Posts Tagged ‘Games Market’
Gyromancer: Square Enix And Popcap’s Addictive, $15 Spawn
Gyromancer: Square Enix And Popcap’s Addictive, $15 Spawn
When it comes to role-playing games, there isn’t a bigger name than Square-Enix. PopCap Games enjoys a similar reputation, albeit in the casual games market. When the company behind the Final Fantasy series and the developer responsible for titles like Peggle and Plants vs. Zombies announced they were going to join forces on a new project called Gyromancer, people wept for their free time. Now, the game is here, both on Xbox Live and Steam, and the enthusiasm surrounding the game certainly seems well-placed.
The bottom line is that Gyromancer is wonderful title, an amalgamation of the two companies’ strengths. PopCap’s fast-paced and addictive gameplay, coupled with the high amount of gloss and polish that Square-Enix is known for, is a winning combination. Everything about the game is fun, and once you start playing, you’re not going to want to stop.
Analysis: Mobile games aren’t worth $5.4 billion
Analysis: Mobile games aren’t worth $5.4 billion
Filed under: Gaming, Apple, Developer, iPhone, App Store, SDK
Jeremy Laws at Cabana Mobile has an interesting little analysis up about mobile gaming that claims it may not be as big as it’s cracked up to be. Laws says there’s no way the mobile gaming market can hold up $5.4 billion, as was reported earlier this year by Juniper Research. Laws looks at the top 10 companies releasing mobile games (at retail — that will become important in a minute), and claims that even if those companies make up 70% of total mobile games, the total amount of mobile game sales only comes up near $1.7 billion, far short of the Juniper number.
So where’s the discrepancy? It’s almost certain to lie in the App Store, where Juniper says growth more than made up for the dropoff of sales in other areas, like Java-based games. Laws does list companies like EA Mobile and Gameloft, whose games are selling on the App Store, but almost all of Laws’ companies are old-school mobile developers, who created games for mobile phones before the App Store was ever open for business. Plus, his “retail” mention might mean the App Store isn’t included in his calculations at all — can you call the App Store “retail”? In fact, if any mobile games marketplace is going to make up over $3 billion in the mobile games market, it’s got to be the App Store, right?
So this means a couple of different things: one, the App Store very well could be remaking the face of mobile gaming, to the point where old-school numbers are just plain insufficient to compare to modern App Store sales. Second, if there is a bubble, it’ll likely be in the App Store: another recent report says that if you spend more than $40k on a 99 cent game, you’re losing money. Laws may be underestimating the long tail of the App Store — certainly no single developer has pulled in billions, but there are a lot of developers out there. Still, at the same time, $5.4 billion does seem high. And if games companies are convinced there’s gold in the App Store hills, that’s where the bubble will eventually burst.
TUAWAnalysis: Mobile games aren’t worth $5.4 billion originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 27 Aug 2009 21:00:00 EST. Please see our terms for use of feeds.
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Can this save the Flash game market? Mochi Media launches virtual currency
Can this save the Flash game market? Mochi Media launches virtual currency
Flash games on the web started out as a hobby. Now there are tens of thousands of them that, through advertising, are generating steady incomes for their creators. And today, Mochi Media is launching a virtual currency that could extract even more revenue from those Flash games.
The announcement should be greeted with relief at the Casual Connect Summit, which is getting underway in Seattle today. Makers of casual games — those that provide short bursts of entertainment — have been under pressure because there is such a flood of free titles hitting the market as well as fierce competition for gamer attention from game platforms such as the iPhone and social networks.
Through Mochi Coins, gamers can pay real money for virtual currency that they can use to unlock new capabilities in games such as customizing avatars or buying more powerful weapons.More than 15 games are launching this week with the Mochi Coins micro-transactions.
The focus on monetizing through virtual goods represents an evolution of the game industry. The trend started with Asian online games, it has taken off in the U.S. in online games on Facebook and with Sony’s Free Realms game, and now Mochi Media is bringing the model to Flash games.
Rivals include Heyzap, which recently launched its own virtual goods system for Flash games. But Mochi Media has been testing its platform for just as long and the competition between the two companies means the technology is like to reach much of the Flash games market. Heyzap says it has seven games now using its micro-transaction platform — including this one — and it is in talks with 40 developers.
Flash games are running into trouble with the advertising model, where a gamer has to watch a video ad before getting access to a free game. As ad rates fall during the recession, the games aren’t generating as much revenue. But the early results from testing Mochi Coins are very promising. The new currency could even stop the mass migration of casual game developers from Flash web games to Facebook and iPhone games.
“Through ads, many of the game creators are making hundreds of thousands of dollars from their Flash games,” said Jameson Hsu, founder of Mochi Media and “chief Mochi.” “Now we’re hoping to make them into millionaires.”
Indeed, if the effort is successful, you’ll see a lot more companies creating Flash games, not just hobbyists, Hsu said.
Mochi Media pioneered its business in 2005 as an analytics company, collecting data on Flash games. In 2007, it launched a game distribution and ad network. It became a kind of an arms dealer, providing white-labeled game ads to any game company that wanted to wrap ads around its games. With the analytics, it tracked how many times a game got played and the ads were seen. Then it collected the ad revenue and shared it with developers. It essentially helped turn free Flash games into a real economy. The company now has 25 employees.
Now Mochi Media monitors more than 15,000 Flash games which reach more than 100 million unique visitors a month. With Mochi Coins, Hsu says, each gamer could now generate a lot more revenue. While ad-based games generate maybe 50 cents per 1,000 players, the new currency can generate $6 to $7 per 1,000 players. The average revenue per paying user is about $4 per month, Hsu said.
Users pay for the coins via credit card, PayPal, or SuperRewards, which lets people fill out surveys or accept special offers in exchange for currency rewards. You can log into your Facebook account via Facebook Connect and then pay for the Mochi Coins with a couple of clicks. One of the brilliant ways the game gets you to spend money is by letting you pay to come back to life after you’ve died in a game — it costs 1,200 coins, or about $1.50, to get up and continue where you left off.
One of the early test games is Ninjakiwi’s SAS: Zombie Assault 2. It’s an addictive two-dimensional cartoon game where you get an overhead view of a soldier trying to fend off a bunch of zombies. Hsu gave me a demo of the game and showed how you can upgrade to better weapons like grenade launchers that you can use to explode a bunch of zombies at once. I spent a few dollars in a very short time. The top selling item in the game is $5.25. The items you buy are always there for you when you come back to the game after a break.
Mochi Media takes a cut from the coins, as does the game developer. Right now, Mochi keeps 40 percent and the game developer keeps 60 percent.
