Funcom. June Gaute Godager. OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004

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1 Funcom OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004 June 2004 Gaute Godager

2 Agenda 1) Funcom highlights 2) Online market and business models 3) Online players, who are they? 4) Summary

3 Funcom at a glance Developer and publisher of online games Founded in employees, 63 in development Offices in Oslo, Norway and in Durham, North Carolina Me: Game Director. In Funcom since Educated Psychologist.

4 Funcom has long experience from developing world class games 2004: 3 Games in production / development: Anarchy-Online, Alien Invasion + The Longest Journey 2: Dreamfall & secret online project 2003: Shadowlands AO Expansion pack 2002: Anarchy Online Special Edition and Booster Pack 2001: Anarchy Online, PC Online Game of the year PC Gamer US 2000: The Longest Journey, PC ~ copies sold Adventure game of the year Christmas gift of the year New York Times, Amazon 1999: Speed Freaks, Playstation ~ copies sold Better than Mario Cart 1999: CMX, Playstation ~ copies sold 1997: Pocahontas, Sega Genesis ~ copies sold 1996: Casper (the friendly ghost) ~ copies sold : NBA Hangtime, Wintergold etc etc

5 Anarchy Online Game overview World leading Massively Online Multiplayer Game among 5 biggest in WW More than 120 million hours of entertainment roughly 60 million movie tickets or 6 million books? 720 thousand players since launch Groundbreaking graphics and sound and first MMOG with Sci Fi setting The most Massive of all MMOGs different items, 5000 different monsters, square meter territory, 4000 spells etc etc - More players in one dimension than any other MMOG Large number of unique game play features - Flying - Landcontrol with revolutionary PVP gameplay - Dynamically tailored content and dungeons - Unparalleled character customization system etc etc - Deep and involving back story Dante s Inferno Highly acclaimed MMOG of the year, PC Gamer 2002 Editors Choice Award, IGN.com Expansion of the Year, CGW March 2003

6 Highlights of gaming industry The market World wide, gaming revenues surpass 25 billion euros Electronic Arts (EA), the worlds largest gaming publisher, is valued at 80 billion NOK and is the world s 4 th largest software company after Microsoft, Oracle and SAP. EA has a return on invested capital of 42% In the US, video game sales revenue is higher than Movie Box Office revenue 100% of the college students in the US has played video games, 70% play regularly Online game segment Online gaming is by far the fastest growing segment, with a growth rate of % Everquest, the western world s largest massive online game, has players and revenues of 8-9 million euros per month NC Soft, the only pure online publisher, has revenues of 120 million euros per year, and profits of more than 60 million euros per year Only game type without any piracy Source: Fortune, Analysis reports

7 Gaming is big - and online gaming is the fastest growing segment in the industry USDm 3500 Online game revenue (excl. advertising) Main growth drivers Consoles going online PCs more powerful and integrated network cards Flatrate access Source: Broker estimates Growth in online population Broadband

8 Massive Online Games: Limited Competition TOP 5 GAMES IN WESTERN WORLD: Competitor: Company Game: Game Release Date date: Status: Numbers Sony Everquest March customers Lucas Arts Star Wars Galaxies July customers Mythic Dark Age of Camelot Oct customers Electronic Arts Ultima Online customers UbiSoft Shadowbane customers Asia: NC Soft Lineage customers

9 The Pay-to to-play rationale Business model Purchase of the game: US$20-50 Recurring revenues Monthly subscription: US$15 Discounted subscription fees by paying up front for 3 or 6 months Direct ownership of customer

10 But what do you actually do in a MMO? Develops our characters / avatars Socializing Exploring Go on adventure Defend our homeland or PvP

11 What is fun about an MMO? Everything fun is social To be the best: competition and status To control and master: to be seen as competetent by you and others. To own: gathering the best possible equipment. To be useful: class interdependence Building positive relations Friends, Team, Guild / Organization, Side Believing in something bigger Player vs. Player, political struggles. Creating your own meaning with others: Stories and narratives

12 What do we know of the AO Player? Average Age: % Males, 15% Females (40% Female Characters!) 3 million characters on 750 player accounts. Average playing time 3 three hours per day. Average timespan about a year 85% have characters from more than one side. En karakter: 50% achiever, 30% explorer, 15% PvP, 15% socializer (gridfeed_04 video)

13 MMO culture and language Their own language: W00t, in l337 5p33k, ph4t l3wt, w8 4 m3! Their own cultural rules Nerf <-> Reversenerf (wedding video) Twink, uber, phat l00t Their own creations Long stories, Role-Playing focus Their own ethics Advisors of Rubi-Ka, testers Message boards, fan sider, lore, radio stream, comics etc Manchester United fans?

14 Online Gaming Challenges Inflated R&D cost Korea & Canada offering targeted R&D tax breaks. 60% of R&D cost tax deductable Extremely hard to do: $50 million US for high profile games? 50+ people for 3 years? Uneven broadband penetration Scandinavian success stories, a conincidence? Lack of entertainement investments Content stagnation = burned out customers?

15 Summary Fastest growing type of game, % per year. Solid earnings per customer Fun and involving The future of gaming? Thank you very much!

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