![]() GamesBeat: What’s the total user base now? If I look at yesterday, we had more than 10,000 new registrations for Eve in a single day. Now, in the current situation, with a lot of people at home, we’re seeing an increase again. We’ve also been changing our tactics in getting the message out about Eve Online. Certainly we’ve improved the new player introduction into Eve. We have about 100,000 people logging into Eve for the first time this year, which is double what it was in January a year ago. There’s been a big boost in daily registrations for Eve this year. Petursson: We started to see, as of this weekend, an increase in both daily active users and new registrations. GamesBeat: Have you been able to measure percentage changes week to week, or from a few weeks ago? ![]() I’m sure that will only escalate now with a large part of the world stuck at home. We now have a more international audience than ever, and most important, everyone is playing together, which makes for a lot of interesting political intrigue within the game. All of these localized versions connect to the same game, so while people are playing with different languages, they’re all playing in the same game with the single shard concept. Then we have our Russian version, our German version, and our French version. We also saw increases in other regions in Asia, such as Japan. We did a new localization of the game for Korea in November and a big marketing push, which brought a lot of Koreans into the game. Right now we’re working on a few specific localizations and market entries. Petursson: We always have people from almost everywhere playing the game. GamesBeat: What is the worldwide footprint for Eve like now? It could be a doubling of the number of users for Eve once everything goes through. Our estimations are that when the game is up and running again, we’ll have a similar size of player bases in the west and the east. GamesBeat: If people wanted to play in China in the past, would they just have to do it through a VPN or something like that? It’ll be exciting to see how the game will do under the free-to-play model, and with all the additional development we’ve done since then. The last time we were operating EVE in China it was under the monthly subscription model, which is not very conventional for the Chinese market. This will be the first time we release Eve Online as a free-to-play game in China. It’s a relief to be at the stage where we can ramp up to the release. The player base in China has been waiting as well. We’re licensed to publish Eve Online in China with NetEase, which is something we’ve been preparing for for many years. We’re quite happy to have made it through the process. I think we submitted our application in 2018. We’ve been in the approvals queue for quite a while now. As a result, there has not been a lot of approvals for new games, especially non-Chinese games. Hilmar Veigar Petursson: The world knows well right now that China has been reorganizing the way they do game approvals. What went on behind that? What makes that important? GamesBeat: You recently got the certification for Eve Online in China with NetEase.
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