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September 11th, 2019, 21:44 Posted By: wraggster
At today's Apple Special Event, Apple showed off more details for its upcoming premium mobile game subscription service Apple Arcade, including a release date of September 19.
The service will cost $4.99/month, with a one-month free trial available at launch. Over 100 premium games will be available upon release from studios such as Annapurna Interactive, Bossa Studios, Cartoon Network, Capcom, Finji, Giant Squid, Klei Entertainment, Konami, LEGO, Mistwalker Corporation, SEGA, Snowman, ustwo games, and others.
https://www.gamesindustry.biz/articl...s-september-19
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September 11th, 2019, 21:47 Posted By: wraggster
According to Google Stadia VP and head of product John Justice, the Stadia team is working hard to implement not just cross-platform play, but also cross-progression across as many games on the service as possible.
Speaking in a video interview with StadiaCast, Justice said that Google wanted to include the feature event for games that don't include online or multiplayer features by necessity. He offered the example of The Elder Scrolls V: Skyrim (though he acknowledged Skyrim had not been announced for Google Stadia) as a situation where a single-player, story-based game might benefit from cross-progression on a new platform.
"We are trying to do [cross-progression] with every single title we're bringing to Stadia. That's something that we see as a key piece of next-gen. We're trying to push that next-gen is all about openness, it's about being able to play across your friend groups, it's about taking down these walled gardens, it's about being able to keep your progression wherever it is you are."
But he also acknowledged the company was encountering some resistance.
"Not every game platform is wholly on board with this, and some of them are on board with it for some titles and not for others."
https://www.gamesindustry.biz/articl...itle-on-stadia
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September 11th, 2019, 21:49 Posted By: wraggster
Pokémon Masters earned $26 million from the App Store and Google Play in its first week, according to data from Sensor Tower.
DeNA's game launched on August 31, and earned $26 million in the seven days that followed. Sensor Tower's data puts it ahead of other franchise mobile titles Pokémon Quest, Pokémon: Magikarp Jump, and Pokémon Rumble Rush.
Masters' first week revenue is approaching half of the revenue earned by Pokémon Go in the same period. Niantic's game hit $56 million in a week, according to Sensor Tower, but it only available in Australia, Germany, Great Britain, the United States, and New Zealand.
https://www.gamesindustry.biz/articl...its-first-week
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September 17th, 2019, 21:39 Posted By: wraggster
Android will represent a larger share of mobile game revenue than iOS this year, according to a new report from Newzoo.
The data firm's Global Mobile Market Report estimates game revenue of $68.5 billion in 2019, up 26.7% year-on-year. China will be the leading market, with $21.6 billion in revenue, followed by the United States with $12.1 billion.
Within that, $33.5 billion in revenue will be from iOS games, which is 48.9% of the global market. Google Play represents $24.5 billion in revenue (35.8%), while the remaining $10.5 billion (15.3%) will be from third-party Android storefronts.
https://www.gamesindustry.biz/articl...an-ios-in-2019
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September 20th, 2019, 22:15 Posted By: wraggster
Attached to a wall at Ustwo Games' London studio is one of the team's favourite user reviews for Monument Valley.
It says: "Thank you for making this game, I thought it was really beautiful, one of the best things I've played on mobile, and it really impacted me. I just thought £3.99 was too much."
"That's always been super funny to us," chief creative officer Dan Gray tells GamesIndustry.biz.
Amusing as it is, it illustrates the biggest challenge of the mobile space: the value players place on games. Following the launch of the App Store, a race to the bottom means that the vast majority of mobile titles are now free-to-play..
Premium is still an option, of course, as Ustwo has demonstrated with Monument Valley -- the sequel to which made $10 million in its first year. But Gray acknowledges this is not the norm.
"Making premium games has been a dangerous proposition for a number of years," he says. "Even we know we were very lucky with Monument Valley. We were lucky to get a unicorn, but the exception doesn't prove the rule. It would still be dangerous for us now to throw a game out there and charge £5."
https://www.gamesindustry.biz/articl...-mobile-gaming
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September 20th, 2019, 22:19 Posted By: wraggster
Apple's premium mobile game subscription service, Apple Arcade, has soft-launched for some users three days ahead of its planned release date of September 19.
However, it seems some developers and publishers working with the service may not have been aware of the three-day-early release.
Sayonara Wild Hearts developer Simogo tweeted yesterday that it "had no idea about the Apple Arcade beta-stuff that is currently happening" and asked early access players not to spoil the game for others. In another tweet, the developer told someone in the beta that they were "not playing the final version of the game as far as we know."
https://www.gamesindustry.biz/articl...ome-developers
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September 23rd, 2019, 19:59 Posted By: wraggster
Google has announced a new premium subscription service called Play Pass, launching in the US this week with over 350 games and apps.
The service costs $4.99/month, or $1.99/month for 12 months through a limited offer. Google is also offering a 10-day free trial at launch. That covers access to a catalog of several hundred games and apps for up to six devices, with no microtransactions or ads.
Popular launch titles include Monument Valley 2, Stardew Valley, Terraria, Limbo, Death Squared, The Battle of Polytopia, This is the Police, and more. The subscription also covers various premium apps including weather, music, and fitness apps.
For now, the service will only be available in the US, though Google plans to roll it out in other countries soon.
https://www.gamesindustry.biz/articl...iption-service
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September 23rd, 2019, 20:06 Posted By: wraggster
Since re-releasing in China under the title Game for Peace, PUBG Mobile has seen a 540% revenue increase year-on-year.
Back in May, publisher Tencent announced it was pulling the game from China after months of being unable to monetise it.
The game was soon relaunched as Game for Peace -- with new elements of pro-Chinese military propaganda -- and granted a license to monetise by the Chinese government.
Following the move, PUBG Mobile is now the leading battle royale mobile game in terms of revenue across iOS and Android, having grossed over $1 billion in player spending.
https://www.gamesindustry.biz/articl...usd1bn-revenue
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September 25th, 2019, 18:38 Posted By: wraggster
Nintendo's latest foray into the mobile space, Mario Kart Tour, has gone live today -- and with it comes a surprise business model that's new for the platform holder.
In addition to the usual microtransactions that come with free-to-play games, and have been mentioned in promotional materials, the title also offers a monthly subscription.
A Gold Pass will give Mario Kart Tour users exclusive characters, karts, badges and other items, as well as access to the 200cc racers.
It costs $4.99 per month, which -- as our friends at VG247 point out -- is more than the $3.99 the company charges for Nintendo Switch Online (a service that grants access to online multiplayer for all Switch titles, plus a growing catalogue of NES and SNES titles).
It's also the same price as the newly-launched Apple Arcade, which offers more than 100 games with no in-app purchases.
https://www.gamesindustry.biz/articl...ours-gold-pass
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September 30th, 2019, 17:54 Posted By: wraggster
A new report from Sensor Tower has put Mario Kart Tour's day-one downloads at over 20 million, double Apptopia's estimate from earlier today and nearly triple the day-one downloads of Super Mario Run.
Additionally, Sensor Tower reports that player spending has already reached $1 million -- approximately one-fourth of launch-day spending on top Nintendo mobile revenue performer, Fire Emblem Heroes. This does not include revenue from the $4.99 Gold Pass subscription, due to a free two-week trial offered to everyone who subscribes.
https://www.gamesindustry.biz/articl...-its-first-day
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