The MMO gaming industry represents 21% of the total gaming industry and is quickly growing, particularly
in Asian countries. Of these games, the most popular types are Fantasy with elements of Realism.
Moreover, out of the total MMO industry, the Free-to-Play model represents 60% of the total industry
valuation. Demons on the Horizon is an MMO game by passionate gamers at Nordicplan, a
design/software development and management consulting firm that is similar to World of Warcraft, in
that users can interact globally to fulfill quests, combat and compete for reputation and glory.
Demons at the Horizon (D.E.A.T.H), “the game” is a free-to-play MMORPG, which is, it is a style of a
massive online multiplayer game that takes place in a virtual world. Other MMORPG games are similar to
the Sims online, Second Life and most closely similar, World of Warcraft. The game takes place in a
prehistoric world that is similar to Earth and enables each player to take on the role of different characters
from five different factions.
The user explores the virtual world similar to Earth and undertakes quests, interacts with tens of
thousands of other online games to combat, form alliances or fulfill objectives. The game features
unlimited player generated content with new player types that are unprecedented to the market with
dynamic game function integration and over 267 innovations in the MMO segment. In quests, virtual
world, characters and graphics will be the best of its class and far outperform and previous or existing
MMO games available on the market.
The game features five fractions of characters the user may select from, each delivering a unique game
play experience and enabling self-expression. Moreover, it has a unique PVP or PvE model, which means
that players can compete with other players online or play the game against the computer. This extends
the game even furthers into areas where Internet bandwidth may not be suitable to support online
gaming. Everything is connected through a centralized storyline created by an industry expert that
compels users to fulfill the game quests and build their character for fulfillment.
The MMO market is expected to reach $19.5 B by 2016 with a CAGR of 10.4%. This will make the MMO
segment the world’s second largest gaming segment, accounting for 22.7% of all global revenues in the
gaming industry. The free-to-play model of the game is the most popular within the MMO industry,
primarily by less mature markets in Asia, Latin America and Eastern Europe where the growth is the
highest due to increased internet penetration. Consumers value the ability to interact with their friends
in a virtual fantasy environment with limitless quests and outstanding graphics.
History has demonstrated that games meeting these elements experience fast growth, extremely high
profit margins and enjoy majority market share. Most of the initial demand for the game is coming from
males ages 13-17 (33%) and ages 18-24 (38%). Women account for ~ 18% of the total demographics. The
majority of the fan base are in quickly developing economies of Southeast Asia, Latin America and in some
areas of Western Europe.