Anterak
02-13-2008, 10:08 AM
"Funny" ( :rolleyes: ) article about from some well-informed journalist, translated by me.
Vivendi conquered online gaming planet.
French group transformed elf and troll mythology into gold thanks to internet.
5.5 millions of asiatic players, 2.5 millions of americans and 2 millions europeans fell for a game with a name difficult to say in Molière language (sic) "World of Warcraft". Every month, 10 millions players pay their 10 to 15 euros fee to switch universe. They just have to put their fingers on the keyboard, plug into internet to get themselves into a medieval and fantastic world where humans, elfs and gnomes fight against orcs, trolls, druids and undeads.
These passionated folks wrestle from anywhere on the planet, without moving from their room or office, while connecting 24h/day. And their numbers grow up every day, because internet multi-players universes are in full expansion. Even chinese people rush into cybercafes to enjoy this new passion.
A singular universe where mythology meets technology, World of Warcraft, managed to take the lead in a few months span. It became the world star of MMOs.
Developped by Blizzard Entertainment, a Vivendi subsidiary, they managed to take advantage of world globalisation. A french student can join a thai-middleman leaded guild, a japanese student can chat with a german player. And between two fights against monsters and plagues, chinese players can trade gold ingots to help an american housewife to get her way faster into lands called Azeroth.
A very efficient marketing strategy
This Vivendi success comes from a long hard work. All started in 1994 with a strategy game named "Warcraft Orcs and humans". Players could only play alone in their bedroom. They were explorating Azeroth kingdom, where humans were fighting wild orcs invasion. Internet changed it all because it was possible to play with others just by plugging in the network. Borders dissapeared. The game eventually gained more value, as new opportunities were opening. Players found themselves in more different situations.
Vivendi also put in place a very efficient marketing politic. After buying the game CD and installed it on his computer, the new player could play for free against other players during 30 days. After the trial, he had to take a fee. Many accept to pay because they discover a passionate community that changes the game everyday. Players can spend time exploring the medieval realm with its castles, its forests and its creatures. They can chat, look for gold, learn a tradeskill or train weaponry, defend their great strategist reputation, skilled diplomat or talented archer. Workers and students alike go on into a astonishing personnal quest that can last long months. A good deal for Vivendi because players can stay online for a long time, 22.7 hours on average.
Even business world discovered World of Warcraft universe. They can, for example, discover leadership skills from a teenager leading his trolls army who, in real life, are adults older than him. American recruiters are now pleased to read on a CV "Level 46 in World of Warcraft". Others, like japanese businessman Joi Ito, an internet pioneer, use the game like a unique communication tool, replacing instant messaging, social networks and emails. Sign of its reputation, World of Warcraft is used in television shows like South Park. It will even go live to cinema after being in books. In 3 years, Vivendi game became a popculture must-have.
Future is looking shiny. Because players are looking for new features. 16th of january 2007, 2.4 millions of them rushed in only 24 hours on game extansion "The Burning Cruisade", which adds 10 more levels. For the best of Blizzard Entertainement incoming, which gained 58% in 2007 to reach 814 millions euros. Vivendi only hope to renew the gain with 2008 second extansion, "The Wrath of the Lich King".
I hope my translation isn't "too" bad, and that it will bring you a good laugh! :D
Vivendi conquered online gaming planet.
French group transformed elf and troll mythology into gold thanks to internet.
5.5 millions of asiatic players, 2.5 millions of americans and 2 millions europeans fell for a game with a name difficult to say in Molière language (sic) "World of Warcraft". Every month, 10 millions players pay their 10 to 15 euros fee to switch universe. They just have to put their fingers on the keyboard, plug into internet to get themselves into a medieval and fantastic world where humans, elfs and gnomes fight against orcs, trolls, druids and undeads.
These passionated folks wrestle from anywhere on the planet, without moving from their room or office, while connecting 24h/day. And their numbers grow up every day, because internet multi-players universes are in full expansion. Even chinese people rush into cybercafes to enjoy this new passion.
A singular universe where mythology meets technology, World of Warcraft, managed to take the lead in a few months span. It became the world star of MMOs.
Developped by Blizzard Entertainment, a Vivendi subsidiary, they managed to take advantage of world globalisation. A french student can join a thai-middleman leaded guild, a japanese student can chat with a german player. And between two fights against monsters and plagues, chinese players can trade gold ingots to help an american housewife to get her way faster into lands called Azeroth.
A very efficient marketing strategy
This Vivendi success comes from a long hard work. All started in 1994 with a strategy game named "Warcraft Orcs and humans". Players could only play alone in their bedroom. They were explorating Azeroth kingdom, where humans were fighting wild orcs invasion. Internet changed it all because it was possible to play with others just by plugging in the network. Borders dissapeared. The game eventually gained more value, as new opportunities were opening. Players found themselves in more different situations.
Vivendi also put in place a very efficient marketing politic. After buying the game CD and installed it on his computer, the new player could play for free against other players during 30 days. After the trial, he had to take a fee. Many accept to pay because they discover a passionate community that changes the game everyday. Players can spend time exploring the medieval realm with its castles, its forests and its creatures. They can chat, look for gold, learn a tradeskill or train weaponry, defend their great strategist reputation, skilled diplomat or talented archer. Workers and students alike go on into a astonishing personnal quest that can last long months. A good deal for Vivendi because players can stay online for a long time, 22.7 hours on average.
Even business world discovered World of Warcraft universe. They can, for example, discover leadership skills from a teenager leading his trolls army who, in real life, are adults older than him. American recruiters are now pleased to read on a CV "Level 46 in World of Warcraft". Others, like japanese businessman Joi Ito, an internet pioneer, use the game like a unique communication tool, replacing instant messaging, social networks and emails. Sign of its reputation, World of Warcraft is used in television shows like South Park. It will even go live to cinema after being in books. In 3 years, Vivendi game became a popculture must-have.
Future is looking shiny. Because players are looking for new features. 16th of january 2007, 2.4 millions of them rushed in only 24 hours on game extansion "The Burning Cruisade", which adds 10 more levels. For the best of Blizzard Entertainement incoming, which gained 58% in 2007 to reach 814 millions euros. Vivendi only hope to renew the gain with 2008 second extansion, "The Wrath of the Lich King".
I hope my translation isn't "too" bad, and that it will bring you a good laugh! :D