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	<title>Free To Play</title>
	
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	<description>Alternate Revenue Streams for Digital Entertainment</description>
	<pubDate>Wed, 02 Jul 2008 23:37:49 +0000</pubDate>
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		<title>F2P Jobs: Acclaim and Nickelodeon Seek Sr Mgmt</title>
		<link>http://freetoplay.biz/2008/07/02/f2p-jobs-acclaim-and-nickelodeon-seek-sr-mgmt/</link>
		<comments>http://freetoplay.biz/2008/07/02/f2p-jobs-acclaim-and-nickelodeon-seek-sr-mgmt/#comments</comments>
		<pubDate>Wed, 02 Jul 2008 23:34:04 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
		<category><![CDATA[browser-based]]></category>

		<category><![CDATA[casual]]></category>

		<category><![CDATA[jobs]]></category>

		<category><![CDATA[kids]]></category>

		<category><![CDATA[mmo]]></category>

		<category><![CDATA[publishers]]></category>

		<category><![CDATA[virtual worlds]]></category>

		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=82</guid>
		<description><![CDATA[The job market seems as hot as ever. As a result, I&#8217;ve had a few interesting free-to-play related jobs flitter through my inbox this week.
David Perry, Chief Creative Officer of Acclaim (in that company&#8217;s new, F2P-only format) and Kyra Reppen, SVP of Nickelodeon, send word of very compelling vacancies in their respective companies. Nickelodeon&#8217;s posting [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The job market seems as hot as ever. As a result, I&#8217;ve had a few interesting free-to-play related jobs flitter through my inbox this week.</p>
<p>David Perry, Chief Creative Officer of Acclaim (in that company&#8217;s new, F2P-only format) and Kyra Reppen, SVP of Nickelodeon, send word of very compelling vacancies in their respective companies. Nickelodeon&#8217;s posting is based in LA whereas Acclaim seems open to remote-work scenarios. Kudos to Acclaim!</p>
<p>I promised I&#8217;d post their opps on freetoplay.biz. Click through for the full text of each posting.</p>
<p><span id="more-82"></span></p>
<p><strong>Company: ACCLAIM GAMES, Inc.</strong></p>
<p><strong>Job Title: DIRECTOR OF PRODUCTION</strong></p>
<p><strong>Description: </strong> This is a very important Director role at Acclaim, which is now the biggest free-to-play American games publisher.</p>
<p>Note: We accept resumes for other levels of production also.</p>
<p><strong> Skills we value (the more on the list below, the better):<br />
</strong>- Experienced producing large scale multiplayer games.<br />
- Experienced producing MMOG, MMORPG games.<br />
- Experienced producing Flash / casual / mass market based games.<br />
- Experienced producing Social / Facebook / MySpace Games.<br />
- Experienced producing Avatar based games.<br />
- Experienced with free to play / micro-transactions / virtual item sales.<br />
- Experience with in-game advertising techniques.<br />
- Experience working with both domestic &amp; foreign development teams.<br />
- Experience reporting to and strategizing with the top levels of  management.<br />
- Experience pitching and presenting projects &amp; plans<br />
- Understanding of Web marketing techniques (SEO, Viral etc.)<br />
- Experience managing staff that directly report.<br />
- Educational accolades add value also.<br />
- Must be willing to travel globally to represent the company.</p>
<p><strong> Salary:<br />
</strong>Salary is based on experience.<br />
Minimum Package contains stock options, bonus, full medical, dental, vision etc.</p>
<p><strong> Location.<br />
</strong>Los Angeles is definitely preferred (our headquarters are in Hollywood), however Acclaim is an extremely forward-thinking company with staff all over the world, and we have no issue with you working from any location in the world. (So moving is not required.)</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p><strong>Company: MTV Networks<br />
Job Title: VP, Production, Nickelodeon Kids &amp; Family Virtual Worlds Group<br />
</strong>Nickelodeon Kids &amp; Family Virtual Worlds Group</p>
<p>Nickelodeon Kids &amp; Family Virtual Worlds Group which oversees an exciting pipeline of virtual world and casual MMOG development, based in Los Angeles, seeks a Vice President to manage production across multiple titles.</p>
<p>The recently announced Nickelodeon Kids &amp; Family Virtual Worlds Group manages all company virtual world initiatives for kids, tweens, teens and families, including the original youth-oriented virtual community of Neopets, Nickelodeon’s online playground for kids, Nicktropolis and all new initiatives. The group will focus on the innovation of the company’s existing worlds with projects like World of Neopia (working title) and of the expansion of Nicktropolis with a premium layer. It will also develop original properties like the recently announced Monkey World and others based on Nickelodeon properties.</p>
<p><strong> Responsibilities:<br />
</strong>•	Manage ‘studio’ across resources, budgets, scheduling and outside vendors<br />
•	Directly manage producers and resource managers (both development and live teams)<br />
•	Ensure on time and on budget delivery of multiple concurrent products<br />
•	Work closely with Creative Director and head of Marketing to ensure products meet their objectives<br />
•	Partner with technology team to ensure collaborative and efficient working environment<br />
•	Foster collaboration and cross-functional team building<br />
•	Lead and adapt production processes across the organization<br />
•	Identify, hire and manage outside vendors and contract resources and budgets<br />
•	Manage development, milestone and release schedules</p>
<p><strong> Requirements:<br />
</strong>•	5-10 years of games industry experience, with MMOG experience a plus<br />
•	Experience managing producers and leading / motivating cross-functional teams<br />
•	Successful track record for launching games on time, on budget and meeting creative and marketing objectives<br />
•	Exceptional verbal / written communication and interpersonal skills<br />
•	Strong technical and business acumen</p>
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		<title>F2P Jobs: Orange Telecom Ops Manager</title>
		<link>http://freetoplay.biz/2008/06/16/f2p-jobs-orange-telecom-ops-manager/</link>
		<comments>http://freetoplay.biz/2008/06/16/f2p-jobs-orange-telecom-ops-manager/#comments</comments>
		<pubDate>Tue, 17 Jun 2008 04:24:03 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
		<category><![CDATA[browser-based]]></category>

		<category><![CDATA[casual]]></category>

		<category><![CDATA[europe]]></category>

		<category><![CDATA[gdc]]></category>

		<category><![CDATA[jobs]]></category>

		<category><![CDATA[mmo]]></category>

		<category><![CDATA[virtual items]]></category>

		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=81</guid>
		<description><![CDATA[Been very busy on the consulting front lately&#8230; apologies for the lack of content. But I promised Nicolo I would post this job for him, so here goes:
At this year&#8217;s GDC, I met Michael Ivvora and Nicolo Laurent from GOA, the videogame subsidiary of France Telecom/Orange. Besides handling the European side of US online games [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Been very busy on the consulting front lately&#8230; apologies for the lack of content. But I promised Nicolo I would post this job for him, so here goes:</p>
<p>At this year&#8217;s GDC, I met Michael Ivvora and Nicolo Laurent from GOA, the videogame subsidiary of France Telecom/Orange.<span> </span>Besides handling the European side of US online games – launch, localization, QA, support etc – for games like Warhammer Online and Dark Age of Camelot, Orange also runs a free to play portal at <a href="http://www.goa.com/#/home/" target="_blank">goa.com</a>.<span> </span>They&#8217;ve recently launched localized free to play games in Europe like Gunbound and Pangya, and they&#8217;ve got plans to expand their game selection.</p>
<p>Right now they&#8217;re looking for an Operational Manager for their free to play business, which is based out of Dublin, Ireland.<span> </span>This is a lead managerial position, which means leading the vision for their free to play business, managing project managers and organizing work flow between game teams.<span> </span>It also means working closely with the marketing team to develop strategies for customer acquisition, conversion, retention and monetization, along with managing the alignment of development and marketing goals.</p>
<p>If this sounds like your dream job, send an email to <a href="mailto:nicolas.laurent@goa.com" target="_blank">nicolas.laurent@goa.com</a>.</p>
<p>A full job description after the jump.</p>
<p><span id="more-81"></span></p>
<p><strong>TYPE OF CONTRACT</strong><br />
Permanent role – To start as soon as possible.</p>
<p><strong>LOCATION</strong><br />
Dublin, Ireland</p>
<p><strong>MISSION:</strong><br />
Working within GOA, the games department of France Telecom (Content Division), the operational Manager is in charge of the day to day operations for the Free to Play online business.<br />
<strong><br />
FIELDS OF ACTIVITY</strong><br />
Free to play online games (from casual to hardcore)</p>
<p><strong>KEY RESPONSIBILITIES</strong><br />
-    Lead, determine and maintain the vision and direction of our free to play business<br />
-    Manage project managers associated to free to play games. Review, comment and approve milestone submissions<br />
-    Organize workflows between game teams and shared resources and facilitate frequent dialogs between teams<br />
-    Establish a creative and productive environment through effective team coaching</p>
<p>In addition, you will work closely with the marketing team in order to:<br />
-    Develop strategy for customer acquisition, conversion, retention and monetization<br />
-    Manage the alignment of development goals with marketing objectives, and the alignment of product goals with strategic development objectives<br />
-    Achieve sales goals through quality execution and by meeting market requirements.<br />
-    Analyze trends and research new business opportunities with the business development team</p>
<p><span style="text-decoration:underline;"><strong>REQUIREMENTS</strong></span><br />
<strong>EXPERIENCE</strong><br />
-    Minimum of 5 years of working experience<br />
-    Significant experience in the online game industry, understanding of the free to play universe<br />
-    Must have successfully developed and managed people, resources and schedules with a world renowned software entertainment company.</p>
<p><strong>EDUCATION</strong><br />
-    College degree or equivalent preferred<br />
-    Professional or advanced degree is a bonus.</p>
<p><strong>SKILLS</strong><br />
-    Strong ability to lead, manage and drive projects<br />
-    Strong problem-solving skills.<br />
-    Data driven personality<br />
-    Strong understanding of marketing strategies and online business models<br />
-    Enthusiastic, positive, team oriented, and organized<br />
-    Excellent written, oral and email communication skills, ability communicate effectively with different audiences on a broad range of topics and cultures, e.g. technical, business and creative<br />
-    Strong organizational, analytical, and presentation skills;<br />
-    Passion for online games.</p>
<p><strong>OTHER</strong><br />
-    Fluent English<br />
-    Ability to travel to our different offices (Dublin and Paris) and to our partner’s offices (Worldwide)<br />
-    Good computer skills and knowledge of MS Office suite of products. Basic understanding of online game technical structure is a plus.<br />
-    Strong network of contacts within the game industry would be a plus</p>
<p><strong>CONTACT</strong><br />
If you meet the requirements and want to be part of the rapidly growing European Free-To-Play online gaming market, please send an email with resume attached to nicolo (nicolas.laurent@goa.com)</p>
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		<title>Preview: Warrior Epic from Possibility Space</title>
		<link>http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/</link>
		<comments>http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 23:52:49 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
		<category><![CDATA[america]]></category>

		<category><![CDATA[design]]></category>

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		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=79</guid>
		<description><![CDATA[Warrior Epic is a new free to play online RPG being developed by Possibility Space, a company founded by Gage Galinger and Feng Zhu; a pair that share a wealth of experience between them, from Starcraft to Gears of War.
As a free to play game it comes across as competent and quite polished, and it’s [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><em><a href="http://www.warriorepic.com/">Warrior Epic</a></em> is a new free to play online RPG being developed by <a href="http://www.possibilityspace.com/">Possibility Space</a>, a company founded by Gage Galinger and Feng Zhu; a pair that share a wealth of experience between them, from <em>Starcraft</em> to <em>Gears of War</em>.<a href="http://freetoplay.files.wordpress.com/2008/04/logowe.jpg"><img class="alignright alignnone size-medium wp-image-80" style="float:right;" src="http://freetoplay.files.wordpress.com/2008/04/logowe.jpg?w=300&h=139" alt="" width="300" height="139" /></a></p>
<p>As a free to play game it comes across as competent and quite polished, and it’s just leaving closed beta.  Essentially a dungeon crawler, players own a great hall that stores their characters and serves as a meeting place for quests.</p>
<p>There are a number of different warrior classes (and some that must be paid for), but the hook is a sort of metagame wherein players can choose to harness the spirit of one of their fallen warriors as a power for their next warrior.  It’s well scoped and well designed to be a free to play RPG, but what’s most interesting is how they plan to handle paid content and digital downloading.</p>
<p>While the usual cosmetic items are part of the plan, <em>Warrior Epic</em> is taking a refreshing stance towards satisfying both free players and paid players – a problem Flagship’s <a href="http://www.hellgatelondon.com/"><em>Hellgate London</em></a> ran into when they offered paid players better gear, bigger inventories and faster travel times.</p>
<p>Brice Lukas, Community Manager for Possibilty Space had this to say about sustaining that balance:</p>
<blockquote><p>“In Warrior Epic you cannot purchase power or progress.  The best gear and items can only be obtained by playing the game. There is also no exchange of earned items with paid items.  So anything that a user buys with real cash cannot be obtained with in-game currency.”</p></blockquote>
<p>One of the things a player can purchase (for a small price) are buff items that will help players get through dungeons and closer to the real loot.</p>
<blockquote><p>“Each mission in Warrior Epic is designed to be roughly 15 minutes long, and the number of these buffs you can carry is limited, so they will not unbalance the play.”</p></blockquote>
<p>Last but not least is Possibility Space&#8217;s distribution model, what the company has dubbed “<strong>Download on Demand</strong>”.  Players register on the site and then download a small .exe file that will stream content from seed servers.  The whole system is similar to torrents and is expected to allow the game to be quite portable.  Since account information is stored on the seed servers, players can download the same .exe on any computer, which is run from the folder it’s in rather than needing an install.</p>
<p>We’ll have to wait and see if <em>Warrior Epic</em> proves to be a game that lets players download and start playing within minutes, but it’s safe to say that players will appreciate the lack of usual hoops to jump through.  The more players get exposed to a free to play game the better, and with an approach like this there is a good chance that a significant amount of players will at least consider getting involved enough to start paying for items and warriors.</p>
<blockquote><p>“Our intention is to expose a much larger set of people to the fun of online gaming.  We want to take all the fun parts of games that hardcore gamers enjoy, and package those up in a product that everybody can experience.  The key behind this is to lower the barrier to entry.”</p></blockquote>
<p align="center"><a href="http://del.icio.us/post?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/delicious.gif" alt="add to del.icio.us" /></a> :: <a href="http://www.blinklist.com/index.php?Action=Blink/addblink.php&amp;Description=&amp;Url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;Title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/blinklist.gif" alt="Add to Blinkslist" /></a> :: <a href="http://www.furl.net/storeIt.jsp?u=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;t=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/furl.gif" alt="add to furl" /></a> :: <a href="http://digg.com/submit?phase=2&amp;url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/"><img src="http://sunburntkamel.files.wordpress.com/2006/11/digg.gif" alt="Digg it" /></a> :: <a href="http://ma.gnolia.com/bookmarklet/add?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/magnolia.gif" alt="add to ma.gnolia" /></a> :: <a href="http://www.stumbleupon.com/submit?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/&amp;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/stumbleit.gif" alt="Stumble It!" /></a> :: <a href="http://www.simpy.com/simpy/LinkAdd.do?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/simpy.png" alt="add to simpy" /></a> :: <a href="http://www.newsvine.com/_tools/seed&amp;save?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/newsvine.gif" alt="seed the vine" /></a> :: <a href="http://reddit.com/submit?url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/reddit.gif" alt="" /></a> :: <a href="http://cgi.fark.com/cgi/fark/edit.pl?new_url=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/;new_comment=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/fark.png" alt="" /></a> :: <a title="TailRank" href="http://tailrank.com/share/?text=&amp;link_href=http://freetoplay.biz/2008/04/09/preview-warrior-epic-from-possibility-space/&amp;title=Preview Warrior Epic from Possibility Space"><img src="http://sunburntkamel.files.wordpress.com/2006/11/tailrank.gif" alt="TailRank" /></a></p>
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		<title>Quick Update: GDC, SXSW, ICE 08</title>
		<link>http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/</link>
		<comments>http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 22:11:25 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
		<category><![CDATA[conference]]></category>

		<category><![CDATA[gdc]]></category>

		<category><![CDATA[news]]></category>

		<category><![CDATA[virtual worlds]]></category>

		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=71</guid>
		<description><![CDATA[Is there a season for conferences? If so, it feels like it&#8217;s upon us.
GDC and SXSW went well. Here are some links to coverage of my talk at GDC and my panel at SXSW.
GDC


Kotaku
Gamasutra
Bret Terrill
Coobico



SXSW


VentureBeat
Virtual Worlds News
Tony Walsh&#8217;s Liveblog
New Media Buzz

Random local press


WestEnder magazine

Next up for me is ICE 08 in Toronto.
I&#8217;m on a panel [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Is there a season for conferences? If so, it feels like it&#8217;s upon us.</p>
<p>GDC and SXSW went well. Here are some links to coverage of my talk at GDC and my panel at SXSW.</p>
<p><b>GDC<br />
</b><a href="http://freetoplay.files.wordpress.com/2008/03/2316442678_0cdaf57e8e.jpg" title="2316442678_0cdaf57e8e.jpg"><img src="http://freetoplay.files.wordpress.com/2008/03/2316442678_0cdaf57e8e.jpg?w=274&h=185" alt="2316442678_0cdaf57e8e.jpg" height="185" width="274" /></a></p>
<ul>
<li><a href="http://kotaku.com/362741/the-power-of-free-to-play">Kotaku</a></li>
<li><a href="http://www.gamasutra.com/php-bin/news_index.php?story=17503">Gamasutra</a></li>
<li><a href="http://www.bretterrill.com/2008/02/gdc-08-wrap-up-sessions-you-might-have.html">Bret Terrill</a></li>
<li><a href="http://coobico.com/index.php/blog/article/recommended_reads_adrian_crook_talks_free_to_play/en/">Coobico</a></li>
</ul>
<p><a href="http://freetoplay.files.wordpress.com/2008/03/2316442678_0cdaf57e8e.jpg" title="2316442678_0cdaf57e8e.jpg"></a></p>
<ul></ul>
<p><b>SXSW<br />
</b><a href="http://freetoplay.files.wordpress.com/2008/03/2331884940_797328bcd2.jpg" title="2331884940_797328bcd2.jpg"><img src="http://freetoplay.files.wordpress.com/2008/03/2331884940_797328bcd2.jpg?w=277&h=185" alt="2331884940_797328bcd2.jpg" height="185" width="277" /></a></p>
<ul>
<li><a href="http://venturebeat.com/2008/03/11/game-leaders-share-best-practice-money-making-tactics/">VentureBeat</a></li>
<li><a href="http://www.virtualworldsnews.com/2008/03/liveblogging--2.html">Virtual Worlds News</a></li>
<li><a href="http://www.secretlair.com/index.php?/clickableculture/entry/sxswi_2008_notes_casual_multi_player_online_games_serious_revenues/">Tony Walsh&#8217;s Liveblog</a></li>
<li><a href="http://www.newmediabuzz.com/the_new_media_buzz_brough/2008/03/sxsw-live-casua.html">New Media Buzz</a></li>
</ul>
<p><b>Random local press<br />
</b><a href="http://freetoplay.files.wordpress.com/2008/03/mar6cover_videogame.jpg" title="mar6cover_videogame.jpg"><img src="http://freetoplay.files.wordpress.com/2008/03/mar6cover_videogame.jpg?w=131&h=176" alt="mar6cover_videogame.jpg" height="176" width="131" /></a></p>
<ul>
<li><a href="http://www.westender.com/portals-code/list.cgi?paper=49&amp;cat=23&amp;id=1169414&amp;more=0">WestEnder magazine</a></li>
</ul>
<p>Next up for me is <a href="http://www.ice08.com/">ICE 08</a> in Toronto.</p>
<p>I&#8217;m on a panel there called &#8220;Worlds @ Play&#8221; moderated by Lucie Lalumière (VP Interactive, Earth Rangers) in discussion with Leigh Alexander (Editor, <a href="http://www.worldsinmotion.biz/">Worlds in Motion</a> / Staff, Gamasutra.com), Matt Daly (Cofounder, Metaversatility.com) and Barbara Lippe (Art Director &amp; VP International Relations, Avaloop). I&#8217;m only in Toronto from Wednesday afternoon to Friday afternoon, but if you want to grab coffee at the conference, let me know!</p>
<p align="center"><a href="http://del.icio.us/post?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/delicious.gif" alt="add to del.icio.us" /></a> :: <a href="http://www.blinklist.com/index.php?Action=Blink/addblink.php&amp;Description=&amp;Url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;Title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/blinklist.gif" alt="Add to Blinkslist" /></a> :: <a href="http://www.furl.net/storeIt.jsp?u=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;t=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/furl.gif" alt="add to furl" /></a> :: <a href="http://digg.com/submit?phase=2&amp;url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/"><img src="http://sunburntkamel.files.wordpress.com/2006/11/digg.gif" alt="Digg it" /></a> :: <a href="http://ma.gnolia.com/bookmarklet/add?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/magnolia.gif" alt="add to ma.gnolia" /></a> :: <a href="http://www.stumbleupon.com/submit?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/&amp;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/stumbleit.gif" alt="Stumble It!" /></a> :: <a href="http://www.simpy.com/simpy/LinkAdd.do?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/simpy.png" alt="add to simpy" /></a> :: <a href="http://www.newsvine.com/_tools/seed&amp;save?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/newsvine.gif" alt="seed the vine" /></a> :: <a href="http://reddit.com/submit?url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;title=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/reddit.gif" /></a> :: <a href="http://cgi.fark.com/cgi/fark/edit.pl?new_url=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/;new_comment=Quick Update GDC SXSW ICE 08"><img src="http://sunburntkamel.files.wordpress.com/2006/11/fark.png" /></a> :: <a href="http://tailrank.com/share/?text=&amp;link_href=http://freetoplay.biz/2008/03/20/quick-update-gdc-sxsw-ice-08/&amp;title=Quick Update GDC SXSW ICE 08" title="TailRank"><img src="http://sunburntkamel.files.wordpress.com/2006/11/tailrank.gif" alt="TailRank" /></a></p>
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		<title>The Slidecast from my F2P GDC Presentation</title>
		<link>http://freetoplay.biz/2008/02/24/the-slidecast-from-my-f2p-gdc-presentation/</link>
		<comments>http://freetoplay.biz/2008/02/24/the-slidecast-from-my-f2p-gdc-presentation/#comments</comments>
		<pubDate>Mon, 25 Feb 2008 05:37:33 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
		<category><![CDATA[browser-based]]></category>

		<category><![CDATA[conference]]></category>

		<category><![CDATA[development]]></category>

		<category><![CDATA[facebook]]></category>

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		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=70</guid>
		<description><![CDATA[A few hundred people watched my Red Bull-fueled version of this presentation on Monday, February 18th at GDC. The narration included in this slidecast was done this weekend and is not nearly as energetic.


 ::  ::  ::  ::  ::  ::  ::  ::  ::  :: 
  [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>A few hundred people watched my Red Bull-fueled version of this presentation on Monday, February 18th at GDC. The narration included in this slidecast was done this weekend and is not nearly as energetic.</p>
<p align="center"><object type='application/x-shockwave-flash' wmode='transparent' data='https://s3.amazonaws.com:443/slideshare/ssplayer.swf?id=280504&#038;doc=the-power-of-free-to-play-by-adrian-crook-1203915700188372-3' width='425' height='348'><param name='movie' value='https://s3.amazonaws.com:443/slideshare/ssplayer.swf?id=280504&#038;doc=the-power-of-free-to-play-by-adrian-crook-1203915700188372-3' /></object></p>
<p><P></p>
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		<title>Quick Housekeeping: GDC, SXSW, Etc</title>
		<link>http://freetoplay.biz/2008/02/15/quick-housecleaning-gdc-sxsw-etc/</link>
		<comments>http://freetoplay.biz/2008/02/15/quick-housecleaning-gdc-sxsw-etc/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 08:47:31 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
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		<guid isPermaLink="false">http://freetoplay.wordpress.com/?p=68</guid>
		<description><![CDATA[I&#8217;ve been a bit remiss in putting general news stuff out there, so let me catch up in a quick and timely manner:
1) I&#8217;ll be at GDC next week, Sunday the 17th to Friday the 22nd. I&#8217;m giving a talk called &#8220;The Power of Free-To-Play&#8221; (GDC chose the Anthony Robbins-esque title) at the Worlds in [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>I&#8217;ve been a bit remiss in putting general news stuff out there, so let me catch up in a quick and timely manner:</p>
<p><b>1)</b> I&#8217;ll be at GDC next week, Sunday the 17th to Friday the 22nd. I&#8217;m giving a talk called &#8220;The Power of Free-To-Play&#8221; (GDC chose the Anthony Robbins-esque title) at the Worlds in Motion Summit on Monday at 2pm. I&#8217;m up for coffee with any interested parties, so <a href="http://freetoplay.biz/about/">email me</a> if you&#8217;re one of them.</p>
<p><b>2)</b> I&#8217;ll be at SXSW in Austin, March 8-11. Michael Smith (CEO of Mind Candy) was kind enough to invite me to be on a panel called Casual Multi-Player Online Games: Serious Revenues, along with Nabeel Hyatt (Conduit Labs), Jeremy Liew (Lightspeed Venture Partners)  and Joe Hyrkin (Gaia Online).</p>
<p><b>3)  </b>Lastly, I left Relic in early January after three great years with the company. Since then, I&#8217;ve been doing some design &amp; production work on a variety of exciting free to play projects. So for the time being, you could call me a hired gun.</p>
<p>I hope to see some familiar faces at GDC and SXSW. Take care!</p>
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		<title>Top 10 Free To Play Growth Killers</title>
		<link>http://freetoplay.biz/2008/02/01/top-10-free-to-play-growth-killers/</link>
		<comments>http://freetoplay.biz/2008/02/01/top-10-free-to-play-growth-killers/#comments</comments>
		<pubDate>Fri, 01 Feb 2008 08:36:04 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
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		<guid isPermaLink="false">http://freetoplay.biz/?p=67</guid>
		<description><![CDATA[In the interest of playing devil&#8217;s advocate, I thought I&#8217;d throw out 10 reasons why free to play might be slower to succeed in the Western world as it has been in Asia.
While I don&#8217;t necessarily believe all of these will inhibit F2P&#8217;s growth, one of the slides in my GDC presentation this year is [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>In the interest of playing devil&#8217;s advocate, I thought I&#8217;d throw out 10 reasons why free to play might be slower to succeed in the Western world as it has been in Asia.</p>
<p>While I don&#8217;t necessarily believe all of these will inhibit F2P&#8217;s growth, one of the slides in <a href="https://www.cmpevents.com/GD08/a.asp?option=G&amp;V=3&amp;id=250652">my GDC presentation</a> this year is to do with the challenges F2P faces - so this should help fulfill that requirement.</p>
<p><b>1.   Virtual Property &#8220;Ownership&#8221;<br />
</b></p>
<blockquote><p>The term &#8216;virtual&#8217; may not have a strict legal interpretation, but if anything it means that the thing being described is NOT whatever comes after the word &#8216;virtual.</p>
<p>- Ginsu Yoong, Second Life’s legal counsel, <a href="http://terranova.blogs.com/terra_nova/2006/06/the_droids_were.html">Linden v Bragg</a></p></blockquote>
<p>Despite virtual property&#8217;s ill-defined legal status, developers have had no qualms about starting byzantine in-game economies driven by the exchange of real money for virtual land, clothing, furniture and much more.</p>
<p>Some developers, like GoPets CEO Eric Bethke, have attempted to get out in front of the virtual property legal issue by defining their own &#8220;<a href="http://www.virtualworldsnews.com/2007/10/virtual-world-2.html">Avatar Bill of Rights</a>.&#8221; But most of us have not been as proactive and instead seem content to leave it up to the courts to decide how to define and deal with our users&#8217; virtual property.</p>
<p>As precedents regarding virtual ownership are set, the growth of some F2P products may be curtailed as the legal burden of dispensing virtual property increases.</p>
<p><b>2. Slow Broadband</b><br />
On the issue of net speed, there remains a huge disparity between North America&#8217;s broadband ISPs and Korea&#8217;s military-grade internet provision.</p>
<p>The net effect is that free to play games like Maple Story can take 1-3 hours or more to download in North America, while Korea&#8217;s <a href="http://www.usatoday.com/tech/news/techpolicy/2007-06-25-net-speeds_N.htm">45mbps network</a> cuts the same download to a paltry 10 minutes or less.</p>
<p>It’s fair to say that we won’t soon be getting such high download speeds - but the North American market might have already found a way around the issue.  With the launch of streaming game services like InstantAction and the proliferation of Flash as a full-blown development platform, downloading entire game clients become less and less the norm.</p>
<p><b>3.  Poor Advertising Strategies</b><br />
Some products in the F2P sector have come to rely heavily on advertiser support in order to keep their offerings free for the majority of players.</p>
<p>A recent <a href="http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&amp;art_aid=71826">OMMA article</a> that claims advertisers are taking the wrong approach when handling virtual worlds. And as the populations of virtual worlds appear to be prematurely plateauing, advertisers may be starting to sweat.</p>
<p>But there is hope if advertisers change their strategies to suit the unique challenges virtual worlds present. As <a href="http://www.worldsinmotion.biz/2008/01/virtual_worlds_problematic_for.php">Worlds In Motion</a> put it:</p>
<blockquote><p>&#8230;themed events, branded avatar clothing, and representative personality appearances are finding success and opportunity in worlds like There, Habbo and vSide.</p></blockquote>
<p><b>4.  MMO Overload<br />
</b>From <a href="http://maplestory.nexon.net/">Maple Story</a> to Silkroad Online, there is no shortage of MMOs in the free to play space.  In the same vein, there is an abundance of virtual worlds such as <a href="http://www.secondlife.com">Second Life</a> or Kaneva.  It seems as though the vast majority of new free to play game since 2005 have been virtual worlds or MMOs.</p>
<p>Perhaps it’s the very reason that these games have proliferated in the free to play market; MMOs and virtual worlds are inherently more inclusive than an FPS.  Still, it would be a shame to see the free to play space flounder due to constant reiteration of the same genres and themes, turning away players seeking a different experience.</p>
<p>Of course, games like <a href="http://freetoplay.biz/2007/09/25/kwari-pay-to-play-repulsion-loop-and-online-gambling/">Kwari</a> are looking to change that, but it’s too early to tell just how well they will catch on.</p>
<p><b>5.  Rising Development Costs<br />
</b>With more prominent developers announcing plans to take advantage of the free to play model, the days of games fueled by ramen noodles and nights in the basement could, once again, be history. EA&#8217;s upcoming <a href="http://www.1up.com/do/newsStory?cId=3165532">Battlefield Heroes</a> is the latest big budget free to play game, signaling that the big publishers aren&#8217;t content to sit back and let <a href="http://freetoplay.biz/2007/08/23/us-publishers-cant-buy-asias-virtual-goods-lead/">Far East imports eat their lunch</a>.</p>
<p>If the consumer makes the jump from 2D to more advanced 3D graphics, it could mean the end of the visually rudimentary worlds and Flash-based free to play games as market leaders, making way for the mainstream big budget games.</p>
<p><b>6.  Second Life Slowdown<br />
</b>Second Life is the Apple Newton of virtual worlds. It was here first, but isn&#8217;t the best representation of the potential of virtual worlds. However, it still occupies a place in investors&#8217; minds - akin to a coal mine canary, warning of impending danger.</p>
<p>And while investors took note as Second Life soared to the top, they&#8217;re noticing <a href="http://marketplace.publicradio.org/display/web/2008/01/22/second_life/">its decline</a> as well (active user hours were down 5% in November). There is concern among some that <a href="http://www.worldsinmotion.biz/2007/12/second_life_hits_a_plateau.php">Second Life&#8217;s time might be up</a>, and that’s not a good sign for potential investors in the free to play space.</p>
<p><b>7. Watered Down AdverWorlds<br />
</b>With their lower barrier to entry and great potential to spin money, an slew of less innovative products are beginning to hit the market. Hardest to ignore are adverworlds like <a href="http://www.buildabear.com/">Build-A-Bear</a>, <a href="http://nflrz.nflrush.com/">Rush Zone</a>, <a href="http://www.be-bratz.com/">BeBratz</a>, <a href="http://www.barbiegirls.com">BarbieGirls</a> and their ilk - marketing spend thinly disguised as entertainment.</p>
<p>The consumer&#8217;s willingness to pay money for virtual items in a world where their avatar is little more than a target for advertising will be tested by products like these.</p>
<p><b>8. Unsanctioned Secondary Markets<br />
</b>Then there’s the issue of gold farming.  With websites like <a href="http://www.ige.com">IGE</a> operating independently of game developers and establishing secondary markets for game currency and items, it’s not just traditional MMOs that are being subjected to this kind of treatment anymore.</p>
<p>What’s worse, while gold farming might fuddle with World of Warcraft’s player-driven economy, some developers believe a secondary market allows players to skip the middleman altogether - a potentially fatal issue for free to play games who survive on item-based revenue streams.</p>
<p>The recent launch of publisher-sanctioned <a href="http://www.livegamer.com/">Live Gamer</a> is a step in the right direction for devs and pubs looking to reclaim lost revenue.</p>
<p><b>9.  Limited Payment Methods<br />
</b></p>
<blockquote><p>We have hanging on our wall a user who sent a $5 bill in a $15 fedEx package.</p>
<p>- Craig Sherman, Gaia Online</p></blockquote>
<p>While other territories enjoy a plethora of tailored-to-the-consumer payment methods, North America has embraced relatively few.</p>
<p>SMS would surely be nearly as popular a payment method here as it is in Europe if our carrier surcharges weren&#8217;t in the range of <a href="http://freetoplay.biz/2007/08/06/virtual-goods-summit-2007-videos-top-10-notes-raw-notes/">50% a transaction</a>. Landlines - an expensive but very secure payment option in China - might also be popular with some services.</p>
<p>GoPets has 90 different payment systems worldwide, catering excellently to foreign payment preferences. Nonetheless, consumers still have trouble getting money into their favorite North American games.</p>
<p><b>10. Kids Only</b> <b>Games</b><br />
The current offering of free to play games caters nearly exclusively to the under-25 set. An <a href="http://www.npd.com/press/releases/press_071016a.html">NPD study</a> released last year showed that while <a href="http://freetoplay.biz/2007/10/19/npd-group-91-percent-of-kids-online-gaming-is-free/">91% of online gaming among kids aged 2-17 is free to play</a>, by the time those kids graduated high school, the boys had moved to sixty-dollar console games and the girls dropped out of gaming entirely.</p>
<p>In the core gaming arena, Nintendo has found a way to appeal to young and old alike. Free to play&#8217;s appeal among adults relies on the proliferation of products that do a Nintendo-quality job of bridging the age gap or target older demographics only.</p>
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		<title>Manga Fighter Producer Talks Free to Play</title>
		<link>http://freetoplay.biz/2007/12/03/manga-fighter-producer-talks-free-to-play/</link>
		<comments>http://freetoplay.biz/2007/12/03/manga-fighter-producer-talks-free-to-play/#comments</comments>
		<pubDate>Mon, 03 Dec 2007 15:31:30 +0000</pubDate>
		<dc:creator>McElroy Flavelle</dc:creator>
		
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		<guid isPermaLink="false">http://freetoplay.biz/2007/12/03/manga-fighter-producer-talks-free-to-play/</guid>
		<description><![CDATA[OnNet USA is the American subsidiary of OnNet Korea a developer of multiple free to play online games.  The American branch of the company acts solely as a publisher through their portal site Games Campus.
Today, OnNet releases their newest game, a free to play third person shooter titled Manga Fighter.  We spoke to [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><a href="http://www.onnetusa.com/" target="_blank"><img src="http://img.qj.net/uploads/articles_module/95653/Manga%20Fighter.jpg" align="left" height="136" hspace="5" vspace="5" width="189" />OnNet USA</a> is the American subsidiary of OnNet Korea a developer of multiple free to play online games.  The American branch of the company acts solely as a publisher through their portal site <a href="http://gamescampus.com/" target="_blank">Games Campus.</a></p>
<p>Today, OnNet releases their newest game, a free to play third person shooter titled <a href="http://mangafighter.gamescampus.com/" target="_blank">Manga Fighter.</a>  We spoke to YJ, Manga Fighter&#8217;s Producer, about the project and the free to play model in general.</p>
<p><strong>What is the relationship between OnNet Korea and OnNet USA?</strong></p>
<blockquote><p>OnNet Korea is an software developer creating search engines and other similar products.  OnNet USA is an online publisher of free to play games.  They&#8217;re two different ideas with two distinct identities.</p></blockquote>
<blockquote><p>OnNet USA opened it&#8217;s doors three years ago with the launch of our golf game  <a href="http://shotonline.gamescampus.com/">Shot Online</a>.</p></blockquote>
<p><strong>What did you learn from that experience and what has been carried over to Manga Fighter?</strong></p>
<blockquote><p>We weren&#8217;t very well organized which was a big challenge so this time out we made sure to have the proper management in place.  That&#8217;s the real risk area with a project like this you need excellent management.</p>
<p>The other important lesson concerning constant content updating.  With a free to play game and a virtual goods revenue model you have to make sure  that there is always new content for the players. We found that to be the key to player retention.</p></blockquote>
<p><strong>It&#8217;s hard to discuss MMOs without mentioning secondary markets for virtual goods and currency.  What are your thoughts?</strong></p>
<blockquote><p>We&#8217;re very aware of the secondary markets and the emerging issues associated with them.  At this point we&#8217;re taking a neutral stance and kind of waiting to see what the industry trend as a whole is.</p></blockquote>
<p><strong>Why have the global launch of a manga style game with the virtual goods model in America. Why not use the Korean market where both of those things are more mainstream?</strong></p>
<blockquote><p>Well in a lot of ways this is a new game for any market. It&#8217;s a fast-paced third person shooter aimed at a younger audience and there&#8217;s not much out there like that. We believe the US is a great testing ground for our new content.</p>
<p>Just three years ago, some declared the free to play model wouldn&#8217;t work. Today it&#8217;s beginning to get big. It&#8217;s not quite mainstream yet but we&#8217;re heading in that direction and America is a huge potential market. There are a lot of gamers in America.</p></blockquote>
<p><strong>What about the release cycle. OnNet ran two beta tests and a boot camp?  What was that?</strong></p>
<blockquote></blockquote>
<blockquote><p>The Boot Camp was just a term for our third beta.  In fact even now that we&#8217;ve opened the game up we still haven&#8217;t implemented all the commerce aspects of the game.  This is more like an open beta and then we&#8217;ll see how the market responds before launching the money aspect.</p></blockquote>
<p><strong>What kind of marketing has gone into the launch of the game?</strong></p>
<blockquote><p>We haven&#8217;t done any big budget marketing campaigns but viral marketing has worked well for us.  We&#8217;re also mailing collectible cards to players with a code on them.  The code unlocks premium content in Manga Fighter and down the road we&#8217;re looking at getting these cards into retail outlets.</p>
<p>The other thing we&#8217;re excited about is the possibility of getting some famous faces from the rest of the manga universe in game.  I can&#8217;t release any details yet but we&#8217;re in discussion with some major publishers.</p></blockquote>
<p>Thanks for your time YJ and good luck with the launch of <a href="http://mangafighter.gamescampus.com/" target="_blank">Manga Fighter</a>.</p>
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		<title>F2P Harbinger: FREE is the next Long Tail</title>
		<link>http://freetoplay.biz/2007/11/28/f2p-harbinger-free-is-the-next-long-tail/</link>
		<comments>http://freetoplay.biz/2007/11/28/f2p-harbinger-free-is-the-next-long-tail/#comments</comments>
		<pubDate>Wed, 28 Nov 2007 23:12:28 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
		
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		<guid isPermaLink="false">http://freetoplay.biz/2007/11/28/f2p-harbinger-free-is-the-next-long-tail/</guid>
		<description><![CDATA[Back in May, Chris Anderson, WIRED editor-in-chief and author of 2006&#8217;s much-buzzed-about &#8220;The Long Tail,&#8221; announced his next book. Due out in 2008, the book will be titled &#8220;FREE&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Back in May, Chris Anderson, WIRED editor-in-chief and author of 2006&#8217;s much-buzzed-about &#8220;<a href="http://www.amazon.com/Long-Tail-Future-Business-Selling/dp/1401302378/ref=pd_bbs_sr_1?ie=UTF8&amp;s=books&amp;qid=1196290502&amp;sr=8-1">The Long Tail</a>,&#8221; announced his next book. Due out in 2008, the book will be titled &#8220;<a href="http://www.longtail.com/the_long_tail/2007/05/my_next_book_fr.html">FREE</a>&#8221; with any one of the following subtitles:</p>
<blockquote>
<p class="MsoPlainText" style="margin-left:0.5in;text-indent:-0.25in;">1)<span style="font-size:7pt;font-family:'Times New Roman','serif';"> </span>FREE: The story of a radical price (zero)</p>
<p class="MsoPlainText" style="margin-left:0.5in;text-indent:-0.25in;">2)<span style="font-size:7pt;font-family:'Times New Roman','serif';"> </span>FREE: How $0.00 changed the world</p>
<p class="MsoPlainText" style="margin-left:0.5in;text-indent:-0.25in;">3)<span style="font-size:7pt;font-family:'Times New Roman','serif';"> </span>FREE: How companies get rich by charging nothing</p>
<p class="MsoPlainText" style="margin-left:0.5in;text-indent:-0.25in;">4)<span style="font-size:7pt;font-family:'Times New Roman','serif';"> </span>FREE: The economics of abundance and the marketplace without money</p>
<p class="MsoPlainText" style="text-indent:0.25in;">5) FREE: The past and future of a radical price.</p>
</blockquote>
<p>Having read Chris&#8217;s <a href="http://www.wired.com/wired/archive/12.10/tail.html">original Long Tail article</a> in WIRED and being subjected to endless recitations from his book over the last year, I&#8217;ll wager a guess that &#8220;FREE&#8221; will be equally influential. Chris is writing &#8220;FREE&#8221; 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.</p>
<p>Since October, Chris has started using a <a href="http://www.longtail.com/the_long_tail/free/index.html">&#8220;free&#8221; tag in his blog posts</a>, which gives us a glimpse into the type of content that might be included in the book. It&#8217;s worth checking out.</p>
<p>On a related note<strong>,</strong> I found an interesting post entitled &#8220;<a href="http://www.readwriteweb.com/archives/blogosphere_long_tail.php">There&#8217;s No Money in The Long Tail of the Blogosphere</a>&#8221; 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 &#8220;products&#8221; discussed in the article are blogs and their associated authors, you can see the parallels for games.</p>
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		<title>Top 10 Conferences for Free To Play Followers</title>
		<link>http://freetoplay.biz/2007/11/25/top-10-conferences-for-free-to-play-followers/</link>
		<comments>http://freetoplay.biz/2007/11/25/top-10-conferences-for-free-to-play-followers/#comments</comments>
		<pubDate>Sun, 25 Nov 2007 21:54:12 +0000</pubDate>
		<dc:creator>McElroy Flavelle</dc:creator>
		
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		<guid isPermaLink="false">http://freetoplay.biz/2007/11/25/top-10-conferences-for-free-to-play-followers/</guid>
		<description><![CDATA[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&#8217;s been [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>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.</p>
<p>Over the last year, there&#8217;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.</p>
<p>Some of the following conferences occurred in the past, but have been included in the hopes that they become annual affairs.</p>
<p>1) <a href="http://www.vgsummit.com/"><strong>Virtual Goods Summit</strong></a><br />
<em> June 22, 2007  - Palo Alto, California<br />
</em></p>
<blockquote><p> 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.</p></blockquote>
<p>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&#8217;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.</p>
<p>Check out F2P.biz&#8217;s summary of the <a href="http://freetoplay.biz/2007/08/06/virtual-goods-summit-2007-videos-top-10-notes-raw-notes/">Virtual Goods Summit</a>. <a href="http://freetoplay.biz/2007/08/06/virtual-goods-summit-2007-videos-top-10-notes-raw-notes/" target="_blank"></a></p>
<p>2) <a href="http://virtualworldsforum.com/conference-programme/"><strong>Virtual Worlds Forum</strong><br />
</a><em>October 23 - 27, 2007 -</em> <em>London, England</em></p>
<blockquote><p> 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.</p></blockquote>
<p align="left">The Virtual Worlds Forum lasted two days and was by no means focused just on games.  The keynotes and panel discussions we&#8217;re about many things including brand recognition, corporate opportunity and revenue possibilities.   Panelists included <em><em>Paul Hemp- Senior Editor, Harvard Business Review; Ginsu Yoon- </em></em><em>SVP International, Linden Lab and </em><em>Thomas Bidaux- Director of Product Development, NCSoft Europe.</em></p>
<p align="left">Check out Wonderland&#8217;s <a href="http://www.wonderlandblog.com/wonderland/2007/10/a-few-thoughts-.html">summary of the Virtual Worlds Forum</a>.<a href="http://www.wonderlandblog.com/wonderland/2007/10/a-few-thoughts-.html" target="_blank"></a></p>
<p>3) <strong><a href="http://www.virtualworlds2007.com/" target="_blank">Virtual World<em>s</em> Conference</a></strong><br />
<em>April 3-4 2008  - New York; Autumn 2008 -  </em><em>West Coast</em></p>
<blockquote>
<p align="left"> 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.</p>
</blockquote>
<p align="left">Speakers from this year&#8217;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.</p>
<p>4) <a href="http://www.gdconf.com/"><strong>Game Developers Conference</strong><br />
</a><em>February 18 - 22 2008 - </em><em>San Fransisco, California</em></p>
<blockquote><p> If you are going to attend one industry event in 2008, this is the one. The core objective of this year&#8217;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&#8217;re presenting you with the most up-to-date topics facing game developers today. You won&#8217;t be disappointed.</p></blockquote>
<p>The GDC isn&#8217;t exclusively interesting to free to play followers but in the wake of E3&#8217;s fall from grace this is the game industry&#8217;s flagship event.</p>
<p align="left">Also at GDC is the <a href="http://www.worldsinmotion.biz/summit/" target="_blank">Worlds in Motion</a> 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 <a href="http://gamasutra.com/php-bin/news_index.php?story=16105">presenting a primer</a> 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.</p>
<blockquote></blockquote>
<p>5) <a href="http://www.mmogamedev.info/"><strong>Indie MMO Game Developers Conference</strong><br />
</a><em> March 29 - 30, 2008 - </em><em>Minniapolis, Minnesota</em></p>
<blockquote><p> 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?</p></blockquote>
<p>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.</p>
<p>Check out Gamasutra&#8217;s <a href="http://www.gamasutra.com/features/20070509/mastrapa_01.shtml">summary of the Indie MMO Conference</a>. <a href="http://www.gamasutra.com/features/20070509/mastrapa_01.shtml" target="_blank"> </a></p>
<p>6) <a href="http://2008.sxsw.com/interactive/"><strong>South by South West Interactive<em><br />
</em> </strong></a><em> March 7-11 2008  - Austin, Texas</em></p>
<blockquote><p> 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!</p></blockquote>
<p>Though SXSW doesn&#8217;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&#8217;s largest music festival and party and attendance seems like more than a good idea.</p>
<p>Check out Throwspace&#8217;s <a href="http://sxsw.throwspace.com/2007/03/14/sxsw-wrap-up/">summary of SXSW</a>.<a href="http://sxsw.throwspace.com/2007/03/14/sxsw-wrap-up/" target="_blank"></a></p>
<p>7) <a href="http://www.austingdc.net/"><strong>Austin Game Developers Conference</strong></a><br />
<em>September 5-7 2007  - Austin, Texas</em></p>
<blockquote><p> 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.</p></blockquote>
<p>Austin GDC has become synonymous with MMO design due primarily to the city&#8217;s deep MMO development scene. The conference features talks and panels focused on free to play, &#8220;Web 2.o,&#8221; MMO development and micro-transactional revenue models.</p>
<p>8 ) <a href="http://www.ogdc2007.com/"><strong>Online Game Developers Conference</strong></a><br />
<em>May 13 -15 2008 - Seattle, Washington</em></p>
<blockquote><p> 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.</p></blockquote>
<p>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&#8217;s OGDC was a good start - hopefully 2008 is a big step forward.</p>
<p>Check out MMORPG&#8217;s <a href="http://www.mmorpg.com/showFeature.cfm/loadFeature/1235">summary of the OGDC</a>.</p>
<p>9) Gartner Symposium ITxpo 2008<a href="http://www.ace2007.org/" target="_blank"></a><br />
<em>April 6-10 2008  - Las Vegas<br />
</em></p>
<blockquote>
<p align="left">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.</p>
<p>A mere  sampling of the trends and technologies we’ll focus on includes:</p>
<ul class="black_arrow">
<li>User Generated Content</li>
<li>Social Networking</li>
<li>Community Source</li>
<li>The Metaverse</li>
<li>Relationship Assets</li>
<li>Hyperconnected Enterprise</li>
<li>Collective Intelligence</li>
</ul>
</blockquote>
<blockquote></blockquote>
<p>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.</p>
<p>10) <a href="http://www.digiworldsummit.com/2007/pages/?all=accueil&amp;idl=22"><strong>DigiWorld Summit</strong></a><br />
<em> November 14-15 2007  - Montpellier, France</em></p>
<blockquote><p> 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&#8217;s been as swift as it has been surprising&#8230; All constituting innovative technologies and ways to play which, in this era of growing convergence, involve or induce an overhaul of business models.</p></blockquote>
<p>I&#8217;m sure I missed some relevant conferences, so if you can think of any leave a comment for our other readers.</p>
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