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November 2, 2008 - November 8, 2008 Archives

November 3, 2008

Fluid Entertainment Launches Green-Themed Emerald Island

2008_10_03_emerald.jpgDeveloper Fluid Entertainment has announced the launch of a new free-to-play (but subscription supported) kid-orientated MMO, Emerald Island.

As has become recently quite fashionable in the MMO space, Emerald Island is a "green"-themed virtual world (hence the name, I guess—because it's not set in Ireland, anyway) and players are tasked to save Emerald Island from "environmental destruction" from the "Pirat invaders". That's not a typo, by the way—the enemies actually are called "Pirat"s, because they're sort of half-pirate, half-rat creatures.

The world has been designed for children aged 6-12, and includes "player-driven characters and an evolving plotline", as players tend for gardens, growing over 100 (real-world) plants and playing mini-games.

In addition, Fluid Entertainment has partnered with Trees for the Future (an organization dedicated to sustainable agroforestry and to helping communities around the world plant trees)—for each new subscription received over the next 30 days, Fluid Entertainment is to donate 10 trees to Trees for the Future.

Wizard101 Adds New Pay-Per-Zone Microtransactions

2008_11_03_wiz.jpgRemember our Online World Atlas for KingsIsle Entertainment's Wizard101? The point where we noted "Wizard101 is free to play, but also offers a subscription, starting at $9.95 for one month's access, allowing access to more areas and features. Lower rates are available for families and/or longer term commitments."

Well, turns out that information is already out of date, because KingsIsle has now launched a new payment option. Players can now unlock areas of the MMO, originally only available to subscription users, through micropayment.

Wizard101 remains free-to-play, with subscriptions starting at $6.95 for each account on a "family plan," and $9.95 for monthly access, and the new system lets individual streets or "zones" to be unlocked for as little as $1.00, with discounts for volume purchases.

"A parent can reward a child with days of entertainment content for the price of a pack of gum... and at the same time someone who regularly meets up with their friends in Wizard101 may elect to get full access up front, and save by subscribing," said KingsIsle Entertainment CEO Elie Akilian.

Interview: Jonathan Belliss, Product Manager For Perfect World International

2008_11_03_perfec.jpgThe open beta for Perfect World International, Perfect World Entertainment's free-to-play Chinese Mythology-based MMORPG opened a couple of months ago, and frankly, we find the concept of releasing a Chinese Mythology MMORPG in the west a rather mystifying concept, considering how alien the themes and stories are to most gamers here.

As a result, we decided to talk to Jonathan Belliss, Product Manager For Perfect World International, about why they chose to release the title here, as well as go into depth on the title's development and design.

Perfect World was originally a Chinese MMORPG. Why bring it out internationally?

Jonathan Belliss: When Perfect World hit the free-to-play scene in China, it created quite a splash, really setting the standard for many other free-to-play games to follow. Local success soon became global success, and we decided that it was time to let the Americas have a taste of Perfect World.

While the game’s origins are definitely Chinese, its outreach definitely transcends ethnic and cultural boundaries; sort of like really good Chinese food. And trust me, you’re not going to find a place that serves a meaner free-to-play dish than Perfect World International.

But is it not a rather a difficult sell? Aren't the Chinese mythology themes rather obscure from a western perspective?

JB: I would have to disagree on this one. Quite the contrary really, as I believe that having a game that stems from Chinese mythos is an easier sell to our audience. The whole dragons, minotaurs, fairies, orcs and elves has been hashed and rehashed over and over. How about something fresh? How about something new?

Part of the fun in an MMO is running around and exploring the world. Personally, I’d much rather explore a mystical world full of adventure and lore that I’ve never been acquainted with rather than the same mythology that’s been spun one too many times.

Continue reading "Interview: Jonathan Belliss, Product Manager For Perfect World International" »

November 4, 2008

Mytopia Community Now Available On Windows Mobile

2008_11_03_myto.jpgMytopia, developer of the online social gaming community of the same name, has announced that its community is now accessible from Windows Mobile devices.

Eight free games, such as chess and poker, now work cross-platform between Windows Mobile devices, Mytopia on the web, and social networking sites including Facebook and MySpace.

Mytopia announced RUGS, "the Real-time Universal Gaming System", a patent-pending, proprietary framework for rapid rich media creation across the web, mobile and smartphones in early September, and this is the first example of it in action.

“Mytopia’s eight games are the first example of real-time, cross-platform content working between mobile devices and social networks and the fact that our games can be played against millions of people, makes the gaming experience truly interesting,” said Guy Ben-Artzi, Founder of Mytopia. “We’re seeing fantastic growth of our user community and the Windows Mobile community gives us several million additional potential players of our anytime, anywhere gaming environment.”

Wicked Interactive Add New Content To Ace Online

We're suddenly struck by the fact that there are (at least) two free-to-play MMO publishers based in Toronto—G4Box and Wicked Interactive—which is kind of interesting to us because Toronto is better known for its independent game developers (like Jonathan Mak and Metanet Software) than it is for publishers. There's possibly some reason for it—after all, each publisher is repurposing Korean MMOs for the North American market, but then again, there might not be, either.

Anyway, Wicked Interactive just popped us a line to let us know that it's released a new content update for its rather unique RPG/space shooter MMO ACE Online.

The new update includes an overhaul to the user interface, new missions, maps and monsters, and new social features, allowing users to connect with one another more easily to trade items, equipment or battle.

The last time we heard from Wicked Interactive, it was to let us know that they were hosting Korean MMO Priston Tale, and we'll probably try to take a more in-depth look at the (increasingly absurd) number of Korean free-to-play MMOs flooding these shores in future.

China To Add 20% Tax On Virtual Goods Profits

China's State Administration of Taxation announced that it will impose a 20 percent personal income tax on profit from virtual money.

The tax specifically targets traders and operations that buy virtual currency from others with the intention to sell it at a mark-up, such as "gold farmers" and account sellers in online games. The tax will also affect resellers in the region who trade in virtual currencies for instant-messaging services and web portals.

According to a report from the Wall Street journal, a poll by Chinese online portal Sina.com indicates that over 70 percent out of some 3,000 people voted against the new tax, with many worried about how the sum of property will be evaluated.

Blogger Ruan Zhanjiang wrote that, “Many game players are classmates or friends in real life, thus most of them won’t have credentials when trading virtual money," says blogger Ruan Zhanjian. "It’s difficult to prove the original value of virtual currency, though."

Taxation officials have reportedly been granted the right to judge the value of a particular virtual currency if an individual cannot provide proof of its original price.

Some, however, believe that the new tax will protect their online property rights and help guard them from identity theft, which has been growing alongside the virtual currency trading market.

The WSJ claims that a research firm's study shows China's virtual currency market growing at a yearly rate of 15 percent to 20 percent, with several billion yuan worth of virtual money traded in the market.

This rapid growth has worried China's policymakers, who fear that it could lead to inflation or money-laundering, resulting in a restriction enacted last year preventing the conversion of virtual currency to yuan.

[The preceding article by Eric Caoili originally appeared on Worlds in Motion sister site Gamasutra.]

November 5, 2008

Huru High, Toy Tie-In Virtual World Launched

2008_11_05_huru.jpgHmm, we managed to completely overlook this release last week, so our apologies, because it's kind of interesting—just look at these things! They are "Huru Humi"s, a name which just trips off the tongue (or not), and they are the physical toys that users can use to connect to the Huru High "virtual high school".

Yep, it's another virtual world/toy combo—we've seen a lot of these recently—and this one, like others, promises "secure place for kids to play games, chat and interact," while "learning lessons about environmental responsibility, the importance of going to class, and the value of hard work".

Users don't need to buy the Huru Humi toys, of course, as the world is free-to-play, but players who own one "get a special locker combination that opens up a personal online locker to safely store belongings."

In the world, players can find jobs and play mini-games to earn money to spend on clothes and accessories, and have access to a social network-eseque "yearbook" where they can share stories, note their interests and message in-world friends.

Huru High is a fun, secure online world where kids can come together to play and a perfect complement to the Huru Humi toy," said Mike Nakamura, CEO of Senario. “Our first priority was to provide kids with a keep everyone safe and protect them from harmful or negative content. That’s why we filter all communication through white-listed word menus, prevent kids from revealing personal information and empower parents to monitor their kids’ accounts. Not only have we brought healthy play online, we’ve also made sure that we’ll keep it fun by protecting everyone.”

Shin Megami Tensei: Imagine Online Closed Beta Now Accepting Applications

2008_11_05_shin.jpgLet's be honest –there are way, way too many Asian-developed free-to-play MMOs out there for the majority to be successful. For example, Aeria Games currently operates an astonishing twelve MMO titles, and we have absolutely no idea how successful any of them are.

However, we've got an inkling that their thirteenth is going to enjoy some measure of success, because it's connected to the cult-hit Japanese RPG series Shin Megami Tensei, from Atlus.

The title, Shin Megami Tensei: Imagine Online, has now began accepting applications for its closed beta—for North American and Europeans, which will run until December 1st when successful applicants will be granted access.

In fact, even we're going to apply for the closed beta, even though we've got Shin Megami Tensei: Persona 3 to finish—and Persona 4 hitting on December 9th...

Silverbirch Refocuses on MMOs, Appoints New CEO

Changes are taking place at Silverbirch Studios(N+ for DS, PSP) -- Kevin Astle takes over today as interim president and CEO as the company increases its focus on its MMO business.

Astle replaces Derek van der Plaat, who resigns as company president, CEO and director, while Silverbirch says its new "refocused strategy" will migrate its attention from mobile releases to massively multiplayer online games as well as games for PCs and consoles.

The Toronto-based developer's existing game properties include Silverbirch Studios, Netherlands-based publisher Lighthouse Interactive, and a co-venture with G4Box to operate licensed English language online multiplayer games, and Silverbirch expects a "significant portion" of its future revenue to come from its games Metin2 and CrossFire.

It's also in the process of acquiring Heroes Of The Pacific publisher Red Mile Entertainment in a deal expected to close in early 2009.

Recently, Silverbirch entered into multiple two-year contracts with three MMO consulting companies -- A&P Entertainment, Escalada International Limited, and Morsonwell Inc. -- who will provide consulting services for online game development, marketing, and operations.

The company's also implemented cost-cutting initiatives recently; it terminated six staff positions in the first phase of a restructuring plan, and says it's also considering selling off its mobile biz while reviewing its other business units. At the same time, it says it's seeking more investment opportunities in the MMO space.

Last month, SilverBirch secured $500,000 in equity financing from Aberdeen Gould Capital Markets for the upcoming English-version launch of CrossFire, which has been previously released in China, Japan, Korea and Vietnam.

[The preceding article by Eric Caoili originally appeared on Worlds in Motion sister site Gamasutra.]

Analysis: Vindicia's Hoffman On MMO Billing Headaches

According to a recent DFC Intelligence study, online gaming is set to reach $13 billion by 2010 -- from about $4.5 billion in 2007.

Numbers like these have stirred up a great deal of discussion around the different monetization models for online games, with two clear camps emerging -- subscription and free-to-play.

But each method comes with significant problems on actually collecting money online from consumers, thanks to chargebacks and other credit card problems.

Gene Hoffman, CEO of billing and fraud management company Vindicia, as used by companies such as Cryptic Studios, FireSky, Multiverse and Outspark, recently spoke to Gamasutra about MMO fraud, and he now returns to discuss the implications of different online game business models for publishers -- and the billing trade-offs that come with each.

"Taken as a given is that the gamer experience will be positive enough that people will want to play it independent of the business model chosen," Hoffman notes.

Continue reading "Analysis: Vindicia's Hoffman On MMO Billing Headaches" »

November 6, 2008

Gaia Online Fully Launches zOMG! Open Beta

You might remember last week we mentioned that Gaia Online was rolling out the open beta for its new MMORPG zOMG!, starting with their "Golden Ticket" holders and longest active members. Well, they've now launched their open beta in earnest, with all members of Gaia Online able to access the world.

Within the open beta period, Gaia Online hopes that players to provide feedback on the game through the site’s message boards and forums.

And I don't think we've discussed this before exactly, but zOMG!'s story is quite wacky – " In the world of zOMG!, inanimate objects such as lawn gnomes, rubber boots and alarm clocks are coming to life, threatening to overwhelm all of Gaia, and it's up to players to stop them!"

To do so, players battle through sixteen zones and collect and trade battle rings, and the developers promise that "as the zOMG! world continues to grow, so will the plotlines, each new story arc building on the others to evolve the world of Gaia far beyond where it stands now."

“Our top priority is providing a high-quality MMO gaming experience that’s fun and challenging, and also user-friendly for all levels of players,” said David Georgeson, Senior Producer of zOMG! at Gaia Online. “We received a lot of great feedback from gamers during our Closed Beta, so we’re throwing open the doors as we update the game with new features and additional content.”

True Games Announces Warrior Epic Details

We've previously mentioned True Games Interactive's first announced title, Warrior Epic, developed by Possibility Space, and they have now revealed the first details of the title, in preparation for the game's spring 2009 launch.

In the game, players are to "assume command of a warrior hall from which they manage their characters' adventures," and can recruit a number of warriors from different classes, with both characters and the hall able to be "upgraded visually as well as functionally."

In addition, there's rather a neat little twist to the game; if one of a player's character dies, they can either be revived or transformed into "spirits" which can be bound to weapons to increase their abilities and skills or used as summons.

Warrior Epic is to put "a heavy emphasis on focused, session-based missions," according to their recent release, by offering gameplay that can be split up into 20-30 minute sessions.

"Possibility Space and True Games are doing an incredible job building the Warrior Epic universe," said Jeff Lujan, Founder and Chairman of True Games Interactive. "The game creates this totally new genre of session-based MMO's with incredibly innovative gameplay features that have been fine-tuned and are sure to offer global appeal. Gage Galinger and Feng Zhu, the founders of Possibility Space, are highly talented video game veterans; their game design and creative talent combined with the amazing technical and publishing background of our team at True Games makes for the perfect development relationship."

Wargaming.net Licenses BigWorld Suite For Upcoming MMO

New Orleans-based independent developer Wargaming.net licensed BigWorld's Technology Suite for its upcoming massively multiplayer online game.

Designed as a middleware platform for massively multiplayer online games and virtual worlds, the BigWorld Technology Suite is comprised of BigWorld Server Software, Content Creation Pipeline, 3D Client Engine Package, and Live Management Tools & Instrumentation.

BigWorld's previously-announced licensing partners include Meteor Games, Cheyenne Mountain Entertainment, and 38 Studios.

Founded in 1998, Wargaming.net has development offices in Minsk, Belarus, with over 80 employees. Its previous military strategy titles include Galactic Assault: Prisoner of Power and the Massive Assault series.

"Having built many engines from the ground up, we were looking for a complete solution to develop our first MMO that will save us time and eliminate technical risks," says Wargaming.net CEO Victor Kislyi.

"BigWorld’s Technology Suite, along with their world-class support, is key in allowing us to develop our title quickly, without sacrificing the quality and features we expect of a best-of-class middleware solution."

[The preceding article by Eric Caoili originally appeared on Worlds in Motion sister site Gamasutra.]

Online World Atlas: NeoPets -- Pt. 2, In-depth

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

2008_11_06_neopets.jpg

This week we're covering a virtual world (of sorts) that you may consider surprising that we've never covered before -- NeoPets. A highly successful tween-orientated browser-based experience that's existed for nearly a decade(!) the game has a huge following that is almost unparalleled in the market, so it's absolutely time we gave it an in-depth look as part of our Online World Atlas.

Continue reading "Online World Atlas: NeoPets -- Pt. 2, In-depth" »

November 7, 2008

Round-Up: Gamasutra Network Jobs, Week Of Nov. 7th

In this new round-up we'll be posting weekly, we are highlighting some of the notable jobs posted on Gamasutra and its sister sites' industry-leading game jobs section, including positions from Sony Santa Monica, Big Huge Games, Volition, and many more.

Each job posted will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone/iPhone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Continue reading "Round-Up: Gamasutra Network Jobs, Week Of Nov. 7th" »

Funtactix Launches Moondo

2008_11_05_moon.jpgA few months back developer Funtactix unveiled its "cross-gaming universe" Moondo, and they've got in touch to let us know that the game has left beta and is now officially launched.

To celebrate the launch they're holding a "Moondo Eclipse", a ten day celebration event including tournaments and new items and power-ups for avatars.

Moondo currently offers shooting, racing, and sports games, and the free-to-play browser-based games work on a proprietary technology that streams graphics and audio data to PCs, and the browser window can be scaled to any screen size.

“Many mainstream gamers do not have the time to invest in MMO games or the budget for a high-end console,” said Sam Glassenberg, head of the studio behind Moondo. “The beauty of Moondo is that anyone can jump into one of its free online games and experience 3D visually intense, action-packed game sessions unlike any other casual game on the web. We welcome any gamer who feels they have skills to check out this exciting new universe of games.”

Online World Atlas: NeoPets -- Pt. 3, Conclusion

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

2008_11_07_neo3.jpg

This week we're covering a virtual world (of sorts) that you may consider surprising that we've never covered before—NeoPets. A highly successful tween-orientated browser-based experience that's existed for nearly a decade(!) the game has a huge following that is almost unparalleled in the market, so it's absolutely time we gave it an in-depth look as part of our Online World Atlas.

Continue reading "Online World Atlas: NeoPets -- Pt. 3, Conclusion" »


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