2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
with 80% of content (based on the % of registered users) being of Korean origin, and with Korean
origin games leading in a nascent Japanese online gaming market.
2003 was important in that it validated the business model of casual mass market gaming with
sustainable, quarter on quarter revenue and profit growth. Until recently, the South Korean online
gaming market has focused on large scale MMPs such as
Lineage
or
MU
, but the story changed
with the mega IPO of NHN (now at over $1b USD valuation) and subsequent stock price run ups
of Neowiz and Netmarble, the second and third casual game portals in Korea.
In past years players such as NHN, Neowiz and Netmarble struggled to monetize large online
communities, and despite past efforts to produce revenues such as advertising, advergaming /
product placements and paid per usage models, it was the advent of game related avatar and
item commerce that rescued their businesses.
How most sites work in Korea is that they give a kind of cyber cash to players for winning in
games, which enables users to buy virtual items for themselves such as player avatars, additional
power ups or item upgrades. In theory, this rewards players to play more often to gain more
virtual currency and to gain greater prestige on ladders and ranking boards. In reality, most
people are impatient and do not have the time or skill to continually play online and add to their
virtual riches. So what casual game players engineered was the option to purchase virtual money
with small one time payments (around $5). This would allow players with otherwise lower skills or
playing time to upgrade their online personas and remain competitive with those who fully
upgrade their online race cars or buy an extra life for the online version of Bomberman.
The best way for an overseas audience to understand this is a coin op arcade analogy. Imagine
you and your friend are playing head to head Street Fighter at an arcade for 25 cents. For an
extra 2 cents, a player can choose to upgrade his power spells or gain an additional life. If
someone does it, then it's unfair to the other player (unless fully confident in his / her skills) to not
follow suit and upgrade themselves to even everything out. Now multiply that across hundreds of
different casual web games in Korea, from a simple car racing game to a timed quiz show where
you might buy an additional hint or two. That's how Korean casual web game players are making
money they are banking on the competitive spirit and the need for consumers to gain whatever
competitive edge they can. Koreans are crazy about these `online head to head arcades' and
perhaps in the coming years, this can grow into a global phenomenon. However, as successful
as this model has been in Asia, it has not yet gained traction in the U.S.
H.
Issues and Opportunities
There are some critical issues that web and downloadable game developers need to be aware of in their
business dealings.
1.
Will Subscriptions Ever Be Viable?
Online game publishers continue to make forays into the subscription business model. Pogo's new Club
Pogo, Yahoo's All Star, Shockwave's GameBlast, and RealArcade's GamePass all represent varying
attempts to acquire game players for the long term and extend their limited lifetime value. So far no one
appears to have achieved complete success in this area.
The question that any viable subscription model needs to address is whether or not the total lifetime value
of the customers being converted has a positive net present value. If only the highest spending customers
are paying for the subscription plan, then it's likely that less revenue is being extracted from them than
would be otherwise.
This isn't an issue when the subscription program being offered is only based on perks and additional
services that have no monetary value outside the program. Yahoo!'s All Star is an example of a program
that doesn't cannibalize any of the other revenue streams, but it does not appear to be lucrative based on
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