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每日观察:关注Daybreak Game Company裁员消息2.12

发布时间:2015-02-12 21:58:41 Tags:,

1,据venturebeat的消息称Newzoo数据分析显示youtube最受欢迎的游戏类视频排名第一的是Minecraft,月访问23.95亿,排名第二的是Grand theft auto,月访问7.9亿,排名第 三的FIFA月访问为3.68亿。

Newzoo Top 20 Game(from venturebeat.com)

Newzoo Top 20 Game(from venturebeat.com)

其中排名前二十名的游戏与访问总共达到了58.5亿。

2,据gamesindustry的消息称Daybreak Game Company已经确认将就圣地亚哥和奥斯汀办公室进行裁员。

Sony Online Entertainment(from gamesindustry.biz)

Sony Online Entertainment(from gamesindustry.biz)

Daybreak Game Company由Sony Online Entertainment被收购后改名而来。

3,据pocketgamer的消息称Supercell将停止维护旗下第四款游戏Spooky Pop。

Spooky Pop(from pocketgamer.biz)

Spooky Pop(from pocketgamer.biz)

Spooky Pop发行与2014年12月2日,更新过两次。

4,据pocketgamer的消息称DeNA发布Q3财报,季度营收2.87亿美元。处于下滑趋势。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

dena(from pocketgamer.biz)

dena(from pocketgamer.biz)

1,It’s Minecraft’s world, and we’re just all living in it.

Newzoo released a list of the top 20 most popular games according to views received on YouTube videos. Newzoo got the info by continuously tracking over 4 million gaming-related YouTube channels. As you can see in the chart below, Minecraft was way ahead with 2.395 billion views in January.

This list contains a lot of popular franchises, so it doesn’t have many surprises. Clash of Clans, however, at No. 9 is the only game on the list that only exists on mobile platforms, although Angry Birds at No. 8 is primarily known as a mobile brand.

Minecraft is a huge hit. Microsoft bought Mojang, the company behind the block-building game, for $2.5 billion last September. Considering its popularity, that price seems less than ridiculous.(source:venturebeat.com

2,Daybreak Game Company, formerly Sony Online Entertainment, has confirmed that it’s cutting staff at both its San Diego and Austin studios but has said the move won’t affect the running of its current online games portfolio.

“As part of a strategic decision to rationalize the business, Daybreak Game Company announced today that it will eliminate positions in both its San Diego and Austin studios,” the company told GamesIndustry.biz.

“This alignment of resources better positions the newly independent studio for future growth opportunities and developments, including delivering on its legacy of making top online games and establishing a solid foundation for future multi-platform success.

“These reductions will not affect the operation of current games and the company will continue on its mission to partner with its player community to drive the future and push the boundaries of online gaming.”

One of those affected by the cuts appears to be director of development on the EverQuest franchise David Georgeson.(source:gamesindustry.biz

3,Soft launched on 2 December 2014 and since updated twice, it Supercell’s potential fourth mobile game – Spooky Pop – has been canned.

Previously available in Australia and Canada, as the Finnish developer looked to see if the match-3 puzzler could live up to the high standards set by Clash of Clans, Hay Day and Boom Beach, the game has now been pulled from the App Store.

As showing on App Annie’s page for Supercell, the game now sits alongside Battle Buddies and Pets vs Orcs as titles that didn’t make the cut.

Numbers don’t lie

Of course, considering Supercell is the top grossing mobile game developer in the world, Spooky Pop may not have been a bad game. Just one that didn’t live up to expectations.

After all, with Clash of Clans rumoured to have generated $1.8 billion in 2014, Supercell also has to think about the opportunity costs if it launches a substandard experience, not to mention the amount of media attention any new game would attract.

As for those people who have already downloaded the game, a push notification informs them that in-app purchases have now been disabled and the game itself will stop working on 10 March.(source:pocketgamer.biz

4,Japanese mobile publisher DeNA (TYO:2432) has announced its FY14 Q3 financials, the three months ending 30 December 2014.

Revenue was $287 million (¥34.4 billion), down 4 percent quarter-on-quarter, and down 17 percent year-on-year.

Operating profit was $43 million (¥5.2 billion), down 33 percent quarter-on-quarter and 55 percent year-on-year.

DeNA doesn’t break out its games sales but its social media business – which it describes as “mainly games” was 84 percent of Q3 revenues.

It also generated $64 million in operating profit.

Signs of growth?

DeNA is currenty going through a restructuring process as it looks to compete with companies such as GungHo, Colopl, Mixi and Gumi, which have taken the main share of the Japanese smartphone games market.

In that respect, Q3 was the first quarter in a year in which DeNA has seen quarter-on-quarter growth in the sale of in-game currency in Japan.(source: pocketgamer.biz


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