Showing posts with label Game Developers. Show all posts
Showing posts with label Game Developers. Show all posts
Tuesday, October 8, 2013
How gamemaker gets players to pay
STOCKHOLM, Sweden — With 100 million people logging on every day for a fix of its games like Candy Crush Saga, global gamemaker King is showing rivals not just how to hook players, but how to get them to pay.
King is the latest among European tech firms like Rovio, creator of mega-hit Angry Birds, and Mojang, behind Minecraft, to make it big on the global gaming scene. But its stunning profitability in an industry littered with firms who failed to make money from popular games has made it a totem for others seeking to emulate its success.
King’s focus on the multi-billion dollar mobile games market – creating short, addictive puzzles for the fastest-growing part of the gaming industry – has helped it reap profits rare in its field. Though the company does not publish numbers, industry experts have estimated its revenues at $1 million-$3 million a day. Media reports now talk about an IPO valuation of $5 billion after a source recently said the company had filed to go public in the United States.
King was set up in Sweden a decade ago by friends working at the same tech startup and got 34 million euros funding from Apax Partners and Index Ventures in 2005. It has been profitable since, a fact that analysts put down to its ability to persuade players to pay several times over to continue the same game. Its “freemium model”, in which games are free but players can pay for add-ons or extra lives, has been particularly effective because of the success of Candy Crush, described by some analysts as a global phenomenon.
“Candy Crush is one of the biggest mass market consumer games in years,” said Adam Krejcik at Eilers Research in California. “They have been profitable for a while. This game has certainly brought them into a new category.”
The puzzle game, in which players line up gleaming 3-D sweets to knock out jelly, chocolate and liquorice, is available online, on smartphone and Facebook. It has held the No. 1 spot for apps on Facebook for nine months and is Apple’s top-grossing U.S. app, more popular than Spotify and TripAdvisor. King also says it is considering new platforms for the game such as smart TV.
Globally, mobile game revenues generated through Apple iOS & Google Playstore are expected to exceed $10 billion this year, according to Krejcik. Roughly half of those are revenues generated by seven publishers including King, DeNa, GungHo Online and Electronic Arts.
Bite-sized
According to King’s Chief Creative Officer Sebastian Knutsson, Candy Crush is addictive because it’s equal parts pain and fun and fits consumers’ short attention span.
“We talk internally about.. bite-sized entertainment, and we think that fits the mobile generation of today… short game rounds as opposed to having a super deep, long game,” he said.
Knutsson, one of the five founders of King who between them hold 25 percent, is also part of the 10-strong Swedish team that came up with Candy Crush. It combines elements of other popular games – the shiny graphics of Bejewelled, the candies of Candy Land and the grid-like action of Tetris.
“Candies felt like something that everybody would have a positive feeling about.. And I wanted something that could have shine and glossiness without being something unattainable,” Knutsson told Reuters in a Stockholm office where meeting rooms have names like Bubble Witch Lair, after the game.
Players lured by the appealing graphics of Candy Crush can pay for more lives, or must wait for 30 minutes before they may start again – though some cheat and move the clocks on their smartphones ahead so they can continue. The game’s appeal was broadened by its social aspect: Players can share their progress on Facebook, swapping lives as well as tips on how to crack the various levels. Others share their pain: “Die Candy Crush. Die.” writes one player, stuck at level 60, on King’s Facebook page.
King says its decision last year to shift its focus to its mobile platform was pivotal because that market was booming and the game suited it well.
The candies worked well on mobile screens, Knutsson said. Analysts note the game is easy to hop in and out of, making it a good time killer for mobile players, yet offers new challenges to give players a new twist when they play again.
“We knew it would be big on Facebook but I think the mobile success is what really took us by surprise,” Knutsson said.
The game’s success led CEO of arch-rival Zynga, former Microsoft Corp Xbox boss Don Mattrick to admit: “I’ll fess up, I’m a candy crush player and I’ve enjoyed it.”
California-based Zynga’s trajectory demonstrates the fate of many others in the industry. In 2009 it developed social game FarmVille – a huge hit in which players harvested crops and raised livestock – but is now struggling to make money from it because it is still based on Facebook as players migrate in droves to mobile. Zynga’s stock price has slumped 65 percent since a high-profile $1 billion IPO two years ago and it is now slashing staff numbers while closing offices.
Next level
Market researcher Newzoo estimates global game revenues across all platforms to reach $86.1 billion by 2016 as the number of gamers reaches 1.55 billion. It expects the fastest growth to come from mobile gaming, which will make up almost 30 percent of the total, up from about 17 percent this year.
Accordingly King – currently offering 150 games and boasting more than a billion gameplays each day – is lining up its next mobile games, readying alternatives for when its immense audience is no longer as mesmerized by its cascading candies.
Analysts expect the company to launch a mobile version of Farm Heroes Saga, a game in which players must match 3 items, which is already Facebook’s second-most popular app. King is already starting to roll out a mobile version of Papa Pear Saga, currently available on the web and on Facebook, in which players bounce and dive into barrels.
In the meantime, it plans to build on growth in Asia, the latest market to succumb to Candy Crush, which is gaining popularity there along with Supercell’s Clash of Clans.
“These are really the first western productions to break into the top 10 or the top 20 in the app store in Japan,” said David Gibson, a senior analyst at Macquarie in Tokyo.
source: interaksyon.com
Thursday, February 21, 2013
Sony unveils new PlayStation 4 console
NEW YORK — Sony Corp unveiled its first video game console in seven years on Wednesday that will let users stream and play video games hosted on servers, hoping the move will help stem user losses, pre-empt the next version of Microsoft’s Xbox and propel it back to the top of the videogame hardware industry.
The company revealed its PlayStation 4 console, which will succeed the PlayStation 3, at a flashy event in New York with game developers like Ubisoft and Activision Blizzard in attendance.
Sony said the console would be available for the holiday 2013 season. It did not immediately disclose pricing.
The console will be up against the next version of the industry-leading Xbox console, which is expected later this summer.
The controller on the new console dubbed “DualShock 4″ will have a touch pad, Mark Cerny, lead system architect on PlayStation 4, said.
Sony purchased U.S. cloud-based gaming company Gaikai for $380 million in July. Using that technology, the new console will offer a cloud-gaming service, the company said.
The 8GB PlayStation 4, which has been in development for the last five years, can also instantly stream game content from the console to Sony’s handheld PlayStation Vita through a feature called “Remote Play,” the company said.
Sony has also revamped the user interface on the new console that keeps tabs on user preferences and added social networking features.
Sony’s announcement comes amid industry speculation that Microsoft is set to unveil the successor to its Xbox 360 later this summer. The market-leading Xbox 360 beats the seven-year-old PlayStation 3′s online network with features such as voice commands on interactive gaming and superior connectivity to smartphones and tablets.
Gaining a lead over Microsoft’s Xbox and Nintendo Co Ltd’s new Wii U could help Sony revive an electronics business hurt by a dearth of hit gadgets, a collapse in TV sales and the convergence of consumer interest around tablets and smartphones built by rivals Apple Inc and Samsung Electronics Co Ltd.
Tablets and smartphones already account for around 10 percent of the $80 billion gaming market. Those mobile devices, analysts predict, will within a few years be as powerful as the current slew of game-only consoles.
After six years, Sony PlayStation sales are just shy of Xbox’s 67 million installed base and well behind the 100 million units of Wii sold by Nintendo, according to analysts.
source: interaksyon.com
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