Valista Steps in to Help Manage Game Economies
As the Internet continues to mature, it becomes clear that there is much popularity associated with multi-player online role-playing games. With so many different game business models available, it only makes sense to take advantage of the ability for games to charge for specific items within the game itself. As more and more games follow the free to play model, it becomes clear that the effort to generate revenue through the sales of in game items is a highly successful business model that could work for many types of MMORPGs well into the future.
This is the focus of the in game commerce solution that will enable entertainment companies in the field of interactive gaming solutions to increase their revenue and extend the life cycle of the game itself by offering digital assets for sale during gameplay. With this technology available, virtual worlds such as social networks, game development studios and multiplayer intermediaries will have the ability to easily track the products that they wish to sell and provide to game players.
There are already a multitude of games on the market that follow this particular style of design, allowing players to play for free and then purchase specific items such as weapons, armor or other, vanity related items that can serve to boost the revenue available to the MMORPG publisher. The free to play model is extraordinarily popular in Asia, where players have no upfront cost to join in, but are encouraged to purchase specific items over time through the in game commerce system, such as an ultra-powerful weapon or a mount.
While games such as World of Warcraft have established a different revenue model, it is clear that there are tremendous amounts of money to be made through the offering of these types of incremental products and services. Already, games like MapleStory, Scions of Fate, and Silkroad Online have thousands of players. As long as there is a demand for this type of business model, it seems clear that Valista will be able to manage these interactions and sales on a regular basis in order to provide players as well as game publishers with a rock solid and reliable method of purchasing their favorite weapons and gear for whatever game they might be enjoying at the moment.
With all this focus on secondary methods of income for game publishers, it is easy to see that there is a tremendous level of opportunity for additional revenue through the sale of these types of digital assets. For every player who is happy to grind away to find a special helmet or set of boots, there are a dozen players who would prefer to simply whip out the wallet and pay cash, eliminating all the hassle. Whatever type of games that take advantage of this particular technology in the future, it seems clear that they will be able to profit greatly from the assistance of Valista.
With this particular business model already in place, it seems clear that there is a tremendous demand for a third party, outside solution to the problem of offering digital assets and products to consumers involved in the game world.












































