XBLA Prices Rising

XBLA Prices Rising

$15 is fast becoming the rule, not the exception.

We’re all for the digital download movement, and are intrigued by any development happening even at this very early stage. That’s why we love Kotaku’s analysis of the prices of Xbox Live Arcade games and its accompanying chart.

As Microsoft has expanded its Xbox 360 userbase and is throwing more weight behind digital distribution (two straight years of Summer of Arcade sales promotions help), prices have also increased.

The average price of Xbox Live Arcade games on the Xbox 360 has risen by a $1.74 since the Xbox 360 launched in November of 2005, according to Kotaku’s study of prices for more than 200 XBLA games.

One of the most interesting points found is that the $5 price point is no longer popular and may be phased out altogether, while the $15 price point is increasingly popular.

This is almost the reverse of Apple’s App Store, where applications quickly hit 99-cents due to a very open and streamlined approval process. Apple doesn’t have a huge problem to fix there (yet), but it may want to keep an eye on what its old nemesis is doing in the space and how they’ve been able to maintain this kind of price point strength.

[More analysis and chart at Kotaku]

Trouble With Warcraft, China Easing

Never fear, Chinese WoW fans.

The Chinese government put a damper on the over five million Chinese players of World of Warcraft when the game’s publisher switched network providers two months ago.

Due to a licensing snafu and content approval process, the most popular MMO game in the world has been offline for 40 percent of its customers for the past several weeks.

Thankfully for genuine players and gold farmers alike, World of Warcraft has been allowed a partial relaunch on July 30. Yahoo! explains why it’s only partial:

But the government agency in charge of regulating print and online publications found some content during its checks that it will require Blizzard or NetEase to modify. The game will have to be resubmitted for approval after the changes are made, an employee at the agency, the General Administration of Press and Publication (GAPP), said by phone earlier this week. He declined to estimate when the game will receive approval or to say what content must be changed.

Past content changes include having skeletons change into human bodies, and removing bones from the game’s locales.

“It’s to promote a healthy and harmonious on-line environment,” anonymous staff said, according to [Guangzhou-based newspaper Southern Metropolis Daily].

So healthy, harmonious environments don’t include walking skeletons? Whatever you say, churchy!

[Yahoo! and PCWorld have the info] {link no longer active}

Ning Valued At $750 Million

This has cost $119 million and counting.

Ning is a pretty innovative company that allows users to create their own social networks and monetize them through a number of ways, including Google ads, microtransactions and premium revenue.

They recently closed an additional $15 million of funding (bringing their total to $119 million) at a valuation that pegs them at $750 million.

That’s Bebo.com-like money, a social network bought last year by AOL for the same amount.

BoomTown has some details:

Founded in early 2007, it currently has 29.3 million registered users, who are using 1.3 million social networks, and it is adding one million registered users every 15 days, said the company.

Not all the metrics are great, though:

But not all its social networks are active, and Ning’s monthly unique visitors are lower, according to various surveys, at about six million in the U.S.

The additional funding will be used to acquire more social tools for its users, increase its userbase through marketing, and adding new team members to help with its monetization.

We’re not sold on the model; frankly, it seems a little more like GeoCities than anything. But the funding is substantial, and proves the saturation point isn’t quite there for social networks. At least where investors are concerned.

For now.

[BoomTown has the scoop]

VOD: The Daily Show On iPhone Fart App War

Apple should have known this was coming, with its loose standards and the availability of tons of 99-cent apps for the iPhone.  And we ve never seen it put funnier than on last night’s The Daily Show with Jon Stewart.

A little background, courtesy of Business Insider:

“iFart” maker InfoMedia is taking “Pull My Finger” maker Air-O-Matic to court in Colorado, seeking a declaration that it is lawful to use the term “pull my finger” — a common flatulence-related expression — in its marketing materials. It also seeks legal fees and “other relief” as the court deems proper.

Now they’ve taken the fight to the (basic cable) airwaves with an extremely funny segment on The Daily Show.  Without further ado, our video of the day.

{link no longer active}

World Of Warcraft Movie Gets Director

World Of Warcraft Movie Gets Director

Orcs on the big screen In Raimi we trust…

Blizzard Entertainment has teamed up with Legendary Pictures (The Dark Knight, The Hangover) to hire Sam Raimi (Spider-Man, Drag Me To Hell) as director of the upcoming Warcraft movie.

“At its core, Warcraft is a fantastic, action-packed story,” said Raimi. “I am thrilled to work with such a dynamite production team to bring this project to the big screen.”

We love Raimi, but we’re definitely skeptical of this one. While the script may be fantastic and action-packed, isn’t World of Warcraft all about hunting demons and fishing for hours on end?

Also, have you ever seen Box Office Mojo’s chart of Video Game Adaptations?  Not a lot of box office smashes there…

The last thing before I take off my cynic hat, but what was the last movie based on a game that you really enjoyed? We’ll give you a few minutes.

Pac-Man Lives

Welcome to the remix.

File this under the “Proof Old IP Still Has Legs” category. Namco recently announced the launch of Pac-Man Remix for the iPhone, a modern take on the arcade classic.

Pac-Man Remix is an all-new game based on the maze action game in which you move a spherical, chomping character down corridors to eat pellets while avoiding ghosts on the chase; you can turn the tables by eating power pellets which enable you to temporarily subdue the ghosts and score bonus points while you’re eating them.

It’s not yet available on iTunes, but it has a $6 price tag attached to it.

It goes to show you, even if your IP is almost 30 years old, there’s still some power pellets to munch on.

[More info at PCWorld]

Halo Turns Ten

Master Chief sure has grown up…

Microsoft Game Studios and Bungie are celebrating a milestone today as Master Chief and his Halo series turn ten years old. If there’s any proof the original IP is still worth an investment, it’s in Halo.

The series was announced in July 1999, and an early E3 2001 demo prior to the Xbox launch was met with some skepticism.

Fast forward a few months later, and Microsoft Game Studios would have its last laugh. Halo: Combat Evolved helped launch the Xbox as a new video game platform to be reckoned with, and created a new franchise star in Master Chief.

Since that time, the trilogy of Halo games have sold 24.8 million units, and has twice broken the record for the biggest entertainment opening of all time with Halo 2 and Halo 3. The latest in the series, also the first on Xbox 360, took in over $170 million in just 24 hours.

And despite rumors that the third game would be its last, the Halo cash cow continues mooing, with Halo 3: ODST and Halo: Reach expected this and next year.

Ten years later, we have to wonder where the Xbox would be without this landmark series. What do you think?

ESA Versus Chicago: It’s On

ESA Versus Chicago: It's OnWhat’s all the fuss?

Chicago has a problem with violent video games, and has banned the advertising of games like Grand Theft Auto IV on city buses and transit stops. Now, the ESA is hitting back with the good ol’ Constitution.

“The CTA’s ordinance constitutes a clear violation of the constitutional rights of the entertainment software industry” said ESA president Mike Gallagher. “Courts across the United States, including those in the CTA’s own backyard, have ruled consistently that video games are entitled to the same First Amendment protections as other forms of entertainment.”

The Grand Theft Auto series has been Chicago’s main target, with bans leveled on Grand Theft Auto IV and Grand Theft Auto: San Andreas. Boston, Denver, San Antonio and Portland have also removed similar ads in past years.

In unrelated news, Chicago has had 202 homicides in the first six months of the year. Chicago, it may be time to worry a little less about violent video game ads and more about the city’s actual violence.

 

Column: What Is This EVOLVE Theme All About?

This year the theme for the second annual [a] list summit is EVOLVE. Without elaboration this may seem a little nebulous. Let me see if I can help put this in context.

At last year’s summit we were honored to have Mister Jordan Weisman lead off the discussions with a talk about providing entertainment in our marketing communication. It was his opinion that in order to stand out marketers need to add value to their communication. He argued that for a game consumer there is no better value proposition than entertainment.

Our consumers are overwhelmed by the sheer volume of advertising directed to them. Everywhere they look some company is touting their product. Traditional approaches are falling flat. Just five years ago a flash banner ad was commanding near a one percent  click through rate. Now that same flash ad is lucky to get a .1 percent. TV viewership is in steep decline, print is dead and no one is spending any time on our beautiful flash websites anymore. How do we get our consumers to pay attention?

We must EVOLVE our message. Jordan was on to something. With web 2.0 consumers define your brand whether you like it or not. There are a mass of niches on the web. So many people in so many places talking about your brand you can’t possibly reach them all directly. How can we have influence over these discussions so that more of them are positive than negative?

The assertion is that by providing value in your message your consumer will become more receptive to it. If you entertain your consumer with a hilarious two minute viral video then that little pre-order message at the end is a bit easier to accept. If you give a core fan five exclusive screenshots for sharing your new trailer with his friends you can empower his word of mouth.

This is the theme we will apply to each and every talk, panel and discussion topic at this year s [a] list summit. We have some of the most respected professionals in our business assembled together to discuss marketing executions (i.e. broadcast, online, viral etc) and how to add value to those executions.

EVOLVE to us is exciting because it opens up a whole new way to think about advertising. We can get much more creative in our approach. No longer does the formulaic approach of, do your print ad, shoot your TV spot build your banner campaign cut the mustard anymore. Today we are challenged to build compelling, entertaining campaigns that don’t simply tout the three core features of your new shooter, we tell stories, incentivize pass along, make people laugh or just amaze. I for one would have it no other way.

So I hope this year while you’re sipping that Zin or Cab at the event you re also inspired by our speakers. They re thinking about this EVOLUTION going on in our business and are willing to let you in on their successes and their failures. Together we can all share best practices and hopefully continue to fuel the tremendous growth this industry has enjoyed for many years to come.

Look forward to talking with you all.

Hasbro Future Tied To Virtual Worlds

 

Hasbro's Digital Future -- Littlest Pet Shop

Hasbro’s Digital Future — Littlest Pet Shop

The first Transformers movie netted Hasbro, creator of the action figures tied to the movie, over $500 million at retail.  The company is also very pleased with how sales are going tied to the second Transformers movie and the upcoming G.I. Joe movie.

But it’s looking at virtual worlds for its future growth.  From Virtual Worlds News:

“Being able to experience our brands in the online world is critical as the category is growing by about 19 percent a year and is expected to be a $2.5 billion category in 2011,” [Hasbro] CEO [Brian] Goldner said in [a recent earnings] conference call. “This includes virtual worlds and online gaming for both kids and adults.”

Hasbro touts its partnership with EA through Club Pogo and its Monopoly and Boggle brands as a hint of its future goals, and is positioning Littlest Pet Shop as a potential flagship for girl consumers.

The hunch that Hasbro looks at popular toy-and-website company Webkinz as a model isn’t farfetched.  Sources tied to Webkinz estimate that company’s earnings at $750 million, and the kids-focused virtual world Club Penguin sold to Disney in 2006 for $700 million.

[More on Hasbro’s future at Virtual Worlds News] {link no longer active}