Vision & Strategy

Vision – virtual 3D worlds as ‘Web 3.0’

In the last 15 years we have witnessed an incomparable triumphal parade of the Internet. Meanwhile millions of people spend a part of their lives online. From everyday search and research tasks, knowledge bases, navigation systems, e-commerce, e-mail, chat and direct messaging, right across the board to video platforms, music downloads online games and social networks. Our work lives and our leisure time are relocating more and more to the Internet. The rapid spread of broadband networks has accelerated this trend additionally.

Already today, online gamers are playing in their thousands simultaneously in three dimensional game worlds which are open around the clock. We are convinced that in the future, hitherto Internet usage such as social networking and e-commerce, which is currently presented in a two dimensional catalogue or listings format, will be relocated by internet users into a similarly complex three dimensional space format, in which the participant will be represented by an avatar instead of mouse pointer.

The trailblazers of this trend are today’s graphically impressive three dimensional gaming worlds. In so-called massively multiplayer online games (MMO games) thousands of online enthusiasts, from across all the generations and social classes, are experiencing adventures with one another. Modern online game worlds of this type today already offer a huge range of functions, from character customization through to the furnishing of virtual apartments, resource extraction and trade, virtual crafting activities and professions, group and city level competition, right up to numerous social and communication functions. In vast 3D worlds which extend over several continents, thousands of players cooperate in taking on common tasks and challenges and bind themselves together in firm communities. Independent of actual physical and geographical limitations, users can interact worldwide without hindrance in virtual 3D spaces. Social networks and the conventional Internet will steadily shift into three dimensional worlds.

Web 3.0

We are of the belief that the virtual worlds described here are indeed the next big trend on the Internet. Following on from what is now referred to as ‘Web 2.0’, the age of ‘Web 3.0’ is now dawning. We expect that in the foreseeable future, a life in virtual worlds will become a firm component of mainstream entertainment culture. The advantages over today's leading medium, television are clear. Users act and interact on the stage of an experiential world of their own choosing. They actively shape these themselves instead of being damned to passivity and solely consuming the program set in front of them. The disadvantages of the quality of the presentation in comparison with cinema and DVD are reducing rapidly as technology advances. The atmosphere of online game worlds is becoming ever richer and with it, the level of immersion, meaning the diving into as well as the blooming in the virtual reality is becoming more and more intense.

Genre Diversity

We envisage that three dimensional virtual worlds based upon wide-ranging temporal scenarios will appear: ancient times, medieval, wild west, contemporary cities such as Berlin, Seoul and San Francisco, or futuristic science fiction scenarios. At the same time genres are also differentiating themselves more widely: Together with the dominant fantasy settings, experiential worlds with a focus on comedy, drama, romance, soap opera, crime, eroticism, horror and many more evolve. Differently from social networks so far, users in such gaming worlds are able to experience adventures together and in doing this find lots of starting points for interaction and communication. Social communities emerge, which exercise a strong influence on the lasting cohesion of their members to their corresponding virtual world.

Real jobs in virtual reality

Along with the settling of these virtual worlds, virtual objects and virtual economies have come into existence. And through the triumph of virtual worlds and massively multiplayer online games, even real workplaces come to exist in this virtual reality: craft workers, fishermen, hunters, merchants, architects, property agents, fashion designers, musicians, sports stars, bankers, warriors and many more, will in the future earn virtual or quite real currency for their virtual services.

Living in dream worlds

While computer game fans once used to play traditional PC games against their computer alone, in massively multiplayer online games they are becoming participants of a communal experience with thousands of co-players and opponents. Instead of ‘only’ in the real world we will in the future spend more and more time living virtually. Using their own attractive or powerful avatar, players carve out a virtual career without physical restrictions and against a backdrop of their own choosing. In dream professions and roles of their choice they can attain virtual and real wealth, become a media star, travel into the future, into the past, or around the whole world and thus, get to make any number of new friends without having to physically change their position.


Growth market: Online games

In contrast to the stagnating market for traditional computer games, the market segment of online games is enjoying a boom period, , which points to an enormous future potential since it is still at the beginning of the expected growth spurt. According to the current tenth Global Entertainment and Media Outlook from Price Waterhouse Coopers (PwC), the online games segment will demonstrate a dynamic growth of above 20 percent p.a. for the period from 2004 to 2013. Up to that point, the worldwide market is estimated to grow to a volume approaching 14 billion US Dollars.

PwC, however, uses a very broad definition for the online games segment. The segment can be divided into sub-segments of different innovative strength and different dynamics that vary according to the type of online game and the publisher's business model. The Free-To-Play segment, in particular, where the business model is based on the sales of virtual goods via what is known as micro-transactions and in which Frogster AG is active, may even experience substantially higher growth rates.

KZero Worldwide, a market research company specializing in virtual worlds and associated markets, assumes in its current study: 'Virtual Worlds: 2010 and beyond’ a growth figure of 62 percent p.a. from 2009 to 2013 for the sub-segment of online games revenues from subscriptions and micro-transactions. KZero identifies the chief drivers for growth in the growing number and diversity of virtual worlds, an increase in the average revenues per player as well as an increasing conversion rate of non-paying users into paying users.


Strategy – Early mover in an innovative sub-segment

Frogster was an early entrant into online games and has concentrated on the sub-segment of massively multiplayer online games (MMO games). As opposed to traditional off-line or multiplayer games where players either play on their own against the computer, or gather with a handful of human opponents , in the case of MMO games players interact in vast virtual 3D worlds together with thousands of fellow players. Client based MMO games for which the player installs the game world as a software program on its own PC, offer the highest presentation quality and depth of gameplay and as such can be considered the premium class among online games.

Thus Frogster is an early mover in the highly innovative market segment of these three dimensional virtual experiential worlds (please refer to Spotlight: MMO games). We belong to a small number of European providers who have devoted themselves completely to this technology-driven, fast growing Internet-based entertainment trend.

While many online games are still sold in the conventional way, exclusively in retail outlets in the form of a DVD-box, Frogster was one of the first providers to offer customers convenient distribution free of charge via download and as a disc accompanying print magazines.

Frogster as one of Europe’s front runners

Frogster is one of Europe’s front runners in pioneering the business model of the future: ‘free-to-play’. We not only offer our virtual worlds’ software client free of charge, but we also offer ongoing gameplay without the usually common signing up for a subscription. A short registration process on the game website is all that is required to obtain full access to the desired game world. This procedure reduces the barriers to entry for new players to a minimum.

As in real life, people in online worlds are also keen to progress as quickly as possible, to assert their individuality and adorn themselves with possessions and status symbols. By means of an item shop, we give our players the opportunity to acquire virtual goods to suit their varied individual tastes for small sums as well as convenience functions for faster progress in the game and benefits such as, for example, a splendid creature to ride upon or furnishing items for their in-game house. Once created, these virtual objects and services, even when reproduced thousands of times, have no additional manufacturing costs beyond license fees for the revenues achieved with them – an extremely successful and lucrative business model which has made a triumphal cross-over from the pioneering Asian market. In the innovative group of pure online games providers, Frogster belongs to those companies who first grasped the trend in the west and who have carried it over to high quality games in the premium segment (known as AAA Titles).

Service provider instead of merchant

With the consistent orientation of its business model toward the long-term operation of online games, Frogster no longer functions simply as a sales organization or as a publisher. Rather more it has become a service provider of an entertainment service that is open and available around the clock. All of the enterprise’s employees act to provide users with an exciting entertainment experience. In the future, providers of MMO games will be increasingly regarded as hosts to their guests in their virtual worlds.

Online games offer a series of business advantages over traditional computer games. While such games are current for only a few months, online games have a significantly longer life cycle of up to over ten years. Because of the stronger identification of players with their virtual characters, there is a demonstrably more intense relation of players to their game world. With their virtual worlds laid out to several year life-cycles, providers achieve not only one-off revenues at the date of publication via the sale of the software into the distribution channel, but sustainable daily revenues direct from end users. With a predominantly digital distribution model, Frogster, to large extent, avoids paying margins to third parties and product returns.

Offering massively multiplayer online games, however, calls for a markedly expanded value chain structure in comparison with traditional PC titles in terms of the technical management of servers (so-called ‘Hosting’), the administration of individual player accounts( ‘Account Management’), the integration of payment methods (‘Billing’), ‘Customer Support’ as well as ‘Community Management’.

The fundamental prerequisite for publishing and operating virtual worlds is owning the corresponding licenses for the MMOGs which are produced by specialist development studios in a development period which extends over several years.

The employment of what are known as ‘core gamers’, extensive communication with the gaming community and active maintenance of close relationships with development studios worldwide, assures Frogster of being in a position where it is able to identify attractive opportunities early on. Reaching a license agreement early in the development process also allows us to have a direct influence on the design of the game.

Own Community

With its stake in the editorial gaming portal ‘OnlineWelten’, Frogster has access to one of the most wide ranging German language community platforms about computer games. This also represents a great advantage in the competition to license attractive online games. It is similar concerning the creation of a large user base of registered players. Both assets form an important basis for the company’s future success, because they provide competitive advantages in both the securing of licenses and in marketing and also represent a barrier to the entry of imitators into the market.

On the way to being a global player

In its choice of geographical location, Frogster is pursuing a strategy of being close to its customers in order to be able to offer them a gaming experience via local servers without time-lag and also a customer support service in players’ own native language and time zone.

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Runes of Magic

a world full of wizardry and adventure

With an extensive range of features Runes of Magic prepares to redefine the standard of free-to-play MMO games. Right from the launch Runes of Magic will convey its absorbing story in over 600 quests embedded in an atmospheric world. Players can choose from six main classes. Combined with a secondary class they dispose of 36 individual character classes over all. All characters possess unique skills with impressive combo attacks and can use mounts in the later stages of game play. A particularly attractive feature for guilds and players is the possibility to arrange their own virtual homes with individual furnishing. Thanks to an extensive crafting and reputation system, thrilling PVP as well as demanding dungeons and boss-monsters, no wishes remain unsatisfied. The Taiwanese developer Runewaker has developed Runes of Magic according to western MMO standards within a time frame of three years. The studio will provide new challenges for players every three to four months with free add-ons and updates.

More information can be found on www.runesofmagic.com.

Bounty Bay Online

Pirates, Merchants & Explorers

With Bounty Bay Online players enter the Age of Discovery, beginning in the early part of the 15th century. PC players are able to choose a career as a merchant, sailor, fisherman or pirate and make their online fortune on the seven seas. Thousands of discoveries on all continents of the world are waiting to be explored. Bounty Bay Online features a unique trade system based on supply and demand. With the exciting PvP system, strong guilds can take control of cities and choose for themselves how they are governed. In April 2008 Frogster has started a free-to-play server with an integrated item shop as an alternative to the subscription model, so that new sailors can now roam the Seven Seas without any fixed costs.

More information on www.bountybayonline.co.uk.

StoneAge 2

In the land before time

Primeval spirits, mythical beings and dinosaurs once roamed the lovingly animated world of StoneAge 2. But since the mysterious disappearance of the mighty dinosaurs, aggressive and evil creatures have taken over the world. Hunting, gathering and defending their soil now dominate the everyday life of the Manga characters. Players fan out from their individual housing to look for food and resources. Fortunately for them, the pets stand by their sides with their unique fighting and healing talents. Players will attentively take care of their virtual companions. With good upbringing and training some might even be used as mounts. Hobby Neanderthals can choose from almost 200 pets and even create their own unique creature as a loyal escort. Before StoneAge 2, the Japanese developing studio DigiPark had already successfully operated its predecessor in China, Korea and Japan with almost 10 millions of players.

More information can be found on www.stoneage2.de.

The Chronicles of Spellborn

What lies hidden, must be found

With The Chronicles of Spellborn players enter into an impressive online scenario with scenic landscapes, majestic cities and the remnants of an ancient civilization. Alone or with a party of allies, PC adventurers step into a huge fantasy realm consisting of varied shard worlds floating in the magic Deadspell Storm. Those who want to prevail in the grippingly staged combats of The Chronicles of Spellborn need to apply their mighty arsenal of spells, melee and ranged attacks skillfully. Battles with bloodthirsty creatures, hostile peoples and human opponents in PvP battles are waiting. An innovative and tactically challenging combat system with shooter-like controls and rotating skill deck provides a fresh breath of air for the dusty MMORPG genre. Thanks to the largely extended Unreal Engine 2.5 The Chronicles of Spellborn boasts stunning 3D graphics, spectacular effects and countless elaborate details.

More information, images and videos can be found on www.tcos.com.

Andreas Weidenhaupt

Chief Licensing Officer | Frogster Interactive Pictures AG

CEO | Frogster Online Gaming GmbH

Andreas is already wandering through virtual worlds since 1997. While still being a consultant in marketing strategies and brand development he built extensive knowledge on massively multiplayer online games. In 2004 he switched to the gaming business and founded OnlineWelten, a rapidly growing company. As Managing Partner he formed his start-up within a few years to one of the largest online gaming portals in Europe. In July, 2008 Yusho and Onlinewelten merged into Frogster Online Gaming GmbH.

Ralf Klöppel

CFO | Frogster Online Gaming GmbH

Working in the games industry since 1999, Ralf co-founded gamigo AG, which became a pioneer of mmo game marketing and servicing in Germany. Under his management the first German language MMO games were brought tio the market and commercially serviced in Germany. Ralf left gamigo to consult various games companies until he co-founded Yusho GmbH as a managing partner in July 2006. Yusho has since developed into one of the few and leading German companies to operation, servicing and billing of virtual worlds with its small expert team. In July, 2008 Yusho and Onlinewelten merged into Frogster Online Gaming GmbH.

Björn Koschin

CAO | Frogster Online Gaming GmbH

In 1999 Björn founded a technology company that centered around Linux networks until the Gamigo AG incorporated the company into its organization in 2000 as a technical specialist. The Gamigo AG is known as a pioneer in MMOG marketing and operations. With Björn's collaboration the first German-language MMOG's were operated in Germany and billed via the internet. During this time he acquired extensive knowledge of internet-based payment methods. He left the company in 2006 and founded Yusho GmbH with a small team of experts. Yusho GmbH developed into one of the few and leading German companies operating and invoicing virtual environments. In July 2008 Yusho and OnlineWelten merged to form Frogster Online Gaming GmbH.

Markus Melching

COO | Frogster Online Gaming GmbH

Markus Melching began his career in early 2000 at the company Uni-X in Osnabrück as IT specialist for system integration and application engineering. At the end of the year 2000 he moved to Gamigo AG where he worked as head of the engineering department for 5 years. As deputy CTO for Lars Koschin he was instrumental in the development of automated payroll systems. In 2005, Markus Melching founded the company Linuworx GmbH as a specialized service provider for the development and advancement of automated payroll systems for online businesses. In July 2006 he founded Yusho GmbH together with his partners Ralf Klöppel and Björn Koschin, which became one of the leading German companies for the operation and billing of virtual worlds. In July 2008 Yusho merged with OnlineWelten to Frogster Online Gaming GmbH.

Christoph Gerlinger

CEO | Frogster Interactive Pictures AG

Despite having left the games industry more than two years ago Christoph received a call from his former colleague and friend Dirk Weyel at the end of 2004, that a small computer games publisher with 11 staff was for sale. From 1996 to 1999 Christoph had co-built the German computer games business of Psygnosis, a Sony group company. 1999 he had co-founded CDV Software Entertainment AG took it public as MD in the CFO role in 2000 and co-managed it until end of 2001. Psygnosis and CDV were a big success during his time. So why not buy a small company and switch to the driver seat completely? Opportunities in the games hit business are large but so are the risks. Even more if you are a small challenger required to move ahead into innovative niches. Christoph bought the company beginning of 2005 together with Dirk, friends and family. Under the new name Frogster Interactive Pictures they have since focussed the company as one of the first in Europe on the growth market of virtual worlds, so called massively multiplayer online games. For the purists - Christoph was born 1967, has started his career with a "Banklehre" and holds a master degree in business admin from JW Goethe University in Frankfurt.

Dirk Weyel

COO | Frogster Interactive Pictures AG

Dirk started his career in the music industry before switching to the gaming sector as Product Manager at Psygnosis Germany in 1998. He subsequently established the specialist games marketing and localisation agency 4-Real Intermedia along with three partners. Already at this time, he dealt with the marketing of online games extensively. In early 2004, he became European Marketing Director for a French publisher of computer games. From this company the Frogster Interactive Pictures AG originated which Dirk founded with his partners. Since then he is responsible for Marketing, Sales and Business Development as Chief Operating Officer.

Sunny Park

CEO | Frogster Studios Co. Ltd.

Sunny has started his career in the advertising industry following a MBA graduation in the GSIS program at Yonsei University in Seoul Korea. Amongst others he worked in Russia and the USA several years. In 1996 he went back to South Korea and – being an enthusiastic gamer himself - joined the booming computer gameing industry at Lycos Korea, Actoz Soft. Before co-founding Frogster Studios he was Managing Director of the Global Business Division of Gravity, a leading global provider of massively multiplayer online games such as the blockbuster Ragnarok Online.

Lars Koschin

CEO | Frogster America, Inc.

Lars has an extensive background in information technology, including two years as Technical Director of Deltacity.NET GmbH, and over five years of military experience. Lars began his career in the interactive entertainment industry as co-founder of Gamigo, where he spent six years overseeing all technical and MMO Game related operations as Chief Technical Officer. He launched the first fully localized MMO Game in Germany (‘The 4th Coming’) and many more titles in Europe. In July 2007, he took over the CTO role at Curse Inc., a highly popular MMO Game portal. He managed Gameforge Productions Inc. in San Francisco from January 2008 to April 2009. His academic achievements include degrees form the Management Akademie of RWE and from TraiCen Technology School in Germany. He also holds the offical multimedia teaching license of the German government.