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	<title>Game Tycoon &#187; MMOG</title>
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	<link>http://www.edery.org</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>Realm of the Mad God</title>
		<link>http://www.edery.org/2011/06/realm-of-the-mad-god/</link>
		<comments>http://www.edery.org/2011/06/realm-of-the-mad-god/#comments</comments>
		<pubDate>Mon, 20 Jun 2011 18:24:25 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=1954</guid>
		<description><![CDATA[Today, we launched an MMO called Realm of the Mad God (RotMG) in partnership with our friends Rob and Alex at Wildshadow Studios. It is, I believe, the first-ever massively cooperative bullet hell shooter. 85 people rampaging together, in real-time, &#8230; <a href="http://www.edery.org/2011/06/realm-of-the-mad-god/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float: left; margin: 0 14px 8px 0px; width: 250px;" src="http://www.edery.org/uploaded_images/rotmg.png" border="0" alt="RotMG"></p>
<p>Today, we launched an MMO called <a href="https://chrome.google.com/webstore/detail/dhjfmaldpppkmjjgkmadddbanpabfflp?utm_source=ext-webapp-rotmg-blog">Realm of the Mad God</a> (RotMG) in partnership with our friends Rob and Alex at Wildshadow Studios. It is, I believe, the first-ever massively cooperative bullet hell shooter. 85 people rampaging together, in real-time, through a bullet-riddled landscape. Oh, and its all Flash. Must be seen to believed.  &nbsp;:-)</p>
<p>RotMG is available exclusively via the RotMG website and via Chrome Web Store for the next several weeks. The game has been in open beta for over a year now, but we&#8217;ve never attempted to drive traffic to the game via portals (or announcements on our blog) before now.</p>
<p><b>Spry Fox and Wild Shadow</b></p>
<p>When Rob and Alex first approached us with RotMG, we didn&#8217;t know what to think. It was an insanely ambitious game from a technical perspective (several engineers who we trust said of the game, more or less: &#8220;that simply isn&#8217;t possible.&#8221;) It was Hardcore with a capital-H: difficult to play without practice and skill, very retro in its aesthetic, and it featured perma-death. When your character dies, it is truly dead forever, and all you get is a bit of virtual currency (we call it &#8220;fame&#8221;) as a silver-lining.</p>
<p>So why did we agree to join forces with Rob and Alex? Well, for starters, they convinced us that they were capable of solving the technical challenges with RotMG that everyone else seemed to think would be insurmountable. Second, they seemed like good, honest, logical guys, which counts for a heck of a lot with us. Third, we appreciated their willingness to buck convention and try new things.</p>
<p><b>Doing the niche thing</b></p>
<p>And lastly, it was an opportunity for us to stop <a href="http://www.edery.org/2009/08/the-hits-get-bigger/">talking about the potential of niche markets on the Web</a> and start actually exploring that potential. Regular readers of this blog will know that I think the &#8220;long tail&#8221;, as Chris Anderson initially presented it, is an over-hyped and tremendously misunderstood phenomenon; but I&#8217;ve also frequently said that if there&#8217;s anywhere the long tail could potentially benefit game developers, its massive and open platforms&#8230; aka the Web (and, to a lesser extent, big proprietary platforms within the Web like Facebook.) </p>
<p>RotMG is a game that will never achieve anything close to the active user population of a game like Cityville or Bejewelled Blitz. But a game like RotMG doesn&#8217;t <b>need</b> to. We can reach many millions of potential players via web game portals like Chrome Web Store. If we can convert just 40k of those people to recurring visitors, we can make a healthy profit. And we can hopefully maintain that community for many years to come, because there&#8217;s nothing like RotMG on the market as of now.</p>
<p>I would never dream of attempting to launch a game like this on XBLA and PSN or even iOS/Android, with their comparatively much larger audiences. A game like this simply isn&#8217;t going to appeal to most people who play it, no matter how well-designed the game may be. And on the Web, that&#8217;s entirely OK!</p>
<p><b>No barriers</b></p>
<p>The best way to leverage the web game portal ecosystem is to rip all the barriers to entry out of your game. For example: most MMOs, even F2P MMOs, will make you create an account to play, or at very least create a character. The RotMG experience for a new visitor goes like this:</p>
<ol>
<li>Load the game.</li>
<li>See and click the large, pulsing text that says &#8220;PLAY&#8221;.</li>
<li>Immediately begin playing the game as a wizard (the easiest class to wrap your head around) with a randomly-generated name.</li>
</ol>
<p>If you like the game, you can always change your randomly-generated name to a permanent one and experiment with other classes. But we don&#8217;t want a single person quitting the game because they weren&#8217;t feeling inspired enough to work through an arbitrary account creation process. We know the wizard class is easy to understand and fun to play. We don&#8217;t need to make you wade through the tedious process of trying to register a name that hasn&#8217;t already been registered by someone else. We want you in the game and playing.</p>
<p><b>Try it out</b></p>
<p>I hope you&#8217;ll take the time to give <a href="https://chrome.google.com/webstore/detail/dhjfmaldpppkmjjgkmadddbanpabfflp?utm_source=ext-webapp-rotmg-blog">Realm of the Mad God</a> a try. It&#8217;s a weird and wonderful thing. :-)</p>
<p>PS. I&#8217;ll try to write another post on RotMG in two or three months that gives more insight into the game&#8217;s business model. One thing I&#8217;ve found is that even with the many thousands of players we&#8217;ve observed in the open beta, we simply don&#8217;t have enough data to draw statistically-significant conclusions about much of what comprises the game&#8217;s economy. I&#8217;ll look at a period of three or four weeks, with many thousands of visitors during that time, and think I can spot meaningful trends in purchase behavior; then I&#8217;ll expand the window of time to two months and realize that my assumptions were incorrect. Lesson: depending on the nature of your game, it can take tens of thousands of visitors before you have the slightest idea what&#8217;s really going on in your economy&#8230;</p>
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		<title>Debating F2P Monetization</title>
		<link>http://www.edery.org/2010/08/debating-f2p-monetization/</link>
		<comments>http://www.edery.org/2010/08/debating-f2p-monetization/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 19:38:29 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Business (in general)]]></category>
		<category><![CDATA[MMOG]]></category>
		<category><![CDATA[Monetization]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=1633</guid>
		<description><![CDATA[One of the things holding back the evolution of F2P gaming in the West is the understandable discomfort that many Western designers feel about the “aggressive” monetization strategies employed by Asian game developers. For the purposes of this post, I’m &#8230; <a href="http://www.edery.org/2010/08/debating-f2p-monetization/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 240px;" border="0" src="http://www.edery.org/uploaded_images/checkout081010.jpg"/> </p>
<p>One of the things holding back the evolution of F2P gaming in the West is the understandable discomfort that many Western designers feel about the “aggressive” monetization strategies employed by Asian game developers. For the purposes of this post, I’m defining “aggressive” as the sale of items that impact gameplay and/or speed up a player’s progress, in addition to other, less controversial premium features like aesthetic items and account personalization.</p>
<p>To many developers, the idea of designing a game to be anything other than “fun” is heretical (they may also fear the possibility of offending sensitive players.) Consequently, they either ignore the F2P business model or attempt to create games with relatively tame revenue-generating systems; for example, focusing on the sale of items with aesthetic benefit only, or roping off a portion of the game and hoping enough players voluntarily pay for access.</p>
<p>The irony of these fears should not be lost on anyone who was designing games thirty years ago. Classic arcade titles were explicitly designed to eat quarters over brief, regular intervals, and people of all ages still put up with it. By comparison, modern F2P games are positively generous to players!</p>
<p>All this is why, up until the social game explosion, we heard of so few financially-successful F2P games in the West. The social gaming companies get a lot of credit for leveraging Facebook and for rediscovering the market potential of asynchronous gameplay, but they deserve equally as much credit for realizing that people in the West are not culturally predisposed to hating any game with an aggressive monetization model. As with everything in life, context matters.</p>
<p><b>Understanding the impact of conversion rates and ARPPU</b></p>
<p>Why is it worthwhile to at least consider the merits of designing a game with a more aggressive monetization model? It all comes down to conversion rates. The average Western F2P game is lucky to convert 5% of active users to paying users. At the low end, you get 1% conversion rates, which is where games like Farmville and Mafia Wars tend to sit. Some very rare games reach 20% or better, but to hit that level you generally need a fair bit of luck, an incredibly powerful brand and/or an intensely loyal niche audience. Bottom line: if you’re only going to convert 5% of your active users to paying users, you want to give those people every opportunity to pay you! Many of them will be delighted to do so if you handle the situation appropriately. </p>
<p>I&#8217;ve asked many F2P game developers to share their monthly ARPPU ( “average revenue per paying user”) statistics. Several have obliged in confidence, so I can’t share specific data points, but I can share averages. From my limited research, it seems that a game with a more aggressive monetization model and a loyal, niche userbase can hope to generate $50 per paying user per month, on average. (The term &#8220;average&#8221; is somewhat misleading &#8212; most users might pay $5 a month, while a small percentage of wealthier players might pay hundreds.) Obviously, these dollar figures will vary from game to game, depending on design, but they’re a useful generalization for the purposes of this post.</p>
<p>On the other hand, a F2P game that limits itself to flat subscription revenue and/or non-functional items is generally more likely to fall somewhere between $5 and $10 per paying user per month. You can expect the F2P equivalent of WoW (whatever that is) to do better than this, and you might expect a game that is largely focused on aesthetics to do better as well, but again, this is a useful generalization for most F2P games.</p>
<p><b>Different customers have different needs</b></p>
<p>Why is there such a big discrepancy between these types of F2P games? Basically: different customers have different needs. A game with a more diverse array of offerings is going to satisfy more people and earn more cash in the process, <a href="http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/">especially if it doesn&#8217;t arbitrarily cap the amount a loyal customer can pay</a>. Some customers don’t have much spare time and are willing to pay for things that accelerate their progress. Some customers are mainly interested in making themselves or their surroundings more attractive. Some customers want anything that improves their social status. Etc. Customer XYZ might be willing to spend only $1 on aesthetic items, but $100 per month on functional items. Customer ABC may be the opposite. Every person is different.</p>
<p>There are other nuances to this issue. For example, the monetization strategies that convince a newly-active user to become a paying user may differ from the strategies that convince an old paying user to become an active payer once again. For example, imagine a game in which upgrading your avatar is an important (but costly) means of distinguishing yourself from newbs. A player might be willing to pay for the privilege of updating her avatar and distinguishing herself from newbs, but she only needs to do that once. How do you convince her to resume paying you? The answer, as before, comes down to having a diverse array of offerings that appeal to different kinds of players.</p>
<p><b>HappyFunTime: a fictional case study</b></p>
<p>To help put this in context, I’ve invented a fictional F2P game called “HappyFunTime”.  You can play HappyFunTime forever without paying a dime (in other words, this is not one of those games that restricts most of its content to paying users.) HappyFunTime’s servers accommodate 2,500 active users per month. Each server costs $80 per month and eats approximately $120 in bandwidth per month. These fees consume a fixed percentage of HappyFunTime’s profit for every 2,500 active users, unlike payment processing fees (i.e. Facebook’s 30% rev share on credits) which are only incurred with paying users. There are other costs that scale with active users (for example, community moderation) but those costs don’t scale linearly, so I’m ignoring them for now.</p>
<p>If HappyFunTime combines subscriptions, aesthetic items, functional items, progress accelerators, etc, it can hope to generate $6,250 in revenue per server per month. That&#8217;s 125 paying users (5% of 2,500) paying $50 per month on average. Subtract 35% for all costs other than servers/bandwidth, and subtract $200 for server/bandwidth, and you get $3,863 in profit per server per month. </p>
<ul>
<li>This is a niche game, so we’ll assume just 50k active users. That nets us a total monthly profit of $77,260. Not bad for a niche game that converts only 5% of its players to paying customers!
<li>Server/bandwidth costs are eating just 3.2% of revenue in this scenario.
</ul>
<p>Now, for argument’s sake, let’s say that if HappyFunTime incorporates a flat subscription and non-functional items alone, it converts *twice* as many users to paying users. (In reality, I believe it would convert fewer players because it addresses fewer needs, but let’s run with this scenario.) HappyFunTime can now hope to generate $1,875 in revenue per server per month. That&#8217;s 250 paying users, paying $7.50 per month on average. Subtract 35% for all costs other than servers/bandwidth, and subtract $200 for server/bandwidth, and you get $1,019 in profit per server per month. </p>
<ul>
<li>50k active users nets us a total monthly profit of $20,380; approximately 1/4th of the profit in the previous scenario (or just 1/8th the profit with an equivalent conversion rate of 5%.)
<li>Server/bandwidth costs are eating 10.7% of revenue in this scenario (or a whopping 21.4% with an equivalent conversion rate of 5%.)
</ul>
<p>In summary: because so few players actually pay anything for F2P games, the less aggressively you offer opportunities for paying users to support you, the less likely you are to be successful.  And while it is possible to imagine a game that accomplishes this without selling functional items, progress accelerators, etc, that’s a hard feat to pull off. </p>
<p><b>Enough about money, what about ethics?</b></p>
<p>Some of you may still be thinking, “this still doesn’t seem ethical.” I can only respond to this by sharing how I feel. In my opinion, if the average person can enjoy playing a game for free, forever, without paying a dime, not only is the game’s design “ethical”, it’s practically charitable compared to the arcade games of the past. Or, for that matter, compared to $60 console games (given that I only have a few hours to play any given game, I frequently resent paying $60 for a bunch of content I neither need nor want.)</p>
<p>For that matter, I consider even the more aggressive monetization schemes in F2P games to be *far* preferable to the old TV model. Forcing me to watch 10 minutes of advertising for every 20 minutes of content feels abusive (if not akin to brainwashing.) I much prefer the opt-in monetization systems of F2P games.</p>
<p>Ultimately, ethical questions like this are highly subjective, and I neither expect nor wish to convince anyone of my opinion. This is how I feel about the work that I’m personally doing. Your mileage may vary.</p>
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		<title>Two-Part Tariff, meet MMOGs</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/</link>
		<comments>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 14:29:20 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Ads-in-Games]]></category>
		<category><![CDATA[Marketing / PR]]></category>
		<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=709</guid>
		<description><![CDATA[While at the GameOn Finance event in Toronto, I found myself in an interesting conversation about ways to maximize the revenue generated by MMOGs. I found it difficult to fully express my thinking on the matter at the time, so &#8230; <a href="http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/nightclub.jpg"/></p>
<p>While at the GameOn Finance event in Toronto, I found myself in an interesting conversation about ways to maximize the revenue generated by MMOGs. I found it difficult to fully express my thinking on the matter at the time, so during my flight home I wrote this post. Consider it a sneak previous into my upcoming IGDA Leadership Forum lecture on MBA Lessons applied to the game industry. :-)</p>
<p>One of the concepts I learned in business school was the &#8220;two-part tariff,&#8221; which is best explained through a simple example that we&#8217;re all familiar with: a nightclub. Most nightclubs generate the majority of their revenue from the sale of liquor. Why then do some of them also choose to charge a cover fee? Doesn&#8217;t that turn away potential customers? Well, part of the reason is simply to &#8220;keep out the riffraff,&#8221; but bouncers at the door can (and generally do) already reject anyone who looks like they won&#8217;t be a valued customer. Part of the reason is to project an aura of quality and/or exclusivity, but again, a velvet rope and an obstinate bouncer can already accomplish that as well. </p>
<p><b>Two kinds of customers</b></p>
<p>The third major reason for a cover charge at a nightclub is revenue maximization, pure and simple. Here&#8217;s the underlying rationale: nightclubs basically have two kinds of customers. One kind buys a lot of drinks (the especially valued customer buy a lot of the most expensive drinks.) The other kind buys one drink and nurses it all night, or even &#8212; heaven forbid &#8212; just a glass of water. Both kinds of customers are attracted to the nightclub because it offers music, attractive people to dance with, etc. Both kinds of customers clearly value the experience. But only one kind of customer will be profitable for the nightclub. Sound familiar?</p>
<p>So the nightclub does a very simple calculation. It asks, &#8220;what is the experience of being here worth to most people &#8212; or more accurately, just enough people that I can easily fill the place each night.&#8221; That estimate of worth becomes the cover charge. It extracts at least <u>some</u> revenue from the people who want to enjoy the nightclub but have no intention of paying if they don&#8217;t have to. The other customers &#8212; the ones who are likely to buy a ton of drinks &#8212; are not dissuaded by the cover charge because they already know going in that this is going to be an expensive experience for them. What&#8217;s five or ten more bucks at the gate?</p>
<p><b>Entry/Subscription fees and microtransactions are not mutually exclusive</b></p>
<p>It seems unfortunate to me that despite the existence of this very classic pricing example, many game developers seem to think that microtransactions and entry/subscription fees are mutually exclusive. But I&#8217;d argue that our industry&#8217;s equivalent of the &#8220;popular nightclub&#8221; &#8212; aka an MMOG with high production values and either A) strong IP and/or B) tremendous buzz &#8212; can take advantage of both. The thought process is the same for nightclubs and MMOGs: &#8220;how many people do I need to attract to make this an exciting environment for everyone to be in, and how much can I get away with charging as entry/subscription fee while still reaching that number?&#8221; Of course, that doesn&#8217;t mean you need to charge right from the get-go; there&#8217;s always the possibility of a free month&#8217;s trial (or something like that) to help build critical mass.</p>
<p>Maybe the subscription fee is $9.99 a month. Maybe it&#8217;s just $1.99 a month. The amount depends on the MMOG. And for many MMOGs, it&#8217;s clear that the amount is &#8220;zero.&#8221; There&#8217;s simply too much competition for customers in this space, and the competition is only going to get hotter over time. But for those MMOGs that can potentially justify a non-zero tariff, the truly important thing to remember is this: you can always drop price. Raising it is MUCH harder. If your experiment with a two-part tariff fails, eliminate the tariff. You might have lost a little momentum building towards critical mass, but odds are the delay won&#8217;t prove to be a critical error as long as the tariff itself wasn&#8217;t insultingly high to begin with.</p>
<p><b>Will it offend players? Not if handled correctly</b></p>
<p>The major objection to my argument seems to be that &#8220;people who pay a subscription fee will be offended if some players can pay to get an advantage.&#8221; It&#8217;s not clear to me that this is true, but let&#8217;s take for granted that it is. There is still a whole host of things you can sell that do not convey any sort of strategic benefit in game. Call them &#8220;status items&#8221; and &#8220;gifts.&#8221; A really cool-looking outfit, or virtual flowers. Or perhaps even an in-world home. </p>
<p>Now, it may be that an existing MMOG (like <i>World of Warcraft</i>) may not be able to institute microtransactions after the fact, because it has been around long enough that players have developed an expectation for &#8220;how the world works.&#8221; But a new MMOG faces no such preconceived notions. And if said &#8220;new MMOG&#8221; happens to be, as I mentioned, a likely equivalent of the &#8220;popular new nightclub in town,&#8221; the developers of that MMOG absolutely should consider a two-part tarriff revenue model.</p>
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		<title>Combatting Antisocial Behavior</title>
		<link>http://www.edery.org/2008/06/combatting-antisocial-behavior/</link>
		<comments>http://www.edery.org/2008/06/combatting-antisocial-behavior/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 19:54:19 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Design / Production]]></category>
		<category><![CDATA[MMOG]]></category>
		<category><![CDATA[Social / Cultural]]></category>

		<guid isPermaLink="false">http://www.edery.org/2008/06/combatting-antisocial-behavior/</guid>
		<description><![CDATA[The Freakanomics blog is worth subscribing to, if you haven&#8217;t already. Via it comes word of a neat experiment: in the psychology department coffee room at Newcastle University, prices for tea and coffee were posted on the wall, and an &#8230; <a href="http://www.edery.org/2008/06/combatting-antisocial-behavior/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/eyeball.jpg"/></p>
<p>The <a href="http://freakonomics.blogs.nytimes.com/">Freakanomics blog</a> is worth subscribing to, if you haven&#8217;t already. Via it comes word of a <a href="http://freakonomics.blogs.nytimes.com/2006/06/28/scarecrows-work-on-people-too/">neat experiment</a>: in the psychology department coffee room at Newcastle University, prices for tea and coffee were posted on the wall, and an &#8220;honesty box&#8221; (i.e., in which to place your payment) was set nearby. This sort of experiment is fairly common, but the twist was that, in some weeks, a photo of flowers appeared above the price list. In other weeks, it was a pair of human eyes, staring directly at the person reading the price list. In weeks with eyes on the list, staff paid 2.76 times as much for their drinks.</p>
<p>This brought to mind my <a href="http://www.edery.org/2008/05/predictably-irrational/">earlier post</a> on the wonderful book <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FPredictably-Irrational-Hidden-Forces-Decisions%2Fdp%2F006135323X%3Fie%3DUTF8%26s%3Dbooks%26qid%3D1214765129%26sr%3D8-1&#038;tag=gamtyc-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">Predictably Irrational</a><img src="http://www.assoc-amazon.com/e/ir?t=gamtyc-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />, which noted that you could dramatically cut down on cheating in exams if you simply asked students to recall the Ten Commandments before they took a test, or &#8212; more pointedly &#8212; by reminding them of a school honor code. (You had to do this right before the test &#8212; it couldn&#8217;t happen weeks before and still retain the effect.)</p>
<p>A long time ago, I wrote an <a href="http://www.gamasutra.com/features/20060202/edery_01.shtml#">article for Gamasutra</a> exploring the possible design of a feedback/rating system that would discourage antisocial behavior in MMOs. That system, which still may have merit, pales in comparison to the wonderful elegance and simplicity of these psychological tricks. And given that (1) one of the biggest challenges for online, anonymous systems like MMOs (and LIVE) is antisocial behavior, and (2) companies are spending tens of millions of dollars on these systems (if not more), why aren&#8217;t more companies hiring psychologists and behavioral economists as consultants or full-time employees? The cost seems justified, given the potential benefits.</p>
<p>(Actually, I&#8217;ve heard of a few MMO developers hiring economists, but I think that most are focused on the optimization of in-game economies, as opposed to tackling anti-social behavior. There is a relationship between the two, but they are not equivalent.)</p>
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		<title>Travian Under the Microscope</title>
		<link>http://www.edery.org/2007/03/travian-under-the-microscope/</link>
		<comments>http://www.edery.org/2007/03/travian-under-the-microscope/#comments</comments>
		<pubDate>Wed, 21 Mar 2007 07:49:16 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Design / Production]]></category>
		<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/2007/03/travian-under-the-microscope/</guid>
		<description><![CDATA[I&#8217;ve been meaning to write about a web-based MMO called Travian for a long time. Travian is, to my mind, the very embodiment of the phrase &#8220;so close, and yet so far.&#8221; It has all the basic components of a &#8230; <a href="http://www.edery.org/2007/03/travian-under-the-microscope/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/travian.jpg"/></p>
<p>I&#8217;ve been meaning to write about a web-based MMO called <a href="http://www.travian.com/">Travian</a> for a long time. Travian is, to my mind, the very embodiment of the phrase &#8220;so close, and yet so far.&#8221; It has all the basic components of a perfect low-budget MMO, but a few maddening design flaws make the game basically unplayable (in the long term) for most people. The following is a very long deconstruction of the game. If you&#8217;re interested in MMOs, read on. If not, it&#8217;s safe to skip this post.  ;-)</p>
<p><b>Travian in a nutshell</b></p>
<p>In a nutshell, Travian is a pseudo-real-time massive multiplayer strategy game. You build towns and armies, and use your armies to conquer and pillage other towns. I say &#8220;pseudo-real-time&#8221; because, while the game operates in real-time and you can take action whenever you wish, each action requires a variable but substantial amount of time to complete. (For example, building a granary might take 20 minutes in the real world; upgrading it might take several hours. And while you&#8217;re building your granary, you can&#8217;t build anything else. Likewise, sending your army on a raid could take as little as 30 minutes or as long as a day.) There is real genius in this &#8212; it preserves the feeling of a real-time game while effectively preventing people with tons of spare time from overwhelming competing players. The eleven-year-old who wants to can obsess over the world map and communicate with allies to his heart&#8217;s content, while the forty-year-old parent with twenty minutes to spare can quickly take his turns and tune out till the next day.</p>
<p><b>Escalating demands on your time</b></p>
<p>Or that <i>would be the case</i>, if Travian didn&#8217;t enable you to keep building towns, each of which require a <i>fixed time</i> to manage. By the time you reach four or five towns, the game no longer feels like a small commitment. Worse yet, Travian does not offer any meaningful way for you or your allies to auto-defend your towns, so players feel compelled to log in obsessively (in order to track and respond to incoming attacks.) </p>
<p>If Travian made player advancement more scalable (from a time-management perspective), channeled all excess time/energy of players into actions that don&#8217;t unbalance the game (like team communications, in-game personalization, optional micromanagement, etc), and made it easier for players to defend themselves when away from the computer, the beauty of the game&#8217;s basic design could have been preserved. </p>
<p><b>Alliances that live up to the term &#8220;massive&#8221;</b></p>
<p>Alliances are another (conceptually) great part of Travian. To be brief: you can&#8217;t survive Travian on your own. Players that don&#8217;t form alliances are quickly overrun by neighbors with friends. And eventually, single alliances are overrun by groups of alliances. Travian is by no means the first game to offer this sort of group functionality, but it fits very nicely within Travian, and players really don&#8217;t seem to miss the opportunity to play as a loner. (I&#8217;m one of those guys who always choose the best &#8220;loner&#8221; class in MMORPGs, so I can testify to this myself.)</p>
<p>In fact, I&#8217;ll go so far as to say there&#8217;s something amazing about the feeling of being part of a huge online team, and <i>knowing</i> that your participation really makes a significant difference. I always hated 40 man raids in World of Warcraft because I found it impossible to shake the feeling that (in general) my participation was irrelevant. 39 men were <i>more than enough</i> to complete 99% of the raid content. But in Travian, you can&#8217;t help but feel you count, even in a 500-man war. When your army hits an enemy town and you get the damage report back, it feels&#8230; <i>substantial</i> &#8212; in no small part because your army probably took one week or more (real time) to build, and losses on both sides definitely matter. And at the same time, losses are generally manageable with the help of a well-run alliance.</p>
<p><b>Dysfunctionally massive</b></p>
<p>Unfortunately, Travian doesn&#8217;t actually offer alliances any meaningful way via which to coordinate attacks or defense. Players are left to rely on external message boards and/or chat clients, which means obsessively logging into at least TWO systems (Travian and the comm system) if you want to play the game effectively. </p>
<p>You&#8217;d have to play Travian to truly understand what I&#8217;m about to write, but: imagine having to coordinate an attack with 50 (or even 250) people, all of whom need to take a precise set of actions at a precise set of times, without having any built-in communication or planning mechanism for this &#8212; not even something that helps manage the different time zones that players (from all over the world) are operating in. Suffice to say, in several months, I never managed to participate in a single, well-executed attack. Not one. And while my alliance may not have been the very best, it was by absolutely no means the worst.</p>
<p>With a simple set of tools, Travian could enable alliances to coordinate attacks and auto-execute defensive actions (so players wouldn&#8217;t feel compelled to login constantly, as mentioned previously.) Without those tools, participation in an alliance becomes (at best) a very necessary evil. </p>
<p><b>Conversion incentives for non-paying customers</b></p>
<p>I was also intrigued by the ways that Travian gets customers to upgrade to &#8220;Travian Plus&#8221; (the paid service). Travian is completely playable as a free game. Upgrading simply makes playing Travian more convenient; you can execute resource trades more quickly, queue build orders, etc. In other words, upgrading simply saves you time on a daily basis. Guys like me (with more money than free time) can pay for convenience. Personally, I much prefer that to casual MMOs that sell performance-enhancing items to my opponents, which feels inherently unfair and manipulative. But perhaps that&#8217;s just me. </p>
<p>Unfortunately, Travian ultimately turns into such a gigantic time-sink that the convenience of Travian Plus barely helps in the long-term. There&#8217;s a balance to be struck here, and I&#8217;m convinced that a &#8220;better&#8221; Travian will strike it.</p>
<p><b>Stickiness, or lack thereof</b></p>
<p>On one hand, Travian is relatively sticky (by virtue of the bonds you form with your alliance members.) And on the other hand, quitting Travian is relatively easy (as compared to World of Warcraft), because there isn&#8217;t much opportunity to personalize your in-game presence. You&#8217;re just a name on a set of villages. At the end of the day, if you&#8217;re on the losing side of a conflict (or just getting bored), quitting means saying goodbye to your teammates, but not to a carefully-constructed, lovingly-maintained image. Travian players who convince their teammates to try another game with them, in other words, have basically nothing to lose.</p>
<p><b>And despite all these flaws&#8230;</b></p>
<p>I witnessed some amazing things while playing Travian. Alliances planting spies in other alliances. Breaking into each other&#8217;s private forums. Political intrigue at the micro and macro level. Incredibly passionate groups of people, desperate to defend one another and climb the ladder to #1 alliance. Travian has many thousands of dedicated players, most of whom would probably agree that the game is deeply flawed.. but they&#8217;re still playing. It&#8217;s a testament to the power of a relatively simple game that enables many people to meaningfully join forces.</p>
<p>There&#8217;s much more I could write about the design of Travian, but this post is already too long. Suffice to say, I&#8217;m glad I played the game, and even more glad that I quit. I think I learned a few valuable lessons about MMOs in the process.</p>
<p>Last word: someday, a better Travian will come along&#8230; and when it does, it&#8217;s going to make a giant pile of money. You can bet I&#8217;ll be one of the customers tossing bills onto that pile.</p>
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		<title>Virtual Voice</title>
		<link>http://www.edery.org/2007/02/virtual-voice/</link>
		<comments>http://www.edery.org/2007/02/virtual-voice/#comments</comments>
		<pubDate>Wed, 28 Feb 2007 16:59:49 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[MMOG]]></category>
		<category><![CDATA[Social / Cultural]]></category>

		<guid isPermaLink="false">http://www.edery.org/2007/02/virtual-voice/</guid>
		<description><![CDATA[Real-time communication in modern MMORPGs is a funny thing. With rare exception, it tends to resemble anything but &#8220;role-playing&#8221;. MMO user text generally consists of acronyms (LOL, ROFL, etc), poor grammar, and a million little references to the outside world &#8230; <a href="http://www.edery.org/2007/02/virtual-voice/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/microphone.jpg"/></p>
<p>Real-time communication in modern MMORPGs is a funny thing. With rare exception, it tends to resemble anything but &#8220;role-playing&#8221;. MMO user text generally consists of acronyms (LOL, ROFL, etc), poor grammar, and a million little references to the outside world (&#8220;hang on, my dog is barking.&#8221;) Speech is, in some ways, even worse &#8212; nothing like the screech of a petulant 10-year-old (or the sound of a toilet flushing in the background) to disturb the illusion of fantasy.</p>
<p>Outside the context of self-policed, dedicated role-playing servers, this may be impossible to &#8220;fix&#8221;. I put &#8220;fix&#8221; in quotes because it&#8217;s unclear that this is a problem of any real significance &#8212; it&#8217;s quite possible that the majority of potential players really don&#8217;t miss the opportunity to role-play more deeply, even in the &#8220;perfect&#8221; environment for it. But my gut tells me that, at a bare minimum, there&#8217;s room for something <i>more</i> than what&#8217;s available today.</p>
<p>And given that, I just don&#8217;t understand why better voice-masking technology hasn&#8217;t found its way into MMORPGs yet. I know it&#8217;s complicated, but I refuse to believe it&#8217;s impossible to create efficient software that makes a 10-year old girl sound like an orc (or a 30-year old man sound like a female elf, for that matter.) And I have to believe that such software would not only be extremely popular in MMORPGs, but in many online virtual environments. The benefits:</p>
<ul>
<li>Greatly enhances role-playing.</li>
<li>Eliminates &#8220;I hate the sound of my own voice on the answering machine&#8221; syndrome.</li>
<li>Greatly reduces shyness. (Voice chat is <i>far</i> more intimate than text chat. There&#8217;s a reason most non-hardcore gamers still don&#8217;t indulge in much voice chat with strangers online, and that voice-chat is less popular in more reserved cultures.)</li>
</ul>
<p>Many people are wondering what will define &#8220;the next <i>World of Warcraft</i>&#8220;. It would be egotistical at best to imply that I hold the answers to that question &#8212; I certainly don&#8217;t. But if I had to take a wild guess, I&#8217;d say there&#8217;s a decent chance that the next WoW will offer:</p>
<ol>
<li>Significantly better integration of user-generated content. (A virtual world is really not much of a world at all if its inhabitants can&#8217;t change it. And virtual worlds are growing too large for even the best-funded dev team to populate with content.) And/or,</li>
<li>Better and more numerous opportunities for users to express themselves. That brings me back to user-generated content, but it also brings me back to my original point &#8212; the most basic form of self-expression &#8212; direct communication. Virtual voice.
</ol>
<p>And yeah, I really want to sound like an ancient dragon. Or an English-speaking cave serpent. So sue me.</p>
<p>PS. My friend Tom Cadwell raises an excellent point: it&#8217;s unclear what the ethical, legal, and PR implications of virtual-voice technology would be if it were used, for example, by sexual predators to more effectively prey on children. I haven&#8217;t immediately thought of a great response to this; I can only ask &#8220;where do you draw the line?&#8221; Should we shut down MySpace because it makes life easier for some deviants? Eliminate webcams? This is a far larger debate.</p>
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		<title>MMORPGs: For Love or Money?</title>
		<link>http://www.edery.org/2007/02/mmorpgs-for-love-or-money/</link>
		<comments>http://www.edery.org/2007/02/mmorpgs-for-love-or-money/#comments</comments>
		<pubDate>Tue, 13 Feb 2007 07:33:53 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/2007/02/mmorpgs-for-love-or-money/</guid>
		<description><![CDATA[Lots of interesting news this past week about real money transactions (RMT) in MMORPGs. I&#8217;ll get into specifics shortly, but first, I encourage you to view the following information through this lens: are traditional MMORPGs first and foremost a game, &#8230; <a href="http://www.edery.org/2007/02/mmorpgs-for-love-or-money/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/loveormoney.jpg"/></p>
<p>Lots of interesting news this past week about real money transactions (RMT) in MMORPGs. I&#8217;ll get into specifics shortly, but first, I encourage you to view the following information through this lens: are traditional MMORPGs first and foremost a game, or first and foremost a social networking service? (And assuming you think the distinction is even meaningful, what bearing does your answer have on RMT, user-generated content, cross-cultural communication, and &#8220;virtual property rights&#8221; in these games?)</p>
<p><b>For-profit power-leveling</b></p>
<p>First, from Raph Koster&#8217;s blog, a look at the <a href="http://www.raphkoster.com/2007/02/08/the-power-levelling-industry/">power-leveling industry</a>. As Raph points out, the average market value of a WoW level is $8, and an hour of WoW play is worth under 75 cents. Clearly not enough to turn most US citizens into WoW entrepreneurs, but certainly enough to keep inspiring &#8220;level farms&#8221; in China. What I found more interesting was a comment by Raph outside the article:</p>
<blockquote><p>Disneyland doesn&#8217;t tell you &#8220;Sorry, you can&#8217;t get on Space Mountain until you have ridden A Small World five times. Your friends have, so they can go on ahead. you have to sit and listen to inane music a while longer.&#8221; If I met that situation, damn right I&#8217;d pay someone else to listen to that annoying song endlessly.</p></blockquote>
<p>Is it paternalistic to assume that the shared experience of leveling up is necessary to preserve the overall enjoyability of an MMORPG for all its participants? If so, is it then a mistake to design MMORPGs around the concept of leveling up? If not, what other design mechanisms can be used to create shared experiences? And lastly, does any of this even &#8220;matter&#8221; as long as users are given the opportunity to segregate themselves into communities that respect a given set of social and economic rules?</p>
<p><b>EQ2 Station Exchange: &#8220;legalized&#8221; RMT</b></p>
<p>Speaking of: Sony recently released a whitepaper (<a href="http://www.gamasutra.com/features/20070207/SOE%20Station%20Exchange%20White%20Paper%201.19.doc">.doc link</a>) exposing some interesting stats from the Everquest 2 &#8220;Station Exchange&#8221; &#8212; the proprietary RMT market run by Sony itself, which is only accessible from two special EQ2 game servers. (Thanks, once again, to Raph for <a href="http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/">highlighting</a> this.)</p>
<p>Some key information from the whitepaper:</p>
<ul>
<li>Net cash includes any money that passes through the Station Exchange auction service. Total cash collected between June 2005 and June 2006 was $1.87M. Recognized revenue for the first year was $274,083. (DJE: theoretically it could have been more, since Station Exchange is limited to just two EQ2 servers. It depends on user demand and the extent to which some long-time users may have felt rooted to their existing, pre-Station servers.)</li>
<li>The average active Station Exchange buyer is 32 years old. This is much older than the average age of EQII players overall, which is 25 years old. (DJE: probably supports the assertion that most buyers are simply busier individuals &#8212; i.e. with advanced careers, families, etc.)</li>
<li>The top 15 sellers all earned upwards of $10,000 from trading.</li>
<li>40 percent of customer service time was spent on disputes over virtual item sales. Since the debut of the Exchange, the overall customer service time spent has <b>dropped 30 percent</b>. (DJE: in other words, the best way to manage a potentially disruptive, deeply-rooted social practice is to carefully regulate it, not outlaw it.)</li>
</ul>
<p>Again: is the Station Exchange an &#8220;unhappy solution&#8221; to a core design problem &#8212; the need to keep pace with your friends &#8212; or is it a good solution for an affluent segment of the market? Does user self-selection into different social/economic environments (i.e. different servers) address most major concerns with RMT?</p>
<p><b>Are there &#8220;alternatives&#8221; to RMT, from a user perspective?</b></p>
<p>Lots of interesting questions. I&#8217;ll leave off with one final thought: in sports (and indeed, in some video games), we have the concept of a &#8220;handicap&#8221; &#8212; an advantage given to players with less skill and/or experience. Handicaps enable players of different levels to face off and make an otherwise boring game much more interesting. </p>
<p>MMORPGs typically try to segregate players of different levels, not indulge them with handicaps; real-money purchase of powerful virtual items is a (generally unsanctioned) workaround. And frankly, not a very effective workaround for the user, since items in MMORPGs are generally a poor substitute for skill born of experience or innate talent. Same with power-leveling; inexperienced users frequently fail to fully take advantage of their unnaturally-advanced characters. </p>
<p>Is the general absence of handicaping in traditional MMORPGs a good, bad, or neutral thing? Could handicaping reduce the demand for RMT, and is that even a desireable outcome for traditional MMO developers that may profit from RMT? And again, can MMORPGs sidestep this entire debate by reducing or eliminating level-centric player segregation altogether (which may or may not mean eliminating <i>levels</i> altogether?)</p>
<p>Your answer may depend, in part, on your own personal skill level and/or available free time. ;-)</p>
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		<title>Games vs. Reality</title>
		<link>http://www.edery.org/2006/05/games-vs-reality/</link>
		<comments>http://www.edery.org/2006/05/games-vs-reality/#comments</comments>
		<pubDate>Wed, 24 May 2006 04:02:04 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[MMOG]]></category>
		<category><![CDATA[Social / Cultural]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=178</guid>
		<description><![CDATA[I was reading Raph Koster&#8217;s Theory of Fun and something caught my attention. A quote: The only real difference between games and reality is that the stakes are lower with games. Interestingly, this statement is becoming progressively less true over &#8230; <a href="http://www.edery.org/2006/05/games-vs-reality/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/theoryOfFun05182006.png"/></p>
<p>I was reading Raph Koster&#8217;s <i>Theory of Fun</i> and something caught my attention. A quote: <i>The only real difference between games and reality is that the stakes are lower with games.</i></p>
<p>Interestingly, this statement is becoming progressively less true over time. For example, the extremely successful <i>Diablo</i> franchise offered, among other things, a (&#8220;hardcore&#8221;) mode of play in which character death was permanent. People who opted for hardcore mode played in constant fear of the single mistake that would end their character (which may have survived through hundreds of hours of gameplay.) For them, every moment in-game was deadly serious.</p>
<p>MMORPGs have taken in-game consequence to the next level; not by introducing permanent death (in general, recent generations of MMOs have made death less punishing, not more), but by creating an environment in which the <b>social</b> consequences of your actions may be severe. As in real life, poor teamwork, cheating, etc in an MMORPG can cause people to avoid and/or badmouth you in the future. As social systems in some MMORPGs <a href="http://www.gamasutra.com/features/20060202/edery_01.shtml">continue to evolve</a>, this will become an increasingly powerful phenomenon with very real consequences for players.  </p>
<p>The emotional connection that people have to their virtual characters and pets is quite strong. It&#8217;s remarkable to see descriptions or video clips of the elaborate rites that some people go through (in-game and out-of-game) when finally quitting an MMORPG. They lay their virtual pets to rest in the same way they might a real dog or cat. They quit their character with as much regret as they might quit a failed romantic relationship.</p>
<p>Of course, Raph knows all this. He was almost certainly talking about stakes in the broader sense; i.e. when you go mountain climbing, there&#8217;s a very real possibility that some accident could <b>kill</b> you. There&#8217;s a real chance you&#8217;ll wreck your car every time you test yourself by driving aggressively (or drive at all, for that matter!) So what he wrote is true, for the most part. I just felt a counterpoint was worthwhile.</p>
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		<title>Playing with MMOG Pricing</title>
		<link>http://www.edery.org/2006/02/playing-with-mmog-pricing/</link>
		<comments>http://www.edery.org/2006/02/playing-with-mmog-pricing/#comments</comments>
		<pubDate>Fri, 17 Feb 2006 03:10:41 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Marketing / PR]]></category>
		<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=124</guid>
		<description><![CDATA[A couple of days ago, Sony announced a new MMOG bundle. Starting March 14th, you&#8217;ll be able to buy EverQuest Evolution, EverQuest II, PlanetSide Aftershock, The Matrix Online, and Star Wars Galaxies for just $39.99. The move (among others: 1, &#8230; <a href="http://www.edery.org/2006/02/playing-with-mmog-pricing/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/accessCollection02162006.jpg"/></p>
<p>A couple of days ago, Sony <a href="http://www.joystiq.com/2006/02/14/sonys-mmos-to-be-available-in-one-package/">announced a new MMOG bundle</a>. Starting March 14th, you&#8217;ll be able to buy <i>EverQuest Evolution</i>, <i>EverQuest II</i>, <i>PlanetSide Aftershock</i>, <i>The Matrix Online</i>, and <i>Star Wars Galaxies</i> for just $39.99. The move (among others: <a href="http://www.penny-arcade.com/2006/02/15">1</a>, <a href="http://www.next-gen.biz/index.php?option=com_content&#038;task=view&#038;id=2255&#038;Itemid=2">2</a>) has its fair share of detractors; this <a href="http://www.penny-arcade.com/images/2006/20060215.jpg">Penny Arcade</a> comic sums it up.</p>
<p>While I do believe that the game industry generally <a href="http://www.edery.org/2005/12/high-video-game-prices-dont-impress-your-mom/">over-emphasizes</a> the importance of pricing signals (we desperately need more $30-$40 high-quality games), I have to agree with Sony&#8217;s critics on this one. The MMOGs that Sony is pitching are (mostly) &#8220;high playtime&#8221; games which, when they&#8217;re successful, tend to encourage long and frequent gameplay sessions. And they all appeal to a hardcore audience. The problem is, a hardcore gamer who&#8217;s going to play an MMOG for ten, twenty, or thirty hours a week <b>isn&#8217;t</b> going to care overly much about the initial price of the game. He/she is going to care about who&#8217;s playing it, and how it compares to other MMOGs on the market. When you&#8217;re going to pay $10 or $15 a month for something, and <b>play it constantly</b>, the first $50 doesn&#8217;t mean a whole lot.</p>
<p>On the other hand, I think there is room for experimentation on the recurring fee side of the equation. Significantly reduce the recurring fees, and/or increase the &#8220;free&#8221; initial play period, and people may choose to try your game (and/or maintain a mostly-inactive account) just because it&#8217;s &#8220;cheap&#8221;. This is different from waiving the fee but capping the player to a newbie area or restricting their level growth; that strategy might work for casual gamers, but not the hardcore gamers who want to level up fast, and who are the most likely audience for a game like <i>EverQuest II</i>.  Of course, if you&#8217;re battling for the hardcore audience on price, you&#8217;ve probably already lost the war&#8230;</p>
<p>Long story short, I think this is one case where a negative price/quality signal <b>will</b> be sent. There might very well be an influx of new players when the bundle hits the shelves, but I bet they don&#8217;t stick around for long &#8212; unless subscription fees go down. And even then, I wouldn&#8217;t hold my breath.</p>
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		<title>&#8220;The Continued Growth of Gaming&#8221;</title>
		<link>http://www.edery.org/2006/02/the-continued-growth-of-gaming/</link>
		<comments>http://www.edery.org/2006/02/the-continued-growth-of-gaming/#comments</comments>
		<pubDate>Fri, 10 Feb 2006 21:32:03 +0000</pubDate>
		<dc:creator>David J Edery</dc:creator>
				<category><![CDATA[Ads-in-Games]]></category>
		<category><![CDATA[Business (in general)]]></category>
		<category><![CDATA[Marketing / PR]]></category>
		<category><![CDATA[MMOG]]></category>

		<guid isPermaLink="false">http://www.edery.org/?p=117</guid>
		<description><![CDATA[I just sat in on the &#8220;Continued Growth of Gaming&#8221; panel at the MBA Media and Entertainment Conference in New York. Moderator: Cyrus Beagley (Engagement Manager, McKinsey Entertainment Practice). Speakers on the panel: Greg Costikyan (Founder, Manifesto Games), Chris Di &#8230; <a href="http://www.edery.org/2006/02/the-continued-growth-of-gaming/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="float:right; margin:0 0 8px 14px; width: 160px;" border="0" src="http://www.edery.org/uploaded_images/suits02102006.jpg"/></p>
<p>I just sat in on the &#8220;Continued Growth of Gaming&#8221; panel at the <a href="http://www.mbamec.com/">MBA Media and Entertainment Conference</a> in New York. Moderator: Cyrus Beagley (Engagement Manager, McKinsey Entertainment Practice). Speakers on the panel: Greg Costikyan (Founder, Manifesto Games), Chris Di Cesare (Director of Marketing, Xbox), Nique Fajors (VP of Brand Management, Atari), Frederic Markus (President, eRelevant Games), Joseph Varet (Sr. Director of Biz Dev &#038; Strategy, MTV Networks). I managed to catch most of what was said, except in the case of Greg Costikyan, who speaks two to three times faster than most normal human beings. </p>
<p>Topics discussed: What makes a franchise successful, MTV&#8217;s role in the video game industry, innovation, the attractiveness of various game markets, and some questions for Microsoft about portables and shortages. </p>
<p><a href="http://www.edery.org/?page_id=116">Read the full transcript here</a>.</p>
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