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Our studio is dedicated to creating engaging, free-to-play multiplayer online games tailored for an adult audience, embracing an open-source model that fosters community ownership and involvement. As the online gaming market evolves, we aim to address the unfulfilled needs of players seeking deeper engagement and ownership. With our innovative approach, we plan to blur the line between gameplay and the real world, offering players a unique gaming experience. Our first title, HackIt!, invites players to impact the web and explore their creativity through gamified adventures.
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FarSides July 25th, 2010
Purpose We create and operate free to pay multi-player online games, for an adult target, in an open source environment.
Problem • Huge growth of the online gaming market in the recent years which creates a change of paradigm in the industry • New categories of players enter the market, and traditional players have matured and have new expectations => With these new targets, niches remain unexploited • There is, from the players, a general need for openness and a growing urge for ownership and involvement, that remains unfulfilled by the industry
Solution • Create free-to-play games… • Not time consuming • Accessible • Socials (multiplayer engagement) • …for adults… • Games that tend to blur the frontier between the game and the world around us • …that will push further the community trend • Give the core players a sense of ownership • And gather around these trend setters a strong community committed to the games
Underlying magic • Build an open source model • Push the paradigm shiftingin regards to the relation between users and the services => provide ownership to the players • In a decentralized company • Use the best talents at a competitive cost, and deliver the flexibility and openness required for the open source model • And rely on a reactive development process • Release at an early stage, update often
Business model • The studio operates free to play games • All the game can be played for free, therefore building a large base of players • paying provides an added value to the game, that an average 5% of the players will buy • The studio builds a brand which creates value and is difficult for competitors to mirror • Other possible revenues : Serious games as services
Current dev - HackIt • An adventure that takes place on the real web, • Where the player is involved in a process where he can progressively gain control over web sites and impact the web • And partner with IA which he will help acquire consciousness and that will, in return, offer him to enter the rabbit hole… The game is aimed at sci-fi fans, but not specifically at hardcore players nor a given gender • We currently have achieved a first framework on which to build the actual gameplay => http://hackit.cx/ • The next step will be to build the ‘sim’ part of our game, represented by the IAs
Market & Competition • Players can come from two markets : • Social gaming/web based market : Around 1 billion $ (US&Europe) in 2009 and 300 million social gamers, forecast to grow to 1,6 billion in 2010 • ‘Traditionnal’ MMO Market - Around 2 billions $ (US&Europe) • We reach the players through a combination of • Word of mouth based on trend-setters, Facebook/Social networks viralityleverage, PR coverage & events, Online ads, Affiliation & rev-share partnerships • Main competitors : • ‘Traditional’ retail game developers and publishers • Online gamefreemium studios • Farmville • Developped by Zynga • 80 million active users • Estimated revenues around 11M$/month
Team • David Blanchard (Director, Operations and Production) • Experience: Ubisoft (Studio manager, Producer) • Role : Companyoperations and production • Xavier Antoviaque (Director, Open Source & Community) • Experience: Community management (Disney/Club Penguin, MMOs) & Open Source development • Role : Open source production and community management
Next steps • HackIt! development • "Alpha" iterations: Game basics & validation of conversion/retention/monetization (2-4 months) • "Beta" iterations: Growth stage & validation of virality (3-9 months) • We assume a burn rate of 180k€ for the first year • Start small and limitate the risk until we validate the concept with metrics (conversion rates, virality, churn rate, ARPU • Milestone after 6 months (70k€), and according to the metrics, we will reduce or increase the pace of development and the burn rate accordingly