virtual-goods

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  • Final Fantasy XI collectible confers unique in-game ability

    by 
    James Egan
    James Egan
    08.20.2008

    Final Fantasy XI players who are into collectibles have a new item to lust over. There's a new addition to the Final Fantasy XI Player's Collection, which is available for a limited time only: The Tidal Talisman. It's a $43 silver-plated pendant with a side-benefit that's the real selling point. It comes with a virtual counterpart, which could prove very useful. The in-game version of the Tidal Talisman allows a player to teleport to locations previously visited in Vana'diel. Or, as it's described over at FFXI's site, it confers "the ability to project phantasmal robes over the wearer's body and enabling the wearer to teleport to distant lands in the blink of an eye." For those who are on the fence about shelling out $43 for a FFXI pendant, Square-Enix appeals to a gamer's sense of urgency regarding scarcity of virtual goods: "We have no plans to bring this item back in the future, so all players are encouraged to take advantage of this unique one-time opportunity!"

  • MapleStory reaps over $29 million in U.S. virtual item sales

    by 
    James Egan
    James Egan
    05.31.2008

    2007 proved to be a good year for Nexon in the United States, particularly with its free-to-play MapleStory. The Wall Street Journal (subscription required) reports that the although the game has 85 million users worldwide, only 5.9 million of them are U.S. players. Given the relatively small percentage of its player base located in the United States, it's surprising that MapleStory made an absolute killing on in-world transactions in 2007; the WSJ reports that 'Nexon's U.S. revenue last year more than tripled to $29.3 million from $8.5 million the prior year.'Jeremy Liew provides some additional commentary on the Nexon windfall over at Lightspeed: "With $30m in US sales and 6m US registered users, assuming a 20% "active player" rate and 10% "buyer rate", that implies an ARPU of $20/mth which sounds about right and is consistent with number we've seen from games in Asia. It sounds like the US will be following very similar models of virtual goods monetization that we've seen in Asia." It's interesting that the predominantly Asian business model of legitimized RMT is already gaining some degree of acceptance in the United States, albeit a slow acceptance. Via PlayNoEvil

  • CES 2008: discussion panel on virtual worlds and the "MMO explosion"

    by 
    Kyle Horner
    Kyle Horner
    01.07.2008

    Gamasutra has posted a panel discussion covering many different facets of virtual worlds and MMOs in general. The panel consists of several panelists coming from all sorts of companies from AMD to Turbine. Overall the panel discusses many of the issues you always hear about when virtual worlds/MMOs come up. You've got talk of evolution within the industry, in-game advertising, global relevance (aka "how can we conquer the world?"), virtual goods/secondary markets (RMT/item selling) and of course cannibalizing older markets.The discussion on each piece is mostly similar to what has been said already. There are a few intriuging quotes from some of the panelists throughout. Their conclusion to the discussion happens to be focused on a few aspects, but we found one was more interesting than the rest. Steve Goldstein from Flagship Studios had this to say, "As we spend the next three or four days talking about margins and monetizing, we shouldn't lose sight of the miraculous industry we're in, where people are selling imaginary gold and building real relationships across the world."Probably the most prolific statement of the entire discussion, Goldstein manages to bullseye the nail on the head.

  • A legal, in-game "Wal-Mart" of virtual goods coming to an MMO near you

    by 
    Eli Shayotovich
    Eli Shayotovich
    12.17.2007

    Two very large names have joined forces to help battle the illegal (and increasingly annoying) digital Black Market that exists to sell virtual in-game goods. Backed by $24 million in investment money, Mitch Davis (the former Massive in-game-ad firm founder) and Sony Pictures Digital vet Andy Schneider will launch Live Gamer, a publisher-supported service that creates a secure platform for real-money purchase and the sale of virtual goods.Already on board are MMOs and virtual worlds from Funcom GMBH, Sony Online Entertainment, 10Tacle Studios, Acclaim, GoPets and Ping0 Interactive (the company that provides access to the online, multi-player component of Hellgate: London), and they're willing to work with any publisher. With backing such as this, we may soon see a siesmic shift in the virtual goods landscape.Nearly every MMO is now plagued by these despicable gold farmers and Real Money Traders bent on selling their warez, regardless of their legality. Even my beloved City of Heroes and Villains has recently been targeted with endless spam that fills in-game Email boxes and brazen "live" players (often named "jkjkljlkj") who will approach you trying to offer their services. A concerted effort from within the industry itself to stop these griefers is long overdue. Hopefully this will be the spark that ignites a widespread change.