Reahard
    06.01.2010

    Worlds in Motion has published an interesting interview with CCP Games' senior producer Torfi Olafsson. The piece focuses on the deliberate decision by the Icelandic development studio to produce EVE Online exclusively for a hardcore audience, as well as a few brief comments about the ongoing fight against RMT. "Well, we always knew that the game would be hardcore. The majority of the players are players that immigrate from other MMOs then say, "Okay. I've reached the level cap. That was great. Now, I want something that's really challenging," Olafsson says. "We took strides in trying to improve it [the learning curve], but I think that as well is a necessary evil. The challenge and learning curve is a necessary evil if you want to provide the game that delivers such a broad range of experience." The article paints a portrait of a stubborn studio that refuses to bow to industry pressures of increasing accessibility. "There are a lot of gamers out there that are hardcore players but just don't know it yet. So, we're trying to attract those," Olafsson comments. Check out the full piece over at Worlds in Motion.

  • Blue Mars experiencing slow but steady growth

    by 
    Rubi Bayer
    Rubi Bayer
    04.24.2010

    Blue Mars entered a scaled open beta back in September, and we've not heard a lot from that quarter since then. It's still there, though, quietly doing its thing and keeping its fans happy. Jim Sink, the CEO of Honolulu-based Avatar Reality, spoke recently with Honolulu Weekly about where Blue Mars stands today. Blue Mars has a fairly small audience of around 100,000 and adds roughly 10% to that figure every month. Part of the reason for the small audience is the limitations given by the game itself, but Sink hopes to change that in the near future: "The current version of the game is slow on older PCs. We're adopting a new technology called the Cloud Fusion Server this summer though that will allow anyone to play Blue Mars online." The team behind Blue Mars hopes that this will open the doors for a much larger player base. Plans for things such as a switch to browser based play and Facebook applications give Sink hopes for a bright future for the game. Honolulu Weekly has the full interview with Sink, and it's well worth a read for anyone interested in the genre. [via Worlds in Motion]

  • The Virtual Whirl: Community guide to Virtual Worlds

    by 
    Tateru Nino
    Tateru Nino
    01.24.2010

    Welcome to The Virtual Whirl, a new weekly Massively column covering virtual environments generally. The term 'virtual world' is slowly seeing less use, being supplanted by the more general 'virtual environment', but the world term still has a fair bit of life left in it. Virtual environments covers a whole lot of ground. From William Crowther's original efforts in 1976 that based a game in a virtual version of the Mammoth Cave in Kentucky, virtual environments have been a part of gaming, artificial intelligence and behavioral research, modeling, telemetry and process control and more. Nowadays we're seeing Second Life, Blue Mars, There.com, IMVU and others trying to find places in non-game contexts, like content-development and prototyping, publishing and performance, entertainment and social, education and business; efforts that are met with varying amounts of success.

  • Nexon bringing Poptag to North America

    by 
    Kyle Horner
    Kyle Horner
    01.08.2010

    Hey, you guys know about Nexon America, yeah? The people who brought us MapleStory and Dungeon Fighter Online among many other titles. Well, they've announced that Poptag is coming stateside, which is sort of Bomberman only fully online and with water balloons... So, it's definitely got a specific "thing" going on. While throwing water filled balloons may not quite match up to tossing explosives, the game goes for a fast paced arcade style that should still appeal to people looking for that sort of experience albeit with cutesy water balloon throwing characters. And yes, this will be a free-to-play title with an item store, but that being Nexon's only business model thus far should've had you guessing as much already. But hey! The game also features a "sweetie" system that actually allows players to marry one another in-game proper -- aww. Poptag is scheduled to be released sometime during the first half of 2010, so if you find yourself interested in playing, keep on the lookout.

  • Market research company explores MMO gaming

    by 
    Rubi Bayer
    Rubi Bayer
    11.20.2009

    Worlds in Motion reports that a recent poll from market research specialists TNS and Gamesindustry.com talked to over 13,000 gamers in North America and Europe about their favorite subject: gaming, what kind they do, and how much time they spend on it. The survey addressed players as young as 8, and found that the largest group of players in the U.S. is comprised of 8-12 year olds. That may come as a surprise to many players whose idea of a console or PC game isn't really geared toward children, but makes sense when you consider games and virtual worlds such as Virtual Family Kingdom, Free Realms, and any console game with Mario in the title. Delving further into the MMO side turned up some interesting information. Of the US players surveyed, 21% said that they play MMOs, and 45% of those players define themselves as paying customers -- presumably that includes both subscription models and gamers that take advantage of cash shops. In spite of the large percentage of paying players, a free-to-play model is one of the biggest factors for those considering a new game. The rising success of many games in the past year that use a free-to-play model seems to support this. Worlds In Motion offers further number crunching, and if you're interested in seeing the full survey report, gamesindustry.com offers it for a fee.

  • Nexon revenues are up, largely driven by MapleStory

    by 
    James Egan
    James Egan
    08.23.2009

    One of the most successful companies operating in the free-to-play games arena is Nexon, which reported their July revenues are up 35 percent year-on-year, according to Worlds In Motion. Much of this good fortune can be attributed to MapleStory, which set a new max concurrent user record of over 70,000 users last month. While the number of registered users in a free-to-play MMO doesn't tell the whole story, Nexon recently announced MapleStory has 92 million registered users worldwide, six million of which are in North America. Nexon America VP of Marketing Min Kim was quoted by Worlds in Motion about the company's plans for North America. Kim said, "We're heavily investing on all fronts -- in our games, our publishing platform, aggressive marketing efforts as well as customer service. The best news for Nexon America is that our success isn't just reflected in registered users, but in actual, dramatic revenue growth."

  • GDC09: Applied RMT Design with GoPets and Live Gamer

    by 
    James Egan
    James Egan
    03.28.2009

    Massively sat in on a GDC 2009 session this week titled Applied RMT Design which was part of the Worlds in Motion Summit. Andrew Schneider, Founder and President of Live Gamer and Erik Bethke, CEO of GoPets, Ltd. presented a case study on balancing a game's primary and secondary markets, using GoPets as an example of how it can be done. The market for virtual goods in massively multiplayer online games and virtual worlds is worth billions. Not all of this is grey market, and more games are now being designed with microtransactions in mind. Live Gamer aims to bring greater legitimacy to microtransactions through a regulated secondary market providing benefits to companies as well as the players themselves. Thus far they've worked with EverQuest II, Vanguard, and GoPets, with Acclaim's 9 Dragons on the way. Bethke and Schneider kick off their talk by explaining the fact that RMT in MMOs is inevitable, explaining how developers can be proactive about incorporating RMT into their titles rather than having it exist outside of the game. Live Gamer works with developers to create a legitimate system for trading virtual items for real money, one that's safe and secure. Of course, legitimizing RMT can also stir up controversy. %Gallery-48454%

  • GDC09: Raph Koster kicks off Worlds in Motion Summit

    by 
    James Egan
    James Egan
    03.23.2009

    Game Developers Conference (GDC) 2009 has begun and Massively is in the trenches to report on all the big announcements for the massively multiplayer online gaming industry, plus we have some great interviews lined up all week as well. Our GDC 2009 coverage begins with today's Worlds in Motion Summit, kicked off by Raph Koster, MMO and virtual worlds luminary. Koster's speech is short, essentially a quick review of the virtual worlds trends he's observed over the past year. It's important to see things in perspective, Koster points out, mentioning that virtual worlds have recently turned 30, and are now a far cry from their MUD origins. Hardcore, geeky stuff Koster says, and we've come a long way since then. "We've kind of arrived, haven't we?" Koster asks. "One half of American adults are gamers today, which is an incredible step."

  • Fallen Earth lead designer Lee Hammock on game's approach to genre

    by 
    James Egan
    James Egan
    02.20.2009

    The post-apocalyptic massively multiplayer online game Fallen Earth has been getting more frequent mentions in the gaming press, earlier this month at Worlds in Motion and now at Italian gaming site Gamesource. Nolvadex from Gamesource recently caught up with Fallen Earth's lead designer Lee Hammock, who shared a bit about the inspiration that Icarus Studios has drawn from post-apocalyptic games and films. Their aim was to incorporate the best of these elements into a game that can stand on its own. In addition to discussing how Fallen Earth will balance content between PvE and PvP, Hammock addresses the competition the title is likely to get from the other post-apocalyptic MMO on the horizon, Earthrise. The two games are differentiated in ways beyond backstory Hammock says, such as Fallen Earth's 'use what works' approach to found objects and combat, specifically using "non-traditional weapons -- a parking meter or a baker's rolling pin for instance -- to provide more innovative combat and the sense of using whatever means necessary to stay alive." See the Gamesource interview with Lee Hammock for more on what Icarus Studios is doing with Fallen Earth.

  • Shaking the stigma of "Free-to-Play"

    by 
    James Egan
    James Egan
    02.19.2009

    David Chang from Gamescampus has written a piece for Gamasutra which tackles the stigma that is "free to play" or F2P. Chang's "Opinion: Why We Need To Rebrand Free To Play" addresses the cynicism and perceptions of questionable quality that tends to surface in discussions about free-to-play games. Chang's piece points out similarities between the F2P business model and Google, although he admits it's not a perfect comparison. Google's service itself is free, but ultimately fuels its revenue streams through monetized services offered. The large userbase who simply wants to use the service for free is vital to the company's business model, and thus there are some parallels to an MMO operating without subscriptions. "In both situations, people receive a valuable service -- free search or a free game experience," says Chang.

  • Top 10 ways Fallen Earth is different from all other MMOs

    by 
    Shawn Schuster
    Shawn Schuster
    02.06.2009

    According to a recent interview at Worlds in Motion, Fallen Earth's lead designer Lee Hammock discusses everything we know about the game, and more. It could be considered a summary of features, all in one interview, yet there are still a few small exclusive tidbits of info. We get a brief summary of how the faction system will work, based on reputation quests instead of a choice you make at character creation. We also get word of a launch date in Q2 of this year, with an open beta coming just before.But you came here for the top 10 list, didn't you? Follow along after the cut for one of the most nonsensical (but funny) top 10 lists of design features for Fallen Earth that set it apart from other MMOs, according to Mr. Hammock.

  • FusionFall Executive Producer explains the importance of accessibility

    by 
    Shawn Schuster
    Shawn Schuster
    01.26.2009

    By this time, you've probably heard about Cartoon Network's FusionFall MMO. We've given our extensive first impressions here, and it's managed to create its own little buzz already. How much of a buzz? How about 2.5 million accounts created during beta?So what makes a game like this so popular? According to a recent interview with Worlds in Motion, Executive Producer Chris Waldron says it's all about accessibility. "From our experience with the Sneak Peek weekends, we realize that FusionFall is going to be the first MMO for a lot of players. We based a lot of our design decisions on that, and so far it's working out pretty well." Check out the entire interview for more from FusionFall's Chris Waldron.

  • Composer Jeremy Soule on creating the music for zOMG!

    by 
    Shawn Schuster
    Shawn Schuster
    01.22.2009

    If you're the type of person who turns your game music off, to listen to your favorite mp3s while gaming, then this post is not for you. Anyone who has bought a game soundtrack in the last 15 years is probably aware of the name Jeremy Soule. He has worked on such mega hits as Guild Wars, Oblivion, Morrowind, Company of Heroes, KOTOR, Neverwinter Nights and many more. I guess you could say he's kinda legendary.His latest endeavor includes music for Gaia Online's zOMG! MMO. Worlds in Motion was fortunate enough to sit down with Soule and discuss his work on this game, and his origins in the business. Since 1994, Soule has created some amazing in-game music, so working with a Flash-based MMO is something new for him. He sees it as a way for more people to hear his work, and enjoy what he creates. Check out the entire article and his official website for more on Jeremy Soule.

  • 2008 Worlds in Motion Summit schedule announced

    by 
    James Egan
    James Egan
    07.20.2008

    The 2008 Worlds in Motion Summit schedule has been announced, along with a synopsis of this year's speeches and panels. The conference on virtual worlds and social gaming will be held on September 16th and 17th, during the Austin Game Developers Conference.Worlds in Motion bills the 2008 Summit as a conference geared toward those who wish to better understand the business opportunities offered in the expanding social game networking space, and who plan to leverage their content and brands into interactive online worlds. Early bird registration ends July 31st; details can be found at the Austin GDC homepage. Read on after the jump for highlights of the upcoming 2008 Worlds in Motion Summit.

  • Canadian company launches girls' gaming portal, plans girls' MMO

    by 
    Samuel Axon
    Samuel Axon
    06.18.2008

    It's full of hearts and the color pink. It frequently alludes to shopping and fabulous hair. It's AllGirlArcade.com, the casual gaming portal for -- you guessed it -- girls. The glitzy website and girly games are just the beginning, though. Fuel Industries (the Canadian company behind AllGirlArcade.com) plans to release an MMO this fall. It too is intended specifically for girls.There's a whole Sci-Fi-esque mythos underlying the site. At the core of that mythos is The All Girl Star Squad -- animated female heroines, each of whom has a favorite game genre. While Fuel Industries has announced precious few details about the upcoming MMO's gameplay, it has said that those heroines and the universe they live in will be the game's focus. The company has already released webisodes to set the stage.The site's FAQ notes that AllBoyArcade.com is coming next year. Don't worry, though; if your son really, really wants to play in the girls' arcade (and MMO) instead, Fuel Industries says that's A-OK.

  • Hey, look, another Korean developer licenses Unreal Engine 3

    by 
    Samuel Axon
    Samuel Axon
    06.17.2008

    Epic Games is apparently doing a good job selling and supporting its Unreal Engine 3 in the Korean market. Yet another developer has licensed the engine for an MMO project. This time it's T-Entertainment, which is working on a "space opera" MMO called L2. Wow, that sounds like the name of another Korean MMO!Welcome to the club, T-Entertainment! Meet AcroGames and Bluehole; they're also Korean developers using Unreal Engine 3. Oh, and of course you know about Webzen's Huxley, which is built on Unreal Engine 3. Yes, also Korean. Let's not forget the illustrious NCsoft, which already used the previous version of Unreal for Lineage II, and plans to use version 3 for not one but two new projects.There was an interview with Epic Games' Mark Rein at Gamasutra several months back. He said that Epic is working hard to propagate Unreal Engine 3 in Korea, but described serious challenges -- particularly with customer support. It looks like Epic is finding ways to deal with those challenges after all.[Via Worlds in Motion]