Can this save the Flash game market? Mochi Media launches virtual currency

mochi-1Flash games on the web started out as a hobby. Now there are tens of thousands of them that, through advertising, are generating steady incomes for their creators. And today, Mochi Media is launching a virtual currency that could extract even more revenue from those Flash games.

The announcement should be greeted with relief at the Casual Connect Summit, which is getting underway in Seattle today. Makers of casual games — those that provide short bursts of entertainment — have been under pressure because there is such a flood of free titles hitting the market as well as fierce competition for gamer attention from game platforms such as the iPhone and social networks.

Through Mochi Coins, gamers can pay real money for virtual currency that they can use to unlock new capabilities in games such as customizing avatars or buying more powerful weapons.More than 15 games are launching this week with the Mochi Coins micro-transactions.

The focus on monetizing through virtual goods represents an evolution of the game industry. The trend started with Asian online games, it has taken off in the U.S. in online games on Facebook and with Sony’s Free Realms game, and now Mochi Media is bringing the model to Flash games.

Rivals include Heyzap, which recently launched its own virtual goods system for Flash games. But Mochi Media has been testing its platform for just as long and the competition between the two companies means the technology is like to reach much of the Flash games market. Heyzap says it has seven games now using its micro-transaction platform — including this one — and it is in talks with 40 developers.

Flash games are running into trouble with the advertising model, where a gamer has to watch a video ad before getting access to a free game. As ad rates fall during the recession, the games aren’t generating as much revenue. But the early results from testing Mochi Coins are very promising. The new currency could even stop the mass migration of casual game developers from Flash web games to Facebook and iPhone games.

“Through ads, many of the game creators are making hundreds of thousands of dollars from their Flash games,” said Jameson Hsu, founder of Mochi Media and “chief Mochi.” “Now we’re hoping to make them into millionaires.”

Indeed, if the effort is successful, you’ll see a lot more companies creating Flash games, not just hobbyists, Hsu said.

Mochi Media pioneered its business in 2005 as an analytics company, collecting data on Flash games. In 2007, it launched a game distribution and ad network. It became a kind of an arms dealer, providing white-labeled game ads to any game company that wanted to wrap ads around its games. With the analytics, it tracked how many times a game got played and the ads were seen. Then it collected the ad revenue and shared it with developers. It essentially helped turn free Flash games into a real economy. The company now has 25 employees.

Now Mochi Media monitors more than 15,000 Flash games which reach more than 100 million unique visitors a month. With Mochi Coins, Hsu says, each gamer could now generate a lot more revenue. While ad-based games generate maybe 50 cents per 1,000 players, the new currency can generate $6 to $7 per 1,000 players. The average revenue per paying user is about $4 per month, Hsu said.

Users pay for the coins via credit card, PayPal, or SuperRewards, which lets people fill out surveys or accept special offers in exchange for currency rewards. You can log into your Facebook account via Facebook Connect and then pay for the Mochi Coins with a couple of clicks. One of the brilliant ways the game gets you to spend money is by letting you pay to come back to life after you’ve died in a game — it costs 1,200 coins, or about $1.50, to get up and continue where you left off.

One of the early test games is Ninjakiwi’s SAS: Zombie Assault 2. It’s an addictive two-dimensional cartoon game where you get an overhead view of a soldier trying to fend off a bunch of zombies. Hsu gave me a demo of the game and showed how you can upgrade to better weapons like grenade launchers that you can use to explode a bunch of zombies at once. I spent a few dollars in a very short time. The top selling item in the game is $5.25. The items you buy are always there for you when you come back to the game after a break.

Mochi Media takes a cut from the coins, as does the game developer. Right now, Mochi keeps 40 percent and the game developer keeps 60 percent.

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About the Author, Dean Takahashi

Dean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. Dean previously worked at the San Jose Mercury News, the Wall Street Journal, the Red Herring, the Los Angeles Times, the Orange County Register and the Dallas Times Herald. He is the author of two books, Opening the Xbox and the Xbox 360 Uncloaked. Follow him on Twitter at @deantak, and follow VentureBeat on Twitter at @venturebeat.

  • "This contest is a unique opportunity for Flash game developers to get the exposure they deserve,” Mochi Media CEO Jameson Hsu said in a statement. “There are a lot of talented developers out there, and we’re excited to bring them tools that increase community interaction with their games.”
  • It's a start, but it falls short, because the games both HeyZap and Mochi serve are single player experiences. Blogged about it: http://bit.ly/K40PE
  • @Jussi: the Mochi Coins ecosystem isn't limited to just single player games; it can be used in any type of game. One of their launch titles, Minions on Ice, is multiplayer w/ persistance (profiles, friends, etc) on the Casual Connect site. It already uses credit card payments on that site to buy upgrades; Mochi Coins integration will simply let it do the same on ANY site hosting the game.

    I agree there may be more of a social 'push' to buy when a game does have a social/multiplayer aspect. But I don't think it's a must-have; plenty of people will be happy to pay for extras in a single player game they enjoy. In fact, NOT sharing that you spent $18 on weapons for a zombie shooter with your friends might be preferable to some!
  • ammosov
    DEAN: there are already many micropayment engines on the game market, dont' you know this? In China they are around for at least 3 years and have a turnover of about $1B. You should be more critical about press releases.
  • Dean mentioned this in the article.
  • A couple of points:

    - While it's true that the CPMs on most Flash game sites are low, that's because many of those sites are frankly pretty crappy places for a branded advertiser to be. Sites that focus on a quality experience and community for players can get much better rates, especially with custom integrations as we've done on Kongregate for advertisers like Toyota, EA, Microsoft, and many others. Check out the discussions on Mochi's developer forums for to see their take on our CPM rates vs network rates...

    - I'm very hopeful that microtransactions will succeed in this market. On Kongregate we're betting that multiplayer experiences will be much more successful - we released our microtx system in November, and are rolling it out slowly as we get high quality multiplayer games that are appropriate to put it in.
  • rudysudarto
    Hi Jim. I know kong MT API currecny is kreds , right?
    For using the API, thegames should be kong exclusivegames , isnt it.
    If we distribute thegame to other portal, will player get converted to kongpage to buythe kreds like mochicoins ?
  • NMN
    Everyone knows that a 5 minute flashgame with the right elements can mean an addiction for any casual gamer. Fell into that trap a few times myself, but heck, if this means I can uprgade my characters. But, meh, those ad videos during the loading screen are really annoying.

    http://AppUseful.com
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