Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer
Showing posts with label expo. Show all posts
Showing posts with label expo. Show all posts

Thursday, September 19, 2013

[WoT] JWOT

Well, the breaking news (as promised) from Tokyo Game Show 2013 is obviously the announcement of Japanese tech tree. A good English source would be here.

Tech tree itself.


And some other images to go with the above.

TGS has begun.

The main entrance

WoT banner

Type 95 and its crew

WG Japanese office

Dream team

WoT target audience in Japan (PC)

Target audience as well, even though somewhat older (Xbox)

WoT has met Girls und Panzer. What would be the outcome?

Honestly, this was the best Gree had at its booth

Banned!

Thursday, October 25, 2012

[ALL] F2P Is Now Online

GDC Online 2012 that took place in Austin, TX (US) earlier in October (9-11) was my first and last GDC Online. That's because the event is changing its format and switching to mobile and tablets, even though F2P market is flourishing nowadays (as well as mobile platforms).

Austin Convetion Center

Among the biggest participants in client-side section (apart from Wargaming :)) were Riot, NCSoft, CCP. Plus there were lots of Zynga-kind ones and a few F2P research companies. All in all, the online version of the GDC appeared to be poorer than the general one held in San Francisco.

While monetization, marketing, and business development talks were mostly ok, the ones on production, programming, and tech were somewhat worse (based on the feedback of our tech guys) - less innovative, although with some nice exceptions.

I will share some my thoughts on the lectures I have visited personally.

AION example.

By making AION EU F2P (which I believe is not strictly correct since they practically adopted hybrid model) NCSoft managed to overcome underpopulation of game servers and significantly boost the revenue. Their steps were focusing on core community (more likely to spend), making purchasable stuff achievable by playing, not flooding the in-game market at once, investments in huge marketing campaign (they needed to sell 2.5-year-old game once again), and going localized (6-digit amounts are spent to produce single pack VO+text).

General F2P trends.

The share of F2P market (US) in game industry went up from 1% (2007) to estimated 10% (2012). While sub-based games reached their plateau back in 2009 with 7+ mln of users, F2P audience has grown from 9 mln (2007) to estimated 42 mln (2012) - that's taking into account web-based and mobile.  F2P has become the dominant MMO revenue model these days, social games (FB) boast ~40$ ARPPU (average revenue per paying user) with conversion to paying user of about 2.5-3.5%. Obviously, client-side MMOs can have noticeably higher conversion rates (up to 25-30%), while for browser games, it's 5-15%.

F2P has become MP3 in games. It's accessible, affordable, interactive.

Having gone F2P the following titles got much better:

  • DC Universe - +1000% CCU (concurrent players) gain, +700% daily revenue
  • Everquest II - +40% daily logins, +300% new players
  • Everquest - +150% daily logins, +125% boost in Item sales, +350% registrations
The new game ecosystem is now the following: eSports + marketing + global community + livecasting (video streaming). The key focus is now on emergent and sandbox gameplay.

How F2P games are monetized.

The basic principles:

  • regular currency is earned through game mechanics
  • premium currency is earned by money spent
  • no two-way conversion allowed.
Item shop should be a natural part of the game, both regular and premium items should be there.

Leveling/tiering is key to monetization: early game -> mid game -> end game, each with the respective items and prices.

Most popular monetization methods:

1. By unlocks
- unlocks and access to high tiers give access to new items
- monetize rarity: sell rare resources

2. By limits
- monetize storage size or inventory size
- monetize limits of economy power (total cap)
- monetize items with less limits

3. By tiers
- monetize accelerated needs of tiers

4. By power variants
- monetize similar but better items
- use 3 or more power variables (price, duration, power)

5. By time
- universal monetizier: more money spent - less time needed

6. By trade
- amount & slots
- frequency
- time

Pricing guidelines:
- tiering, lowest price is assigned to the lowest tier
- have enough flexibility to adjust prices
- account for psycho barriers - 50, 100, 500, 1000, etc
- use matrix for pricing
- going online a bit expensive, raise item amount per money amount spent

I Invite you to the discussion of the F2P stuff.

Friday, October 5, 2012

[ALL] Some Igromir Pics

Below are some photos from Igromir expo held in Moscow, Russia these days (October 4-7).

WG booth

WoWP area, the one with WoT is more popular for some reason. Doubt there are still those who didn't see it in Russia.


The stage with mini-maus


MS-1 to take photo with. The MS-1. Peter (in the photo) is one of the WoT fathers.


Some branded food.


Thursday, October 4, 2012

[WoWP] New Teaser

Below is a new World of Warplanes teaser released Moscow-based Igromir game expo.


Being based on in-game content, it doesn't feature actual gameplay.

Monday, October 10, 2011

Videos From Igromir 2011

Igromir is the biggest Russian expo dedicated to video games. Of course it is not comparable to monstrous German Gamescom, however it grows fast.

Below are 3 short videos from Igromir 2011 in Moscow (October 6-9). The are not subtitled, but I will briefly comment each one.


1. Igromir. Day 1.


Olya invites everyone to visit Wargaming.net booth at Igromir to find out what is hidden behind the curtains.

Later she announces the closed presentation of World of Warplanes that was available only for media.



2. Igromir. Day 2.


It was a first public day with much more visitors. Many came specifically to WoT booth not only to play WoT just for fun, but also to fight for prizes (gold promo cards, and other stuff), scoring the biggest amount of experience. What was going on behind the curtains? See Behind the Curtains video!


3. Igromir. Behind the Curtains.


WN team is getting prepared for the 2 busiest days of the expo.

Monday, September 26, 2011

Eurogamer. Post-mortem.

The expo is over. Obviously there were more visitors at weekend than on Thursday or Friday. The effectiveness of our participation is still to be deternined and analysed, however at this point personally I doubt that we should come back here next year (though I wish we would come, one more chance to visit this great city at least :) ).

The majority of players had not heard about the game earlier (and even less who actually played), many had difficulties with PC controls (the UK seems bo be totally console country), understanding the basic concept of the game (UI, battle itself, repairs and ammo), teamkilling. Yeah, the learning curve in WoT is quite steep.

Still I consider this experience to be valuable in terms of further tailoring the game according to the needs of newbies.

Would like to thank everyone who visited our stand during these 4 days, was nice meeting you indeed. Hopefully, see you all next year.

PS: will be back to office midweek with the recent news from development side of things. Keep your questions until then. Thanks.

Friday, September 23, 2011

Eurogamer. Quick View.

I like Britain and London in particular and that's why I was extremely excited about the Eurogamer expo. In reality it hasn't really come up to my expectations. Not many visitors. I'd say that there are few visitors to be honest. Unlike Gamescom expo we had in Cologne last month. Yeah, I know it was supposed to be like 10 times smaller than the German expo by default, but c'mon. Hopefully things will get better at weekend. 

The good things are that there is no loud music, crowds you need to squeeze through to get anywhere, less rubbish obviously, and no endless queues too. 

So encourage everyone, who has this opportunity, to come and visit us. We will be there for all 3 upcoming days. Why would one want that? To get a hold of free give away stuff with some premium content (including WoT t-shirts branded specially for British players), chat with developers (no one wants to meet Overlord? :( ) and ask any questions you would love to, take pcitures with the two tanks outside the expo centre - Valentine and T-34-85 (they were taken from Bovington tank museum and we thank our friends from there), and play WoT of course.

Special expo accounts have nearly unlimited financial resources and all possible vehicles unlocked, including KV-220, T23, Pz. II Ausf. J, BT-SVm Pz. V-IV Alpha, Pz. V-IV, A-32, M6A2E1, M4A2E4 and many others.

Pay us a visit at Eurogamer show!





Monday, September 19, 2011

September 15-19 Poll Results. Eurogamer Show, September 22-25.

4930 players took part in the recent poll.  51% (2545 voters) just like playing World of Tanks, while 27% of them confirmed their tank buff status (so they probably don't miss any tank game at all :)). 6% of the audience are fans of online games, 3% play World of Tanks for some other reasons, and some 10% of players regard the game as relaxation technique.

Also I would like to invite everyone (especially British, I guess :)) to visit Wargaming.net stand at Eurogamer Show (London, the UK) on September 22-25. You will be able to meet some of the dev team and get hold of giveaway stuff (as usual).

As always new weekly poll is up.

Monday, May 23, 2011

Meeting in Los Angeles, June 10

Wargaming.net is going to visit E3 Expo: June 7-9, 2011 which takes place in Los Angeles (CA, the USA), and planning to have a meeting with players on June 10th.

The exact time and place will be announced later depening on the approx number of people to come.

If you feel like coming to chat with developers, leave a comment here.

Any relevant ideas and thoughts are welcome as well.

The respective topic on the US forums.