Kamis, 28 Februari 2013

Gaming Industry's Latest Idea: Free Games - CNBC.com

Gaming Industry's Latest Idea: Free Games - CNBC.com

Since the days of the Atari 2600, the video game industry has stuck to the same formula: Consumers buy console hardware, then purchase each game separately â€" at prices ranging from $20 in the 1970s to $60 today.

But the changing nature of the industry has made some question that model. Increasingly, players are balking at the high price of titles, opening the door for the mobile market to grow. That sort of defection isn't especially surprising with casual players (who have always tended to chase bargains) -- but with core players beginning to rethink their buying habits, the industry is being forced to evolve.

Free-to-play games are increasingly moving out of the shadows. And San Francisco-based Kixeye is one of the companies in the gaming sector leading the way. It's showing its industry how to focus on gamers other than just the casual crowd.

As the maker of both Facebook and standalone free-to-play titles, Kixeye courts the same audience that buys "Call of Duty" and "World of Warcraft."

(Read more: Can Medium-Sized Companies Forecast Recession's End?)

It makes core games for core players. It just happens to offer them for free, making its revenue on micro-transactions â€" small purchases from a small segment of the overall audience.

It's making a lot of money in the process. Revenues in 2012 were above $100 million â€" and CEO Will Harbin says he expects to double or triple that figure this year. Average revenue per daily active user, he added, was 20 times higher than Zynga (reported them to be 5.1 cents per day in the fourth quarter of 2012). Analysts note that Kixeye has been profitable and cash flow positive since 2011.

"I've always been a passionate gamer and wante d to do something in gaming -- and I saw this as an opportunity to do that," Harbin said. "Nobody was making these sorts of games."

It was a risk at the time, but the company's model is one that has analysts watching closely.

"What Kixeye did was look around the [free-to-play] market, take the best of it and apply it to their customer," said Billy Pidgeon, senior analyst for Inside Network. "Kixeye puts out a game that hardcore gamers â€" people who really consider themselves gamers â€" want to play, even though it's on Facebook or a web platform or mobile.You're giving people a game of quality."

(Read more: The Future of Garbage Is … No Garbage)

Other publishers could be taking note as well. More and more companies are beginning to test free-to-play web and social gaming offerings for core players. Ubisoft last year launched a free-to-play Facebook version of its "Ghost Recon" franchi se. (The experiment lasted less than a year, though.)

And Blake Jorgensen, CFO of Electronic Arts announced this week at a Morgan Stanley Technology Media & Telecom Conference that the company is looking to incorporate micro-transactions into all its upcoming titles â€" both free to play and those bought at traditional retail stores.

"We're building into all of our games the ability to pay for things along the way," he said. "Consumers are enjoying and embracing that way of the business."

Kixeye isn't alone in the free-to-play core gaming market. Riot Games' "League of Legends" boasts 32 million active players each month. And Wargaming.net's "World of Tanks" has 50 million registered users in 200 countries, who make an average of 3.5 million item purchases each day.

What makes Kixeye unique, though, is its tight foc us. It has grown to its position on the strength of just a handful of titles â€" and it makes it easy for players to move between the worlds.

"Kixeye's games are … differentiated from its competition insofar as they are 'zero sum,' meaning that players can take items from one another, providing an incentive for many to gain stature and power in order to be better positioned competitively," noted Wedbush analyst Michael Pachter.

Harbin said another key to success has been making games that are enjoyable whether customers are making those transactions or not.

"In a very well-optimized ecosystem environment, only 10 percent of your users are going to pay, so you need that other 90 percent to be engaged," he said. "You're creating a user-generated [massively multiplayer online game]. Everybody has a role. People who play for nine months… and don't spend a dime still contribute value to the game."

(Read more: The Little Company That Conquered Conglomerates)

While there have been whispers of a possible IPO for Kixeye, Harbin shrugs those off. He doesn't believe there's a market window for a public offering at this time, he said. And since the company has raised about $22 million in venture funding in addition to its profits from its games ,there's no need to raise the money. Any serious thought of an IPO is at least a year or two out, he said.

The focus now is on expansion â€" launching games in new genres, like the shooter and role-playing worlds. At the same time, bigger publishers, who have traditionally held a lock on the core gaming audience, are moving more into the free-to-play space, something everyone in the category is watching closely.

"I can see our space is getting a little bit crowded," said Wargaming CEO Victor Kislyi. "However, this is leading to the fact that lots of game are trying to copy [each other]. … At the end of the day, there will be leaders who will think strategically, who will change the direction in free to play. You have to invest. You have to risk. You have to be strong. There are pretty much only two options. You're either following the crowd, copycatting successful formulas again or you want to become one of the leaders."

As for Harbin, he said he's not too worried about the EAs and other traditional publishers taking a bite out of Kixeye's user base.

"These guys are too slow," he said. "They're leaving themselves exposed for someone to come in and steal their thunder.They're their own worst enemy."


Source Article from http://www.cnbc.com/id/100502237

This Slick, Free Game Is Basically Canabalt Meets Archer - Kotaku

This Slick, Free Game Is Basically Canabalt Meets Archer - Kotaku

This Slick, Free Game Is Basically Canabalt Meets Archer It takes a lot to stand out in the "runner" category of games these days. There are so many of these games, and only so many different ways a player can run, jump, and dodge their way to victory. That said, style goes a long wayâ€"and the new runner The Button Affair has got more than its share of style.

You can download The Button Affair for Mac or PC through the official siteâ€"it's technically free, though I'd say it's worth throwing the developers a couple bucks, since the game is pretty cool. The art style evokes the opening credits of Mad Men (which its elf evokes the clean art style of 1960s advertisements), while the story is pure Archer, with a hint of No One Lives Forever. Through a series of tongue-in-cheek cutscenes, we learn the story of the dashing rogue Enzo, who is determined to steal a jewel called "The Button." He's got the requisite lady love interests and arch enemy, and most all of his adventures end with him making a daring escape.

That's where the game picks upâ€"the game gives you three controlsâ€"you can jump, roll, and go faster or slower. If you don't move quickly enough, Enzo meets his unceremonious end in a number of stylish, humorously violent waysâ€"he's shot through the heart by a guard, or zapped by an electric fence, or vivisected by a glass door.

It's also different from most endless runners in that it's not actually endlessâ€"each level is the same every time, and there are even checkpoints you'll hit throughout. There's a real story, and the developers, Ollie Clarke, Jonathan Mann, Helana Santos and Chris Randle want you to see all of it.

Of note: I had some trouble getting the Mac version to unzip, but eventually got it to work by using the torrent file provided on the site. But however you download it, The Button Affair is worth your time. I mean, hey: I just described this game by saying "Archer" "Mad Men" "Canabalt" and "No One Lives Forever." Give it a play!


Source Article from http://kotaku.com/5987389/this-slick-free-game-is-basically-canabalt-meets-archer

Gaming Industry's Latest Idea: Free Games - CNBC.com

Gaming Industry's Latest Idea: Free Games - CNBC.com

Since the days of the Atari 2600, the video game industry has stuck to the same formula: Consumers buy console hardware, then purchase each game separately â€" at prices ranging from $20 in the 1970s to $60 today.

But the changing nature of the industry has made some question that model. Increasingly, players are balking at the high price of titles, opening the door for the mobile market to grow. That sort of defection isn't especially surprising with casual players (who have always tended to chase bargains) -- but with core players beginning to rethink their buying habits, the industry is being forced to evolve.

Free-to-play games are increasingly moving out of the shadows. And San Francisco-based Kixeye is one of the companies in the gaming sector leading the way. It's showing its industry how to focus on gamers other than just the casual cr owd.

As the maker of both Facebook and standalone free-to-play titles, Kixeye courts the same audience that buys "Call of Duty" and "World of Warcraft."

(Read more: Can Medium-Sized Companies Forecast Recession's End?)

It makes core games for core players. It just happens to offer them for free, making its revenue on micro-transactions â€" small purchases from a small segment of the overall audience.

It's making a lot of money in the process. Revenues in 2012 were above $100 million â€" and CEO Will Harbin says he expects to double or triple that figure this year. Average revenue per daily active user, he added, was 20 times higher than Zynga (reported them to be 5.1 cents per day in the fourth quarter of 2012). Analysts note that Kixeye has been profi table and cash flow positive since 2011.

"I've always been a passionate gamer and wanted to do something in gaming -- and I saw this as an opportunity to do that," Harbin said. "Nobody was making these sorts of games."

It was a risk at the time, but the company's model is one that has analysts watching closely.

"What Kixeye did was look around the [free-to-play] market, take the best of it and apply it to their customer," said Billy Pidgeon, senior analyst for Inside Network. "Kixeye puts out a game that hardcore gamers â€" people who really consider themselves gamers â€" want to play, even though it's on Facebook or a web platform or mobile.You're giving people a game of quality."

(Read more: The Future of Garbage Is … No Garbage)

Other publishers could be taking note as well. More and more companies are beginning to test free-to-play web and social gaming offerings for core players. Ubisoft last year launched a free-to-play Facebook version of its "Ghost Recon" franchise. (The experiment lasted less than a year, though.)

And Blake Jorgensen, CFO of Electronic Arts announced this week at a Morgan Stanley Technology Media & Telecom Conference that the company is looking to incorporate micro-transactions into all its upcoming titles â€" both free to play and those bought at traditional retail stores.

"We're building into all of our games the ability to pay for things along the way," he said. "Consumers are enjoying and embracing that way of the business."

Kixeye isn't alone in the free-to-play core gaming market. Riot Games' "League of Legends" boasts 32 million active players e ach month. And Wargaming.net's "World of Tanks" has 50 million registered users in 200 countries, who make an average of 3.5 million item purchases each day.

What makes Kixeye unique, though, is its tight focus. It has grown to its position on the strength of just a handful of titles â€" and it makes it easy for players to move between the worlds.

"Kixeye's games are … differentiated from its competition insofar as they are 'zero sum,' meaning that players can take items from one another, providing an incentive for many to gain stature and power in order to be better positioned competitively," noted Wedbush analyst Michael Pachter.

Harbin said another key to success has been making games that are enjoyable whether customers are making those transactions or not.

"In a very well-optimized ecosystem environment, only 10 percent of your users are going to pay, so you need that other 90 percent to be engaged," he said. "You're creating a user-genera ted [massively multiplayer online game]. Everybody has a role. People who play for nine months… and don't spend a dime still contribute value to the game."

(Read more: The Little Company That Conquered Conglomerates)

While there have been whispers of a possible IPO for Kixeye, Harbin shrugs those off. He doesn't believe there's a market window for a public offering at this time, he said. And since the company has raised about $22 million in venture funding in addition to its profits from its games ,there's no need to raise the money. Any serious thought of an IPO is at least a year or two out, he said.

The focus now is on expansion â€" launching games in new genres, like the shooter and role-playing worlds. At the same time, bigger publishers, who have traditionally held a lock on the core gaming audience, are moving more into the free-to-play space, something everyone in the category is watching closely.

"I can see our space is getting a little bit crowded," said Wargaming CEO Victor Kislyi. "However, this is leading to the fact that lots of game are trying to copy [each other]. … At the end of the day, there will be leaders who will think strategically, who will change the direction in free to play. You have to invest. You have to risk. You have to be strong. There are pretty much only two options. You're either following the crowd, copycatting successful formulas again or you want to become one of the leaders."

As for Harbin, he said he's not too worried about the EAs and other traditional publishers taking a bite out of Kixeye's user base.

"These guys are too slow," he said. "They're leaving themselves exposed for someone to come in and steal their thunder.They're their own worst enemy."


Source Article from http://www.cnbc.com/id/100502237

Free games for iPad, iPhone, iPod touch worth getting now (Photos) - Examiner.com

Free games for iPad, iPhone, iPod touch worth getting now (Photos) - Examiner.com

According to a Feb. 27 report in “AppCraver”, “Water Balloon Explosion” has just been introduced into the App Store.

In this free game, a virtual neighbor throws water balloons at you. You must pop these flying 3D water bombs by tapping or swiping them (just like you would swipe fruit in a Ninja game) before they hit you. If they hit you (that is, the virtual you), water droplets will be splattered all over the screen. Yuck!

What's more, your virtual neighbor is also throwing other things at you like footballs, baseballs, piles of dirt, pails of water and lots of other things, which adds to the challenge.

There are 3 modes to this game: Easy, Hard and Babysitter. Easy mode is fun entertainment. Hard mode is very challenging and includes all the different objects that your virtual neighbor can throw at you. Both Hard mode and Babysitter mode require an IAP (In App Purchase).

Babysitter mode is designed so that a young child can restart the game without asking an adult to go back to the menu and restart the game for them.

Also new to the App Store today is “Mech Pilot”, an awesome free 3D urban combat warfare game where you control a walking mech. Your mech will explore detailed city environments, destroying, looting and absorbing energy from downed enemies along the way. You'll also be able to equip it with missiles, lasers, cannons and more to build its offensive and defensive power. Check the slide show!

Tap or click on iPad Examiner to get free apps and games for your iPad, iPod touch and iPhone as well as the latest Apple news, rumors and deals.


Source Article from http://www.examiner.com/article/free-games-for-ipad-iphone-ipod-touch-worth-getting-now

Mash Your Piano Keys To Survive In This Cacophonous Free Game - Kotaku

Mash Your Piano Keys To Survive In This Cacophonous Free Game - Kotaku

Mash Your Piano Keys To Survive In This Cacophonous Free GameIf you've ever had a nightmare about bombing in a musical performance onstage (and who hasn't?), then Drop A Beat, Giuseppe! is for you.

The free flash game puts you in control of Giuseppe, a misunderstood piano genius. His audience is angry, and in order to survive, you have to move your piano underneath the trash they throw and kick up the piano-lid to toss it back. The twist is that in order to move, you must mash your fingers all over your keyboard somewhat like a brilliant pianist. As you do so, Giuseppe will move: He'll go to the left if you bash the "low" keys, and to the right if you play the "treble."

The whole thing is funny in that way that creatively imprecise games can be. I t was created by Molkman and MajusArts, and in their author comments, they say it took them about 32 hours. That'll do, Giuseppe.

Drop A Beat, Giuseppe! [Newgrounds via Freeindiegam.es]


Source Article from http://kotaku.com/5987101/mash-your-piano-keys-to-survive-in-this-cacophonous-free-game

Boy, 5, used parents' iPad to play a free game but ran up a £1700 bill... in ... - SWNS

Boy, 5, used parents' iPad to play a free game but ran up a £1700 bill... in ... - SWNS

A child  asked to download a free game on his mum and dad’s iPad and ran up a bill of more than £1,700 â€" in just ten minutes.

Mischievous five year-old Danny Kitchen told his dad he needed his passcode to get the Zombie v Ninja app from the Apple store.

Parents Greg and Sharon eventually gave in and left Danny alone on the tablet computer as they entertained friends at their home.

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Parents Sharon and Greg Kitchen with their son Danny, 5 who ran up a huge £1,700 bill on the iPad app Zombie vs Ninja

Parents Sharon and Greg Kitchen with their son Danny, 5 who ran up a huge £1,700 bill on the iPad app Zombie vs Ninja

But after downloading the free app Danny found his way into the game’s online store and innocently ordered dozens of costly add-ons â€" totalling £1,710.43.

Mum Sharon knew nothing about his spending spree until she saw a batch of emails from iTunes the following day listing what he had bought.

Her credit card company then phoned to query the payments â€" and horrified Sharon realised what had happened.

Sharon,  of Warmley, nr Bristol, said: “Danny was pestering us to let him have a go on the iPad.

Danny  logged onto the family's iPad tablet and accidentally ordered extras for the game

Danny logged onto the family’s iPad tablet and accidentally ordered extras for the game

Part of the bill from Apple for the iPad extras

Part of the bill from Apple for the iPad extras

“He kept saying it was a free game so my husband put in the passcode and handed it to him.

“It worried me when he asked for the password but I had a look at the game it said it was free so I didn’t think there would be a problem.

“We had lots of visitors in the house and were both a little preoccupied. I woke up Monday morning and looked at my emails and had loads from iTunes.

“I thought it must be a mistake, so I checked my bank balance online and nothing had been taken out.

“I thought nothing of it until I my credit card advisor phoned and told me they had authorised the transaction.”

Danny had bought tons of in-game weapons and keys on the iPad 3 including 12 purchases of ’333 keys’ at £69.99 a time and seven ’333 ecstasy bombs’ at £69.99.

He also bought five lots of “9000 darts” each costing £69.99, five lots of ’4200 darts’ at £5.49 each and additional ecstasy bombs totalling £3.22.

Mother-of-five Sharon, 44, added: “I realised what happened and told Danny he’d better get ready for bed and run and hide before daddy got home.

“He was crying, as the rest of the children were telling him we could have bought a house with the amount he had spent.

“He started to run and through his tears he turned back and said ‘But where can I hide?’ Bless him â€" that stopped me being angry but of course it’s a lot of money.

“Loads of parents in the playground said similar things had happened to them but for a lot less money. I can’t believe he was able to spend so much money.

“It was far too easy a thing for him to do and more should be done to limit stuff like this from happening.

“That game is very annoying â€" and who would spend more than £1,700 on a game?

“It’s the first time any of our kids have done anything like this â€" and it will be the last.”

Young Danny said: “I said to dad can you put the passcode for the game he said no and then I said it was free so he said yes.

“The next day it costed lots of money. I was worried and I felt sad. I was crying. I’m not sure how I did it, I thought it was free.”

“It was a good game, but I will never do anything like this again. I’m banned from the iPad now, but I am still going to play games when I can, but I will be careful now.”

Greg and Sharon run their own kids’ entertainment company and have four older children â€" Rosie, six, Riley, eight, Conor, 11, and Shannon, 15.

After three days of correspondence Apple have now told the family they will refund the money.

Greg, 44, said: “I was livid â€" not amused at all. But Danny was very sorry so I couldn’t stay mad at him for long.

“I’m relieved that they have said they are going to give us back our money. We had to give them so much information and it’s taken three days, but I’m relieved.”

An Apple spokesman said such incidents had to be reported as quickly as possible.

He said it was vital people kept their pass code, designed to stop unauthorised electronic purchases on its products, safe and said software was available to prevent children from using the iTunes store even if they have the password.

A spokesman said: “All iOS devices (iPad, iPhone and iPod touch) have built in parental controls that give parents and guardians the ability to restrict access to content, eg internet access and age rated content such as music, games, apps, TV shows, movies etc.

“Parental controls also give parents and guardians the option to turn off functionality such as purchasing from iTunes and the ability to turn off in-app purchases.

“Our parents’ guide to iTunes details the steps and measures parents and guardians can take to make sure younger players have access to the right content. The first thing we recommend is not to share your password.”

The spokesman said the company’s website had instructions on restricting child access, at the page: http://support.apple.com/kb/ht4213

He said customers can also call 0800 048 0408 to report a problem.

Category: News


Source Article from http://swns.com/news/boy-5-parents-ipad-play-free-game-ran-1700-bill-ten-minutes-32172/