‘Guild Wars 2’ Has Unique China Pricing

With a free trial underway in China, the marketers of Guild Wars 2 (creator NCSoft and Chinese partner Kongzhong) are trying a very different path to profit for a Chinese MMORPG. Most MMORPG’s in China are free-to-play, but Guild Wars 2 will have an upfront price to pay –and it’s set to sell for a bargain basement price upon its release.

When the game goes on sale later this spring, it’ll retail for 88 RMB, or around $14.50 in American dollars. Pre-orders will kick off starting on April 2nd, while the trial is in full effect. That marks the lowest price point for the game to date, as it sells in other markets (including the US) for as high as $50.

Those in China that are interested in the trial have until today at 5 PM to check it out. Otherwise, at least it won’t cost very much. It will be interesting to see how this pricing experiment in China performs, and whether it might change the way MMORPGs are priced in China.

Source: Games In Asia

Mobile Market Lessons From App Judging

The Big Indie Pitch, sponsored by Rovio and Immersion and staged by Pocket Gamer took place yesterday, and I was one of the judges. It was grueling, with 35 different game apps being pitched to you in on three minutes or so apiece, with another minute or two to switch between apps. This took place in a crowded bar, with music playing in the background and announcements blaring through the PA system as emcee Chris James (managing partner of Steel Media, parent company of Packet Gamer) strove to keep things moving. Adding to the audio confusion, at least half of those pitching the apps had strong accents, making the pitches even more challenging.

The games covered a broad cross-section of genres, styles, complexity, and completion. Some of the apps were months away from launch, others were already on the market. The one thing they all had in common was the passion of their creators. Unfortunately, passion is no guarantee of either excellence or commercial viability.

The only guidance the judges received was to select the —œbest— game as the winner, who would receive $5000 worth of banner ads and other benefits from Pocket Gamer. A great prize, particularly for a game developer struggling to get noticed. But how do you define —œbest — Clearly my opinions were wildly different from many of the other judges, when we got together at the end to select the winner (and some honorable mentions for the consensus picks for the best games). One of the game I ranked near the bottom of the 35 was the second best game according to half the judges. None of my favorites were even mentioned by other judges in our brief discussion.

What is the—œbest— game Certainly, for each individual that would be the game you enjoy the most, or feel best expresses whatever qualities you look for in a game. That’s not how I approached the matter. Without exception, as far as I could tell, these game developers were not creating their apps purely as an artistic expression. They all hope to make a living from their apps. One developer told me he had put his life savings and two years into his app. With that in mind, the —œbest— game would have to include some amount (and probably a large amount) of commercial potential, as well as aesthetic appeal, playability, innovation and panache.

The first pick of the majority of judges was Bounden by Game Oven, a two-player dance game. You find a partner and you each grasp the phone with one finger on a circle near the edge of the screen. In the center of the screen, a small ball is surrounded by a couple of circles with a gap in them. These are rotating, and you tilt the phone to try to get the right alignment. This means making sweeping arm movements, and perhaps spinning around and twisting . . . all while hanging onto the phone and keeping in mind your partner. The idea is that the two of you will create a dance. Or perhaps get tangled up like a Twister game.

Fun Somewhat, and perhaps appealing to a small audience as an occasional game, kind of the way people play Twister. A moneymaker Not likely. It’s an interesting curiosity, and an innovative use of the platform, but this app is not going pay the rent. Or even the cable bill. It’s a project worth doing, but it’s tough to imagine large numbers of people playing this, or playing it for long. It felt more like a student game project than a commercial entertainment. The Dutch National Ballet helped with the game’s choreography, which perhaps is an indicator of the potential of the game — it could be as popular as ballet! Yes, ballet is a great art form, but it’s not a huge market opportunity.

The 35 different games included many platformers and arcade titles; more than half of the games were casual. Most were responsive and playable, yet ultimately not very memorable. There were a few with greater ambitions, providing a strategy game with ways to combine things in order to create items or abilities. Surprisingly, a solid number, perhaps a third of the games, were intended to be premium games, not free-to-play.

Terrifyingly, many of the developers did not yet have an answer to the question — How does your game monetize — Maybe it would be free-to-play… maybe they would charge something for it . . . they hadn’t decided yet, even though in most cases the game was only a month or two away from launch. This betrays a fundamental lack of business savvy and knowledge of the market which does not bode well for the future of a game. The monetization strategy should be a basic part of the game’s design, if it’s going to be executed well. It’s a rare game that can embrace different monetization strategies at a moment’s notice.

The best games I saw were well thought out and well executed, with a level of polish that stood out. The graphics were slick, the controls were responsive, and the game idea was interesting and looked to have broad appeal. Only three games got my top rating. One was Glint, by Ensomniac, a fast-paced puzzle game that’s already available on iOS and Android. Another was First Strike, a nuclear war simulation by BlindFlug Studios, already out on iPad and Android. The final one was Jurojin: Immortal Ninja from Critical Bacon Games, which is an attempt at creating a fast-paced battle game like League of Legends on a mobile platform (though it’s one on one, or a four person survival mode combat, instead of large teams).

All of these games were polished, gorgeous, and looked like they could be addictive. Those are all qualities to strive for in a game that you hope will generate some good revenues. Hopefully more game creators will think about the business and marketing aspects of their game before they embark on the difficult and lengthy process of creating a game.

‘Naval Strike’ Ready to Launch

Battlefield 4 Naval Strike, the first of five expansions planned for release by Summer, is coming March 25 for Battlefield 4 Premium members and April 8 to everyone. This trailer not only sets up the scenario of Naval Strike, but also does a fine job showing off all the emergent gameplay madness inherent to Battlefield 4.

 

Devils And Dragons Inside

https://youtube.com/watch?v=Z1Y_qhzxn2c

Game of Thrones has received the final trailer for its fourth season and it effectively teases much of the larger storylines for the coming season, from the conflict between Cersei and Tyrion, the demands of the “Red Viper”, and the harsh justice of Daenerys. Early April can’t get here fast enough.

 

How A Dog Helps Wounded Warriors

The Netherlands’ Royal Dutch Guide Dog Foundation has run an ad which keenly demonstrates how a veteran can benefit from having a dog. It’s a great ad for demonstrating the natural empathy that animals can demonstrate, which is often what those who have seen combat need.

 

Epic Cuts Price On Unreal Engine

Epic Games, the team behind the Gears of War franchise and Infinity Blade series, just made a move this week at the Game Developers Conference that could open the door to a series of new developers.

Founder Tim Sweeney has announced a new business model for the company that will make the Unreal Engine set of tools and source code available to developers for a bargain basement price. The service will run would-be game makers only $19 a month, as well as 5 percent of gross revenue from the game.

This is a huge change of pace from what the company previously requested, between a $99 license fee and 25 percent of game earnings if it managed to make over $50,000. Of course, flat fee deals can still be negotiated, as always. That’s the way big publishers prefer to work with Unreal Engine.

With rising costs in game development, Sweeney believes this move will be beneficial to up-and-comers. “We succeed with this only if developers succeed in making great games,” he said.

Source: The Verge

Music Sales Down, But Streaming Is Up

It’s a good time for music streaming services, but not necessarily the industry in general.

Subscription services such as Spotify and Pandora have seen a general increase in its listener base, while the general music industry revenue managed to drop down 3.9 percent in the last year.

The global revenue for the industry managed to total $15 billion, but even with that large amount of money, it’s still shown a drop. Meanwhile, digital revenue through streaming sites showed quite an increase, soaring 51 percent and passing the $1 billion mark for the first time, according to a report put together by the International Federation of the Phonographic Industry.

Meanwhile, in Japan, an even sharper drop of 16.7 percent in worldwide recording industry revenue was reported, between establishing digital services and declining CD sales. Still, the report suggests it could have been much worse.

“Even accounting for the difficult situation in Japan, the global recording industry is in a positive phase of its development,” said Frances Moore, CEO at London-based IFPI. “Revenues in most major markets have returned to growth. Streaming and subscription services are thriving.”

Source: Adage

Analyst: Record Q1 iPhone Sales

Apple continues to make huge strides when it comes to iPhone sales, according to new statistics from data compiled by Morgan Stanley’s Katy Huberty.

Her “AlphaWise” smartphone tracker report indicates that the company is on its way to shipping 42 million iPhones during the first quarter of 2014, trumping a previous record of 37.4 million iPhones, which was set last year.

The demand for iPhones continues to be quite strong in nearly all geographical regions, with main interest stemming from special promotions held through certain carriers.

The only country that seems to be in the negative is China. Although exact numbers weren’t reported, Apple has seen its fair share of struggles in that country, even with launching the new iPhone 5s/5c devices last year. A partnership with China Mobile as a partner is offsetting the loss a little bit, but not enough to turn the results positive just yet.

Source: Mac Rumors

‘The Last Of Us’ Wins More Awards

After winning several other awards through BAFTA and DICE – not to mention selling over six million units at retail – Naughty Dog’s The Last of Us continued to clean house this week at the 14 annual Game Developers Choice Awards in San Francisco.

The game took home three awards out of the five it was nominated for, including Game of the Year, Best Design and Best Narrative.

In addition, some indie favorites also won big at the event this week. The Fullbright Company’s Gone Home won Best Debut, while the quirky Papers, Please managed to win Innovation Award and Best Downloadable Game. Kerbal Space Program managed to win the Audience Award as well.

Source: Polygon