Master of The Free World Productions | Jumpcut Entertainment Network

How the top iOS games market on the App Store: A breakdown

“I took roughly 300 screenshots of the screenshots from 150 games (about half from top grossing, half from top paid in the US App Store) and then analyzed them all.” …

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Titanfall adds ‘Black Market’ and in-game currency system

Respawn Entertainment added a new in-game market to Titanfall known as the “Black Market,” which allows players to redeem credits in the game for burn card packs and insignias. For instance, the game’s standard burn card pack costs 5,000 credits and…
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How Kingdom Under Fire 2 survived a shifting game market for 7 years

Kingdom Under Fire 2 is a survivor. Many games die on the vine as production passes the three-year mark, but Blue Side’s MMO sequel to the oddball action-strategy hybrid is now well into its seventh year of development. Enduring false starts, major…
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Nexon continues to chase the mobile market with Studiospiel deal

Free-to-play game company Nexon announced a partnership with Austrian studio Socialspiel today, signaling the company’s intent to continue bolstering its portfolio of Western games. …

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Deep Silver CEO: The Market Needs Someone Like Us

"We were just lucky, you know," Klemens Kundratitz laughs in response to my inquiry about the series of events that led to his company's acquisition of Saints Row, Metro, and Volition Games from THQ in 2013. The CEO of Deep Silver parent Koch Media's affable nature only slightly masks a strategic mind that has led his company out of the shadows over the past year.

Kundratitz lays out a methodical path that ultimately culminated in January's surprise results from the THQ bankruptcy auction. "Step by step, there was a very visible evolution of our company," he says.

He identifies Dead Island as representing a series of crucial growth benchmarks for the company. "First there was the trailer that sold the game that came from the outside, and that game gave us some global exposure and global reach," Kundratitz explains. "That led to the acquisition of the two THQ assets. First we had to prove we could do a global launch. Then we had to prove that we could manage more than one product. It's been long in our strategy to enter into the mobile space, and we did that at the end of last year. This is just the beginning."

Despite the rapid growth, Kundratitz continues to maintain a modest perspective. "It's very important that we don't try to do everything at once. We are certainly an independent publisher," he says. "We like to stress that we are not among the evil part of the industry. Still, we have a reach, and we are very focused on gamers."

I ask him what his thought process was leading up to the auction and how that has changed in the months since Metro: Last Light and Saints Row IV were released. "You can imagine when you sit in this big bidding room in Delaware, and there are all these other companies around you bidding for the assets, and you're the one at the end who prevails," he recounts.

Deep Silver paid $ 22.3 million for Volition and Saints Row. Metro: Last Light cost the company another $ 5.8 million. "You have that thought, 'What did I just do?'" he laughs. "But only for a fraction of a second."

The gamble has paid off. Both titles have recuperated the investment, and Metro: Last Light sold more in its first week than the first title in the series, Metro 2033, sold to that point since its 2010 release.

Kundratitz, who has in the past hinted at more titles in the Metro series, tells me that he has been in contact with the franchise's Ukraine-based team, 4A Games. Tensions have been growing in the region since last year, recently resulting in Russian military incursion and the annexation of Crimea, an ethnically Russian section of the country.

"We've been in touch all along, and we care about their lives," he says. "We are concerned about their working conditions such that they can be productive as a team. Even though a lot of havoc happened around them, the team itself is intact."

While Kundratitz wouldn't confirm what 4A Games and Volition are working on, he did tell me that there will be some big announcements at E3 in June. He also says that the recent acquisitions continue to be a source of growth, but not at the expense of losing the company values or identity. There is no intention of going toe-to-toe with the likes of EA or Activision.

"We believe that the time is absolutely right for an independent publisher to blossom," he says. "We think that we are that independent. We have the majors, as I call them, and a very active independent scene. But we are a global publisher that can fill a gap that other companies have filled in the past, but aren't around anymore. The market needs someone like us." – The Feed

Capcom still having problems tapping the mobile market

While many companies are finding success on mobile while retail games decline, Capcom is experiencing the opposite, with decent packaged sales, but weak mobile sales. …

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AR market to be worth $1.2B by 2015, thanks to games

Thanks to the ongoing uprise of augmented reality video games, the AR market will hit total worldwide revenues of $ 1.2 billion by 2015, up from $ 180 million in 2013. …

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Nintendo’s decline could be detrimental to the market, says Sony

“[The decline of Nintendo] could be detrimental to the market.” – Sony’s Fergal Gara, says that Nintendo’s current problems aren’t good for anyone in the console market. …

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Blog: 2014 predictions for the mobile gaming market

Angel investor Rob Weber shares predictions for the 2014 mobile space — including the death of microconsoles — while taking a look back at how his insights on 2013 fared. …

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Pachter: 3DS Will Survive In Diminished Market, Vita To ‘Die Slow, Painful Death’

In the light of Nintendo's recent lowered forecasts for 3DS sales, We asked Wedbush Securities' outspoken analyst Michael Pachter for his take on the current handheld market. As usual, he didn't mince words.

On whether he was concerned about Nintendo lowering its 3DS sales projections:

No, I think it's realistic and we're not talking about massively down – it's a couple million. If you look at peak Nintendo DS sales, they were north of 25 million for three years in a row. They've steadily come down since. I don't think it's because the 3DS is an inferior product or priced too high, it's just that the handheld annual market is now a 15 million annual market - and being split by Vita.

On the long-term decline of the dedicated handheld market:

What really happened was that about half the people who were buying DS were buying it to babysit their kids and have them play casual games, not because all 30 million who bought one every year played Zelda. They played Tetris. You can play Tetris on your Kindle now. Tablets and smartphones have cut into older casual gamers' ability or desire to play on a dedicated handheld and, to some extent, they've cut into younger gamers' likelihood of playing handhelds….My kids got phones at age nine - as did every single kid in their class. I made my kids wait until their 13th birthday to get smartphones, and I swear to God my kids are the last ones of all their friends to get iPhones. If you look at the domestic demographic of who bought handhelds, say it was about age 7-to-15 kids. Now that's cut to age 13, because any casual gamers who are that age would rather have a smartphone and play Doodle Jump or Angry Birds because they are just as fun as Tetris on a DS and they are free.

On whether the 3DS can survive:

The handhelds are going to always appeal to core gamers. Core gamers can be six or seven years old. Go look at Skylanders. It's far from a casual game. There are tons of 8 and 9-year-old core gamers – look at the kids that play Minecraft. So, those kids are still going to want a 3DS, I believe that. But I promise you will not be able to find a nine-year-old alive in America who says they would rather have a 3DS than a smartphone. Kids who are hardcore gamers want both, but all kids would rather have a smartphone so they can text all their friends.

On why Nintendo should bring its back catalog to iOS and Android:

They should take their old software – and I don't mean their new software – [to mobile]. Some of the 500 games on the GBA could be easily ported to iOS and Android. Most of them are just run forward and jump controls schemes. Why not sell those games for $ 5 to $ 10 on iPhone and Android? When you think about half a billion Android and iOS phones and tablets out there right now and growing, what are the odds that every game Nintendo released would sell 5 million copies at 5 bucks? Pretty good. Let's say they did 10 games and only did 50 million units at $ 5 – that's $ 250 million more than they have now. And – oh by the way – it wipes out their financial loss. If they put 100 games on phones, and the average is $ 7 because some are at $ 5 and some are at $ 10 and they sell five million each of 100 games, we're talking billions of dollars. I think they would make more from mobile than the rest of their operations combined.

On why Nintendo won't do it:

I just don't think they think about it that way. I think that their vision or mission is to sell hardware. They believe that their proprietary software exists solely to support sales of their proprietary hardware. First and foremost, they are a hardware company that makes great software. Apple is that way. They are a hardware company, but the iOS and interface is all software. If you ask anyone why they like the iPhone over a Samsung, they are going to say the interface. Apple thrives because its software supports its hardware. Just like Apple won't support Adobe or license its operating system to other PC makers or HTC. Nintendo thinks it's Apple. I get how consumers would think that's the right strategy. And I have to say, if they were Apple, that would be the case. But I don't think they are Apple, as their sales have proven.

On the state of the PlayStation Vita:

The sales are horrible. My model says the Vita sold 4.2 million last year. It's a pretty small number and I don't think they are going to build a business selling 4 million a year — and that number could go down. Vita is a little bit too elegant and a little too expensive. I always feel like I'm going to break it. But then it has relatively few games because they are complicated to make and the market is so small. Very few publishers are spending money to make them. You had Assassin's Creed: Liberation, that cost Ubisoft a lot. It's a whole new adventure. Sony will spend the money with their internal studios, but you're just going to see [Vita] die a slow, painful death.

It's super high-end in the market; it's too expensive for a casual gamer. I know that phones are subsidized, but you can get a smartphone for free when you renew your contract. You can get an HTC free, or spend $ 200 on a Vita. It's too [hard] to pass up the free phone. They are never going to get the casual end of the market.

On whether connectivity with PlayStation 4 could boost Vita sales:

I don't quite get it. First they were selling it as a controller, which was lame. I would rather just spend $ 50 on a controller. They were selling it as a controller because…I have to turn off the game on my TV because American Idol is on and I have to continue my session on my Vita? That's what a DVR is for, you can watch American Idol later. I think most people who have competing concerns about use of the console versus watching TV have their console on a different TV from where their wife is. I agree those are cool features, but it's limited.

On the future of Vita and Sony in the handheld market:

There is no future and they couldn't do any better [than Vita]. The market is what it is because of Nintendo. Nintendo built the market and Nintendo has the best name in handhelds. I just think [Sony] misjudged the size of the market and launched it into this s—storm of mobile destroying the casual end of dedicated handhelds. And Nintendo's not giving up much share on the hardcore side, because they have three games to every one Sony game, and they are good games. – The Feed