Tag: mobile

Welcome to Kiyat Games, Part11

Kiyat Games’ new webcomic is out! Click here for the previous.

Art by Sukyan (sukyan.tumblr.com) from Kiyat Games(https://www.facebook.com/KiyatGames).

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WeMade to compete with Icarus and Wind Runner 2

After ending the year 2013 with somewhat of disappointing numbers, WeMade Entertainment Co. officially begins its rush for the new upcoming titles in March.

WeMade has announced in midst of their year-end press release that they “plan to release a number of games towards the end of 2014 H1, including the online game <Icarus>, and mobile games <Ark Sphere>, <Chun-Rang>, and <Wind Runner 2>,” up to a total of 30 games within the year 2014.

WeMade’s 4th quarter sales were recorded as 44.2 million dollars, a number that is 14% less than that of the year’s 3rd quarter.  The mobile gaming branch of the company was the one that faced the full brunt of the decrease in numbers.  With the decreased performance of <Wind Runner> and <AtlanStory>, mobile gaming branch of the company netted sales of 25.5 million dollars, which is 18% less than from Q3 (31.1 million).  With mobile sales of 41.3 million dollars recorded from Q2, the sales have been on a continuous decline.

With the absence of new titles, online gaming sales have also been on a decline.  WeMade has recorded online gaming sales of 18.6 million dollars in 2013 Q4 after the peak sales of 24.1 million dollars recorded in 2013 Q3.

However, despite the declines in sales, the company’s year-long sales were actually in their highest since the company’s founding with 213 million dollars.  Business profits were also turned from the 18.5 million dollar deficit in 2012 to a surplus of 116.1 million dollars in 2013.

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Icarus and Wind Runner 2 to come in March if early

WeMade plans to make their stand in March with their upcoming new titles.  In online gaming, <Icarus> begins its OBT after March, and <Ark Sphere> and <Wind Runner 2> makes their appearance among the mobile games within the first two quarters of the year.

Furthermore, <Iron Slam> and <Chun-Rang> are also planned to be released within the year.  Keeping up with the changes in the market towards mobile gaming, releasing more casual and core games is their plan for this year.

Jang Hyun-Gook, the VP of WeMade, has revealed that they “plan to release up to 10 games per quarter up to a total of 30 throughout the year, and we’re expecting good results from our sequels.”

Overseas business is in their agenda as well.  <Changchun 2> begins its CBT through Giant Interactive Group Inc. and <Lost Saga> also plans its European service with Nexon Europe S.à r.

Among the mobile games, <Iron Slam> launches in Japan through LINE, and <Wolf that Swallowed the Moon> launches in China.  <AtlanStory> will be launched in the North American regions through WeMade’s own North American branch.  The games that have overseas plans total up to 20 games.

On the other hand, a personnel from the industry commented and criticized WeMade’s plans on game releases.  Jang commented on this saying that they “realize that WeMade’s plans from last year were not very solid.  However, we have learned a lot from our own mistakes from last year, and we believe that things will be different with our altered and improved agenda.”

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Welcome to Kiyat Games, Part10

Here’s the 10th installation in the hilarious webcomic series from our partners at Kiyat Games!

If you missed last one, you can check it out here: http://en.thisisgame.com/2014/01/20/welcome-to-kiyat-games-part-9

 

Art by Sukyan (sukyan.tumblr.com) from Kiyat Games(https://www.facebook.com/KiyatGames).

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Naver to Create A Mobile Gaming Platform

Korea’s number one search engine, Naver Corp., is enhancing its current mobile game channeling service to start a gaming platform.

ThisisGame’s recent interview with Naver has revealed that the popular search engine company plans to enhance and upgrade its current mobile site’s (m.naver.com) game channeling service ‘Naver mobile game channeling’ and begin its official service.  Just as KakaoTalk Corp. has previously used its pool of messenger users as its audience when it launched the ‘Kakao Games,’ Naver plans to utilize its current pool of 37 million users for the launch.

The Naver mobile game platform will allow its users to freely download mobile games onto their devices using their Naver account, regardless of the time and location.  While the actual downloads will be done through the ‘Naver AppStore,’ they will also be able to use the Google Play Store depending on the situation.

Hence, this means that the games on the Naver platform will only support the Android OS.  This will surely be a welcoming news for many developers out there that felt the pressure of having to abide to the rules of the KakaoTalk platform, which requires the developers to develop an iOS version of their games as well.

Naver is currently contacting numerous mobile game developers to propose the use of their channel, and games that have already made huge success on either the Google Play Store or the T Store are not of exceptions either.

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Naver AppStore on Android OS

 

Developer portions 73%, more beneficial than the current platform

In the light of appealing to the developers, Naver has been emphasizing the higher portion of the profit that the developers will be receiving when using the Naver platform.

One of the main things that Naver has been emphasizing is that they have paid particular attention to the cries of the developers regarding the profit that they get in return.  In the case of Naver Mobile, developers are able to reap profit from all revenue with the exception of 10% market fee, 7% channeling fee, and 10% user mileage.  It has been said that even a part of the 7% channeling fee will be used in ways beneficial to the developers.

The numbers stated above are definitely in favor of the developers in comparison to those of Google Play Store.  Google Play Store currently takes 30% of the revenue the game creates.  On top of this, if the game is platformed on the popular KakaoTalk platform, another 30% of the rest (21% of the total revenue) is given to the KakaoTalk platform.

If one were to reiterate the numbers above, it ultimately boils down to 51% of the total revenue paid to the platforms, and the developer ends up receiving 49%.  However, with the terms of the Naver Mobile, the developers would in fact receive 73% of the total revenue, standing out among Google Play and KakaoTalk platforms.

Another point that Naver emphasizes is that a large portion of the 10% user mileage is often spent back on the game itself, resulting in higher profit for the developers.

 

Easier user acquisition using promotions on Naver

Naver plans support the games on their mobile platform by using their own popular search engine website (www.naver.com) to run advertisements and promotions.

A large portion of these promotions will be done by running multiple versions of advertisements, such as banners and articles, in the entertainment and gaming sections of their website, aiding in the exposure of the game.  Naver is confident that they will be able to attract at least 30,000 users through these means of promotions.

According to a personnel from the mobile gaming industry: “Acquisition of 10,000 users via pre-launch sign-ups was considered a tremendous achievement on the KakaoTalk platform.  If the numbers can really be as high as Naver predicts, this new platform will be something that many developers will find difficult to refuse.”

Developers will be able to launch through the Naver mobile platform by requesting via the appropriate proposal procedure at least eight weeks prior to the game’s launch.  After series of meetings and contract signings, the game will be ready to launch under the Naver mobile platform. 20140113175828_3105

 

The lacking Naver AppStore

Many experts in the mobile gaming field understand and regard the new Naver mobile platform to be a very appealing platform.  Many also have the opinion that the current popularity and recognition of Naver among the population does not fall behind that of KakaoTalk, and that this new change could bring seriously detrimental effects to the ‘for KakaoTalk’ trend.

However, the outlook of Naver mobile is not one that is completely fault-free.  Naver AppStore, where all the app downloads will be done, loses out in influence, popularity, and inventory size in comparison to the other popular markets, such as Google Play and TStore.

According to a personnel from the mobile industry: “Google Play and TStore are often pre-installed onto the mobile devices when they are initially sold, and because of this, it is no wonder they have high numbers.  On the other hand, Naver AppStore is a separate application that the users have to download on their own, and it will be interesting to see how the market will fare.

Naver plans to run several marketing campaigns for the user acquisition of the Naver AppStore, such as TV ads, search engine ads, and AppStore events.

Welcome to Kiyat Games, Part 9

Here’s the 9th installation in the hilarious webcomic series from our partners at Kiyat Games! If you missed the 8th one, you can check it out here: http://en.thisisgame.com/2014/01/07/welcome-to-kiyat-games-part-8

Art by Sukyan (sukyan.tumblr.com) from Kiyat Games(https://www.facebook.com/KiyatGames).

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