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July 28, 2011

Study: average in-app purchase worth $14

Mobile analytics firm Flurry has found that, while 71 per cent of transactions in freemium mobile games are worth less than $10, the average value of an in-app purchase is $14. There are three pricing levels under $10 - $9.99, $4.99 and 99¢ - and only two per cent of purchases are worth 99¢. At the other end of the scale, a staggering 30 per cent of transactions over $20 are in fact worth over $50.
http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Games
Flurry


Xbox Indie Game Monaco to be ported to other platforms

Andy Schatz's XNA game Monaco - the grand prize winner at the 2010 Independent Games Festival - is to be released on other platforms. The port is being handled by Empty Clip Studios, and will use the RapidFire Engine it previously used in porting several PlayFirst titles to DS. While no target platforms were specified, Schatz - who describes his game as "Pac-Man meets Hitman" - said the news meant Monaco would be released for Mac "at the very least."
http://indiegames.com/2011/07/monaco_getting_ported_to_other.html
Indie Games


Xbox Indie Game Monaco to be ported to other platforms

Andy Schatz's XNA game Monaco - the grand prize winner at the 2010 Independent Games Festival - is to be released on other platforms. The port is being handled by Empty Clip Studios, and will use the RapidFire Engine it previously used in porting several PlayFirst titles to DS. While no target platforms were specified, Schatz - who describes his game as "Pac-Man meets Hitman" - said the news meant Monaco would be released for Mac "at the very least."
http://indiegames.com/2011/07/monaco_getting_ported_to_other.html
Indie Games


Pachter: crunch comments were taken out of context

As the controversial analyst says he is "surprised" by reaction, we reveal his minimum 70-hour working week.

Earlier this week, Wedbush Securities analyst Michael Pachter made public his views on the ongoing crunch debate in the latest of his regular video Q&A sessions for Gametrailers. Pachter's typically outspoken comments have been met with strong criticism from within and without the industry: in an opinion piece yesterday, Ubisoft developer Charles Randall descibed the view that crunch was inevitable as "bullshit".

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Nintendo reveals sales slump

3DS hardware and software comfortably outsold by Wii and DS as revenue falls over 50 per cent.

The reason for Nintendo's decision to cut the price of the 3DS worldwide is revealed in its latest financial results: only 710,000 units of its glasses-free 3D handheld were sold worldwide in the three months to June 30.

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Global 3DS price to drop

Iwata says major European and US price drops this summer are to "create momentum" for the year end.

Following this morning's news that the price for Nintendo 3DS in Japan is to drop to ¥15,000 from August 11, a fall of 40 per cent, the company has announced that the same markdown will be applied worldwide.

Nintendo president Satoru Iwata says the drops are to speed the handheld's market penetration in time for this winter and major releases including Super Mario 3Dland and Mario Kart 7

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Nintendo narrows Mario, Mario Kart 3D release windows

Alongside the announcement of its latest financial results and a worldwide 3DS price cut - on which more later - Nintendo has narrowed down release windows for two high-profile titles. Mario's return now has a final name, Super Mario 3DLand, and it will be out in Japan in November; Mario Kart 7 will follow in December.
http://www.andriasang.com/e/blog/2011/07/28/3ds_price_cut/
Andriasang


Nintendo cuts Japanese 3DS price

Nintendo has announced a price cut for 3DS hardware, which will see it retail at ¥15,000, a drop of 40 per cent, from August 11. While the price drop only applies to Japan, Nintendo said it would also be reducing the cost of 3DS overseas some time during before the end of its current quarter in September. More to follow.
http://www.andriasang.com/e/blog/2011/07/28/3ds_price_cut/
Andriasang


PS3 sales down as Sony posts loss

March earthquake behind £121 million loss; PlayStation business posts slender profit as PS3 sales drop 25 per cent.

Sony Corporation has released its financial results for the first quarter of its fiscal year, which reveals it was hit with a loss of ¥15.45 billion (£121.3 million). Over the same period last year it posted a profit of ¥25.6 billion (£201 million).

The Consumer Products and Services division, which includes Sony's PlayStation business, saw sales revenue fall almost 18 per cent to ¥732.3 billion (£5.75 billion) and operating income fall by a staggering 94.1 per cent to ¥1.7 billion (£13.35 million).

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Resident Evil remakes out in September

Capcom has confirmed that the HD remake of Resident Evil 4 will be released on Xbox Live Games on Demand on September 20, with the PlayStation Network version launched on September 21. Code Veronica will follow on September 27 and 28, with both games priced at 1600 Microsoft Points or £15.99 on PSN.
http://www.eurogamer.net/articles/2011-07-27-resi-hd-remakes-cost-1600-points-GBP15-99
Eurogamer


THQ phasing out Red Faction franchise

THQ looks set to axe the Red Faction franchise following disappointing commercial performances by the last two entries in the series, 2009’s Guerrilla and this year’s Armageddon. "Given that that title now in two successive versions has [only] found a niche, we do not intend to carry forward with that franchise in any meaningful way," THQ CEO Brian Farrell told investors in a conference call listened in on by Gamasutra. "In today's hit-driven, core gaming business, even highly-polished titles with a reasonable following like Red Faction face a bar that continues to move higher and higher. Moving forward, our core game titles must meet a very high quality standard with strong creative and product differentiation, appeal to a broad audience, and be marketed aggressively." Farrell said THQ is to revise its internal review process in a bid to hit a higher quality bar going forward. Red Faction developer Volition is currently working on Saints Row: The Third and Guillermo del Toro collaboration Insane.
http://www.gamasutra.com/view/news/36133/THQ_Phases_Out_Red_Faction_Franchise_Following_Disappointing_Sales.php
Gamasutra


THQ posts disappointing first quarter results

Losses widen as publisher reports lower than expected sales for Red Faction: Armageddon and several licensed kids titles.

THQ has reported a disappointing set of results for its first fiscal quarter ended June 30, 2011, citing lower than expected sales of Red Faction: Armageddon and several licensed kids titles.

The company posted a net loss of $38.4 million for the three months, compared with a loss of $30.1 million during the same period the previous year. Net sales came in at $195.2 million, up from $149.4 million a year earlier.

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July 27, 2011

Wii Rhythm Heaven, 3DS on top in Japan

New releases take the top three spots on the weekly software chart, while Nintendo’s portable holds its lead over PSP.

Everyone's Rhythm Heaven for Wii topped the Japanese software chart in its debut week on sale, ahead of fellow new releases Sengoku Basara Chronicle Heroes for PSP and No More Heroes Red Zone Edition for PS3.

Other new entries to make the top 20 included Noora And The Time Studio for DS at number eight, the PS3 and Xbox 360 versions of Alice Madness Returns, which charted at number nine and number 17 respectively, and Sniper Ghost Warrior for PS3 at number 16.

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Opinion: The difficulty with digital stores

Usability expert Graham McAllister runs a teenager through the PSN Store and Xbox Marketplace - but no one gets a bargain.

I’m standing in my local video game store. At the counter is a young kid who’s standing on his tiptoes, game in hand, stretching to hand over the game to the guy behind the till. Next in line is a grandmother with her family around her. She’s buying the grandkids two Wii games and they’re all engaged in conversation as the games are paid for and put in bags. 

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Solatorobo: Red The Hunter review

A grand DS adventure delivered in bite-sized portions.

Eccentric and inventive, but ultimately late to 
the party, Solatorobo is more than deserving of 
the small amount of attention it’s likely to attract coming in the wake of the launch of its host console’s successor. It’s a JRPG with brisk, snappy battling, and 
a pick-and-mix quest structure that prioritises variety over grinding monotony.

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Mobage launches in the west

Japan's mobile social network hits the Android Market.

Mobage, the enormously popular Japanese mobile social gaming network, has been launched on the Android Market in English-speaking countries around the world.

The gaming platform was known as Mobage-town until it was rebranded earlier this year by owner DeNa ahead of a big western push. In Japan alone it has 30 million users, and VentureBeat reports it brings in $1.3 billion in annual revenue.

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Move.Me released in the US

Sony unveiled its homebrew Move development kit at GDC in February, and senior engineer John McCutchan told us he hoped to see "something that I could never have possibly imagined" once hobbyist developers got their hands on it. Odd, then, that while Move.Me is available for free to academics and students, anyone else interested in making their own Move-compatible software will have to pay $99.99 - the same price as a Move starter pack - to download it from the PlayStation Store.
http://blog.us.playstation.com/2011/07/26/move-me-available-today-on-playstation-store-free-for-students-and-educators
PlayStation Blog


Machinarium headed to iPad

Jakub Dvorský's widely lauded point-and-click adventure has been known to be headed to tablets for some time, but Dvorský had previously said the game would not see release on iPad because the original was built in Flash, a format unsupported by iOS devices. Now, however, he tells Pocket Gamer that an iPad release is just around the corner. "It's almost finished, but we still need to fix a lot of small bugs and test it properly," he said. "It should be ready during the next month…hopefully."
http://www.pocketgamer.co.uk/r/iPad/Machinarium/news.asp?c=31795
Pocket Gamer


Disney cuts back at Three Melons

Gamasutra reports that Disney Interactive has cut upwards of 30 staff at Buenos Aires social studio Three Melons. While declining to confirm the number of staff affected, Disney said: "As part of our ongoing strategy to best position the Disney Interactive Media Group for success in digital media, we continually evaluate and refine our business. As part of this process we've made targeted layoffs within the division." Three Melons was acquired last year by Playdom, the social studio which was itself acquired by Disney last July.
http://www.gamasutra.com/view/news/36104/Layoffs_Hit_DisneyOwned_Social_Gaming_Studio_Three_Melons.php
Gamasutra


Opinion: Crunch is avoidable

But, argues Ubisoft and BioWare veteran Charles Randall, doing so requires a level of maturity that the game industry sorely lacks.

I am writing this rebuttal to reports of statements made by Michael Pachter because it's something I feel very strongly about, and I want to see this kind of misguided support of crunch get shouted down as much as possible.

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Report: Disney to fully acquire Ignition parent

The Walt Disney Corporation already owns 50.4 per cent of Ignition parent UTV Software, but is reportedly offering $454 million to take 100 per cent control of it. The move seems curious initially with Disney shifting focus to mobile and social games, and Ignition withdrawing from game development entirely, but Disney is reportedly interested in UTV's Bollywood business.
http://www.develop-online.net/news/38335/Disney-offers-454m-for-Ignition-parent-buyout
Develop


Hothead: maturing industry can limit "senseless crunch"

Excessive overtime can be minimised by realism and sound planning, says The Baconing producer.

Mike Inglehart, producer of Hothead Games' upcoming The Baconing, has added his voice to the crunch debate, telling us that, as the industry and those working in it mature, excessive unpaid overtime should largely be a thing of the past.

"The industry's maturing now: lots of guys have families," he tells us. "When I started [in the industry] I was 25, so the only thing I had to do was go home and pay the bills and lock the door.

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PC Driver San Francisco uses always-on DRM

Ubisoft has confirmed, in a tweet from the game's official Twitter account, that the PC version of the upcoming Driver San Francisco will require a constant internet connection to play. Ubisoft's PC DRM has been the source of some controversy since its debut in 2010 and in January, the publisher said the inclusion of its DRM in future titles would be decided on a case-by-case basis. In a bizarre attempt to head off a fan backlash, a subsequent tweet reads: "Bear in mind though that the PC version of Driver San Francisco is released simultaneously to consoles."
http://twitter.com/#!/DriverGame
Twitter


Reaching Japan

How the UK government is helping developers reach the spirtual home of videogames.

“If we’re honest, it was initially just as an excuse to go to TGS, and even then as an excuse to go to Tokyo!” managing director Sean Murray tells us of the decision he, and the three other developers that make up Guildford-based Hello Games, took to bring PSN racer Joe Danger to Japan - a decision which coincided with a UK Trade and Investment (UKTI) trade mission to the Tokyo Game Show in September 2010.

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Rare: "Kinect 2 is already here"

The above claim comes from Rare studio head Scott Henson, dismissing the need for a hardware revision of Microsoft's Xbox 360 motion sensor. Incubation software director Nick Burton added: "The great [thing] with Kinect is it's all software. Yeah, there's a sensor bar there, but everything is dealt with in software, which means we can continue to push it." Kinect Sports: Season 2, which is due in October, puts greater emphasis on voice control, with one example being a virtual golf caddy which recognises 300 different phrases.
http://beefjack.com/news/rare-kinect-2-is-already-here/
Beefjack


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