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细数营收突破十亿美元(大部分为估算值)的11款手游大作

发布时间:2017-11-30 09:42:38 Tags:,,

原文作者:Craig Chapple 译者:Megan Shieh

(一)Pokemon GO 精灵宝可梦Go

开发商:Niantic Labs

总部:美国旧金山

发行日期:2016年7月6日

游戏类型:GPS定位、AR扩增实境

成功市场:全球

如果我告诉你,这款游戏的灵感来自谷歌地图的一个愚人节恶搞项目,你会不会相信?2014年愚人节,谷歌推出了一款类似形式的“游戏”,并放话,抓到最多小精灵的人可以赢得谷歌的“Pokemon大师”职位。

Niantic曾是谷歌旗下的小公司之一,后来从谷歌中独立了出来。紧接着,该公司的首席执行官John Hanke将这个愚人节恶搞变成了一款成熟的手机游戏Pokemon GO,同时将GPS定位的玩法,以及AR扩增实境的体验推入了主流。

据报道,该作在发布后的7个月里创造了超过10亿美元的收入。

Pokemon GO成为了一种文化现象,数以千万计的狂热粉丝们人手一部手机低头溜达,四处寻找小精灵。

这款游戏热门到了什么程度呢?它的存在甚至导致了各种各样的法律诉讼,某些地区还特地为此颁布了禁令。

截止到目前,Pokemon GO仍然在世界各地的营收榜上名列前茅。它的成功并非昙花一现,各种各样的游戏内活动(虽然有的不是很成功)以及新宠物的引入,总是能让玩家欲罢不能。

该作一经发布便掀起全球热潮,取得了巨大的成功;虽然可能很难重现上线初期的出色表现,但Pokemon GO未来仍将获得数亿美元收入。

尤其是考虑到它的收入流不仅仅包括IAP,同时还包含了利润丰厚的“地点赞助”以及付费入场的真实世界活动。

pokemon Go(from hc360)

pokemon Go(from hc360)

(二)Clash Royale 皇室战争

开发商:Supercell

总部:芬兰赫尔辛基

发行日期:2016年3月2日

游戏类型:多人在线战术竞技(MOBA)、牌组类卡牌游戏(CCG)

成功市场:全球

《皇室战争》以《部落冲突》的角色和世界观为原型,在不到一年的时间里创造了10亿美元的收益。

这款MOBA/卡牌战斗游戏采用了设计新颖的宝箱系统,为移动游戏的盈利模式带来了革新。

它还提取了在PC平台上广受欢迎的MOBA风格的精髓,并巧妙地将其引入了移动平台。许多工作室都试图在自己的游戏中复制这种风格,但目前为止还没有成功的案例。

不仅如此,Supercell引领了手游实时PVP技术的发展——一个注定持久的热门趋势。

Supercell是全球最优秀的游戏开发商之一,它总是能创造出既新颖又好玩的游戏,并且这些游戏通常都会经久不衰。

就像《部落冲突》一样,《皇室战争》将会在接下来的几年里持续问鼎各种排行榜。

值得一提的是,Supercell在移动电子竞技领域也是处于领先地位。

(三)Honor of Kings 王者荣耀

开发商:腾讯

总部:中国深圳

发行日期:2015年11月26日

游戏类型:多人在线战术竞技(MOBA)

成功市场:中国

腾讯公司的《王者荣耀》可能是目前世界上最大型的一款游戏,没有之一。

在玩法方面,腾讯公司借鉴了自家的另一款风靡全球的PC游戏《英雄联盟LOL》。

截至目前为止,《王者荣耀》的玩家总数已突破2亿,最近一次统计显示,它的日均活跃用户(DAU)高峰大约在7000万左右。

这些数字听起来有点不可思议,尤其考虑到本作的大部分收入都来自于它的本土市场——中国。

《王者荣耀》的热门程度甚至惊动了本国政府,监管机构为此采取了干预措施,迫使开发商对年轻玩家实施游戏限制,官方媒体以及孩童家长将该作称为“亡者毒药”。

《王者荣耀》的健康系统明确规定12岁以下(含12周岁)未成年人每天限玩1小时,12岁以上未成年人每天限玩2小时。

此外,中国区域内的12岁以下儿童将无法在晚上9点后玩《王者荣耀》。

自2015年11月开测以来,该作的收益早已突破了10亿美元。

此外,腾讯公司已经大规模地本地化了《王者荣耀》,并将其以不同的名字推出——在西方市场叫作《Arena of Valor》,原先是叫《Strike of Kings》,在南韩叫作《Penta Storm》,还有《Realm of Valor》和《King of Glory》等英文名。

(四)Mobile Strike 雷霆天下

开发商:MZ

总部:美国帕罗奥多

发行日期:2015年7月11日

游戏类型:4X策略

成功市场:全球

将魔幻题材换成现实世界战争,然后再拉上阿诺施瓦辛格帮你做营销,十亿美元游戏就此产生~!

哈哈哈,当然没有那么简单。但是由于MZ公司的营销预算十分大手笔,因此一切看起来都轻而易举。

本作的玩法与MZ的另一款畅销作品《战争游戏》类似,《雷霆天下》成为了MZ的又一例成功作品。

MZ发布的“超级碗广告”成为了2016年youtube上浏览量最大的广告,点击率超过1亿;而2015年发布的“雷霆天下广告”目前累积了超过1.97亿的浏览量。

该作在营收榜上的排位近期稍有下滑,不过“下滑”的意思是,时常排在美国App Store营收榜的前10,偶尔下滑到前20。

(五)Summoners War 魔灵召唤

开发商:Com2Us

总部:韩国首尔

发行日期:2014年6月12日

游戏类型:策略、RPG

成功市场:全球

《魔灵召唤》的出生地是韩国,可是它的大部分收入却来自于国际市场。当然,它在韩国本土的表现也不差。

该作在海外创造了超过8.9亿美元的收入,在韩国本土市场也赚取了1亿多美元。

尽管上线已经三年之久,但《魔灵召唤》的热门程度却每月攀升。

Com2us目前正在筹备一款基于《魔灵召唤》IP的新MMO,并计划将其以电子竞技的形式推出,开发商为此在2017年下半年举办了一场“魔灵召唤世界竞技场锦标赛”。

然而Com2us并不仅仅满足于游戏领域的辉煌,他们还计划围绕这个IP开发一系列的周边产品:卡通片,电影,零售商品,等等。

《魔灵召唤》很有可能会在未来的日子里再赚十亿,加上其他正在准备中的项目,它极有可能成为一个价值数十亿美元的品牌。

(六)Monster Strike 怪物弹珠

开发商:Mixi

总部:日本东京

发行日期:2013年8月8日

游戏类型:物理策略、益智、RPG

成功市场:日本

既《智龙迷城》之后,Mixi的《怪物弹珠》登上了2014年日本营收榜榜首,并持续不断地创造日以百万计的收入。

据报道,该作在2015年8月份的每日收入约为420万美元。

与《智龙迷城》的情况相仿,《怪物弹珠》的绝大多数收入均来自于日本,在海外地区却很难找到铁杆粉丝。

但与《智龙迷城》的开发商GungHo不同的是,受到《怪物弹珠》用户基础扩增的影响,Mixi的总营收在2017年出现了增长,该作的玩家数量甚至达到了历史新高。

此外,Mixi通过生产周边商品、发布同名动漫、组织相关电竞赛事扩大了《怪兽弹珠》的业务范围以及收入来源。

该作显示出了非凡的韧性和寿命,尽管玩家的热情可能会随着时间的推移而慢慢淡去,但就目前来看,《怪物弹珠》还有很长的一段路要走,说不定会再赚个10亿?

(七)Game of War: Fire Age 战争游戏:火力时代

开发商:MZ

总部:美国帕罗奥多

发行日期:2013年7月25日

游戏类型:4X策略

成功市场:全球

MZ独树一帜的做法在行业中颇具争议,它的游戏通常聚焦于付费用户以及公会、联盟等社区的建立上。

虽然其过激的盈利模式和复杂的游戏设计并不适用于所有人,但我们仍然可以从MZ的经验中学习到很多东西,毕竟它是真的很擅长制作高收入游戏。

《战争游戏:火力时代》是MZ旗下的首款热门,该作为后期的《雷霆天下》和《最终幻想15:新帝国》在游戏设计、技术以及营销技巧方面奠定了基础。

在用户获取、广告投入和明星代言方面,MZ从来都毫不吝啬,几百万什么的那是常有的事。

得益于MZ在营销方面的努力,《战争游戏》成为了营收过十亿的游戏之一。App Annie的数据表示,该作曾登顶全球111个国家的营收榜。

(八)Disney Tsum Tsum 迪士尼消消乐

开发商:Line Corporation

总部:日本东京

发行日期:2013年

游戏类型:益智

成功市场:日本

自发布以来,《迪士尼消消乐》的表现一直非常出色。该作在日本营收榜单上的排名几乎从未掉出过前10,不过它在其他地区的表现可能就没这么厉害了。

2017年4月11日,《迪士尼消消乐》的总收入超过了10亿美元。

此外,它的下载量在2017年4月11日累计达到了7000万。

该作于2013年在日本上线,而后于2014年7月在全球上线。根据开发商的统计,玩家在《迪士尼消消乐》中的总游玩次数已经达到1654亿。

此外,迪士尼公司也随着该作的成功获得了许多好处,游戏和周边商品的销售总额据说达到了20亿美元。

(九)Candy Crush Saga 糖果传奇

开发商:King

总部:英国伦敦

发行日期:2012年11月14日(2012年4月12日登陆网页平台)

游戏类型:三消

成功市场:全球

King工作室将三消类游戏完美地带入到了移动平台上,该作不仅非常地成功,而且还成为了一种文化现象。

目前美国还推出了一款《糖果传奇》真人版游戏节目,吸引了400多万观众。

四年多以来,该作仅两次跌出美国营收榜的前10。尽管它的续作一直都是利润颇丰,但却从未赶上原作的成就。

2016年9月份,有报导称玩家在《糖果传奇》中的月均游玩次数达到了180亿,而截止到目前,玩家在这款游戏中的总游玩次数已经突破了1万亿。

创造了如此惊人的成就,再加上该开发商的其他热门游戏,难怪动视暴雪会在2015年11月以59亿美元的价格收购了King工作室。

Candy Crush Saga(from pocketgamer.biz)

Candy Crush Saga(from pocketgamer.biz)

(十)Clash of Clans 部落冲突

开发者:Supercell

总部:芬兰赫尔辛基

发行日期:2012年8月2日

游戏类型:战略

成功市场:全球

毫无疑问,Supercell是手游领域的最大创收者之一。《部落冲突》发布至今已经5年了,目前仍旧是全球收益最高的游戏之一——据估计,该作的年收入约为10亿美元。

但Supercell并不满足于现状,该工作室近期刚刚推出了一个重大的“建筑大师基地”更新,引入了一些重大改变,其中包括同步PVP对战的玩法。

《部落冲突》是城建战斗策略类游戏的领军之作,在内容和盈利模式设计等方面都为同类作品树立了典范。

(十一)Puzzle & Dragons 智龙迷城

开发商:GungHo

总部:日本东京

发行日期:2012年2月20日

游戏类型:三消、RPG

成功市场:日本

GungHo工作室的《智龙迷城》被称为是手游历史上最具重大意义的游戏之一。

2012年2月在日本上线,《智龙迷城》将三消、RPG机制、怪兽搜集、对战玩法,以及扭蛋玩法结合到了一起,为日本移动游戏市场带来了相当深远的影响。

更厉害的是,该作的绝大多数收入均来自于日本。

迄今为止,这款游戏单单在日本就获得了4600万的下载量(游戏邦注:据不完全统计,2016年日本总人口约为1.27亿。),在北美市场也累积了超过1100万的下载量。

尽管《智龙迷城》的收入近年来一直在持续下降,但它创造过的辉煌将不会被遗忘。

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

Pokemon GO

Developer: Niantic
Based: San Francisco, USA
Released: July 6th, 2016
Genre: Location-based / Augmented reality
Where it found success: Worldwide

I’m sure if Niantic had called the pokemon in Google Maps April Fools’ Joke a $1 billion experiment, you wouldn’t have believed it.

But after going independent and then turning the idea into a fully-fledged mobile game with Pokemon GO, and delivered location-based gaming and augmented reality experiences to the mainstream.

In just seven months after release, the game reportedly generated more than $1 billion.

The title was a cultural phenomenon, with tens of millions of avid fans taking to the streets to catch them all.

It’s even resulted in various lawsuits and outright bans in certain places, such was its popularity.

Pokemon GO is still going strong today and is a regular feature in the upper echelons of the top grossing charts around the world. Not just a fad, the various in-game events – though not always successful – and introduction of new pokemon have kept players coming back.

It’s not the runaway success it was at release (it’s hard to top being one of the biggest game launches of all time), but don’t be surprised to hear Pokemon GO has raked in a further hundreds of millions of dollars in future.

Particularly given its revenue stream doesn’t just include in-app purchases, but also lucrative sponsored locations and paid-for real-world events.

Clash Royale

Developer: Supercell
Based: Helsinki, Finland
Released: March 2nd, 2016
Genre: MOBA / CCG
Where it found success: Worldwide

Supercell isn’t messing around when it comes to developing the biggest games around.

Harnessing the Clash of Clans IP (a game also on this very exclusive list), it reportedly generated $1 billion in less than a year.

The MOBA/card battler has revolutionised how mobile games can monetise, thanks to its innovative four chest system.

It also condensed the essence of the hugely popular MOBA genre from PC and deftly brought it to mobile platforms. Its style has been copied by a number of other studios, but so far largely unsuccessfully.

Not just that, Supercell has really led the way in real-time PvP on mobile, a trend that’s set to stay.

It’s more proof, if you needed it, that Supercell is one of the best developers in the world when it comes to creating exciting, fun games that are innovative and can last.

Much like Clash of Clans, you can expect to see Clash Royale at the top of the charts for years to come, particularly if it successfully breaks into the eSports scene (yet another area Supercell is taking the lead in on mobile).

Honor of Kings

Developer: Tencent
Based: Shenzhen, China
Released: November 26th, 2015
Genre: MOBA
Where it found success: China

At the time of writing, Tencent’s MOBA Honor of Kings may just be the biggest game in the world.

Taking cues from another massive hit for PC, Riot Games-developed League of Legends (which Tencent also owns), it’s attracted more than 200 million players and at last count reportedly had a peak of had around 70 million daily active users.

These kind of numbers boggle the mind, particularly when much of its success comes solely from Tencent’s home country of China.

The game has become so popular that the Chinese government has even intervened to hit back at the title, calling it ‘poison’.

Not many games prompt the ire of the government that effectively force the developer to implement gameplay restriction for young players. Tencent has limited gameplay to one hour a day for children under 12. Those aged 12 to 18 will be restricted to two hours a day.

On top of this, children under 12 will not be able to play the game after 9pm in China.

It’s still not stopped the game from reportedly generating over $1 billion since its November 2015 beta release.

It’s now being released across the world under a plethora of different names as Tencent doubles down on localised versions of the title.

It’s known as Arena of Valor in the West (previously Strike of Kings) and Penta Storm in South Korea. It’s also been known as Realm of Valor and King of Glory.

Mobile Strike

Developer: MZ
Based: Palo Alto, USA
Released: July 11th, 2015
Genre: 4X Strategy
Where it found success: Worldwide

How do you follow up a massive hit like Game of War? Swap fantasy for a real-world war theme and slap Arnold Schwarzenegger on the marketing and voila – you’ve got your next $1 billion game.
Obviously it’s not that simple, but MZ, with its huge marketing budget, makes it look easy.

Not cannibalising Game of War, Mobile Strike has proven an equally successful addition to MZ’s portfolio. And much like Game of War, you’re unlikely to miss it from the incessant advertising.
But it’s worked – MZ’s big Super Bowl ad was the most watched ad on YouTube in 2016 with over 100 million views.

Another Mobile Strike ad from 2015? Well at the time of writing, that has over 197 million views.

The title has fallen away slightly in the top grossing charts after MZ seemingly pulled the plug on marketing for the game.

But by falling away, we mean it’s regularly a top 10 grosser, occasionally slipping into the top 20 on the US App Store.

Summoners War

Developer: Com2Us
Based: Seoul, South Korea
Released: June 12th 2014
Genre: Strategy / RPG
Where it found success: Worldwide

Summoners War is unique in that it’s a game developed in South Korea but has found most of its success internationally – though it’s no slouch at home either.

It’s generated more than $890 million overseas, still leaving a cool $100 million+ from earnings in its home region.

Despite being three years old (it was released in June 2014), Summoners War appears to be increasingly more popular with each passing month.

Com2us aims to capitalise on its success by developing a new MMO based on the IP and publishing the title as an eSport. To that end, the developer is running a Summoners War World Arena Championship through the second half of 2017.

Not content with just the gaming space though, there are plans afoot for cartoons, a movie and merchandise all based around the IP.

Its easy to see the game itself making another $1 billion, and with other projects in the works, Summoners War is very much about to become a multi-billion dollar franchise.

Monster Strike

Developer: Mixi
Based: Tokyo, Japan
Released: August 8th, 2013
Genre: Physics strategy / Puzzle / RPG
Where it found success: Japan

One things for sure: Japan likes its dragons.

Following quickly on from Puzzle & Dragons, Mixi’s Monster Strikebecame Japan’s number one top grosser in 2014 and has continued to generate millions of dollars a day since.

In August 2015, it was reported the game was earning some $4.2 million a day.

Much like Puzzle & Dragons, nearly all of Monster Strike’s success came from Japan as it struggled to find engaged users elsewhere in the world.

But unlike GungHo, Mixi’s revenues actually grew in 2017 after it managed to grow the userbase of Monster Strike, even hitting a record number of players.

Mixi’s managed to grow the franchise to create merchandising around the brand, as well as release an anime based on the IP. It’s also running eSports tournaments and lotteries for the game.

The IP has shown remarkable resilience and longevity and, even if Monster Strike fades over time, the franchise looks like it might just live on for a long time yet. Perhaps in another billion-dollar mobile game?

Game of War: Fire Age

Developer: MZ

Based: Palo Alto, US

Released: July 25th, 2013

Genre: 4X Strategy

Where it found success: Worldwide

MZ cuts a somewhat controversial figure in the games industry. It’s at times brutal monetisation practices and complex game design aren’t for everyone, as it focuses on the spenders in its titles and building close-knit communities.

But there’s a lot to be learned from MZ who have proven masters of creating high revenue generating games.

It all kicked off with Game of War: Fire Age in July 2013, which has laid down the foundations in game design, technology and marketing techniques for its latter titles Mobile Strike (also on this list) and Final Fantasy XV: A New Empire (perhaps a $1 billion contender in the future).

You may have come across Game of War in the past from any game that used advertising, including playable ads – though that’s something MZ may be pulling back from when it comes to this title.
You may also recognise those infamous Kate Upton ads on TV. MZ has certainly never been shy about ploughing many millions of dollars into its user acquisition campaigns and attaching a well-known face to the marketing.

It’s all helped spur Game of War on to well over $1 billion in lifetime revenues – it’s been the number one top grossing game in 111 countries, according to App Annie.

And while Game of War may be reaching the end of its life, it’s still making bank for MZ.

Disney Tsum Tsum

Developer: Line Corporation
Based: Tokyo, Japan
Released: 2013
Genre: Puzzle
Where it found success: Japan

Disney Tsum Tsum’s performance has been remarkable since its 2013 release.

It’s rarely slipped out of the top 10 grossing charts in Japan, though it’s perhaps not been as big a title elsewhere in the world.

But it’s still been able to hit a significant milestone. On April 11th 2017 it surpassed $1 billion in lifetime revenues.

And just after that, on April 29th 2017, it hit 70 million downloads.

According to Line, the title has been played 165.4 billion times since it was launched in Japan in 2013 and later worldwide in July 2014.

Disney has also benefitted hugely from the Tsum Tsum brand. Combined game and merchandise sales are said to have reached a combined $2 billion.

Candy Crush Saga

Developer: King
Based: London, UK
Released: November 14th, 2012 (April 12th, 2012 on browser)
Genre: Match-three
Where it found success: Worldwide

If you know one mobile game, it’s probably Candy Crush Saga.

If you’ve played one mobile game, it’s probably Candy Crush Saga, too.

The title perfected the match-three genre for mobile devices and has become not just a hugely successful game (and franchise), but a cultural phenomenon.

There’s a reason there’s now a Candy Crush game show in the USthat is attracting four million+ viewers.

The title has only dropped out of the US App Store top 10 grossing charts twice in over four years, and while its sequels have been highly lucrative themselves, they’ve never quite managed to match the original.

Back in September 2016, it was reported that an average of 18 billion games in Candy Crush Saga were being played every month. It’s easily surpassed one trillion game plays since it was launched on Facebook in 2012.

The title’s multi-billion-dollar success (as well as the rest of its hugely popular titles) is a key reason why Activision Blizzard swooped in to buy King for $5.9 billion in November 2015.
Clash of Clans

Developer: Supercell
Based: Helsinki, Finland
Game released: August 2nd, 2012
Genre: Strategy
Where it found success: Worldwide

There’s only one Supercell. And it should come as no surprise that the Finnish developer is on the list of mobile’s biggest revenue generators.

Clash of Clans was released five years ago on August 2nd 2012 and to this day it remains one of the highest grossing games period, not just on mobile. It’s thought to be raking in $1 billion a year, making it a multi-billion-dollar game.

Supercell hasn’t simply rested on its laurels with the game – despite having a comparatively (to other developers) tiny team working on the title.

It recently released a major ‘Builder Base’ update which introduced some major changes, including simultaneous PvP gameplay.

Clash of Clans is the pinnacle of the build-and-battle strategy genre on mobile, perfecting the design and monetisation that’s led it to become such a force in gaming.

You can find out more about how the team has kept the game going so strong after five years in our interview with the title’s Senior Server Engineer Jonas Collaros.

We’ll be discussing Finnish successes like this at Pocket Gamer Connects Helsinki 2017 on September 19th to 20th as part of our Finnish Success track.

Puzzle & Dragons

Developer: GungHo
Based: Tokyo, Japan
Released: February 20th, 2012
Genre: Match-three / RPG
Where it found success: Japan

GungHo’s match-three monster-battling RPG Puzzle & Dragons will be remembered as one of the most significant mobile games of all time.

Released in Japan in February 2012, it was the first game to, officially at least, cross the $1 billion sales milestone.

It showed just how popular mobile games can be and has its blend of match-three, RPG mechanics, collectibles and gacha monetisation have been hugely influential on that Japanese mobile games market.

What’s even more impressive (depending on how you look at it), is most of this revenue came from just Japan, where the title has been most successful by far.

To date the game has achieved 46 million downloads in Japan alone. For some perspective, in 2016 Japan’s total population was said to stand at around 127 million.

It’s fared less well in North America, but it has still surpassed 11 million downloads in the region.

Revenues from Puzzle & Dragons have been on the decline in recent times, but years after launch it’s still no slouch.(Source: pocketgamer.biz


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