One of China's most popular online games is now free to play.
Shanda Entertainment
announced yesterday
that it would no longer charge players to enter its
Legend of Mir II
MMORPG (Massively Multiplayer Online Role Playing Game). Instead of collecting
hourly or monthly fees from players on most of its servers, the company will now
generate income by charging for other services, such as "certain in-game items
and premium features". Shanda has been testing a free version of the game for
several weeks, and some other online games are also switching to free play.
Observers have attributed the shift in Shanda's strategy to falling profits
from the Legend of Mir II, the company's cash cow, which reported over half a
million players simultaneously online during its heyday three years ago. Mir II
was introduced in late 2001 and is a standard Tolkienesque isometric 3D role
playing game.
Revenue from the game decreased 33.5 per cent quarter-over-quarter to
US$19.1m, Shanda said in its
third quarter financial
results, and the average number of concurrent users slumped from 381,000 to
233,000. "Mir II has now entered the later stages of its life cycle," the
company admitted. In a recent conference call, a company executive said that
Mir's userbase had also been declining because Shanda had been unable to enhance
the Korean-developed game with upgrades or expansion packs.
Shanda is set to begin beta testing Dungeons
and Dragons Online in China early in 2006. The company did not include that
title in a list of games that will be free to play.
With investors losing some of their earlier exuberance about China's online
game sector, Shanda's shares have lost half their value in the past five months.
Competitors have also seen share prices fall recently. Apart from the age of Mir
II, the company cited a variety of reasons for the game's fall in revenue,
including "increased competition in the online game market, the effect of
hacking incidents, cheating programs and pirate servers".
Legend of Mir may also be losing players to the World of Warcraft, which has
proved to be extremely popular in China, and to the country's first first major
MMORPG to offer free basic play, Yulgang. Originally released in Korea, Yulgang
was launched in China in July this year.
In a report issued in September, Goldman Sachs
analyst James Mitchell estimated that Yulgang could be generating revenue of
around $500,000 per month from about 1m active players, nine per cent of whom
are actually putting money into the game. In its third quarter earnings report,
released earlier this month, the game's operator
Chinadotcom, said Yulgang had since
surged to 10m registered users and had generated total revenue of over $2m to
date.
In the report Mitchell suggests that "the emergence of free-to-play MMOs may
reflect a shift from playing in PC cafes (where people anyway have to pay on an
hourly basis for PC use) to playing at home (where they do not)."
Most successful online games require paid subscriptions. However, Project
Entropia, operated by a Swedish company,
Mindark, has survived for more than two
years while offering basic play for free. Project Entropia's revenue model is
based on item and property sales which generate income for Mindark, and a
functioning economy that enables some players to earn money inside the game. The
company says the game has over 330,000 registered players. In a recent
investment prospectus, Mindark said Project Entropia had turnover of $1.85m and
operating income of $390,000 in the first seven months of 2005.
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