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Gavin Longhurst, BigWorld

Gavin Longhurst, VP of business development.

Gavin Longhurst, VP of business development.

JAN. 6, 2009 • Big World technology is known for its MMO middleware development platform. Like many game engine companies, BigWorld first started developing games. At the time the original company was known as Micro Forte, one of the first video game companies to establish itself in Australia way back in 1985.

After putting in a large amount of time and resources into its internal technology that was originally supposed to be used for a game, Micro Forted decided to spin its technology group out of the main company and incorporate it as a separate entity, BigWorld Incorporated back in 2002.

Today BigWorld maintains a full time staff of over 80 employees and has offices in Australia, USA, Europe and China. With an initial investment back in 2000, the company has been profitable for the last four years. Given industry trends, BigWorld’s status as one of a few companies focused specifically on game technology for the MMO market makes the company one to watch in the months ahead. DFC with BigWorld’s vice president of business development, Gavin Longhurst, for a briefing on the firm’s business strategy.

BigWorld DataDFC: Can you tell me how large a company BigWorld Technologies is now, in terms of employees and revenue?

Gavin: We are currently around 100 staff and contractors across all our groups. In terms of revenue we are now in the range of $10 million to $20 million as of the end of September.

DFC: With a number of other online middleware companies on the market what is the company’s biggest competitive advantage?

Gavin: We have deployed games generating real revenues. We have the only deployed technology solution for a full client/massive server and tools that has actually launched operating games. None of the other vendors including Icarus, Hero, Multiverse, Monumental or Epic have launched a game on their client/server architecture – though all are working on them, I presume. As an advantage this equates to issues related to shipping technology to a ‘live’ game and all the headaches and bug fixing involved in ensuring the technology is ready for live game play. This is a hurdle other platforms have yet to hit and we struck several years ago. Strong documentation and support philosophy, which we obviously charge for, excluding a lot of high risk and low return ‘Indie’ potential. Basically, our technology is in the field, live and generating revenues and therefore proven. We are that much further ahead and can focus on adding features and capability.

DFC: From your vantage point, where are you seeing growth in the market?

Netease’s Tian Xia 2.

Netease’s Tian Xia 2.

Gavin: We sell a commercial solution, which has a significant premium for engagement. We currently cannot afford the support overhead for Indies, whose funding has visibly been drying up the last couple of months.

Growth will come from established and well funded games companies who are looking to make strategic investments in technology and not repeat the high-cost of R&D from previous or competitive ventures. So, I think growth will come from established companies looking to increase their online footprint. Many of these – EA, Atari etc. – have already come out with bullish statements to that effect. Virtual World stuff is interesting but I see lots of consolidation and issues with eliciting payments for Virtual World environments and maintaining interest and populations.

DFC: What can we expect in the future from BigWorld?

Gavin: BigWorld is planning to continue its focus on improving the platform with enhancements to 3D client, massive server (widely seen as our strongest component of the solution); to Web 2.0; and mobile/ iPhone integration and streaming software delivery and updating mechanisms.

We are also going to provide further integration with leading third-party technology companies, of which there is a growing list on our web site. We will continue to grow our revenue from new relationship engagements with publishers and game developers who are using BigWorld’s technology and who wish to see their titles published in international territories. Finally, BigWorld will continue to focus on helping clients ship more titles. This year we already have several out than than rest of MMO middleware industry combined.

Released as a free demo in Europe, players of Kwari must buy their ammo with real money.

Released as a free demo in Europe, players of Kwari must buy their ammo with real money.

BigWorld Technology’s Product Suite is comprised of several components that include:

• Server Software
• Content Creation Pipeline
• 3D Client Engine
• Web Management Tools

Aside from these primary components BigWorld has integrated physics, AI, world building features. Given the preference in Asia for MMOGs, BigWorld’s close proximity to Asia has certainly given the company a competitive edge in the region and as a result they have been very successful in penetrating the Asian market and have a strong lead in the region.

The company has also set up a distribution and game operation division that focuses specifically on South East Asia: Singapore, Thailand, Vietnam, Malaysia and the Philippines. The primary focus of the Distribution program is to provide additional services such as local network and hosting centers, translation and localization, marketing and pr, local event marketing, technical and billing support, community management, and product consulting.

BigWorld currently has licensed its technology to be used in 45 upcoming games, including the following in development.

BigWorld In Development

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