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Frontier 1859 News
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Sunday, 17 August 2008 |
A Sierra Nevada girl who calls herself 'Sam the Frontier YouTuber' compiled and edited a short 'fan art' video featuring scenes from several popular western themed films. We acknowledge her talent!
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Read more...
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Frontier 1859 News
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Friday, 28 December 2007 |
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For Immediate Release...
A progressively-changing real-time 3D world is the key for the next-gen MMO.
Back in 2003, Cosmic Origins founder Daniel McMillan, being interviewed on multiple gaming news sites for bringing Frontier 1859 MMORPG into development predicted that next-generation MMO's will need to become less extraneous and more interactive as younger gamers grow up and search for a new MMO fix. Well this prediction holds stronger than ever realizing the recent $18.8 Billion Dollar Baby that is the new merger of Blizzard and Activision - to become "the world's most profitable games business."
The Frontier 1859 Community has now grown to become a "world community" with hopeful patrons from every walk of life and major territories spanning the wired planet who desire to journey back in time. Daniel has received some of the best feedback in the business from everyday gamers hoping that 2008 will be the year of "full production funding" and posted many of them on the "Letters" section of Frontier1859.com/mmorpg. Many gamers have also written publishers and gaming magazines on behalf of the project, such as recent fan-submitted article published in the PC Gameplayer Magazine, November 2007.
With nearly eight in 10 children (78.1 percent) ages 6-11 playing online games, (2007 American Kids Survey from Mediamark Research) and the a global online games market, worth US$ 4 billion, expected to triple in the next five years (2007 Marketing Charts Report), new niche market online enterprises such as Frontier 1859 - with next-gen interactivity potential and a strong social community is good business to please and succeed. Independent developers such as Daniel and others who persist to carry the torch for their community demonstrate where the MMO may go - should find right-time enablement in 2008.
While Frontier 1859 MMORPG moves into 2008, 2007 was the year of diverse flags from many nations of registered members captivated by the potential for a world they can change - simply by playing.
"Spirestar"
Community Manager
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Frontier 1859 News
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Wednesday, 26 December 2007 |
Online Gaming Nearly Ubiquitous among Kids, One-Third Have Email Address
Nearly eight in 10 children (78.1 percent) age 6-11 report they play online games - by far the largest percentage performing any online activity, according to the 2007 American Kids Survey from Mediamark Research and Intelligence reports MarketingCharts.
The percentage of boys and girls who play online games was virtually the same, 77.7 percent vs. 78.5 percent, respectively. Boys are more likely to go online to get tips or cheats* for gaming: One-quarter of boys (25.8 percent) reported doing so versus 5.6 percent of girls.
"Online gaming is clearly firmly entrenched as a pastime in the lives of most American kids," said Anne Marie Kelly, vice-president of Marketing & Strategic Planning at MRI.
"The wide gap between the percentage of boys and girls using cheats could suggest boys are more engaged with their games, an insight of interest to marketers targeting kids."
Other top online activities among children:
- Doing Stuff for School/Homework (34.25)
- Listening to Music (28.6 percent)
- Watching Videos (26.2 percent)
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Frontier 1859 News
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Friday, 01 June 2007 |
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Check it out...
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Frontier 1859 News
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Thursday, 28 June 2007 |
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Based upon the popular trend for player-authored content, Frontier 1859 is a virtual world proposal set in the American wilderness during the historic era of mining, conflict, and settlement. The unique player experience will help develop decision-making, team-building and problem solving skills in the participants. Their efforts can change the world around them. Survival is key as players work to build and expand diverse cultural camps into Boomtowns and tribal communities, establish collective values, learn services, trades, carve out a homestead, raise a family, climb a social ladder, or engage in entrepreneurial, political or military ventures.
When we test-polled our community in the "Funded by Gamers for Gamers" thread on our forums, 82% of community voters opted for a $25.00 "Boomtown Membership" as opposed to the $10.00 "Concord Coach Membership" or the $5.00 "Trail Buster Membership." Our community now reaches out Internationally. Even though Frontier 1859 is not yet funded, the project continues to garner new registered members, and receives some of the best feedback in the business. The next phase is to secure production financing, ramp up to full production staffing, and deliver the online world experience through the PC and other broadband-enabled devices.
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Frontier 1859 News
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Monday, 08 January 2007 |
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The report, based on survey of almost 2,000 online U.S. gamers, refutes the suggestion that games players can be organized into simply "hardcore" and "casual", instead suggesting six different categorizations of player, organized based on time spent gaming and motivation and attitudes – rather than revenue.
1. "Power gamers" represent 11 percent of the gamer market but account for 30 cents of every dollar spent on retail and online games.
2. "Social gamers" enjoy gaming as a way to interact with friends.
3. "Leisure gamers" spend 58 hours per month playing games but mainly on casual titles. Nevertheless they prefer challenging titles and show high interest in new gaming services.
4. "Dormant gamers" love gaming but spend little time because of family, work, or school. They like to play with friends and family and prefer complex and challenging games.
5. "Incidental gamers" lack motivation and play games mainly out of boredom. However, they spend more than 20 hours a month playing online games.
6. "Occasional gamers" play puzzle, word, and board games almost exclusively.
The report suggests that the middle market of social, leisure and dormant gamers accounts for 53 percent of the Internet gamer population and 56 percent of retail revenue.
Read the whole article on Gamasutra
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