FreeToPlay.biz The Business and Design of Free-To-Play Games

16Jun/081

F2P Jobs: Orange Telecom Ops Manager

Been very busy on the consulting front lately... apologies for the lack of content. But I promised Nicolo I would post this job for him, so here goes:

At this year'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 – launch, localization, QA, support etc – for games like Warhammer Online and Dark Age of Camelot, Orange also runs a free to play portal at goa.com. They've recently launched localized free to play games in Europe like Gunbound and Pangya, and they've got plans to expand their game selection.

Right now they're looking for an Operational Manager for their free to play business, which is based out of Dublin, Ireland. 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. 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.

If this sounds like your dream job, send an email to nicolas.laurent@goa.com.

A full job description after the jump.

24Feb/089

The Slidecast from my F2P GDC Presentation

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.

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25Oct/078

Virtual Worlds Stats From Jessica Mulligan of Cyber Sports

Tech Digest has a writeup from a panel discussion at Virtual Worlds Forum Europe. In it, Jessica Mulligan, Executive Director of Player Relations at Cyber Sports, provides several interesting-but-unattributed stats and a couple quotes that support what F2P.biz is about.

Stats

  • Just 10% crossover between online games and social spaces (e.g. World of Warcraft vs Second Life)
  • 60 million active players of virtual world games (people who are paying money on a monthly basis).
  • Virtual worlds generated $4.5 billion in revenues last year. WoW, Westward Journey and Runescape are in this group.
  • Social spaces (Habbo, Webkinz, Club Penguin, etc) generated $400M last year.
  • Asia accounts for 50% of all virtual world revenues.

Quotes

We're going to see more games under that business model [f2p, vis] than under the premium model.

In social spaces, web-based worlds are growing, while those that rely on you downloading a client are "stagnating".

Interesting stuff, but without any sources to back up the stats or quotes, it's tough to view this as anything more than cheerleading for the sector. For instance, I believe browser-based is a smarter choice than downloadable client, but I've heard little evidence to support Jessica's notion that downloadable client games are stagnating.

Virtual Worlds Forum Europe is on now in London, England until tomorrow.

Editors Note: Since this article was posted, Jessica has been kind enough to reply (in the comments of this post) with the source for her stats and observations. Thanks, Jessica!

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