How Video Games Can Sweep in the Cash
Around-Game Advertising
Try Before You Buy
Episodic Entertainment/Expansion Packs
Skill-Based Progressive Jackpots
Velvet Rope or Members Club
"When a game's not working, some people quit. Others change the rules."
Three years ago, Howard Marks, best known for resurrecting the financially flailing game maker Activision (nasdaq: ATVI - news - people) in the early 1990s, snapped up the remaining assets of bankrupt Acclaim Entertainment for $100,000. Now Acclaim is releasing games--charging players nothing to play--and aiming to be profitable within the next 12 months.
Instead of monthly fees, Marks is betting that he can create a profitable business entirely supported by posting in-game advertisements and selling virtual tchotchkes. "We believe that consumers would prefer to play high-quality games for free rather than pay $60 for a game in a retail store," says Marks.
It's a gutsy--but not entirely irrational--strategy. The U.S. gaming market sells about $18.8 billion a year--about half of which is sales of software for PCs and other devices, according to analyst NPD Group. Subscription gaming revenues in the U.S. last year amounted to about $600 million, says David Cole, president of DFC Intelligence, a market research firm in San Diego. Item sales barely register, he adds.
That's not true in Asia, however. Over the past seven or so years, gaming companies in Korea, and more recently, China, have built gaming empires by letting people play for free and selling them anything from virtual weapons to fashionable boots. San Francisco-based Pearl Research estimates that as much as 75% of the $1.7 billion Chinese gaming market is built on virtual item sales. Now Marks, and a small but growing number of U.S. gaming companies, are venturing down the same path.
Marks was sold on free-to-play games soon after buying Acclaim. Two weeks after the deal, Marks headed to Korea to tour 30 developers. Their stories were compelling: Company after company recited how it increased revenues several-fold by dropping subscription fees and making games free.
With no entry fee, players turned out to be willing to spend money to accessorize and augment their characters. In 2005 alone, Seoul-based game maker Nexon collected $230 million from its library of free-to-play, item-supported games. At least in Korea, the subscription model of games seemed a dead end.
"I instantly had an epiphany," Marks recalls. He would follow Korea's lead--both by rebuilding top-selling Korean games for the U.S. market and by relying on advertising and in-game sales to players, rather than subscription fees. "I decided this [is the] way people will play games in the near future," says Marks.
Going free is one way smaller game publishers can carve out a space for themselves in an industry increasingly dominated by enormous game distributors. World of Warcraft, for instance, which commands the attention of 10 million players worldwide, has become a profit geyser for Irvine, Calif.-based Blizzard Entertainment, a division of Vivendi Games.
But getting into such multi-player, role-playing games is a big commitment, involving fees of $15 a month and often soaking up 20 hours a week as players inch their way up competitive rankings.
By contrast, anyone with a computer and Internet connection can drop in to play a free-to-play game. Instead of spending hours advancing their characters, players can shore up their inexperience by buying better swords, more potent potions or protective garments.
By the time Acclaim launched "Bots!!," its first repackaged game in the U.S. market in 2006, the free-to-play trend was beginning to percolate throughout North America. Nexon had quietly rolled out its free-to-play game, MapleStory, in late 2005. When it turned up the marketing hype in February 2007, millions of users bought up 600,000 items, totaling sales of $1.6 million.
Acclaim's gratis games offer players a variety of ways to play for free. In "Bots!!," a robot arena game, players buy "Acclaim Coins" they can spend on virtual armor, guns or attack moves. In the adults-only "2Moons," gamers can opt in to watching video ads in exchange for boosting their characters' experience level. The Kung Fu-themed "9Dragons" rewards players who click through to video advertisements with in-game currency and special items.
Other small game companies began catching free-to-play fever, too.
The secret to winning big revenue is to dangle the right carrot in front of players, says Daniel James, chief executive of San Francisco-based Three Rings.
Soon after launching its casual multiplayer game "Puzzle Pirates," James calculated the cost of adding additional players to the game was negligible. In 2005, James broke down the toll booth--instead, players could use real cash to buy virtual doubloons--which, in turn, they could use to bedeck their pirates in loot or purchase other status symbols. Over a year, "Puzzle Pirates" went from collecting $50,000 a month in subscriptions to raking in twice that by selling virtual doubloons.
Only 15% to 20% of "Puzzle Pirates" players ever buy doubloons--but those who do buy a lot. Virtual currency purchases accounted for roughly 75% of Puzzle Pirates $4 million revenue in 2007. It's a lot like letting crowds into a movie theater for free, then collecting serious coinage from those who crave popcorn and Jolly Ranchers.
Inspired by such success, big gaming companies are now entering the free fray, too.
"We knew which direction the world would go," says Sony (nyse: SNE -news - people ) Online Entertainment President John Smedley. "We're going to be right on that wave." Sony's next game, "Free Realms," slated to launch later this year, will rely primarily on in-game advertising and item sales. Players who don't want to sit through a 30-second ad at login but do want "velvet rope" benefits can choose to subscribe.
"My gut tells me this will work," says Smedley. "It's about the raw numbers. We're [now] looking at tens of millions of people, not hundreds of thousands." And if "Free Realms" turns a profit, all of Sony's future, massively multiplayer gaming titles could go free, too.
Even Electronic Arts (nasdaq: ERTS - news - people ) is testing out free-to-play with an upcoming title, "Battlefield Heroes"--a casual offshoot of its popular PC-and-console shooter game. Slated to launch in September, "Battlefield Heroes" will sell items to pump up players' rankings as well as collect ad revenue from banners hosted on the official site, which players must visit to launch the game. EA Chief Executive John Riccitiello has gone so far as to declare that the $60 retail game will be obsolete within the next 10 years.
For Acclaim, the free-to-play business model has already exceeded Howard Marks' expectations. He had hoped for 2 million registered users by the end of 2007, and instead, has 5 million. He also had expected his 500,000 dedicated users to spend $25 apiece on item sales; they've been buying more. Since Acclaim launched "2Moons" last August, dedicated players have spent an average of $57 on virtual items.
"Many publishers will not be able to jump in because they want to protect their existing business model," says Marks. "They may not survive a transition to the free-to-play model. In our case, we started there."
After the acquisition of SketchUp since Google, SketchUp is a more powerful, and updated much faster speed, here is how to import SketchUp file into Unity3D!
1. When start new SketchUp project, select the engineering units for the Meter (m), if not meters, in the Tools -> Model Info -> Unit within the Format changes to Decimal: Meters can be.
Because it will affect the original SketchUp, so please note that the accuracy is not enough if Precision also need to change to sufficient accuracy, also set the Enable length snapping consistency and accuracy to enable them to correctly perform automatic capture.
2. Select File -> Export -> 3D Model, file format is FBX (only Pro version of SketchUp Caixing). Click Options to modify several options.
Export Options in
Select the Triangulate all faces into all the surface triangles
Select Export two-sided faces are exported to both sides (some flat sides of different materials, it is very important)
Select Export texture maps derived surface texture
Select the Swap YZ coordinates (Y up)
Unit selection Model Unit (the first step if you are right, this election is the same effect Meters)
OK then, you can click Export.
3, In Unity3D, select Asserts -> Import New Asset. Find the exported FBX file. After the file has been imported, select file in Project window. In Inspector window , set FPXImporter/Meshes/Scale Factor to 1. Finally, the model was dragged into the scene and you're done! Enjoy it.