说实话，《We Rule》的成就当然不可与《愤怒的小鸟》相提并论，毕竟后者的下载量已经超过了1亿次，玩家每天的游戏时长也达到了2亿分钟，它只需要15天时间，就能达到ngmoco一年产生的30亿分钟游戏时间的水准。不过游戏邦认为，《We Rule》仅是Ngmoco的大量优质游戏作品之一，它能在竞争激烈的苹果App Store中顺利生存下来（游戏邦注：App Store目前共有5.2984万款活跃游戏，每天都会出现114款新游戏），这确实算是一个了不起的成绩，同时也证明该公司有能力通过持续更新游戏，打造一个全新的iPhone娱乐项目。
《We Rule》的成功是日本DeNA出手4.03亿美元收购Ngmoco的重要原因之一，后者通过《We Rule》创建了一个类似于Facebook游戏《FarmVille》的可靠虚拟经济系统。与《FarmVille》一样，《We Rule》玩家也可以收割庄稼，但他们还可以去做游戏任务，与邻居进行贸易往来，并同城堡、农民、海盗和龙进行互动。
Ngmoco有一个专门的团队负责每隔两周就为游戏添加新内容，支持玩家下载更新。所以《We Rule》现在共有300多种定制王国的选项，有1900万个Ruby groves，130万个龙穴。为了庆祝这款游戏诞生一周年，Ngmoco将为其添加更多新功能，并开展包括新礼品赠送功能等推广活动。在未来数月，Ngmoco还将推出该游戏的Android版本。（本文为游戏邦/gamerboom.com编译，转载请注明来源：游戏邦）
Ngmoco’s We Rule logs 3 billion minutes of game play in one year
When Ngmoco launched its We Rule kingdom-building game on the iPhone a year ago, it had high hopes. The game was a high-quality title offered for free and meant to take advantage of Apple’s in-app purchase feature for selling virtual goods.
A year later, the title is a success. It has been downloaded more than 13 million times, and players have logged more than 3 billion minutes building kingdoms and farming crops. In social games, that wouldn’t be considered a giant achievement, but in the emerging market for mobile apps, it’s a sign of a strong and engaged community. As more people buy smartphones and tablets, hits like We Rule are going to pay off in bigger and bigger audiences.
To be sure, We Rule’s success isn’t anywhere near as big as Angry Birds, which has been downloaded 100 million times and generates 200 million minutes of game play a day and which could hit Ngmoco’s one-year level of 3 billion minutes in just 15 days. And the game is just one of more than three dozen published by Ngmoco. But We Rule’s survival for more than a year in the cutthroat App Store marketplace — where there are 52,984 active games and 114 new ones per day — is a big achievement and shows that it’s possible to create a new entertainment franchise on the iPhone as a constantly updated service.
We Rule’s success was likely one of the reasons Japan’s DeNA bought San Francisco-based Ngmoco for up to $403 million last summer. With We Rule, Ngmoco figured out how to create a virtual economy that paid off in a way similar to that of games such as FarmVille on Facebook. As in FarmVille, players can raise crops. But they can also complete quests, trade with neighboring realms, and interact with castles, peasants, pirates, and dragons.
We Rule’s in-app purchases enable a virtual goods business model. Users can pay real money for mojo, Ngmoco’s virtual currency, so that they can speed up processes in the game. Users can pay 99 cents for just 5 mojo or $99 for a discounted batch. (and yes, parents really didn’t like the fact that kids could buy something for $99 in a game). Users are spending 15 million mojo a day in the game, and they spend 40 billion coins (a virtual currency that can’t be exchanged for real money) a day.
As a measure of engagement, players have played more than 480 million sessions, with average session length of one hour, says Clive Downie, vice president of marketing at Ngmoco. Players have gone on more than 1.2 million quests and have an average of 27 friends each. Players have banded together to do more than 82 million social jobs.
Ngmoco has a team that delivers twice-weekly additions to the game that players can download as updates. There are now more than 300 ways to customize a kingdom. And there are 19 million Ruby groves and 1.3 million dragon lairs in the game. To celebrate the one-year anniversary, Ngmoco is going to offer new features and promotions, including a new gifting feature. In the coming months, Ngmoco will expand the game to Android mobile devices.（source:venturebeat）