» Archive of 'Feb, 2009'

Are We Ready for Console MMO?

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Darryl “Togikagi” Gangloff of Allakhazam writes about his thoughts on whether or not consoles have arrived to the MMO world…the question really should be “Are we as gamers ready to pay fees on top of fees to play?”

“Personally, I have a Wii and Xbox 360 on the shelf under my television for those times I just don’t feel like sitting in front of my PC to play games. I even have most of my older systems, ranging back to my original NES, for when I get nostalgic. But with the current trend of companies such as Sony Online Entertainment pushing for console MMOs to become commonplace, will there be a time in the near future where players are more likely to pick up a controller than a keyboard to enter a virtual world? It’s certainly a possibility, but the slumping sales of the PlayStation 3 may make it difficult to entice gamers to try out an MMO from the comfort of their couches when their PCs will do just fine.

Let me get one thing out of the way: I was an avid player of Final Fantasy XI on my PS2. I carted that console around to play the game at a friend’s house where our static party would jump in Vana’diel on a combination of PS2s and PCs. That cross-compatibility of systems to enter the same world was a key factor for us and, in my mind, shows that console MMOs can certainly be successful and fun. Despite the fact PS2 support has kept the graphics of FFXI lagging behind the competition, the game still sells on the Xbox 360 and has a loyal fan base. But will upcoming games such as SOE’s DC Universe Online, The Agency and Free Realms garner the same loyalty considering the sales figures and price tag of the PS3?”

more here: http://www.allakhazam.com/story.html?story=17051

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Some Reasons for DeWolfe and Anderson to Stay at Myspace

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MySpace co-founders Tom Anderson and Chris DeWolfe may leave the social network and parent company News Corp. when their contracts expire next October. The rumor could be true, it could be just a negotiating tactic to help them bargain for more than the $15 million they’re each reportedly getting, or it could be entirely false.

Looking at MySpace’s present position, I’d be surprised if they left anytime soon. For now, the only comment they or MySpace have offered up is the following canned statement from DeWolfe, MySpace’s current chief executive.

Tom and I are very happy at MySpace—we love the people, the product, and we believe in the future of the company. We are not thinking of leaving—our heads are down and completely focused on building a profitable, scalable business.

DeWolfe is referencing a few pretty strong data points about his and MySpace President Anderson’s performance over the past several years. I’ll spell out what the company has been up to under their leadership.

It has grown from 20 million to 130 million monthly unique visitors since it was bought for $580 million in the fall of 2005. It has focused on making money much more than rival social networks like Facebook — and brought in more than $800 million in revenue last year, the most out of any English-language social network (that I am aware of). It has been busy rolling out a range of new advertising services, like its self-serve MyAds.

On the product side, it has also been busy. It has come out with its MySpace Music site for streaming playlists and other features within the social network, which may have managed to inspire a little envy in Facebook founder Mark Zuckerberg. It is working on creating interesting products like a sophisticated in-site email service — with some new group features introduced for that just last night. It also launched a developer platform, which, although a follow-up to Facebook’s still-larger one, has created new business opportunities for third-party gaming application developers, and others. It has been pushing forward new ways of accessing MySpace data on other sites through its still-young service called MySpaceID. In that effort, it has been working closely with Google, Plaxo, and a range of other companies that promote open standards for sharing social data across the web. The company has a lot more planned for MySpaceID, as I’ve understood from previous conversations with some of its lead engineers.

Most recently, MySpace has been making a hard push into mobile devices, doing things like partnering with carriers and manufacturers to get its applications on more devices. DeWolfe himself gave a keynote about this at the Mobile World Conference last week. VentureBeat contributor Matthaus Kryzkowski did an extensive interview with MySpace mobile executive John Faith at the conference, where Faith discussed the company’s efforts to make its site accessible on mobile browsers and in apps on every phone. Faith said he sees half of all MySpace users accessing the site through mobile devices in the next years. Mobile, in turn, is creating new opportunities for the company to sell ads. This effort also dovetails with itsplans to get its user data everywhere it (securely) can. As Faith told us:

What I think is that you see a movement in the industry to more integrated and aggregated address books. So that’s not just complementing or supplementing information from your address book at MySpace, but also integrating all the user’s networks into one single address book.

Among the more intriguing areas that MySpace appears to be headed with its mobile service, one could be streaming playlists on mobile devices — MySpace Music but on your phone.

Read more: http://venturebeat.com/2009/02/25/some-reasons-for-dewolfe-and-anderson-to-stay-at-myspace/

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MLB Dugout Heroes Trailer for your IPOD!

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Click Here to Download TrailerWatch MLB Dugout Heroes On Your Iphone

Download MLB Dugout Heroes Trailer and Watch It On Your Iphone

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No “Fun” at Funcom’s $30 Million Loss in Q4

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Funcom, a video game developer with an outpost in Durham, saw its losses deepen in the fourth quarter thanks to the underwhelming performance of its key product, a game called “Age of Conan.”

Age of Conan

Age of Conan

 

The poor performance of the Conan game, which launched in May 2008, already has led to job cuts in Durham for Funcom, which has headquarters in Norway. Now, the company is writing down the value of its assets based on the game’s slow sales.

Funcom took charges of $22.8 million in the most recent quarter related to “Age of Conan,” a so-called massively multiplayer online game. In an MMO, gamers pay monthly subscription fees to play online with others to complete quests within the game’s world.

“Age of Conan” signed up more than 700,000 people after its launch, but many players – apparently disappointed with the game – haven’t stuck around. Funcom hasn’t said how many people currently subscribe to play “Age of Conan,” but the company’s fourth quarter financial report notes “shorter average subscription periods than anticipated” through the fourth quarter of 2008.

Things have turned around in 2009, with subscriber rates remaining relatively stable thanks to a good deal of improvement on the game. But Funcom says it still must sign up new customers in order to make the game a success.

Overall, Funcom says, it lost $30.8 million, or 58 cents per diluted share, in the fourth quarter. A year earlier, the company lost $2.3 million, or 4 cents per share.

The company also says that its chief financial officer, Olav Sandes, is leaving “to take up a new position in a different industry.”

Funcom’s office in Durham provides customer support and database services for “Age of Conan.”

Source:http://www.bizjournals.com/triangle/stories/2009/02/23/daily20.html

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Casual Games to Top $1 Billion in Revenues by 2013

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Social networking and community features enable gaming companies to expand online gaming companies should embrace social networking and community features as key strategies in continuing the rapid growth of the gaming market, according to international research firm Parks Associates. In its new report Networked Gaming: Driving the Future II , the firm forecasts the market for premium casual games will exceed $1 billion in revenues by 2013.

Future of Free 2 Play Micro Transaction Games

Future of Free 2 Play Micro Transaction Games

 

Parks Associates notes that social and community features can help companies in casual gaming expand beyond their traditional target demographic of women ages 35-54. Offering features such as a persistent identity and integration with social network sites allows companies to maintain their core audience while broadening their appeal.

“Game companies should use social networks and gamer communities as marketing and distribution channels for their new and existing games,” said Stuart Sikes, president, Parks Associates. “Gaming has proven remarkably recession-proof, so as companies try to capture subscriber dollars, these offerings will serve as differentiators in a very competitive market.”

These features can also build gamer interest and loyalty among the growing number of free-to-play MMORPGs, which will include over 20 million gamers by 2013. The report recommends large game publishers should build cross-platform, gamer-centric networks. Online publishers should also leverage open-platform efforts like Facebook Connect and MySpaceID, allowing users to enter online gaming websites with their social network ID and share their online activities with their network of friends.

Networked Gaming: Driving the Future II analyzes a variety of networked gaming technologies and business models. The report includes company profiles, consumer data, and market forecasts. For information, visit http://www.parksassociates.com

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