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每日观察:关注Supercell发布2014年度17亿美元财报3.25

发布时间:2015-03-25 11:27:13 Tags:,,

1,据gamasutra的消息称,暴雪在台湾起诉刀塔传奇开发商 Lilith Games。这可能是这两天游戏圈最火的新闻,因为 Lilith Games也正在起诉uCool侵权他们的游戏。

UI of Soul Clash(from gamasutra.com)

UI of Soul Clash(from gamasutra.com)

这个版权乱局看起来应该是:uCool侵权了Lilith Games,Lilith Games侵权了Blizzard;然后是Blizzard起诉了Lilith Games,Lilith Games起诉了uCool。

2,据venturebeat的消息,新闻说Supercell 2014年营收17亿美元,只有三款在运营游戏,团队成员只有150名。很多新闻恭维Supercell的创造力,但Supercell的产品灵魂都是在 2012年初创造的,在那之前没有,在那之后也没有;很多新闻也都在抱怨手游产品的短周期,但他们最赚钱并且还在持续高营收的Clash of Clans 2012年8月就上线了。

Clash of Clans(from pocketgamer)

Clash of Clans(from pocketgamer)

3,venturebeat在报道Dota2营收能力的时候用了一个奇怪的标题,标题称Dota2每个月能为Valve赚钱1800万美元,但紧接着话锋一转,英雄联盟赚这么多只需要5天。

dota2(from baidu.com)

dota2(from baidu.com)

4,据pocketgamer的消息称迪士尼旗下的Tsum Tsum营收超过3亿美元。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengintiao)

Tsum Tsum(from pocketgamer.biz)

Tsum Tsum(from pocketgamer.biz)

1,Today, Blizzard announced its intent to sue Lilith Games, the developers of mobile game Soul Clash, which is known in Taiwan as DOTA Legend, for “violation of copyright laws and trademark laws.” This news comes from a press release on Blizzard’s official Taiwanese site (and was examined by Gamasutra using Google Translate.)

At the same time, Lilith Games has taken aim at uCool, developers of Heroes Charge. It alleges that Heroes Charge is a clone of Soul Clash, and has filed suit in the U.S.

“Heroes Charge is so identical to Soul Clash in the rules, the character set, and even the user interface that we assume it could have been created by decompiling the source code of our original game,” said Xinwen Wang, CEO of Lilith Games, in a statement.(source:gamasutra.com

2,Supercell is going to need a bigger bank account.

The privately held Finnish developer revealed the results of its fiscal 2014 today, and the company saw mammoth growth in its revenues and earnings. Hits like Clash of Clans, Hay Day, and Boom Beach helped the company generate revenue of $1.7 billion (€1.55 billion) last year. That’s up from what was effectively $570 million (€515 million) in 2013 (although the Euro was worth more in 2013, so that €515 million was worth closer to $850 million at the
time). In terms of earnings, the company pocketed $565 million. That’s up big from $267 million in 2013.

Supercell is one of the industry leaders on mobile, a potentially $30 billion industry this year, predicts research firm Newzoo. Clash of Clans has topped the highest-grossing list on iOS and Android nearly every day since 2012. And the company has figured out novel ways to bring in new players while squeezing more money out of everyone who boots up the free-to-play game.

The studio was so successful that it actually ran a minute-long ad during the Super Bowl for Clash of Clans to attract new players. That commercial likely cost the company around $9 million just for the airtime, and it starred international movie star Liam Neeson.(source:venturebeat.com

3,Dota 2 is a growing force in the multiplayer online arena battler space. It makes $18 million every month, according to industry-intelligence firm SuperData Research. And that number is on the rise as Valve’s highly competitive game attracts new players and helps the company capture a bigger piece of the MOBA market, which is about $54 million a month in the United States alone.

“The success of the MOBA genre continues as one of Valve’s top-tier titles broke the symbolic threshold of 1 million concurrent users in February,” SuperData Research chief executive Joost van Dreunen wrote in a blog post. “Worldwide, the game has a monthly active user base of well over 10 million players.”

But while Dota 2 is on the rise, it still has a very long way to go to catch up to the dominant MOBA, League of Legends.(source:venturebeat.com

4,Disney’s Tsum Tsum has posted more than $300 million in revenue since its launch in July 2014.

The match-3 puzzler integrates the LINE mobile messaging service; a partnership that Disney Mobile Games general manager Chris Heatherly attributes to Tsum Tsum’s success.

“It’s [Tsum Tsum’s] done $300 million in revenue, and it couldn’t have done that without Line’s social network,” he told VentureBeat.

“That’s a great partnership for us because we’re able to reach into their social network with our IP.”

Life Line

Indeed, the LINE network boasted 500 million users as of November 2014 with a particularly large stronghold in Japan – which also provides the lion’s share of revenue for Tsum Tsum.(source:pocketgamer.biz  )


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