First myspace conquered the world. In its wake came Facebook. Now, even your best friend’s mom has a Facebook account.koinup.jpg

But what’s next? For some it will be Koinup.

Koinup is the first social networking site for your virtual life. Not exclusive to Sims gamers, Second Life devotees or WoW weekend warriors, KoinUp is a place where you can give your multiple virtual world identities their own social network.

Koinup was founded in March 2007 and has thus far chosen to focus on Second life, Imvu, WoW and Sims 2 – but are not exclusive to these worlds. The most powerful feature – some sort of integration with these games – hasn’t happened yet, so Koinup instead pledges to be a place to document all your virtual world activities.

I signed up for an account and was very impressed with the ease of registration. I think it tool a minute and a half total with no frustrating or invasive queries for personal information. It was also fun to get the user name I always try and grab on new sites – without resorting to a 36 letter mutation of an English word or a numeric sequence after the handle of choice.

Koinup’s design is fairly straight forward, although not as intuitive as it could be. Where Koinup stumbles is the English language. It doesn’t have the easy colloquialism of most Web 2.0 sites. A couple snippets:

It’s very easy to use and it allow to anyone who have some ideas to tell stories.

Koinup takes your privacy very seriously. For more info, give a look to our Privacy Policy.

But the founders, Italians Pierluigi Casolari (CEO) and Edoardo Turelli (CTO), likely speak their native language better than I. Casolari pulls double duty as the site’s content creator, but there’s room for a translator or English editor on their team.

Koinup allows users to upload videos such as Machinima and tutorials, associated still images and still image series referred to as storyboards. One of the great features Koinup has incorporated is CrossPosting, or the ability to load pictures onto Flickr and other photo sharing sites from within the Koinup uploading system. At this point, CrossPosting doesn’t work with video or storyboards but perhaps that will come next.

One aspect of Koinup that stood out was the site’s emphasis on “Coolness” (their word). Obviously the idea of karma or kudos or cred has been present in social networking sites almost from day 1, but never has it been tacked on quite so blatantly. Site members themselves in addition to the media they uploaded are ranked on coolness. The coolness of media is determined using the usual vectors like views and comments, but member coolness is determined with a “unique” metric.

Members are ranked on coolness based on the popularity of their work (naturally) but also by the number of times that member has flagged offensive material in other people’s profiles.

This is a bit of a head scratcher. It’s akin to incentivizing programmers for finding bugs. Obviously peer moderation is crucial in a user created content environment, but such a direct rewarding for overzealous policing seems destined to backfire.

Ideas like Koinup are inevitable, but Koinup is in need of much refinement before it serves its audience well. I’m looking forward to the next iteration of an avatar social network – whether it’s Koinup or not – as we’re certain to hear a lot more about social networking for the metaverse.

Three questions, a couple that Koinup might answer:

  1. Do people use similar avatar personalities in different worlds?
  2. How many people use multiple virtual worlds concurrently?
  3. Couldn’t Facebook or myspace easily incorporate avatar profiles – either on their own or as a section of your primary profile – thereby eroding the market for standalone avatar social networks?

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Apologies for the lack of updates lately. Kid #2 is mere days away and we’re moving house in a week. Very busy.

I was catching up on my feeds today and decided to buckle down and plow through this interview with Kwari’s Marketing Director. I don’t even know where to begin with Kwari. It’s certainly not “Free to Play” as you can’t so much as fire off a round without first purchasing ammo.

Worse yet, every time you absorb a shot, money is deducted from your account. So when you start the game with nothing but an unloaded gun, you’ll quickly soak up enough bullets to deplete your account by several bucks. At this point you can choose to either stop playing altogether (to save money) or purchase ammo and health in order to stem the tide of cash flowing off your credit card. This is not a compulsion loop, it’s a repulsion loop.

One of the more interesting aspects of this game is how it will avoid being classed as a game of chance (i.e. gambling) and legislated out of existence. Cue giant speech about why they’re a skill-based game:

Al King: It’s absolutely about player skill, and that’s a very important point for us in many ways. With all the changes in legislation as far as poker-related websites are concerned, it was very important to us that we got rid of any elements of chance or randomness and make it a skill-based game. We’ve already been classified as… well, we haven’t been classified as a skill-based activity because there is no such category in the UK where VAT (Value Added Tax, a form of tax applied to all purchased goods levied by most or all European governments) but we haven’t been classified as ‘gambling’ which does have it’s own form of status over there, and that’s a big achievement for us. We’ve also been classified by the banks for credit card use as ‘non-gambling’, so we’re fine in the UK and in the key European territories. When it comes to the USA we basically have to take our case on a state-by-state basis and say ‘Here’s what we are, here’s what we do, we’re being gracious, transparent and responsible about the whole thing.’ Fundamentally we are skill-based, we’re not gambling, but we are subject to the same laws that cover gambling, and so we just need to be patient about the speed we can roll out in North America, but we’re hopeful that we can get running in some key states in the first half of ‘08.

Ironically, after all that, a few paragraphs down Mr. King discusses one of Kwari’s unique features – something called a “Cash Bomb”:

Al King: There’s also another feature – which we know we won’t have ready for launch, but we want to implement it asap – called the ‘Cash Bomb’. It might look a bit like the Pill, we’re not sure yet, but we do know that it will hang around in the game world and maybe move around like a little sentient robot and players will shoot it. The reason why is that after a number of shots, it will explode and all the cash in it will go to the player who scored the shot – it might be $10, $100, or $1000, maybe more. The cash bomb will be completely funded by the shots the players fire into it. So you might be running around the map looking for someone to shoot, and you run across the Bomb, and you reckon ‘It’s only going to cost me a few cents’, so you fire a few rounds into it. And most of the time, nothing will happen, but every now and again someone will get lucky and the bomb will explode, and whoever got it will see coins and bills all floating towards them and their in-game account will go up by a nice chunk.

Hate to nitpick here, but that sounds exactly like a slot machine to me. Not much skill involved in running by, randomly shooting (aka inserting quarters) and hoping the bomb explodes and showers you with cash.

It will be interesting to see where Kwari winds up as a lot of what they’re doing appears antithetical to free to play or even game design principles in general.

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From this post on NCsoft’s Dev Corner, Richard Garriot discusses NCsoft’s plan to build free to play console games.

PS3 NCsoft games would incorporate “traditional subscription models, micropayment systems and free-to-play games with membership options,” according to the CEO.

Elsewhere in the post, Garriot indicates we might see the first NCsoft PlayStation 3 game by Christmas of next year (2008) – a product that sounds likely to be a re-use of one of their existing IPs, i.e. City of Heroes, Guild Wars or Dungeon Runners. He notes that original IP console games will take 2-3 years (i.e. 2009/2010).

Garriot also suggests that NCsoft intends to start a new studio to handle console development, but more likely is that the work will be farmed out to existing studios, not a new one.

“…We are also looking at specific projects that we may house in other studios. This includes our Austin offices or our other currently existing studios. Console game development won’t just be at one single location,” he added.

Garriot hints that Xbox 360/XBLA is not NCsoft’s first choice for their F2P products due to the restrictive nature of Microsoft’s Live infrastructure. Aspects of my earlier post, The Economics of a Free To Play Console Game, may be relevant here as I examined the feasibility of doing a F2P XBLA game.

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An old friend of mine from my EA days today launched an innovative service called PlayTeeVee.com that allows Tivo users to play games for free on their sets. Right now it’s primarily family / casual games, but I know he has plans for deeper games in the near future. I can’t reveal exactly what, but it’s cool stuff.

If you have Tivo Series 2, definitely check it out. It’s free to play, after all.

Full PlayTeeVee press release after the jump. (more…)

Just announced today, “Game Show” seems to be a free to play, ad-supported sports trivia game with daily streaming video content updates. But it’s more than just a game as the game features a live host and prizes for the winners. Game Show launches this fall.

EA SPORTS GameShow allows participants from around the country to compete head to head, answering a series of multiple choice questions related to the world of sports. The live game show host will facilitate each session, streamed over the Internet in real-time. Questions will be presented through a variety of media, including text, audio and video. Players will also be able to track their performance instantly, with prize incentives. The online sports trivia game will also feature customizable avatars and leader boards, with call outs to regional and national winners.

For more, check out the full press release or the last paragraph of this Peter Moore interview for more details.

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Actiontrip has just posted a 2 pager on what it believes are the five most popular game communities, presumably in the world. Although the list isn’t ranked and doesn’t include any of the bigger Asian success stories, it has some interesting numbers.

Here are some highlights.

On CounterStrike:

Last we checked, the CS community had just over 174,665 active servers, with approximately 276,552 gamers playing online at the time we did our research (so just over 2 players per server, eh? – Ed). If the statistics on Steam are to be believed, this should translate into roughly 9.423 billion (yes, that’s the correct amount) minutes of play time per month.

On Runescape:

Recent research indicated that 13.1% of all PC gamers have played Runescape at some point throughout June 2007, with the average RuneScape player spending 673 minutes per week within the game. After this RuneScape became the 5th most played PC game just behind Blizzard’s World of Warcraft and games like Halo: Combat Evolved, Halo 2 and, of course, The Sims.

On Halo:

The most recent update showed that almost 12,706 players were online in Halo 2 at the time when we checked. Also, around 261,820 unique players were registered, with 688,136 matches logged (data from the last 24 Hours).

The lack of Asian representation likely stems from the all-North American sources used for the article: NPD, Steam, Bungie.net, Google Trends and Nielsen Media Research.

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I don’t imagine we have too many artists reading f2p.biz, but if you are that guy or girl you might want to check out Jagex’s latest job posting. Seems they’re looking for a designer in Cambridge to do the following:

We are looking for a talented web designer to join and help create websites that will be viewed by millions of people each year.

With over 1.1 million paying subscribers to our online game, RuneScape and a further 6 million other active players visiting the website regularly, you will be responsible for designing the site they visit to play our ever-popular game.

Seems like a cool opportunity for a designer who wants to be on the cutting edge. If we had you at hello, go ahead and send your resume here. Tell them F2P sent you.

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Motley Fool has a good wrap up of Shanda’s just released Q2 numbers. I’ve included a couple quotes from the article below.

Further to my previous article on the potential acquisition costs of the Asian F2P leaders, Shanda seems already unaffordable for all but the most well-heeled Western suitors.

Revenue soared 39% to hit $74.1 million in the second quarter. Earnings, before a one-time gain related to the company’s sale of its stake in SINA (Nasdaq: SINA), soared 78% to $0.42 per American depositary share (ADS).

Wall Street was expecting the company to earn just $0.36 per ADS on $72.4 million in revenue. The pros have been perpetually humbled by Shanda. This is now the fifth consecutive quarter in which the company lapped the market’s profit targets by at least $0.06 per ADS.

And most interestingly:

Yes, China’s online gaming market is getting crowded, but just three players — NetEase (Nasdaq: NTES), The9 (Nasdaq: NCTY), and Shanda — account for roughly 60% of the market. [Ed: emphasis mine]

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Last month my family traveled to London, a city of less than 500,000 in Southwestern Ontario. While there, I watched my 7 and 13 year old cousins, Brad and Kyle, play games on their family computer.

Somewhat surprisingly, Brad and Kyle had just one retail PC game between them (Settlers). Instead, their favorite games were Puzzle Pirates, Habbo Hotel, and Runescape – all free to play, virtual item sales games (with the exception of Runescape, which uses tiered subs rather than virtual items for its revenue).

What does this say about where the North American PC market is headed?

Based on overwhelming anecdotal evidence, it’s clear to me that the younger set (under 20) is embracing free to play and virtual goods games because the budget and engagement model is tailored made for for them. And as the younger set is further weened on the same virtual goods business model that’s already dominating Asia, retail only pay-to-play PC games will be ignored en masse.

In some respects, North American companies have begun adjusting to the F2P/virtual goods wave. With gifting sites like Facebook and HotorNot.com, microtransaction services like Xbox Live and casual MMOGs like Puzzle Pirates, one might argue that we’re at least keeping up with the pack in this emerging space.

But what are traditional North American game publishers (EA, Activision, etc) doing to adjust to this new, non-retail, online-centric business model? Are they seeding their own internal virtual goods projects? Building virtual goods into their existing or upcoming products? Acquiring early movers in the space?

At least right now, the answer appears to be “none of the above”.

North American game companies are taking the same “partner and acquire” approach that they’ve used to achieve growth and purchase innovation for the last two decades. When done correctly, this approach pays off handsomely. Activision partnered with Infinity Ward to produce the first Call of Duty, then opted to purchase the developer for a meager $5M just before Call of Duty 1 shipped. Activision knew that when CoD became a big hit, Infinity Ward’s asking price would grow immensely due to their successful IP.

In another bit of foresight, Take Two bought Irrational in 2005 for just $8.2M. Last week, Irrational delivered Bioshock – the highest rated new IP in years. If Irrational were for sale today, their asking price would likely be 5-10x what they sold for.

But studios with already successful IP (or a track record that indicates their next game will be huge as well), command a larger acquisition premium than the aforementioned deals.

For example:

IP Acquisitions

Track Record Acquisitions

But an even larger premium is paid for companies that couple good IP or a good track record with an online-only distribution model.

Online Acquisitions

Why the higher acquisition premium? Because online-only companies such as Club Penguin, Shanda, Netease, etc routinely see annual profit margins of 50% or more.

Look no further than Club Penguin making $35M profit on $65M annual revenue.

By contrast, retail game sector margins have been in decline ever since the last big reduction in costs: the move from carts to CDs in the mid-90s. Development and distribution costs have risen so dramatically in the last two console generations that EA’s net income has declined 87% since 2004, Take Two has lost $90M total over the last six years (50M units of GTA sold and still a loss?), and Ubisoft and THQ are considered a profitability leaders at nearly 10% annually. *

So it’s no wonder that deals like Disney/Club Penguin and EA/JamDat have much higher valuations than their retail counterparts. They have a far better ROI.

But let’s get back to my point: the “partner & acquire” approach Western companies have traditionally used to internalize innovation will likely prove cost prohibitive as it’s being applied thus far in the virtual goods space.

Some of the recent virtual goods partnerships made by publishers include:

These are all great relationships, but they are bridging strategies primarily suitable for the short to medium term. The acquisition portion of these partnerships would be cost prohibitive. Which North American game publisher would be able to afford the acquisition cost of a Nexon or Shanda based on the latter companies’ very healthy margins and rapid revenue growth?

Let’s use Shanda and THQ’s most recent Q1 2007 results as an example.

THQ (Q1 2007)

  • Gross Revenue: $139M (down 12% from previous year)
  • Profit: -$10M (net loss)

Shanda (Q1 2007)

  • Gross Revenue: $68.8M (up 61% from previous year)
  • Profit: $58M

Western companies have huge revenues, but even huger development costs owing to their terrestrial products – resulting in little or no profits. Eastern companies have smaller (rapidly growing) revenues, huge profit margins from online only distribution and a big head start on virtual goods. This contrast holds more or less true for most of these Western/Eastern partnerships.

Shanda’s market cap today is $2B. It’s not far-fetched to assume their purchase price might be close to $3B. The only companies with that kind of cash on hand are EA and Microsoft.

While it could be a partial stock deal, why would Shanda would trade their high growth stock for low growth publisher stock? Any partial stock transaction would ultimately result in a higher overall purchase price.

Netease (NTES) has a market cap of $2.06B. The9’s (NCTY) market cap is $1.14B. Nexon is privately held, but with $235M in revenue two years ago, they won’t be cheap either. The point is, there aren’t many deals left among the virtual goods establishment.

The billion dollar question is: Where will these numbers be next year? Or in 2-3 years?

My gut says that in two years, North American companies will be “priced out” of acquiring a leadership position in the global virtual goods market.

To avoid this fate, big American publishers need internally developed/wholly owned virtual goods projects or partnerships with newer, smaller virtual goods companies whose acquisition costs are far below the big Asian players such as Shanda, Netease, Nexon, The9, NHN, etc.

So…

  • When will we see early stage virtual goods startups acquired by game publishers in massively undervalued deals a la ATVI/Infinity Ward? Are the big publishers even capable of spotting these deals as well as venture capitalists? Companies like Conduit, Three Rings and Areae would be prime targets for early acquisition if VCs like Charles River and others weren’t already all over them. Venture capital’s eagerness to fund low risk/high margin virtual goods plays (and not high risk/low margin retail game companies) will drive innovation in the sector, ratcheting up acquisition costs for publishers are late to the party.
  • When will we hear of internally developed virtual goods projects underway at major publishers? Perhaps EA and Ubisoft’s new casual games focus will bring about the next big Flash MMO or virtual world, but I can’t help but think most of their attention is still on on the try-before-you-buy $20 casual games, rather than F2P/virtual goods. Ironically, some of the biggest stateside-initiatives in free-to-play are coming from Asian companies like Sony Online (FreeRealms) and NCsoft (Dungeon Runners).

Until we see big American publishers announcing more than stop gap Asian partnerships, I’m concerned that the next generation of gamers – my cousins Brad and Kyle in London, Ontario – will be playing even fewer games from today’s North American publishing giants.

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Notes:

* For more of these numbers, check out the GAAP financials for big publishers using this link to EDGAR, then enter a stock ticker like ERTS to get to a 10-K form like this one for EA. Search for “statements” or “2004” and keep going until you get a table with last five years or so, then check out the net income row.)

At last month’s Casual Games Conference in Seattle, I spent about 30 minutes chatting with Daniel James, CEO of Three Rings. Daniel told me an interesting story about how Puzzle Pirates, the hit Java MMO, has accelerated user base growth.

Puzzle Pirates utilizes few other distribution portals outside of http://www.puzzlepirates.com. But one site Daniel has had phenomenal success with has been Miniclip.com, the browser-based games portal.

In Daniel’s experience, a stunning 1 million out of Puzzle Pirates’ 3 million players have come via Miniclip alone.

Because Miniclip users are younger, they don’t monetize as well as other players. Daniel’s estimation was 1% monetization for Miniclip users vs 5% among the rest of the Puzzle Pirates user base. However, according to Daniel a secondary wave of word-of-mouthers join Puzzle Pirates shortly after each wave of new Miniclip users and the conversion rate among this secondary wave is much better.

I bring this up now because of this very recent Ypulse article, which contends that Miniclip has been the primary growth catalyst for games like Club Penguin and Runescape as well. A degree of influence not surprising given the “explosive growth” of the Miniclip.com site itself, as illustrated on this chart.

Here are some quotes from the Ypulse article:

Without Miniclip, it is likely that there is no Club Penguin phenomenon. The product launched in October 2005 and was able to eke out a base of about 25,000 users. A few months later, the game was posted on Miniclip and experienced explosive growth. By September, the product had over 2.6 million users. Runescape’s user base saw a similar, if slightly less dramatic, increase from a niche game to a multi-million user success.

With a core demographic of 10-24 year olds, Miniclip has built a portal with the power to instantly launch a youth brand. What network TV was for The Transformers, so Miniclip has been for Club Penguin. Great products can travel virally, but the task is a lot easier if the starting point is 30 million exposures.

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