Analysis: Why Aren't There More Console MMOs?
[In a pointed analysis piece, Joe Ludwig, producer at Pirates Of The Burning Sea developer Flying Lab Software, examines the barriers that make creating console MMOs more difficult than PC MMOs, from platform holders through certification and control devices and beyond.]
A few weeks ago, Dan Rubenfield posted this (as part of a larger rant putting all MMO developers on notice):
"If you continue to refuse to acknowledge consoles as the de-facto standard for AAA gaming, you will go out of business.Quit making PC games. It’s a waste of time and money."
(NPD respectfully disagrees with the waste of money part.)
I for one would love to build a console MMO. It's not that MMO developers don't acknowledge consoles as dominant, it's that there are many barriers to building a console MMO that don't exist on the PC. I mentioned a couple of those in my comment to the post above, but wanted to expand on them here.
Barrier #1: Platform Holders Demand a Share
Assuming a moderate success, MMOs are almost unique in their ability to give game developers a revenue stream. Most studios live from milestone payment to milestone payment and rarely see royalties off the game after it ships. If they're smart, they make a little extra on each milestone and can build a buffer to help them tough it out between projects, but often failing to sign with a publisher for the next project drives the developer out of business. With a few very successful exceptions, just about all studios live on this edge.
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Shanghai-based online game operator The9 Limited has appointed former Deloitte Touche Tohmatsu senior auditor George Lai as its new Chief Financial Officer, effective July 3rd, 2008. Lai will take over current CFO Tony Tse's position as he resigns due to personal and family reasons.
Chicago-based publiser Interzone Futebol, a PC MMOG scheduled to release in Q4 2008. The game will first release in Portuguese for the Brazilian market before, closely followed by international versions for an eventual worldwide release.
Name: There
Payment Method: There is free to play, though there are premium memberships on offer for one-time fees of $9.95. The world generally earns revenue through microtransactions (users can purchase Therebucks, and must pay to create items), and licensing.
Think Services has announced the launch of
Virtual worlds ad agency Millions of Us has announced the launch of a new company, Virtual Greats, to take advantage of the growing virtual goods market,
Venture capital firm Lightspeed
Voice communication service company Vivox has announced that MMO developer CyberSports, Ltd. has chosen the company's voice chat suits for its forthcoming online soccer title Football Superstars.
In an announcement at the International Licensing Expo predicting a record $30+ billion in global retail sales for fiscal 2008, Disney revealed that its virtual world based on the Cars franchise will be available next year.
San Francisco-based developer
Weblin isn't exactly a virtual world. It's a personal avatar system that allows what Weblin have dubbed "social browsing" -- Users can see other users as they browse the web, and can interact with them by chatting or other expression.
With the recent launch of our new
According to organizers, September 16-17, 2008 will mark the return of the Think Services-created Worlds in Motion Summit, taking place at the Austin Game Developers Conference in the Austin Convention Center.
Officials from massively multiplayer online (MMO) games developer Turbine have confirmed that the company is currently developing one or more console titles.
Seattle-based publisher Hidden City has announced the Bella Sara Magical Friends set, a 123-card expansion for its Bella Sara virtual world and trading card series.
MMOABC, an MMO social network and New Gen Media property, has partnered with online game developer Gameforge to offer Gameforge's free-to-play MMO browser games through MMOABC's portal.
Having just 
The Walt Disney Internet Group has revealed that it intends to hire a team by August to manage its Club Penguin operations in Sydney in response to the kid-targeted virtual world's popularity in Australia,
Organizers for the
Space trading and combat-based PC MMO EVE Online has just passed its fifth anniversary, with that rarest of things for an online subscription game, year on year growth - with 220,000 active subscribers as of the end of 2007.
Interactive and creative production studio Animax Entertainment has announced that it has appointed Sabri Sansoy, former vice president of interactive entertainment technology at Game Show Network (GSN), as its Chief Technology Officer. 

At the ongoing Social Gaming Summit in San Francisco, a panel of virtual world execs representing companies like NeoPets, K2, and Nexon got to the heart of why casual virtual worlds were blooming, how developers can make money off of free to play games, and what percentage of players might actually pay. 



