Back in May, Chris Anderson, WIRED editor-in-chief and author of 2006′s much-buzzed-about “The Long Tail,” announced his next book. Due out in 2008, the book will be titled “FREE” with any one of the following subtitles:

1) FREE: The story of a radical price (zero)

2) FREE: How $0.00 changed the world

3) FREE: How companies get rich by charging nothing

4) FREE: The economics of abundance and the marketplace without money

5) FREE: The past and future of a radical price.

Having read Chris’s original Long Tail article in WIRED and being subjected to endless recitations from his book over the last year, I’ll wager a guess that “FREE” will be equally influential. Chris is writing “FREE” not only about games, but from a pan-industry perspective – which means by this time next year boardrooms the world over will be dreaming about how they might make more money by giving away their product free of charge.

Since October, Chris has started using a “free” tag in his blog posts, which gives us a glimpse into the type of content that might be included in the book. It’s worth checking out.

On a related note, I found an interesting post entitled “There’s No Money in The Long Tail of the Blogosphere” over on Read/Write Web today. It makes the excellent point that the long tail benefits the aggregators of long tail products much more than it does the makers of said products. Although the “products” discussed in the article are blogs and their associated authors, you can see the parallels for games.

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I spent a couple hours today pretending I had infinite time and money to attend free to play-relevant conferences the world over. The result is this list of the top 10 conferences for those who want a crash course on F2P development and a slew of contacts in the sector.

Over the last year, there’s been a deluge of new virtual worlds conferences, but not all are created equal. So in addition to sorting on quality, I decided to sort for those that were at least partially geared toward English speakers.

Some of the following conferences occurred in the past, but have been included in the hopes that they become annual affairs.

1) Virtual Goods Summit
June 22, 2007 – Palo Alto, California

The Virtual Goods Summit is a one day conference focused on the emerging market opportunity for virtual goods and economies. Once restricted to the world of online gaming, virtual goods and currencies are beginning to influence the development of social networks, community sites, and many other new and exciting markets.

The Virtual Goods Summit was a one day affair at the Annenberg Auditorium featuring a series of one hour panel discussions and presentations. Notable speakers included the CEO’s of Gaia Online, Three Rings, Kongregate, GoPets and K2 as well as the Director of Business Development at Nexon. The topics discussed included virtual goods as the next big business model, industry success stories and the forces driving user adoption.

Check out F2P.biz’s summary of the Virtual Goods Summit.

2) Virtual Worlds Forum
October 23 – 27, 2007 - London, England

Our pan-European virtual worlds confex connected brands, major corporations, digital and virtual worlds agencies, media and entertainment players and games companies, technology suppliers, analysts and commentators, lawyers, regulators and venture capitalists and all those harnessing the power of virtual worlds to engage with clients, suppliers or customers.

The Virtual Worlds Forum lasted two days and was by no means focused just on games. The keynotes and panel discussions we’re about many things including brand recognition, corporate opportunity and revenue possibilities. Panelists included Paul Hemp- Senior Editor, Harvard Business Review; Ginsu Yoon- SVP International, Linden Lab and Thomas Bidaux- Director of Product Development, NCSoft Europe.

Check out Wonderland’s summary of the Virtual Worlds Forum.

3) Virtual Worlds Conference
April 3-4 2008 – New York; Autumn 2008 – West Coast

Virtual Worlds Conference and Expo helps businesses harness the power of virtual worlds to engage with their customers, partners and employees. The event follows our sold out Virtual Worlds Spring New York conference.

Speakers from this year’s conference included Paul Yanover, VP and Managing Director at Disney and Anthony Zuicker- creator of CSI. The event featured hundreds of speakers overall and some major corporate support. This year six streams will be available with an emphasis on the financial and operational aspects of virtual worlds. Where as some of the conferences on this list are art or design orientated the Virtual World Conference seems to be strait business.

4) Game Developers Conference
February 18 – 22 2008 – San Fransisco, California

If you are going to attend one industry event in 2008, this is the one. The core objective of this year’s conference is to promote Learning, Networking, and Inspiration. The GDC team has been working hard to create the most exciting and compelling conference yet. Most notably, we have adjusted the timing for the call for papers forward to ensure that we’re presenting you with the most up-to-date topics facing game developers today. You won’t be disappointed.

The GDC isn’t exclusively interesting to free to play followers but in the wake of E3′s fall from grace this is the game industry’s flagship event.

Also at GDC is the Worlds in Motion Summit debuting this year, an event focused on virtual worlds. FreeToPlay.biz was asked to speak at the Worlds in Motion Summit and as a result, Adrian Crook will be presenting a primer on the F2P revenue model at the event. Also giving talks are Raph Koster, Nabeel Hyatt, Eric Bethke, Min Kim, Chris Romero and others – making this a great conference for the F2P sector.

5) Indie MMO Game Developers Conference
March 29 – 30, 2008 – Minniapolis, Minnesota

IMGDC is a venue for Independent designers and developers to come together to share ideas and learn in all areas related to MMOGs. IMGDC 2.0 has positioned itself to be an even larger venue with three fantastic tracks covering design, development and business aspects of Indie MMOGs. The present is a time of MMOG giants, but the future lies in the hands of the passionate Indie developers. Do you have the passion?

2008 will be the second year for the IMGDC featuring presentations from Richard Bartle author of Designing Virtual Worlds, Raph Koster and Gordon Walton who was previously VP/Exec Producer at Sony Online Entertainment, Maxis, Origin Systems and Kesmai Corporation.

Check out Gamasutra’s summary of the Indie MMO Conference.

6) South by South West Interactive
March 7-11 2008 – Austin, Texas

The SXSW Interactive Festival features five days of exciting panel content and amazing parties. Attracting digital creatives as well as visionary technology entrepreneurs, the event celebrates the best minds and the brightest personalities of emerging technology. Whether you are a hard-core geek, a dedicated content creator, a new media entrepreneur, or just someone who likes being around an extremely creative community, SXSW Interactive is for you!

Though SXSW doesn’t provide a ton of events catering specifically to the free to play crowd, it is a phenomenal collection of creative people working in emergent digital entertainment fields. Couple this with the fact that the event is part of North America’s largest music festival and party and attendance seems like more than a good idea.

Check out Throwspace’s summary of SXSW.

7) Austin Game Developers Conference
September 5-7 2007 – Austin, Texas

The Austin Game Developers Conference attracts over 1,100 attendees and provides educational, networking, and business opportunities for game development professionals driving the $11 billion videogame industry. It is the a global forum where programmers, artists, producers, game designers, audio professionals and others involved in the development of interactive games gather to exchange ideas, network, and shape the future of the industry.

Austin GDC has become synonymous with MMO design due primarily to the city’s deep MMO development scene. The conference features talks and panels focused on free to play, “Web 2.o,” MMO development and micro-transactional revenue models.

8 ) Online Game Developers Conference
May 13 -15 2008 – Seattle, Washington

Building on the great success of the 2007 conference, OGDC 2008 will expand the plenary sessions from two to three days, and feature a wide range of keynotes, sessions, and panels, giving attendees new views of the online game universe—everything from an overview of the latest business, product, and legal developments to in-depth looks at scalability, player psychology, and in-game economic systems.

This event features Erik Bethke, founder and CEO of GoPets; Alan Crosby director of global community relations at Sony Online and Steve Goldstein of Flagships Studios. 2007′s OGDC was a good start – hopefully 2008 is a big step forward.

Check out MMORPG’s summary of the OGDC.

9) Gartner Symposium ITxpo 2008
April 6-10 2008 – Las Vegas

Each year, Symposium/ITxpo: Emerging Trends is founded on a framework of six megatrends that Gartner sees as critical to how business and technology will evolve in the near and long term.

A mere sampling of the trends and technologies we’ll focus on includes:

  • User Generated Content
  • Social Networking
  • Community Source
  • The Metaverse
  • Relationship Assets
  • Hyperconnected Enterprise
  • Collective Intelligence

Gartner attracts a different crowd from the game-centric conferences listed here. Typically, Gartner attendees come from the IT or VC worlds. The value of Gartner attendance lies not in the curriculum, but in your fellow attendees.

10) DigiWorld Summit
November 14-15 2007 – Montpellier, France

The 6th Video Game seminar as part of IDATE’s DigiWorld Summit 2007, is organised with financial support from the City of Montpellier. A host of opportunities have opened up over the past two years: the development of serious games, Massively Multiplayer Games and persistent universes, online capabilities incorporated as standard features in home consoles, the emergence and growth of mobile gaming, the development of online poker that’s been as swift as it has been surprising… All constituting innovative technologies and ways to play which, in this era of growing convergence, involve or induce an overhaul of business models.

I’m sure I missed some relevant conferences, so if you can think of any leave a comment for our other readers.

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B-Side reprinted this article on 5 Alternative Revenue Streams for the Music Industry. (I’d link to the original article, but B-Side “cited” the source without a link, so I can only link to their repost.)

In any case, the article outlines 5 revenue models for the faltering music industry. They are:

  1. Free (ad or sponsor supported)
  2. Pay What You Want (donations)
  3. Pay By Popularity (price increasing with popularity)
  4. Subscription (Rhapsody style music services)
  5. Music Tax (ISPs add tax to offset industry losses = bad idea)

The article puts forth these revenue models after asserting that “iTunes isn’t the answer,” but I’d say that it’s a darn good start. iTunes was at least partially responsible for weening me off music pirating entirely (kids and declining music savvy also deserve credit). And while some of us in the game industry like to snicker at “old media” such as music and its antiquated business practices, the game industry is behind the music business in at least one way:

The iTunes model hasn’t been applied to games yet.

We’re still out there trying to get people to buy the whole album, rather than just the tracks they want. Services like Steam and episodic games like Sam and Max are great steps forward for the industry, but neither one allows consumers to instantly purchase and enjoy only the portions of the game they desire, like iTunes did for music.

One way to stop people loading up their Nintendo DS’s Revolution R4 card with 100 pirated games from BitTorrent is to give them all those games “for free” and charge a capped micro license based on which games they play and for how long.

For instance, if I play 10 minutes of Pokemon, 2 hours of Touch Darts and 50 hours of Puzzle Quest*, I would then be billed something like 10 cents, $1.20 and $20 (or whatever the cap for PQ would be). Couple that with electronic distribution’s removal of COGS and you’re right back to the same profit margins you already enjoy (on titles that cap out), with the added benefit of monetizing lesser played titles that would otherwise have been pirated.

While this may be new for traditional AAA games, casual games already have a fledgling version of this model courtesy of Double Trump’s Micro License scheme. Their PlayOn Arcade site has the details, for those interested in creating an iTunes-esque service for big budget, retail games.

* These are actual figures. I finished Puzzle Quest. :)

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From a Fortune article, EA CEO John Riccitiello had this to say about the free to play business model and how it will affect traditional retail games.

Riccitiello says the $31 billion gaming industry will suffer if it doesn’t start to reevaluate its business model. Game executives at Sony (SNE), Microsoft (MSFT) and Activision (ATVI) must answer some tough questions in the coming years, like how long they can expect consumers to pay $59 for a video game. Riccitiello predicts the model will be obsolete in the next decade. [Ed: emphasis mine]

“In the next five years, we’re all going to have to deal with this. In China, they’re giving games away for free,” he says. “People who benefit from the current model will need to embrace a new revenue model, or wait for others to disrupt.” As more publishers transition to making games for online distribution, Riccitiello says he expects EA will experiment with different pricing models.

As a colleague just said to me in an email, “It’s encouraging to see they (EA and big publishers as a whole) recognize the issue”.

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Game developers the world over continue to explore the free to play model, whether it’s a large-scale MMO or an ad-supported casual game. But one of the more interesting free to play experiments of late comes from Facebook application developer David Gentzel, a 24 year old originally from Roanoke, VA. Mr. Gentzel now calls San Francisco home where he is a developer at SocialMedia, marketing guru Seth Goldstein‘s rapidly growing “Social Advertising Network.”

David’s free to play experiment is the incredibly popular Food Fight application.food-fight1.gif

When the game first launched on Facebook, Food Fight players could sign up to receive a daily allowance of virtual cash that could be spent at the Food Fight cafeteria to purchase one of dozens of available food items. Players would then virtually “throw” said item at one of their Facebook friends. If the recipient had the food fight application, a small image of the item would appear on their page.

But recently, Food Fight’s the resourcing model changed, which is when it became interesting from the perspective of free to play revenue models.

As of mid-September of this year, a player’s lunch money account isn’t cleared at the end of every day – it’s persistent – like a real bank account. Additionally, the daily stipend given to each player was removed, replaced by a model where players earn virtual cash by answering short marketing surveys about a wide range of products. Each multiple choice question takes just a couple seconds to fill out with a reward of one dollar of lunch money per question answered. Interestingly, players earn a higher payout when they answer the same question the same way down the road, an attempt to value accurate answers more highly than one-offs.

food-fight1.jpg

Marketers pay for player responses to their surveys, creating a nifty free to play revenue stream and making Food Fight the definitive social networking application for SocialMedia. Seth Goldstein is understandably thrilled about the “craplet” (his words), saying in a recent Business 2.0 article:

People really like to throw piles of poop… So you price the poop high and people have to answer a bunch of questions to pay for it. That’s the future of Internet advertising: throwing shit at people. Literally.

That is it. No scoring, no winners, and no end. Nonetheless, a very successful idea.

How successful?

It takes a bit of conjecture to figure out, but here’s our back-of-the-napkin revenue estimate:

  • There are 36,257 active daily Food Fight users (among 2M registered FF players)
  • Assuming each daily user answered just two surveys (reality is likely higher, as the lowest priced item is $2 – requiring two surveys to be completed)
  • Assuming each survey response cost a marketer 25 cents (reality is likely lower, but Facebook polls already charge clients 25 cents/response)
  • This would result in $18,128 of revenue per day
  • Or ~$6.6M of annual revenue for SocialMedia, from one app

That is no small potatoes for an application that likely cost less than $100k to develop.

Since Food Fight introduced surveys, food prices have increased significantly as the game gets balanced. Prices for food items range from $2 to $11 virtual lunch money dollars. For instance, at $10 lobster is significantly more expensive than most items with only Bubble Tea having a higher price tag.

Consider the following price comparison from June 25th of this year till October 26th, a four month time period.

  • Haggis = $1.75 / $3.40 (194% increase)
  • Orange = $.50 / $2.30 (460%)
  • Banana = $.50 /$3.25 (650%)
  • Sucker = $.25 / $2.30 (920%)
  • Shrimp cocktail = $1.75 / $3.40 (194%)

So according to these numbers Food Fight items have increased in value by an average of 484%. However, in less than a minute a player can answer enough survey questions to buy even the most expensive item – keeping the game easy and fast to play, while deriving more and more potential revenue from the same virtual items.

Going Forward
Given the fad-ish, viral-flocking nature of social networking apps, it will be interesting to see if Food Fight can maintain and grow their numbers long enough to start capitalizing on this potential revenue stream. In the meantime, SocialMedia is using Food Fight as a beta test for their social advertising network as a whole (and a host of similar apps) – electing not to charge for most, if not all, of the marketing surveys they host. (F2P.biz’s request to SocialMedia for clarification on the “revenue stream, on or off?” point was not answered before this article was published).

Regardless of when SocialMedia turns on the money tap, it’s clear they’re onto a high-ROI free to play revenue model that traditional game developers could do well to emulate.

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Tech Digest has a writeup from a panel discussion at Virtual Worlds Forum Europe. In it, Jessica Mulligan, Executive Director of Player Relations at Cyber Sports, provides several interesting-but-unattributed stats and a couple quotes that support what F2P.biz is about.

Stats

  • Just 10% crossover between online games and social spaces (e.g. World of Warcraft vs Second Life)
  • 60 million active players of virtual world games (people who are paying money on a monthly basis).
  • Virtual worlds generated $4.5 billion in revenues last year. WoW, Westward Journey and Runescape are in this group.
  • Social spaces (Habbo, Webkinz, Club Penguin, etc) generated $400M last year.
  • Asia accounts for 50% of all virtual world revenues.

Quotes

We’re going to see more games under that business model [f2p, vis] than under the premium model.

In social spaces, web-based worlds are growing, while those that rely on you downloading a client are “stagnating”.

Interesting stuff, but without any sources to back up the stats or quotes, it’s tough to view this as anything more than cheerleading for the sector. For instance, I believe browser-based is a smarter choice than downloadable client, but I’ve heard little evidence to support Jessica’s notion that downloadable client games are stagnating.

Virtual Worlds Forum Europe is on now in London, England until tomorrow.

Editors Note: Since this article was posted, Jessica has been kind enough to reply (in the comments of this post) with the source for her stats and observations. Thanks, Jessica!

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For those of you who read F2P.biz regularly, you might recall an article I wrote about Asia’s virtual goods lead. In it, I talked about Brad and Kyle, my cousins aged 7 and 13 years old from the Southern Ontario city of London.

During a visit, I chatted them up about their gaming habits and watched them play for a while. It was clear that free to play PC games had almost entirely usurped retail, pay-to-play products in their personal gaming library. Their favourite games were titles like Puzzle Pirates, Habbo Hotel and Runescape.

Well check out the latest NPD study, “Kids and Gaming,” as reported over at Worlds in Motion. The most relevant stats for me were:

  • 91% of online gaming among kids ages 2 to 17 is free
  • 9% pay to play – these are primarily kids from higher income households
  • The likelihood of a child paying increases with their age and time spent gaming
  • Half of all kid gamers are “light users,” clocking five hours a week or less
  • The other half were medium, heavy or “super” users, at 6-16 or more hours/week
  • The average time spent playing online was statistically higher among females

Look at that first stat.

That is so incredible that it has to be wrong or misinterpreted by me. If that’s true, where is the retail, pay-to-play gaming industry headed as the next generation of kids comes of age? The study does say that eventually kids (males, mostly) graduate to consoles in their late teens, but as new free to play games start catering to a “new adult” demographic, fewer and fewer teenagers will make the jump from free to $59.95.

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Here’s a great opportunity for a Colorado-based (or relocation-willing) Producer to work in the Virtual World/Casual MMO field.

This position is as the lead producer behind a new child-themed casual MMO backed by Barry Diller‘s IAC. Diller is one of the last true media moguls, in the vein of Murdoch, Eisner and formerly Martha Stewart and Conrad Black. Sidebar: A salacious read is Autumn of the Moguls by Michael Wolff.

IAC has been on a gaming industry spending spree lately, with their most recent acquisition being Garage Games in Eugene, Oregon. But this particular opportunity is in Boulder, Colorado.

The Game / Virtual World Producer drives the product vision and development of a MMOG and sub games for kids, from concept through release, and is responsible for the definition and execution of future releases. Manage third party developers and migration to, and management of, an internal development team.

  • Oversight of the design of MMOG and all games – including interactivity, UI, inventory management, AI, NPCs, social networking and community features, and point systems.
  • Maintain an ongoing understanding of youth market trends and emerging technologies in the on-line gaming space. Primary focus is on kid-oriented games.
  • Strong desire to make a difference in the lives of children and a passion for games/MMOGs.
  • Flexibility for some travel.”

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NCSoft the MMO giant has credits that include the massively popular Lineage, Lineage II, Guild Wars, City of Villains/Heroes and the upcoming Tabula Rasa. But Dungeon Runners, one of only two free-to-play games from NCsoft, is unlike most of their other products. DR is based on a tiered subscription model, where users can play for free, or opt to pay a monthly subscription ($4.95) to access upper level content.

Free To Play spent an hour with Dallas Snell, NCsoft’s Director of Business Development, discussing Dungeon Runners, the free to play model and the future of NCsoft. Dallas has been a prominent figure in the games industry since 1983 having to contributed to over 20 titles during his time at Origin and EA. After a short sabbatical from gaming, Dallas returned to the industry in his current role based in Austin, Texas.

The earliest version of Dungeon Runners began as a different project entirely back in 2001, before being put on the back burner, where it remained until 2002 when it was dusted off to be a game titled Exarch. That too was eventually put to rest until Dungeon Runners was resurrected in its current incarnation about 18 months ago. Today the team consists of over a dozen internal employees with a heavy contingent of art outsourcing.

The decision to resurrect Dungeon Runners and make it a free to play game (versus a full retail MMO) came from NCsoft CEO Robert Garriott and Chris Chung, the former ArenaNet General Manager, who operated out of Korea at the time and therefore had early exposure to the free to play model. Chris is back in Austin now and looking to push NCSoft further into casual MMO development, replicating the success of Korean companies like Nexon.

There’s been speculation that NCsoft chose subscriptions as the primary revenue model in Dungeon Runners due to a belief that North American players preferred that model to microtransactions. However, that was not the rationale for the subscription decision. Instead, Dungeon Runners’ optional subscription fee was chosen simply because a microtransactional model wasn’t yet set up in the Dungeon Runners code base. To remedy that, the team is currently working on getting microtransactions running within Dungeon Runners before the game is launched in Korea.

Dallas made frequent mention of NCSoft’s embrace of “Web 2.0” development philosophies. In particular, NCsoft’s use of the free to play model, Dungeon Runners as a testing ground for future products and the company’s strong commitment to reducing barriers to entry for all NCsoft products were all offered as proof of the company’s Web 2.0-ness.

Dallas often referred to Dungeon Runners as an experiment, saying that although Dungeon Runners currently utilizes subscriptions, within a couple of months in-game advertising will become a part of DR. In fact, the ads are already in the world, but visible only to testers, NCsoft and Double Fusion (the in-game ad provider). F2P.biz was asked not to reveal how the ads will be implemented, but expect an announcement from NCsoft soon. If all goes well with the ad experiment, Dallas says NCSoft will consider the possibility of scrapping Dungeon Runners’ subscription fee all together.

On the other hand, by their own account NCSoft is seeing higher than normal conversion rates with their current subscription set up, so perhaps Dallas won’t be so quick to abandon it.

What are those great numbers?

Among active users (online within the last month), Dungeon Runners has a high free:paid ratio – i.e. there’s a larger proportion of paid to free users than among most f2p games. Dallas cites Runescape with a 5:1 ratio (free to paid, online at any given time), and says that DR is hitting 3:1, or after content updates, as high as 2:1.

Additionally, NCsoft expected a monetization rate of 1-3%, but their numbers are reportedly “significantly higher” [Dallas declined to give a specific number]. Dallas claimed not to know the cause of the higher monetization rate, but one contributing factor may be that the large majority of in-game activities or items are available only to paid users. Dallas acknowledged this and went on to say that the dev team is strongly considering raising the ceiling for free users as currently only 1-2 hours of free play will result in players hitting the ceiling with respect to what they can get for free.

Further to NCSoft’s recently announced plans to release free to play content on the Sony network, Dallas talked about his company’s goal of becoming “device agnostic” in order to break down the segregation of gamers between platforms. NCsoft plans to build their own cross-platform community service, with friends lists, inter-game messaging, and other features similar to Xbox Live. NCsoft also intends to release desktop, facebook and mobile widgets to extend gamers’ experience.

According to Dallas, NCSoft thinks of Dungeon Runners as a “MMO light” or a game that straddles the gap between casual and core gamers. In Dallas’ opinion, the success of products like Runescape makes it likely NCSoft will develop even more accessible games – perhaps even browser-based – to further minimize the barriers to entry.

With 40+ data probes plugged into Dungeon Runners, NCsoft approaches the product as a testing ground for ideas to be built into other games. The probes measure everything from time played, rewards frequency, item usage, leveling curves and dozens of other useful metrics. Outside of the game, account-level metrics are tracked in a publisher module that will allow NCsoft to track and analyze a single player’s activities across all their products.

In Dallas’ eyes, retail may soon become “extinct” with digitally delivered gaming ruling the day. He spoke candidly about the struggles facing music and film and how games are uniquely structured to develop their own delivery solutions. To that end, products like Guild Wars and Dungeon Runners are blazing trails for NCsoft.

Finally, as already mentioned, a recurring theme from Dallas was his commitment to lowering the barrier to entry in all NCsoft products. As evidenced by their free to play experiment, NCSoft strategy is to grow their customer base as widely as possible, then monetize the largest possible proportion. Most flatteringly, Dallas said his officemates all had printouts of F2P’s article, Top 10 Ways to Reduce Barriers to Entry, and were treating it as a white paper of sorts.

Thanks to Dallas Snell for his time and to Opal Lertutai, NCsoft PR, for setting us up.

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Start your engines!

Finally, the game that captivated Korea – where a third of the populace have played it, allegedly – comes to North America.

From Pimp My Wii:

KartRider’s open beta will be open to anyone with an internet connection and the need for speed. With several distinct characters to choose from, open beta racers will compete on a multitude of elaborate race courses ranging from the smooth asphalt of Zoomtown to the scorching sands of Desert Drift. The open beta will additionally provide testers with two different karts, numerous paint and license plate modifications, a scenario/story mode, and a useful ‘My Garage’ feature. The ‘My Garage’ feature included in open beta allows users to hang out with friends, modify and show off karts, and try out new items if racers are in need of a pit stop.

Open beta testers can also enjoy different single and team race modes including item mode, an anything-goes mode featuring the use of creative items used to gain an edge, and speed mode, a test of driving skill focusing solely on speed and drift. While item mode racing often results in humorous exchanges and unpredictable outcomes, speed mode rewards drivers for their drift technique. By combining the elements and weapons of a fantasy racer with the precision of drift, KartRider blends an optimal balance between racers who prefer either the spontaneity of item use or the driving skill required by drifting.

Head over to Kart.Nexon.net to see what the hype is about.

ridergear_banner_01.gif

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