ray flame introduction 2009

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WWW.WEBMMO.COM WWW.WEBMMO.COM A Company Introduction for Ray Flame Entertainment. Oct. 2009 1

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Page 1: Ray Flame Introduction 2009

WWW.WEBMMO.COMWWW.WEBMMO.COM

A Company Introduction for Ray Flame Entertainment.

Oct. 2009

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Page 2: Ray Flame Introduction 2009

ContentContentContentContent

‐Who Are WeWho Are We

‐Our Games

C  P iti i  & C titi  Ad t‐Company Positioning & Competitive Advantages

‐Marketing Plan & Gamers Retention Plan

‐ Billing & Payment System

‐We Can Make A Difference

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Page 3: Ray Flame Introduction 2009

Who Are We?Who Are We?Who Are We?Who Are We?

Ray Flame Entertainment was  Online Game Publishingyfounded in Nov. 2007, a U.S. based Massively Multiplayer Online Games (MMOG’s) publisher focused on 

Online Game Publishing

Virtual Economy(MMOG s) publisher focused on bringing high quality Asian and European game titles (MMORPG / Casual / Browser) to the North 

Virtual Economy

In Game AdvertisingCasual / Browser) to the North American Market. We have subsidiary office in Beijing, China.

In Game Advertising

Consulting ServicesConsulting Services

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Page 5: Ray Flame Introduction 2009

Our GamesOur Games‐Current

‐Upcomingp g

‐On the Pipelinep

‐ LOE Facebook                             HC iPhone                             CS MMORPG Game

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Page 6: Ray Flame Introduction 2009

Our Major Game Licensing PartnersOur Major Game Licensing Partners‐Shanda Interactive Entertainment

‐Snail Game

‐Shanghai Chenlug

U i  G‐Unique Games

‐ BigPoint g

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Page 7: Ray Flame Introduction 2009

Game Title: Lords of Evil / Award: IGN/Fileplanet.com Editor’s Pick

Website: http://lord.webmmo.com

Category: Fantasy

Target Audience: Age 15‐34 online gamers.

Revenue Model: Free to play, Micro‐transaction.p y,

Features: Guild System, Stronghold Battle, Unique Building and Army Development 

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Page 8: Ray Flame Introduction 2009

Game Title: The Legacy of Holy Castle

Website: http://holy.webmmo.com

Category: Medieval

Target Audience: Age 15‐34 online gamers.

Revenue Model: Free to play, Micro‐transaction.p y,

Features: Special Heroes, Building Development, 2D Map, Battle Formations

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Page 9: Ray Flame Introduction 2009

Game Title: Heroes of Gaia

Website: http://hog.webmmo.com

Category: Middle Earth Fantasy

Target Audience: Age 15‐34 online gamers.

Revenue Model: Free to play, Micro‐transaction.

Features: Animation Battles, Tasks for Heroes, unique level‐up system.

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Page 11: Ray Flame Introduction 2009

Why Us? Why Us? Why Us? Why Us? 

Publishing a game title in China / Culture DifferencesKorea is totally different from 

publishing the game in the U.S.

Culture Differences

Distribution A successful game in China / Korea

Distribution Channels

≠It will succeed in the North American Market

?Marketing Channels

?What about the billing system, payment solutions and charge back payment solutions and charge back problems 

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Page 12: Ray Flame Introduction 2009

Company PositioningCompany PositioningCompany PositioningCompany Positioning

‐Be a leading game licenser/publisher/operator for Asian / European games in g g /p / p / p g

the U.S. and other overseas markets.

‐Help Asian games, especially games in China and Korea, on globalization, 

localization, market entry and market campaign with a focus on U.S. market.

‐Capitalize on virtual economy and virtual item secondary markets.

‐Synergize in game activities/advertising with traditional industries.

‐Bridge big budget gaming companies and studios with low cost 

d ldevelopment centers in Asia.

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Page 13: Ray Flame Introduction 2009

Competitive AdvantagesCompetitive AdvantagesCompetitive AdvantagesCompetitive Advantages

R  Fl  E t t i t

Comparing to US Game Companies

US C i

Free to Play ModelTraditional ModelMonthly Fee ($15‐20/month)

Ray Flame EntertainmentUS Companies

Low Cost License & OperationHigh Cost in Dev. & Operation (15M R&D, 10M Promotion & Operation)

Cross Border SynergyLanguage & 

Cultural Barriers

Time to MarketBig Players Slower 

to Market

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Page 14: Ray Flame Introduction 2009

Competitive AdvantagesCompetitive AdvantagesCompetitive AdvantagesCompetitive Advantages

R  Fl  E t t i t

Comparing to Korean/Chinese Companies

Korean/Chinese 

Bi-lingual,, Access to both booming markets

Lack of Access and understanding of both markets 

Ray Flame EntertainmentCompanies

Cross cultural, Superior Localization StrategiesSloppy Translation or Localization

Marketing, Distribution and Media partnerships

Limited local presence or channel partnership

Superior Game Selection & Strong Negotiation

CapabilitiesMediocre Games Selection

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Key Success FactorsKey Success FactorsKey Success FactorsKey Success FactorsFive Keys to Succeed

• Team members with combined 10+ years online game operating/publishing experience 

from China, Korea and U.S. 

• Developed 300,000 registered gamers in 4 months 

•Access to database of over 6 million US gamers

•Access to multiple games from China, Korea and Germany, solid game selection and 

negotiation techniques . Partners with Shanda Interactive Entertainment now.

• Extensive experiences with PR, marketing, distribution and media relations

• Extensive working experiences/relationships with billing system providers  payment 

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• Extensive working experiences/relationships with billing system providers, payment 

solution vendors and anti‐fraud system providers

Page 16: Ray Flame Introduction 2009

Previous Success Case : MMOPrevious Success Case : MMO‐‐ClientClientPrevious Success Case : MMOPrevious Success Case : MMO ClientClientWebmmo.com is focusing on MMO browser games but Ray Flame Entertainment’s founding partners actually launched the another Entertainment s founding partners actually launched the another Chinese MMORPG game –World of Kung Fu successfully in 2008. 

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Marketing PlanMarketing Plan

‐Ad Purchasing (Media Partners, Google Adwords, and etc.)

Co publishing with other world famous online publishers‐Co‐publishing with other world‐famous online publishers

‐Partnership with game portals, download sites, etc

‐Partnership with media companies

‐Creative PR exposures: press releases, PR campaigns & events

‐Utilize gamers community, social networking sites 

Gamers reviews  bulletin board  forums‐Gamers reviews, bulletin board, forums

‐Contests, events, promotions

‐Search engine optimization

‐Campus campaigns, retail channels

‐1 Million gamer database

Others‐Others

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U.S. Media Partner (General Community)U.S. Media Partner (General Community)

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U.S. Media Partners (Chinese Community)U.S. Media Partners (Chinese Community)

•Chinese American TV Stations

•Chinese American Radio StationsChinese American Radio Stations

•Chinese American Newspapers

•Online Media, Websites, Portals that target Chinese Community

•Chinese Language Schools

•Chinese Art Design / Music Schools

•Chinese American Organizations / Associations•Chinese American Organizations / Associations

•Chinese American Event Management Companies

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Community Building and Gamer Retention PlanCommunity Building and Gamer Retention Plan

‐Refer a friend program

Competition Events‐Competition Events

‐ Seasonal Events 

‐Weekly Newsletter

‐ Forum

‐ Blogging 

Player Ranking‐ Player Ranking

‐Contest

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Billing System / Payment Solutions Billing System / Payment Solutions ––We Know Them All!We Know Them All!Billing System / Payment Solutions Billing System / Payment Solutions  We Know Them All!We Know Them All!

‐Gamers need to have an account

‐Credit Card

Pre paid Card‐Pre‐paid Card

‐Free‐to‐Gamer (CPA model)

‐Anti – Fraud System

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‐Others

Page 24: Ray Flame Introduction 2009

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Marketing and BrandingMarketing and BrandingAll Marketing campaigns  Advertisings  Events management during 

Service Offering

‐ All Marketing campaigns, Advertisings, Events management during 

CB, OB and Official launch

Campaign Management

Database Marketing

Game ReviewsSearch Engine OptimizationPress Release

Service Offering

F   Offline EventsMarketing Intelligence

Community Building

Forum Promotion

Media Buy

2009/11/4Confidential Information 25

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Localization MethodologyLocalization MethodologyLocalization MethodologyLocalization Methodology

‐ Looking for seed funding of $1.5MUSA / Korea / Japan

Korea USA Japan

‐Willing to give up 15‐20% sharesPower Distance 60 40 54

Individualism 18 91 46

Masculinity (Function Based) 39 62 95

Uncertainty Avoidance (Rule) 85 46 92

By Geert Hofstede, PhD

High Low

Masculinity Limited number of selectionGoal-oriented navigationFunctional images

Various selectionRelation-oriented navigationDecorative imagesFunctional images Decorative images

Uncertainty Avoidance

Limited amount of contents per page

Everyday and concrete imageR titi i

Page with long scrollAbstract images

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Repetitive expression

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Localization ProcessLocalization ProcessLocalization ProcessLocalization Process

‐ Looking for seed funding of $1.5MSelect games and developers • Early stage user and context research•Game acceptance research

‐Willing to give up 15‐20% shares

Define localization issues

•Competitive game test

• UI Inspection•Game test & observation• In depth interviews

Decide the level of localization

• In‐depth interviews

Develop localized version

Closed Beta

Open  Beta

Official Launch

BillingBeta Beta Launch

Q A  Testing

• Continuous UI enhancement•Website IA• Billing process implementation

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Q.A. Testing

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Translation ImprovementTranslation ImprovementTranslation ImprovementTranslation Improvement

‐ In‐game translation

‐ Storyline mock‐up

‐Gamer’s guild / FAQ improvement

‐ Language – errors inside the code‐ Language  errors inside the code

‐Chatting room filtering system

‐Others

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OthersOthersOthersOthers

‐Other Marketing Campaigns / Promotions

Payment Solutions Selection / Comparison / Introduction ‐ Payment Solutions Selection / Comparison / Introduction 

‐ Billing System Integrations

‐Media Partner Connection

‐Anti‐Fraud Issues

‐Trademark Registration

Legal Issues‐ Legal Issues

‐Customer Services

‐ Etc.

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