IPad Pre-Order Wait Times Implemented

Currently, the wait for a new iPad at retail stores in the U.S. is three days. Meanwhile the wait in Europe in Japan is even longer: two to three weeks on new orders.

“Customer response to the new iPad has been off the charts and the quantity available for pre-order has been purchased,” said a Apple spokesperson. “Customers can continue to order online and receive an estimated delivery date. Beginning Friday, March 16, the new iPad will be available for purchase at Apple’s retail stores and select Apple Authorized Resellers on a first come, first-served basis.”

Source: CNET

Star Wars: Clone Wars Adventures Hits 10 Million Registered Players

Sony Online Entertainment (SOE) and LucasArts announced today that Star Wars: Clone Wars Adventures has reached 10 million registered players. To celebrate this milestone, SOE is giving away in-game Gold Death Watch armor to all registered players and Darth Maul will be added to the game on March 15, as a unique boss fight granting a new player title.

Clone Wars Adventures is one of our original free-to-play games and it continues to demonstrate the success of the free-to-play business model,” said John Smedley, President of Sony Online Entertainment. “Surpassing 10 million registered players so quickly is an extraordinary achievement and we have no intention of slowing down. Our goal is to continue to create an immersive environment that captures the essence of Star Wars, and we remain committed to further amplifying the Star Wars experience for all of our 10 million-plus registered players.”

Clone Wars Adventures does an exceptional job of integrating the storylines from Star Wars: The Clone Wars,” said Mary Bihr, VP of Global Publishing at LucasArts. “This unmistakable bond between the animated series and Clone Wars Adventures provides fans an amazing opportunity to actually be a part of the galactic conflict and is an instrumental factor in acquiring such remarkable registration numbers.”

Capcom Looks To Browser Games With Onimusha Title

Capcom has announced that they will be bringing the Onimusha franchise to browsers, the first game the company has ever made for that platform. Onimusha Soul will release for browsers in June 28, 2012 and smartphones for August 2012.

A simulation of the Warring States period of Japan, when the Onimusha series takes place, where players will be a daimyo (feudal lord) and expand their territory. The Onimusha franchise has sold 7.9 million copies since launching in 2001.

“The game is easy to play as it offers two unique advantages of browser games,” said Capcom. “There is no need to download or install the game data. In addition, the game features an unprecedented level of community and social elements. Capcom is targeting many opportunities in the rapidly expanding market for online games. The goal is to increase sales of online content (mobile, PC online and downloads for consumer games) to 30 billion yen in the fiscal year ending March 2015. By entering the browser game market, Capcom plans to continue to expand in the growing market for online games through the use of many methods to supply a diverse lineup of content.”

Alan Wake’s Future Brighter With 2 Million Sold

Alan Wake struggled out of the gate, launching at the same time as Red Dead Redemption and receiving a critical reception that was good but not great. However, Remedy’s head of franchise development Oskari Hakkinen says that the game has managed to do pretty well over the long term.

“We’ve moved over two million copies – that’s including PC,” he confirmed. “So after a slow start it’s turning into something really positive. It’s definitely had legs. I think narrative experiences just have a tendency for that. Alan Wake‘s like a cult classic if you like… People who have played and enjoyed the story feel the urge to tell their friends and other gamers out there that they need to try this experience, they need to play it.”

When asked if the franchise has a future, Hakkinen said, “Yeah, I think so. Alan Wake is definitely very close to our hearts. It’s our IP – we own it. It’s not something that we’re going to forget very easily. After Max Payne we could’ve literally gone, the whole team, and sat on a beach and sipped cocktails for quite some time. It’s no secret that the Max Payne franchise was sold for $45 million. That put us in a really promising situation, but at the same time our hearts are in making video games and not in sipping cocktails on the beach.”

Source: CVG

EA CEO Plays Down Zynga Executive Poaching

Electronic Arts chief operating officer John Schappert and EA Interactive mobile, social and casual online games head Barry Cottle both left recently to join up with Zynga. EA CEO John Riccitiello recently said that their departures were not a reflection of dissatisfaction at EA.

“To a person, they came and saw me at one point in the process, usually in tears or close to tears, with a story that basically goes like this,” said Riccitiello, who paraphrased, “’I love my company. I love Electronic Arts. I bleed blue, but they’re going to give me a bank account in the first 12 or 24 months that I couldn’t get anywhere and may never get anywhere for the rest of my life.’”

“So it was more about personal balance sheet stuff. To a person, they’ve told me – and I think if you speak to them, would probably say they believe in the Electronic Arts story and sort of where it’s going,” he noted. “So I don’t feel at all weakened by it. . . . They got some good guys, and I think we’re fine.“

Riccitiello also explained that Eric Brown, who was EA CFO for nearly three years, left to become CFO and COO of communications firm Polycom because he wanted the chance to head a company of his own.

“He wants to be and will be a CEO in his life,” said Riccitiello. “He had an ambition he wanted to realize, couldn’t realize it in the timeframe that was close to his ambition. So, we understood that sometime last year and he found what he was looking for and I’m really happy for him.”

Source: Gamasutra

Angry Birds Space: NASA Announcement

In a neat touch, Rovio has gotten NASA and Don Pettit on the International Space Station to provide some context for the gravity components that will be part of Angry Birds Space. Check out the weightless gameplay with gravity fields from planetary bodies, mildly evocative of the Super Mario Galaxy games!

Metal Gear Lore In A Minute

The Metal Gear series has a famously complicated plot with twisting alliances and political elements. Here, the gist of the Metal Gear series lore, from the first mission of Big Boss to Solid Snake’s outing in Metal Gear Solid, are succinctly described.

Save Gotham Anywhere, Anytime

Available for iPhone and iPad, Batman: Arkham City Lockdown brings the gut busting action of the console game to mobile devices. The inmates have escaped and Batman has his hands full defeating an army of henchmen and some of his most iconic villains. Scour the rooftops and the seedy underbelly of Gotham City through a series of one-on-one battles with the Joker, Harley Quinn, Two-Face and more, as well as the Batman: Arkham City Lockdown exclusive – Deathstroke. Choose from several Batman skins and power-ups as you punch, kick and combo your way to cleaning up Gotham City. Use iCloud to seamlessly switch between the iPad, iPhone and iPod touch. Pick up on one device where you left off on another.

Feature: TERA Marketing Like A MMO-FO

Most MMOs out there, particularly with a fantasy setting in the RPG genre, tend to fall back on some very familiar trappings. While things have gotten a lot prettier over the years, there are still many conventions that date back to EverQuest in the way combat goes down. However, The Exiled Realm of Arborea (henceforth referred to as TERA) does things a little differently. The game’s “real-time battle system” has players actively dodging attacks, making it much more dynamic than most MMOs. We sat down with Chris Lee, VP Publishing, En Masse Entertainment, to ask about how the combat system informed the marketing campaign, and particularly the MMO-FO ads.

How did the idea for the MMO-FO campaign come about?

From the very beginning we knew it was going to be a challenge to communicate — in words, videos, and otherwise — how different gameplay in TERA is from other MMOs. We knew that once people tried TERA, they would “get it” much faster, but it’s difficult to get everyone to try something new. We identified our challenge as needing to grab people by the collar and get through to them that combat in TERA was different and more fun than what they were used to. That was what we worked with our ad agency, Ayzenberg, to solve. Through that collaboration, we came up with the MMO-FO campaign, which we all felt resonated as it delivered a fun and memorable component to our overall marketing campaign for TERA. When we started talking about Bas Rutten as the embodiment of our action combat system, it felt like a natural fit. Bas has a charm and intensity that only a man with lethal fighting skills can project, and that felt like the perfect match for our game.

Bas Rutten: A true MMO-FO

What’s it been like working with the Ayzenberg Group on marketing for TERA?

En Masse and Ayzenberg have had a great collaborative relationship. It really helps that our agency partners understand the audience, the competition, and the market trends as well as we do. It’s been efficient because we don’t need to explain the nuances of the MMO market and the direction of gaming culture to them. They get it because they specialize in game marketing, and they have been doing it for years.

What’s been the general focus with the advertising campaign for TERA?

We have positioned TERA around its action combat system. We like to call it true action combat. And while that has been the spearhead and focus of our marketing efforts, we have supplemented that effort with information around the game’s lore, features, and endgame systems. There is a challenge in marketing a game that has literally hundreds of hours of gameplay in that you need to pick and choose which parts to feature because you can’t cover it all. However, anytime you are launching a new IP, you carry the additional task of introducing a number of aspects of the game that might be new to your audience. So it is a blessing that TERA has a distinct feature, action combat, that has allowed us to focus our efforts around a meaningful differentiator. In addition, TERA is such a beautiful game we’ve made sure to consistently deliver stellar assets that support the high production value of the game itself.

So the real-time action is a huge focus then?

The MMO industry as a whole has done little to improve an aspect of the genre that players spend more than half their time engaged in: combat. Gaming is about immersion, participation, skill, and fun — all things that TERA‘s action combat system improves for MMO gamers. That is why we have chosen to focus on it.

TERA in action

Do you believe that TERA will appeal to an audience of action gamers that might not typically be interested in MMOs?

We have seen non-MMO players try TERA and jump on board. It’s easy to pick up and play even if you feel at home with a gamepad. For non-MMO gamers who like action RPGs, TERA is a great way to dive into a massive world with thousands of players and take on even bigger challenges. I love the idea that TERA might be a generation of gamers’ first MMO. But the reality is that TERA raises their expectations for what MMO combat should be.

Talk to me about the importance of the storyline to the experience in TERA.

TERA is an epic adventure that spans a variety of settings, characters, and enemies. The players’ situation changes dramatically from one moment to the next as they play through the game. We have always felt it was important to have a narrative throughout the game to carry the player along as well as to create shared experiences of success. Our writing team at En Masse has worked hand in hand with our development partners in Seoul to help shape the storyline in TERA to provide guidance throughout the adventure.

How have the experiences gone so far in the beta testing for TERA?

The closed beta tests have been an exciting time for us. After playing on limited-access internal test servers, it has been wonderful to jump into a vibrant environment full of unique and curious players. It has been a great opportunity for us to work out the last kinks in our processes, test our follow-through on our value of great support, and gather data and community feedback on what players like and want to see more of. It is the most exhilarating time for a new MMO, especially when you’ve got such a supportive community — which I’m really proud to say TERA has. As we head toward our May 1 launch date, we’ll continue to ramp up our efforts throughout our remaining beta periods, then transition into the open beta and our head start program, which is all really exciting for us.

Chris, thanks.

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Played the TERA beta Can’t wait for more MMO-FO Join the discussion on Facebook.