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Posts with tag industry

World of Warcraft
Vivendi and Activision merge nears completion as Delaware Court denies preliminary injunction

Filed under: World of Warcraft, Business models, Events, real-world, MMO industry


It's a hectic summer over at Blizzard HQ. Inundating the masses with Wrath of the Lich King across the pond at the World Wide Invitational, announcing Diablo 3 on top of that, and battling it out in the courts against the kingpin responsible for World of Warcraft's bot brigade. Aside from all that, there's the whole pending merger with Activision and Vivendi approval process with Blizzard Entertainment right in the middle.

The latest legal development involves a preliminary injunction filed by some shareholders who weren't satisfied with the $27.50 per share offer. The injunction suit was filed in the Delaware Court of Chancery last February by the Wayne County Employee's Retirement System in an attempt to halt the merger. Activision has announced that a Delaware Court junked that preliminary injunction, a decision made by the very illuminated and WoW-knowledgeable Chief Judge William B. Chandler III. Activision will be holding a stockholder meeting next Tuesday on July 8, if approved the merger will complete on July 9th and a new titan, Activision Blizzard will join forces and the gaming world will never be the same again.

We wonder how many level 70 characters the Judge plays or maybe he's already level 75 in the WotlK beta?

The Agency's game designer speaks

Filed under: Interviews, MMO industry, Crafting, The Agency, Spy

Sometimes we like to sit back and dream of what it might be like to design an MMO. We'd put together some fiendishly difficult boss battles, or plot some intensely engaging storylines ... or maybe just throw in a ton of Fury jokes. And then we snap out of it and get back to work.

Tracy Seamster is a game designer for SOE's The Agency, to which she transitioned after writing for Everquest II for some years. If you've ever wondered what the day-to-day job of a game designer might be like, you can look for the answers in this interview. Covering such topics as finding inspiration, the tools used by a designer, and the particular challenges in writing for an MMO, this interview gives a behind-the-scenes look into one of the industry's more coveted positions.

[Thanks, Beth!]

MMOs thought to account for health of PC gaming

Filed under: Business models, Interviews, MMO industry, Making money, News items, Opinion, Rumors

Players and pundits alike have been pointing to NPD figures as an indicator that PC gaming is in a decline compared to console sales. However, as pointed out by Randy Stude, PC Gaming Alliance president and Intel gaming program director in a recent interview, these figures ignored MMO subscription sales, something NPD hadn't been tracking until earlier this year. "And lo and behold, after just a quarter of research, they found -- under a rock that they hadn't looked at before -- a billion dollars."

While Stude was essentially calling for the PC gaming industry to come together to clear up this sort of confusion, there is more at work here than simply saying that PC gaming is hale and healthy based simply on MMO subscription numbers. For one thing, MMOs are merely one arm of the industry, not the industry itself. World of Warcraft alone must count for a significant total of those NPD numbers, not to mention virtual worlds like Club Penguin.

Continue reading MMOs thought to account for health of PC gaming

World of Warcraft
Where the Activision Blizzard merger stands

Filed under: World of Warcraft, MMO industry, News items

Shock and awe hit the gaming industry on December 2, 2007, on that morning two giants announced a deal worth 18.8 billion dollars. Activision and Vivendi Games are to merge, a monstrosity in the making set to rival Electronic Arts for the throne to the word's biggest and most profitable force in game development and business.

An acquisition on this scale doesn't happen overnight, and since the original announcement there have been numerous noteworthy developments. Gamasutra delves into the acquisition providing an in-depth analysis which focuses on the overall impact thus far about key players and their new positions, what this means for Blizzard Entertainment, and of course more numbers. The piece also includes commentary with some respected authorities in their field including Massively's own Michael Zenke.

E-mail a resumé, work for SOE

Filed under: Fantasy, Culture, MMO industry, Vanguard, Casual, Free Realms

Sony Online Entertainment is hiring for a few positions, and is soliciting resumés on its game forums.

Specifically, it's looking for customer support representatives to work with knowledge base articles for Free Realms and Vanguard. The job descriptions note that SOE's knowledge base articles are extremely important because they're the first and most common point of contact for customers. The CSRs will be responsible for producing, reviewing, and regionalizing knowledge base content.

The jobs appear to be entry level -- only a couple of years of gaming experience and a high school diploma are required. So if you know your MMO stuff, you live in or near San Diego (or are willing to move there, presumably), and you're out of work, e-mail SOE your resumé. You never know; it might be good.

Earthquake not the only impact on China's online games

Filed under: Culture, Economy, Events, real-world, MMO industry, News items

In the wake of the 7.9-magnitude earthquake in Sichuan Province, China, the government mandated an observance of the tragedy. In addition to Monday's three minutes of silence in national mourning, the Chinese government placed a three-day moratorium on all 'public amusements' in the country. This imposed break extended to online gaming and virtual worlds throughout the mainland, which prompted some commentary by Frank Yu, the China Angle columnist at Gamasutra.

While residents of Sichuan or those with friends and loved ones in the quake-affected region were not likely to want to play games in the aftermath of the disaster, the three-day imposed blackout on entertainment media was an unusual move for China. The suspension of these activities essentially made the entire country give up something, albeit briefly, in order to share the pain of those whose lives have been affected by the catastrophe. "The earthquake has had another major impact on the China gaming industry as well in what seems like an exercise of government media control... This includes, concerts, television shows, movies and for the first time, even online games," Yu said. The virtual worlds of China's major online game companies remained dark between May 19th and 21st. Although the game companies and operators complied with the suspension of their activities, they clearly assumed substantial profit losses.

Continue reading Earthquake not the only impact on China's online games

Explosive growth in China's MMO market

Filed under: Culture, Interviews, MMO industry, News items


New information about the Chinese gaming market has surfaced through the work of Niko Partners, an Asia-focused research firm with a team spread throughout 35 cities in Mainland China. A recent Gamecyte interview with Niko Partners founder Lisa Cosmas Hanson shed some light on the surge in MMO popularity in China.

2007 proved to be a record year for MMO's in China, as a nation with more than 46 million gamers shelled out a respectable USD 1.7 billion for their online game time, a 71 percent increase over the previous year. Pre-paid game time cards are the dominant revenue model in the country's online gaming industry. Boxed MMO game sales are practically non-existent in Mainland China, largely due to rampant and normative piracy issues. This is compounded by the fact that the Chinese online gaming market caters to the tendency of gamers to sample multiple titles.

While this 2007 figure is still dwarfed by U.S. gaming revenues, the growth potential for the industry in China is not being taken lightly by Western game developers and publishers.

Continue reading Explosive growth in China's MMO market

What makes games addictive?

Filed under: Culture, MMO industry, Opinion, Academic

(Hint: It's not the taste!) Video game addiction is a topic that tends to occupy the attention of the mainstream media any time there's a slow news day, and even sometimes (like yesterday, for instance) when it's not. Videogames; how they're making junkies of your kids, news at 11! It's an issue that we here at Massively are quite sensitive to, and we've written about it it again and again and again.

So imagine our delight when MSNBC, being the paragons of gaming wisdom that they are, took a crack at the subject, trying to to discern what combination of elven temptresses and subliminal messages will get people hooked on games, and MMOs in particular. Their answer, not surprisingly, is that MMOs offer an extremely gratifying system of toil and reward that keep players coming back for that next achievement. And when people are bereft of strong social ties in their work-a-day lives, they're susceptible to becoming addicted. Excuse us if we don't recoil in shock and surprise.

World of Warcraft
Find out why WoW conquered the world

Filed under: World of Warcraft, Fantasy, Culture, MMO industry, News items

Gamasutra has published an article titled "Why World of Warcraft Made It Big." The article was written by Michael Zenke, a member of the family here at Massively! Zenke argues that there's no one reason WoW was the game to explode into the mainstream in Western markets, instead of EverQuest II or City of Heroes. Accessibility, low system specs, polish, storytelling, fun factor, and yes, timing -- all of these had something to do with it. He also suggests that in the wake of The Burning Crusade, WoW is as strong today as it's ever been.

So, this begs the question -- and this is not one that's addressed in the post -- is there a game coming that will leave WoW in the dust just as WoW surpassed EverQuest? Or will Blizzard reign as kings throughout the foreseeable future? Maybe we'll see an industry like the one Corey Bridges of Multiverse described -- a place where democratization of the MMO development process creates hundreds or thousands of successful, user-generated experiences? As curious as we are, we're smart enough not to make blind predictions. So let's see what happens this year with the big releases like Age of Conan and Warhammer Online, as well as the democratizing experiments like MetaPlace.

China's online gaming market now worth $1.8 billion

Filed under: MMO industry, News items

At GDC, we considered the possibility that Asia is the "Hollywood of MMOs." The Chinese online gaming market is getting bigger and bigger. Case in point: a new report says the market is now valued at around $1.8 billion. That's up 66% since last year -- curiously exactly the same number of points leading publisher Shandra's profits went up in a similar period.

And it's just getting started. The report (from a group called i Research) also predicts that the value will be more than $5 billion by 2011. These numbers are a bit more optimistic than the China View numbers we reported on a few weeks ago, but the consensus seems to be, in layman's terms: online gaming in China equals big bucks.

Recently the Chinese government launched a campaign of sorts to temper the popularity of online games because addiction has become a big problem. Will that slow the growth of the industry? Probably not.

[Via PlayNoEvil]

GDC08: Bigger is not always better

Filed under: Jumpgate Evolution, Business models, MMO industry, Casual, Academic, LEGO Universe


One good thing about being in such a net-savvy industry is that when you miss something, like the GDC presentation by NetDevil's Scott Brown and Hermann Peterscheck, somebody will inevitably put the powerpoint online for everybody to see. The NetDevil guys, currently working on Jumpgate Evolution and LEGO Universe, are well-known for their honesty and candor. So when they lay out their model for the future of the MMO industry, we're inclined to listen to them. Their premise is that the exponential growth that has been observed by many parties within the MMO space may in fact be somewhat illusory. While revenues for the industry as a whole continue to sky-rocket, the money and subscription numbers continue to be concentrated in only a few, extremely successful games.

Take one look at all the canceled titles and commercial failures that litter the landscape. They have a point. The advice that they lay out for burgeoning developers is to forgo huge teams, shiny graphics, fancy rec-rooms, and other accoutremonts for a lean team, lower minimum spec, sensible work conditions, and a realistic development timetable that won't lead to costly delays. Perhaps most importantly, they say that trying to take on the big boys with a $4 million budget is tantamount to suicide. Smaller development teams can actually make more money than big budget titles in the long-run if they find their niche and stick to it. Or as one slide says, "A little greatness is always better than a lot of mediocrity."

MMO subscriptions to be included in NPD reports

Filed under: Business models, MMO industry, News items

The NPD group already has a prestigious reputation as the most trusted tracker of gaming industry related sales figures. Now it's seeking to augment that reputation by tracking subscription data in addition to initial software sales. This will enable the NPD group to provide businesses and others with detailed market info regarding all sorts of subscription plan based services -- from XBox Live to IGN Insider to MMOs like World of Warcraft, The Lord of the Rings Online, and EVE.

The reports will chart new subscriptions, renewals, and total market share using a sample group of "more than 3 million consumers who have agreed to complete online surveys."

We already know that World of Warcraft is number one among subscription-based, gamer-oriented MMORPGs in the North American and European markets, but hopefully these new reports will provide fairly accurate estimates about titles for which we don't have any official numbers, such as The Lord of the Rings Online.

World of Warcraft
Penny Arcade digs on DDO, encapsulates modern MMO industry

Filed under: World of Warcraft, At a glance, Fantasy, Dungeons and Dragons Online, Business models, Culture, MMO industry, Opinion

Monday's comic strip and commentary over at the popular Penny Arcade comic site was all about Massively Multiplayer games and the genre in general. They specifically called out Dungeons and Dragons Online for being kind of terrible at launch. A year after Burning Crusade's explosively successful launch, non-players must see DDO's tiny subscriber base as comparatively irrelevant. In analyzing the preview video for the game's sixth module, Tycho describes the views of a jade visage leading to a below-ground adventuring scenario:"Your dungeon entrance says something about you as a subterranean civilization, and this one said that I could avoid it altogether, and not miss much."

The problem, as he goes on, is that it doesn't actually matter how good DDO is. With World of Warcraft now having several years of game updates, a highly successful expansion, and (oh yeah) ten MILLION players, any game that will draw away a significant number of players from Blizzard will have to be substantially better than WoW.

The thought occurred to me that even then there's a danger if the game's improvements are simply subtle tweaks on the industry standard. If 'feature X' is the big draw for a game, there's absolutely no reason Blizzard couldn't work all or part of X into their game. Then you get "feature X, plus ten million players!" Warhammer Online's RvR-centered gameplay and Age of Conan's unique combat mark them as real competitors ... but will they be good enough?

That, as we've talked about again and again, is the real crux of WoW's success: it has reached critical mass. As Mr. Brahe concludes, "They have set up a system that allows me to rent my friends on a monthly basis." It's hard to argue with the convenience of pre-packaged acquaintances.

Ask Massively: Old games, Blizzard's next MMO and bugs

Filed under: Business models, New titles, Patches, Opinion, Ask Massively


Did you know that Thursday really was named after the god Thor, and that in Thailand, Thursday is associated with the color orange? Here on Massively, Thursday is known for something else: it's the day we take your questions and answer them in a feature known as Ask Massively.

This week, we talk about refreshing old MMOs, Blizzard's next massive project, and how MMO devs should deal with bugs-- should they try to hide them under the carpet or shine the light on them. Click the link below to read this week's edition, and be sure to send us your questions, either by posting them in the comments here or by dropping them in our tipline.

Continue reading Ask Massively: Old games, Blizzard's next MMO and bugs

You down with OGDC? Sure, but ION sounds cooler

Filed under: Events, real-world, MMO industry, News items

The Online Game Developer Conference, a place where all sorts of MMO industry luminaries can gather en mass to discuss all sorts of pertinent concepts. The conference otherwise known as the OGDC is going with a new name this year; ION Game Conference. The main reason behind this change in name and logo are said to be due to the conference's growing world-wide appeal. Last year the then-named OGDC managed to pull nearly 20% of their attendees from outside the United States. We suppose that when you're pulling that much of your attendance from Korea, Germany, Japan and Australia a moniker that evokes an electric charge of attraction is suitable.

The ION Game Conference is scheduled to take place from May 13th to May 15th, 2008 in Seattle, WA at the Waterfront Marriott Hotel. If you decide to attend, early registration (including discounted attendee rates) open up on January 28th. ION claims it will offer "aggressive pricing" that won't "compromise" the conference's high quality. If you're interested in the MMO industry at all depending on the prices a trip up to Seattle in May doesn't sound so bad.

[Via MMOWatch]

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