Jon Virtes
Community Manager,
Runes
of Magic
|

John
Virtes's Runes of Magic avatar
|
First of all, it needs to be said that vision and the bottom line have
to co-exist, whether it is big business or small business. You cannot
have one without the other and expect to remain in business for long.
As for the 800 lb gorilla, the market leader can always teach us a lot;
they run their service very well and there are lessons to be learned.
We also need to remember it took them time to build up to where they
are now and it was not always easy. (I remember sitting in server
queues!) But it is also something of an anomaly, such a freakishly
large success that it distorts the real picture of the genre. Sometimes
you need to look at the MMO market and remove it from the picture, to
see the forest through the trees. If you constantly compare your
company or your game to this one behemoth example it will drive you
crazy and likely lead you in the wrong direction for your product.
The trick is finding a business model that works for you and sticking
to it.
Cedric Gerard
International Marketing Manager,
Ankama Games
Competition
is going to be at its peak in the online games market this year, with
every major publisher fighting for a slice of the pie. EA has acquired
Playfish, and other major publishers are acquiring well established
online games studios, investing in them, or developing partnerships
with them.
AAA 3D is definitely not a guarantee of success. If
you look at Tabula Rasa and Age of Conan, dozens of millions have been
invested in those games and they have not been as successful as
expected. The market is no longer limited to AAA 3D MMOGs--that may
have been the case 5 years ago, but the situation is completely
different
|

Cedric
Gerard of Ankama
|
now.
The MMOG offer is now very diversified with all
game styles covered and all possible technologies used. Browser-based
games cannot be ignored; companies such as Bigpoint and Gameforge have
generated much more revenue in the last year than most major studios.
They are very profitable companies with cost effective development and
impressive online reach, they do not have to fight the classic retail
battle that hit publishers so hard in 2009.
So, is World of
Warcraft still the one to beat? Blizzard has produced a high standard
and a very complete casual 3D MMO, and it surely gets the success it
deserves. But the lifetime of their players is probably not higher than
other similar subscription MMOGs--players move on eventually. As long
as a developer can attract a small percentage of their players, they
should be fine.
If you’re a MMOG developer, and revenue is your
goal, should you go against Blizzard and try to emulate what they are
doing? Probably not; you should try your own way. That’s why EA and
others are investing in studios that know what they are doing.
We
still have yet to see a successful console MMOG. There have been
attempts but consoles’ peripherals (and some say audiences) hardly suit
classic MMO gaming. Studios will have to move away from thinking of how
to adapt a PC MMO to consoles, and start thinking about how to develop
console specific MMOGs. Console DLC will also have to evolve; it is too
blunt now, and quality is often not the goal. Players can be very
discerning about the quality of DLC; you have to impress them if you
want them to make that purchase.
Peter Cesario
Director of New Business and Product Development,
True Games Interactive
Since the start of the current economic downturn, we have no doubt felt
a renewed tendency towards conservatism
|

Peter
Cesario of True Games Interactive
|
by investors and publishers
throughout the online game space. Perhaps slightly less so in the free
to play sector; though I can definitely say it is still extremely
difficult, if not nearly impossible, to get a project greenlit if it
can be even remotely deemed “niche” or risky. That said,
attempting to go the “safe” route results in a head to head with World
of Warcraft, which has proven to be a losing proposition time and again
and I think most everyone in the industry recognizes that by now and
have been forced to get a little more creative with their strategies.
This is why True Games has chosen what we feel is a great middle-ground
with a title like
Mytheon.
By targeting a wildly popular genre like “Action-RPG”--which has been
quite successful overall for a long time, though still relatively
underrepresented in the multiplayer online space--we feel like we’re
satisfying that need for risk aversion by investors while at the same
time avoiding that dreaded toe to toe battle with the so called 800 lb
gorilla.
Comments
Post your comments »
Add your thoughts to the discussion! »