Posts Tagged ‘mobile games’

Nexon adds Dungeon Fighter Slayer Edition to iOS – thoughts on Nexon’s bigger plan

Tuesday, March 29th, 2011

Nexon has recently unleashed their popular MORPG Dungeon Fighter for iOS devices. Known as Dungeon & Fighter in all territories other than North America, The title is one of Nexon’s hottest properties, with over 200 million registered users, and now available for play on the go.

According to Nexon, the Dungeon & Fighter Slayer Edition is optimized for all iOS devices, and created by Neople, a fully owned subsidiary of Nexon. While this might be a “special edition” of Dungeon & Fighter, Nexon has taken the higher road, and is not pushing a watered down version of the title, but rather, has included a plethora of content not found on other versions of the game. Content includes Ancient Dungeons, as well as a playable Mage class to name a few. Neople/Nexon have also taken advantage of the unique interface offered by iOS devices, as players now have access to a pinch and zoom in/out of the mini-map, as well as use on screen directional keys for movement. The title still retains it’s long standing side-scrolling game play, a mechanic players have come to love and expect from Nexon.

“The iOS release of Dungeon & Fighter Slayer Edition represents a significant step forward for the Dungeon & Fighter franchise,” said Hyun-Jong Kim from Nexon Mobile in a statement. “Both longstanding fans of the franchise and new players alike will now be able to take the enthralling action of the Dungeon & Fighter universe with them on the go.”

Now if this were any other company offering yet another version of a title, I’d promptly yawn and move on. However, this is Nexon we’re talking about here. If you’re not familiar with Nexon, in a nutshell, if you like free-to-play, or paying for bits and pieces as you go, aka microtransactions, you’ve got respect to pay. While certainly not on the level of Apple, it’s fair to say that Nexon has done for games what Apple via iTunes did for music. I’ll explain:

Apple started a revolutionary program and idea with the advent of the iTunes store. It provided a safe and legitimate mechanism whereby users could pay for what they want, and download it directly to their computer. Not coming from the exact same starting point, Nexon sought to put games piracy to bed, once and for all. Their logic? Let the games loose for free, and then charge users for what they want along the way; be that a sword or potion here, or a map or additional levels there. For the longest time Nexon pushed this business model, and is not reaping the rewards. However, this was primarily browser based gaming via Nexon’s portal only.

Within the past week, we’ve seen Nexon port KartRider and their long standing flagship MapleStory over to both iOS devices and Facebook (and other social networks), as well as lead a financing round for a promising social games development house, A Bit Lucky. It’s a fair statement to make that something is definitely afoot at Nexon. With that said, Nexon is still at the pivot point, meaning, they’re now bringing their popular titles over into the social/mobile world. I see this as phase one of a much larger plan in the works. Once Nexon is settled and established in this playfield and worked out all the kinks, I believe this will be the time when we see Nexon’s investment in A Bit Lucky start to pay off, as the firm will undoubtedly produce Nexon’s next “big hit.”

Only time will tell, but it might be time to keep a closer eye on what Nexon’s up to, as Q1 is rapidly coming to a close. Next phase? My money’s on a Q4 ’11 release, just in time to take full advantage of the upcoming iOS, and most probably Phone 5.

 

Red Rocket, “The Asian market should look closely at iPhone”

Monday, October 12th, 2009

With the GDC China event producing a number of insights and information about the current state of play, Red Rocket Games CEO Jung Suh spoke about mobile games, specifically the iPhone, and why even the Asian market should be seriously looking at it’s potential.

Red Rocket CEO Jung Suh

Red Rocket CEO Jung Suh

We’ve profiled Red Rocket last year, and covered the release of their music/rhythm platform Mevo and The Grooveriders. The company was co-founded by Suh, a co-founder of GameFly together with Scott Yu, a former EA technical art director, and have founded a Bellevue, WA/Shanghai based company focusing on making casual games for PC and mobile markets.

Speaking to an Asian market in Asia, Suh addressed the gaming potential of Apple’s iPhone, with “PS2 quality gaming in a little handheld device,” and pressing upon developers the short development cycles of one to six months, which is short enough to keep employees motivated, but also noted that with 546 Apps recently released in one day on Apple’s App store, it’s “a lot of Apps to compete with.”

While Suh did preach the benefits of developing for the iPhone, he did point out the stringent application process that all developers must submit to Apple before approval. Specifically, he spoke to the challenges that Red Rocket themselves have faced. The rejections can come from a wide variety of angles, including icons not matching color specifications exactly, as well as using commercial keywords in the app description, in this case specifically ‘James Bond’ – a no no under Apple’s TOS.

Suh also noted that Red Rocket’s own experience with iPhone game advertising has been “lukewarm”, however, advertising the game does up the chance of your app being discussed on app review sites, appropriately generating buzz. He also noted that early reviews of your App are extremely important. Suh did admit that “our friends and families and employees help with early reviews.” He also stated that 100 + ratings of any app are the crucial point needed for an applications legitimacy as a contender in the seemingly endless list of available applications for the iPhone. Red Rocket itself currently has four titles in the App Store, with a number in development. Suh noted that cross promotion of iPhone apps is essential. Even if you’ve got a great game available, it “may not be enough,” with external reviews and/or ‘staff recommendations’ from Apple may be the make or break moment for any application.

In addition to the 1-6 weeks that an iPhone app should take to develop, Suh also added that developers shouldn’t “spend lots of time” on development work unless they’re 100% certain that they’re working on a major title. “If you’re spending more than $30,000 on a game you’re probably not going to make your money back.”

Red Rocket currently has an international staff, and is now expanding from just developer to a developer/publisher roll. In exchange for publishing rights, Red Rocket provides marketing, iPhone developers metrics, and Apple contacts as part of a revenue sharing offer.

 

Korean mobile games publisher Gamevil reports soaring profits thanks to microtransactions

Friday, August 21st, 2009

While microtransactions may still be relatively new in the US, they’ve become the defacto method of the gaming industry in the Asian market. Even less familiar to the Western market is microtransactions deriving from mobile games. And if Korean mobile publisher Gamevil’s astounding 51 percent profit margins in the mobile gaming sector are any indication, we could soon seen the same revenues posted stateside.

gamevil-eyePocketgamer.biz is reporting that Gamevil’s Q2 revenues have risen 67 percent year-over-year to a healthy $4.3 m. The company’s operating income is up 188 percent to $2.6 million, and net profit rising an astounding 214 percent to $2.1 m. Obviously, there’s quite a few Korean gamers that are quite familiar with the microtransaction mechanism, and are now having no problem adopting the mindset to their mobile playtime.

Looking at the quarterly numbers, Gamevil sales were up 30 percent, net profits up 55 percent, and operating income rose 74 percent. Gamevil execs point to microtransactions as being the clear bread winner. Their microtransactions focus on in-game virtual items sales, with outstanding performance coming from sports title Baseball Superstars and RPG HYBRID: Eternal Whisper.

But wait, if we’re talking mobile gaming, where’s the iPhone stats? Granted, Gamevil has released several games on the App Store, however, they’ve not yet harnessed the microtransaction reigns, as Apple does not allow for microtransactions via free apps.

“We’ll continue to grow in the later half this year with sequels of our current portfolio and new franchises released in the domestic Korean market,” said Gamevil CFO Yong Kuk Lee. “Also we’re planning to bring more new titles to the global open markets as our future growth strategy.”

These games will include iPhone versions of HYBRID: Eternal Whisper and a sequel to its popular Zenonia RPG.

 

Gameloft reports 20 percent increase in sales over the first half of 2009

Wednesday, July 29th, 2009

Ah yes, what would mid-summer be without a plethora of financial statements and results? Charting the results coming out this week, we’ve got Changyou up, Ubisoft down, and Gameloft up. In Gameloft’s primarily mobile gaming focused world, Q’s 1 and 2 have seen reasonable growth, indicating that they’re clearly delivering what customers want.

Banking approximately €60 million during the first half of 2009, representing a 20 percent growth year-over-year. Side by side, Gameloft’s numbers:

gameloft numbers

With the majority of their focus on building mobile games utilizing Java, Brew, and Symbian technologies, 95 percent of the company’s revenues derive from this sector. The remaining 5 percent come from console games sales. Gameloft also supports titles for WiiWare, DS, Xbox LIVE arcade, iPod/iPhone, and PCs. Gameloft attributes part of it’s success to manufacturers advancements and innovations, specifically Nokia and Samsung. Obviously, when speaking mobile games, one can and must not overlook the 800 pound gorilla in the room that is Apple’s iPhone, which Gameloft points to as a source of it’s success, citing the AppStore as a major source of income. And not to be left out of the party, Gameloft is also seeing significant numbers arising from RIM’s blackberry devices.

Gameloft has a number of partnership agreements with some of the largest names in the business including Viacom, Sony Pictures, ABC,, Ferrari and Ubisoft Entertainment, as well as individual personalities such as Kobe Bryant, Derek Jeter, Reggie Bush, and yes….Chuck Norris. Perhaps Gameloft can leverage some Chuck Norris to help Ubisoft’s faltering numbers?

While Gameloft maintains a network of offices around the world, the largest share of Q 1+2 revenues came from Europe (38 percent). North America continues to be a strong growth market, garnering 33 percent of Gameloft’s first half revenues, and showing a 39 percent increase in activity. The remaining 28 percent of revenues come from areas listed only as “the rest of the world.” Stepping back and looking at the year-over-year picture thus far, Europe again takes the top earning spot with 43 percent, North America showing 30 percent, and “the rest of the world” making up 27 percent of total sales.

 

Mobile Games Market value expected to double by 2013

Thursday, November 20th, 2008

A recent report published by Juniper Research predicts that the mobile gaming market is expected to reach revenues of more than $10BN by 2013.  One of the key factors driving the prediction?   Apple’s iPhone.  The iPhone has single handedly driven mobile gaming publishers and developers into frenzy to get their games to market ASAP.  The consequence?  Paid-for mobile game downloads have more or less flatlined across North American and Western Europe.

At the same time, it’s not all roses for mobile gaming developers.  The potential for growth is being damped by a combination of limited on-portal revenue shares for publishers and poor games marketing.  The resulting outcome is a mass exodus from the mobile gaming industry.

Dr. Windsor Holden comments, “The revenue share offered by Apple to games publishers is incredibly attractive. The danger is that if operators do not respond with a similar business model, publishers faced with low margins may simply exit Java completely, thereby reducing consumer choice in the longer term.”

A suggestion?  What about a monetization toolkit for mobile games developers that could dramatically shorten their time to market AND help fund continued development?

Juniper’s report also found that ad-funded downloadable content has increased in popularity, BUT the revenue generated from this advertising is most likely insufficient to provide developers or operators with a primary revenue stream (read: why bother?).  Given the current state of financial affairs, CPM rates are falling through the floor, thereby making ad-supported games less and less attractive to developers.  Again, see suggestion above.

But fear not mobile game developer, for all is not lost.  Juniper does see room for growth and profitability in the Indian Sub Continent, Africa/Middle East and South America.  Increased mobile use and low levels of console gaming systems combined with fixed (landline?) Internet have been a driving factor in making mobile phones the gaming platform of choice.

Other significant findings in the Juniper report include:

  • China and the Far East will remain the largest regional market for mobile games throughout the period covered by the report.
  • Global revenues from in-game advertising will rise significantly from 2008 to 2013.
  • Operators need to reduce data charges further for out of bundle customers to encourage casual mobile Internet usage and thereby stimulate the mobile entertainment market

Further details and the study are freely available at Juniper Research.

Related articles

Reblog this post [with Zemanta]
 

Free-to-play publisher Fishlabs makes a Smaato move

Tuesday, September 16th, 2008

Leading developer and publisher of premium mobile games Fishlabs has closed the deal with Smaato to utilize in game advertising to support it’s top mobile titles.

Bigfish will be utilizing Smaato’s SOMA ad server technology in upcoming mobile games.  The Hamburg, Germany based company will launch the new program in combination with it’s highly anticipated sequel Galaxy on Fire 2.  The original Galaxy on Fire has received multiple awards.

The project should get underway in late autumn, as users will be able to download an unlockable trial version of the game via fishlabs.net, and a wide variety of viral channels.  Gamers can then play the game for free for a limited number of hours, at which point they can decide if they want to buy the title or not.  By downloading directly from the web, users can access and play the game on their mobile devices without any download or traffic fees from carriers.  Depending on the country and carriers, the game will be completely free to play.  Both trial and completely free to play will feature the Smaato in game ads.

FISHLABS CEO & Co-Founder Michael Schade explains: ”Thanks to the outstanding quality of FISHLABS mobile games portfolio and the success of popular shareware sites in the internet and on mobile we have a huge fan base of several million mobile gamers worldwide. Fully integrated ads are the best way to monetize from free trial versions without bothering users with complicated billing methods or copy protection. The SOMA™ ad server technology delivers us the perfect tool to integrate ads seamlessly into our games and Smaato brings the service to sell our ad inventory through their ad sales network partners on top of that.”

”Major consumer brands are keen to market their products on mobile phones, especially in a premium environment,“ stated Harald Neidhardt, CMO & Co-Founder of Smaato. “However, the challenge is to find the right content that makes it onto the consumers’ phones. This why we are very excited about FISHLABS joining the Smaato network with their premium mobile games. The popularity and the extraordinary longevity of FISHLABS mobile games make them the perfect vehicle to bring mobile ads to a vast number of users globally and generate several million ad impressions per month.”

For more on Fishlabs visit them at www.fishlabs.net

For more on Smaato and Soma visit them at www.smaato.com

Reblog this post [with Zemanta]