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每日观察:关注Facebook游戏2012年用户及收益情况(3.27)

发布时间:2013-03-27 11:18:04 Tags:,,

1)应用商店分析公司App Annie最近数据显示,2013年2月份Supercell已成为iOS收益排名第一的发行商,其次分别是GungHo Online、EA、King.com和GREE。

在Google Play平台上,收益前10名发行商均为亚洲公司,GungHo最为领先,CJ E&M(韩国)排名第二,WeMade(韩国)位居第三,NHN(韩国)第四,DeNA(日本)名列第五。

feb2013-revenue-google-play(from app-annie)

feb2013-revenue-google-play(from app-annie)

feb2013-revenue-ios(from app-annie)

feb2013-revenue-ios(from app-annie)

在两个平台的下载量榜单上,《Temple Run 2》表现最为出众,Imangi Studios也借此成为2月份App Store下载量最高的发行商,EA则是Google Play下载量最高的发行商。

2)据insidesocialgames报道,Facebook在最近的GDC大会宣布其社交网络每月游戏玩家已超过2.5亿,截止2月份iOS前400名热门应用中,有55%与Facebook绑定,Facebook已向苹果App Store和谷歌Google Play导入2.63亿次点击量。

facebook_logo(from conwynpixel)

facebook_logo(from conwynpixel)

Facebook网络平台上的游戏安装量比2012年3月增长75%,约有200款Facebook游戏的月活跃用户超过100万,约100家开发商去年在Facebook收益超过100万美元。Facebook游戏付费玩家比例也从去年3月份增长至24%,Facebook在2012年已向游戏开发商支付20亿美元以上的收益。

3)据venturebeat报道,《水果忍者》开发商Halfbrick日前宣布将于今后一两个月向触屏设备推出新款游戏《Fish Out Of Water!》。

该游戏理念有点类似于《愤怒的小鸟》,但玩家可以从6种鱼(每种都有不同的生理特点)中选择一者,使其弹跳跃出水面。并由6名裁判为玩家的“弹跳”表现打分,有些裁员看重的是跳跃距离,有些则是弹跳动作,玩家能否攀向排行榜高分,则要取决于裁判所给予的分数。

fish-out-of-water(from venturebeat)

fish-out-of-water(from venturebeat)

在玩家与他人比赛过程中,游戏中的天气也会发生变化,时而刮风、下雨,时而降雪或雨夹雪,这些天气会影响不同鱼的飞翔轨迹或弹跳情况。

4)据gamezebo报道,ZeptoLab工作室联合创始人Efim和Semyon Voinov兄弟最近宣布将于今年底前推出4款新游戏。其中有几个项目是与《割绳子》相关的游戏,将于4月份上线(游戏邦注:但该工作室并未透露该游戏究竟是《割绳子》续作还是衍生产品)。

cut the rope(from vicffie.blogspot)

cut the rope(from vicffie.blogspot)

5)据insidesocialgames报道,PopCap Games日前宣布将推出《植物大战僵尸》的社交改编版本《Plants vs. Zombies Adventures》,并确认了将于今年夏天发布《植物大战僵尸2》这一消息。

与原版《植物大战僵尸》不同的是,社交改编版游戏的玩家在一个汽车房中抵御卡通僵尸的进攻,他们还可以在开始游戏之前选择关卡难度。游戏中包括许多种新僵尸和植物,采用了3D视角,玩家在关卡开始之前可选择限定数量的植物,将它们安置在过道中以抵御不死僵尸。

PvZ Adventures(from gamesindustry.biz)

PvZ Adventures(from gamesindustry.biz)

据该公司介绍,这款游戏已开发一年之久,原先的小团队已扩展至40人规模,在早期开发阶段,团队创建了11个不同的原型,以查看游戏在Facebook平台的运行效果。

6)据pocketgamer报道,英国游戏公司King.com日前宣布公司现更名为King,每月玩家数量已超过1.08亿,其中有4900万来自移动平台。

Bubble Witch Saga(from thealistdaily.com)

Bubble Witch Saga(from thealistdaily.com)

值得注意的是,该公司已在10年前成立网页休闲游戏门户,但在2012年7月才发布首款移动游戏《Bubble Witch Saga》。

7)据serkantoto报道,日本社交游戏开发商GungHo最近财报显示,公司在2月份销售额达100亿日元(1.06亿美元),同比上年增长1280%。

在该公司这1.06亿美元月销售额中,热门游戏《Puzzle & Dragons》(在iOS和Android平台拥有900-1000万注册用户)所创收益达6200-8600万美元。

puzzle_and_dragons(from pocketgamer)

puzzle_and_dragons(from pocketgamer)

据报道,日本电信巨头软银(SoftBank)将在今年4月份斥资250亿日元(2.64亿美元)再次收购GungHo公司6.4%的股份,它在GungHo的股份将从原来的33.6%增长至40%。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

1)Everyone agrees Supercell and GungHo are top grossing companies on iOS and Android, respectively

by Jon Jordan

There are plenty of ways to rank the winners when it comes to mobile gaming.

We’d like to think our own PocketGamer.biz annual top 50 developers list is the most interesting, as it combines critical acclaim, creativity – both in terms of game design and business acumen – not to mention cold hard cash.

App store analytics company App Annie is more focused on the hard numbers it estimates from its analysis of the Apple App Store and Google Play, however

And it’s just announced its global breakdown for February 2013

Who’s #1

This sees Supercell crowned as the top grossing iOS publisher, behind GungHo Online and EA, with King.com and GREE rounding out the top 5.

Funnily enough, we sort of agree with that too; as we had Supercell at #1, EA at #3, GungHo at #4 and King.com at #7.

When it comes to Google Play, it’s GungHo all the way thanks to the massive success of Puzzle & Dragons in Japan.

Indeed, the Google Play top grossing top 5 are all Asian companies: GungHo, CJ E&M (Korea) at #2, WeMade (Korea) at #3, NHN (Korea) at #4, and DeNA (Japan) at #5.

Most popular

As for the games and companies generating the most downloads, tiny Imangi Studios did best on iOS and Google Play with Temple Run 2 being the popular game on both in February, and it was the most voluminous publisher on the App Store too.

EA – with dozens and dozens more available titles – was the most voluminous publisher on Google Play.

Of course, App Annie isn’t the only company making these estimates.

If you’re really into numbers, you can compare its February figures with those from rival Distimo.

In the case of Supercell and GungHo being top of iOS and Android, they both agree.(source:pocketgamer

2)Facebook reveals new growth stats; 20 percent of web users play games every day

Mike Thompson

Today at the Game Developers Conference, Facebook revealed new statistics, features and a Game Center for developers.

According to Facebook, more than 250 million people are playing games on the social network every month. The company is continuing to showcase itself as a huge asset for mobile developers, too, pointing out that (as of February) 55 percent of the top 400 iOS apps are integrated with Facebook. Likewise, Facebook drove 263 million clicks to the Apple App Store and Google Play.

As for Facebook’s continuing growth as a viable games platform, the social network says game installs on the web platform are up 75 percent from where they were in March 2012. Accordingly, roughly 200 titles on Facebook have more than one million monthly active users apiece and roughly 100 developers generated more than $1 million on Facebook last year. Year-over-year growth of the total number of paying players has also increased by 24 percent from March 2012. Finally, more than $2 billion was paid out to game developers in 2012.

In addition to these statistics, Facebook also revealed that it’s about to launch a new games section of timeline that will be included in the new timeline rollout. This section will provide users
with the ability to show what their favorite games are, both via their timeline and About page.

This last bit will be of particular interest to game developers interested in pursuing Facebook as a platform for their titles. One of the constant complaints we hear about Facebook is the difficulty one faces in terms of getting their game discovered; this new section sounds like it will be another channel for potential viral sharing, especially amongst users who are heavy gamers.(source:insidesocialgames

3)Fish Out Of Water! is the next mobile addiction from Fruit Ninja’s developers

Dan “Shoe” Hsu

Luke Muscat got the idea for Fruit Ninja from watching late-night infomercials peddling cut-through-anything knives. Now the chief creative officer for developer Halfbrick is turning his love of surfing and everyone’s intrinsic desire to skip stones across water into another addicting mobile game, Fish Out Of Water!, due out within the next month or two for touchscreen devices.

The concept is a little Angry Birds-ish, only without the pig death and destruction at the end of the bird’s flight. You pick one of six fish, each with different physical characteristics, then fling it as far as possible to rack up not only total feet traveled but “skips” on the water’s surface. After three attempts, a group of six crab judges will score your session, Olympics-style.

Some judges are more impressed with distance, while others want to see more bounces. Climbing the leaderboards will depend on your ability to please the crabs’ different personalities, which are all based on real-life people (developers on the Halfbrick team, Muscat’s girlfriend, and even a Simon Cowell type at Halfbrick who’s as hard to please in person as he is in the game).

Unlike in Halfbrick’s fan-favorite Jetpack Joyride, where the goal is to beat your personal distance record, in Fish Out Of Water!, players are simply competing against others on leaderboards that reset each day. (So the game doesn’t fall into the trap where exceeding your previous high score becomes more and more difficult the more you play.) The appeal here may seem like it could wear off fairly quickly, but ever-changing weather will play a huge part in mixing up play sessions for players around the world.

In any given hour, the weather may change for everyone at the same time. Wind, rain, snow, icy water … all may affect the flight paths of the different fish or create waves that can alter the skipping physics. During a stormy period, scores will likely drop for everyone playing at that moment. It will offer a short-term forecast for the next three hours or so, but Muscat hopes his

“randomized, semi-intelligent” weather system will create a new type of activity within the Fish Out of Water! community where players seek out ideal conditions. “I do a lot of surfing and go to the beach to check the waves every day,” he told GamesBeat. “Of course, the day I don’t check, it’s perfect. Then I have to hear about it from my friends. So I really wanted to capture that dynamic with real-time weather in Fish Out Of Water! When it’s perfect with perfectly flat water, there should be tons of people playing to get those ideal conditions.”

This weather system may present some balancing problems on the leaderboards, however, since “ideal conditions” for someone living in Tallahassee, Fla. at 1 p.m., will be a deep-sleep 4 a.m. for a player in Sydney, Australia — probably not the ideal hour for a quick water-skipping session on the iPad. “We’re still working that out,” said Muscat.(source:venturebeat

4)New Cut the Rope coming in April, more ZeptoLab goodness to follow

By Jim Squires

GDC is a little like the Christmas season.  It’s a wonderful time when anything can happen.  Take ZeptoLab, for instance.  The studio is still hot on the heels of the recently released Pudding

Monsters, but that doesn’t mean they don’t have plans for the future.  In speaking with Polygon, twin founders Efim and Semyon Voinov have confirmed not one, but four new games that should see the light of day before the end of the year.

The first, and potentially most notable of these games is something “Cut the Rope-related” coming in April.  Whether it’s the next iteration of the series, a spin-off, or something else entirely
is anybody’s guess – but fans of Om Nom should be pleased to know that ZeptoLab is returning to the world of their hungry green monster.

“Our plan is to release four games this year,” Semyon told Polygon. “Some of them are related to Cut the Rope, and some of them are completely different. We wanted to keep this healthy balance, because Cut the Rope is our baby, and we want it to grow, obviously. But also we want to do new things — new babies.”

The interview goes on to discuss the Voinov’s feelings about quality over quantity, their commitment to mobile, and more.  If you’re hungry for information like Om Nom is for candy, be sure to check out the full article at Polygon.(source:gamezebo

5)Exclusive: PopCap bringing Plants vs. Zombies to Facebook with Plants vs. Zombies Adventures, confirms PvZ 2

Mike Thompson

PopCap Games today officially revealed the social adaptation of its incredibly popular game Plants vs. Zombies with Plants vs. Zombies Adventures. At the San Francisco Game Developer Conference, we got to sit down with head of PopCap’s San Francisco studio Curt Bererton and Creative Director Mathilde Pignol to check out what gamers can expect to see. The company also officially confirmed Plants vs. Zombies 2 will release sometime early this summer, though we didn’t get the opportunity to check that game out.

Plants vs. Zombie’s impending arrival on Facebook has pretty much been the worst-kept secret in the games industry for the past year, with PvZ knockoffs regularly appearing on the social network and gaining popularity before getting shut down. Finally, though, PopCap is getting ready to launch a limited regional beta of PvZ Adventures, with a wider launch planned for later this spring.

During this time, Bererton and Pignol tell us the studio will take the time to do some A/B testing with certain features before making final game design decisions.

As opposed to the original Plants vs. Zombies, the core gameplay in PvZ Adventures will see players defending a motor home from the cartoonish undead. The storyline takes place during these “Road Trip” missions; which occur in different settings (we saw both a post-apocalypse cityscape and a chasm called “Dire Spires”, though there seemed to be many more) and players can choose the difficulty of the level before they start.

The game is set to feature a number of new zombies and plants, of which we got to see a few examples. The new plants include the Beet, which deals heavy amounts of melee damage, and Aspearagus.

Likewise, some of the new zombie types includes one wearing a barrel that then charges at full speed when the plants destroy said barrel and a “Mad Hatter” zombie that appeared to be heavily
armored with a variety of headgear.

Zombie battles are presented in a 3D isometric format. Instead of having the zombies progressing in a straight line, there are often multiple winding paths leading to the motor home’s front door.

Players choose a limited number of plants before the level begins and then place them along the pathways at strategic points to hold off the walking corpses. Clicking on the plants will provide a temporary range and power boost for a small amount of sunshine (which is normally used to purchase and place plants during battles).

A major departure from the original game, however, comes in the form of the town-building aspect. Players start out with a home on a block of property to defend from zombies; as the game
progresses, they’re encouraged to explore adjacent property tiles and construct new buildings that will spawn resources. The town is also necessary for acquiring plants to use during zombie
attacks: Players place planters on their properties and then plant seeds, which eventually spawn different types of plants over varying time frames. As new property squares are unlocked, explored and conquered players will gain access to new types of plants.

The town also provides an extra social mechanic. The usual ability to send mystery gifts to Facebook friends is still present, but the most attention-grabbing thing we got to see was the ability to visit other players’ towns and send zombie attacks at various buildings. If the paths aren’t sufficiently guarded, zombies can temporarily destroy a building and prevent it from spawning resources until it’s repaired. At the moment, players will be able to send one attack per day for free and can then pay a fee of hard currency if they want to attack a town more during that period.

According to Pignol and Bererton, the game’s been in development for over a year, starting out with a small team that gradually grew to 40 people. During the early phases of development, they say, the team actually built 11 different prototypes to see what would work on the Facebook platform. One prototype mentioned is described by Pignol as “Zombie Roulette,” which she quickly mentions didn’t work out.

“We learned something from every prototype,” she says, “even if it was learning just that something didn’t work.”

When asked if PopCap is considering putting PvZ Adventures out on other platforms — since the company’s already seen so much success on mobile devices — Bererton says it’s too early to say anything definite, but that PopCap is currently focused on getting it out on Facebook. After that, though, he acknowledges a mobile version of the game is certainly a possibility.

“A lot of people like to knock it, but Facebook is still an incredibly solid option,” Pignol adds, noting the huge number of users developers have access to.

Tower defense games on Facebook haven’t had much success attaining users. The most obvious comparison for the PvZ franchise on Facebook is Nexon and Antic Entertainment’s Zombie Misfits, which featured quality gameplay and production values but never was able to find much of an audience. Since then, it appears the game’s been shut down; a likely reason for its failure to thrive on Facebook is that its missions were often rather lengthy and didn’t provide the quick game experience most casual titles on the platform provide. That said, PvZ Adventures looks like it’s poised to succeed where other tower defense games have failed between its snackable gameplay and social mechanics.

“We’ve tried to focuse on laying the groundwork on the social elements, like laying the path and social elements with your friends,” Bererton says. “It’s not just PvZ with a leaderboard. There are leaderboards, but one of the things we were looking for on Facebook was that you’re connected with friends and can interact with them more than you could on mobile.”
Anyone interested in learning more about PvZ Adventures can visit the game’s Facebook fan page and should keep an eye out for #PvZAdventures on Twitter.(source:insidesocialgames

6)As it announces 49 million monthly mobile players, King.com rebrands as King

by Jon Jordan

Demonstrating the way the industry is moving, King.com is no more.

Launched as a web-based casual gaming portal 10 years ago, it’s since moved onto Facebook and mobile with massive success and so is rebranding as King.

And to demonstrate its royal status, the company has released some figures.

It hosts over 108 million players and 12 billion gameplays a month across its network of online, mobile and social games, and out of the 108 million monthly players, 49 million play on mobile.

How you’ve grown

That’s pretty impressive given its first mobile game Bubble Witch Saga wasn’t released until July 2012.

Although there’s still plenty of room to grow. In comparison, Zynga has 72 million players per month.

And growth is what King remains focused on. It’s just announced two new games, a pachinko-inspired Papa Pear Saga and farming game Farm Heroes Saga.

Both with be released on Facebook, with Papa Pear Saga also definitely coming to iOS and Android. King’s mobile plans for Farm Heroes Saga are yet to be revealed.

The Saga continues

“We have had lots of fun over the last 10 years making great games and we are honoured to have acquired such a loyal fan-base. The exceptional growth of our mobile, Facebook, and cross-platform audience is a testament to the care and craft that goes into our games,” said Riccardo Zacconi, King’s co-founder and CEO.

“We’re pleased to announce two new Saga games on Facebook with Papa Pear Saga and Farm Heroes Saga. These games build upon our Saga portfolio with new concepts that players are sure to enjoy.”(source:pocketgamer

7)Puzzle & Dragons Probably Generated US$62-86 Million In Sales Last Month

by Dr. Serkan Toto

The crazy Puzzle & Dragons boom in Japan continues – and it gets even crazier.

Maker GungHo posted a new financial document according to which sales in February for the company reached an almost unbelievable 10 billion yen in February (+1,280% year-on-year).

That is US$106 million – in a month with 28 days.

In January (31 days), GungHo, which is soon to be turned into a subsidiary of carrier SoftBank, reported sales of “just” US$92 million.

Before you say this is “impossible”: the company isn’t private. It’s listed at the Osaka Stock Exchange – in other words, GungHo cannot make financials up.

As last month, there is no discussion in Japan’s gaming industry that Puzzle & Dragons is the main driver behind this growth.

Back then I summarized a few reports in gaming media over here, estimating that the puzzle/RPG hybrid alone racked up between US$54-75 million in January – or between 59% and 81% of GungHo’s sales in that month. (As a side note, that would roughly be my estimated range as well).

Applying this to the US$106 million the company made last month, this would mean that Puzzle & Dragons alone generated US$62-86 million.

As I mentioned earlier, I have seen many hard-to-believe numbers in Japan’s mobile gaming industry, but this game tops everything. That revenue is generated by 9-10 million registered users the title had in February (on iOS and Android).

Seeing that Puzzle & Dragons is still growing steadily, revenue will probably be higher in March (which has 3 more days than February, too).(source:serkantoto

SoftBank To Become Majority Shareholder In Puzzle & Dragons Maker GungHo

Written on March 25, 2013 by Dr. Serkan Toto in Social Games In Japan This is big: Japanese telecommunications giant SoftBank (the one that acquired Sprint in the US) will launch a tender offer to increase its stake in GungHo Online Entertainment between April 1 and 26 this year (GungHo will conduct a 10-for-1 share split on April 1).

GungHo has produced Puzzle & Dragons, Japan’s most popular smartphone game (over 10 million users) and perhaps the most profitable mobile game worldwide (estimated to rack in well over US$50 million per month currently).

A few days ago, GungHo’s market cap reached a mind-blowing US$5 billion – more than that of GREE or Mobage operator DeNA.

SoftBank (or SoftBank Mobile, to be more specific) will acquire 6.4% of GungHo’s total shares for 25 billion yen (US$264 million).

With that investment, the telco’s stake in the Puzzle & Dragons maker increases from 33.6% to40%.(source:serkantoto


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