Guest Post: The secrets to Blood Brothers’ success
Editor’s note: DeNA’s Japanese RPG card battler has been a hit for the mobile-social gaming juggernaut since release. As Inside Mobile Apps previously reported, Blood Brothers’ events feature is wildly successful for the game. In a third guest post from Kevin Oke, lead designer at both Adrian Crook & Associates, a social-mobile game design consultancy, and PlayRank, a second screen startup, he analyzes the successful components of Blood Brothers from an outsider’s perspective. He previously wrote guest posts for Inside Mobile Apps which analyzed Supercell’s Clash of Clans and NimbeBit’s Nimbe Quest.
DeNA Mobage’s Blood Brothers for iOS and Android recently celebrated its one year anniversary, and is continuing to monetize very well, with an ARPU that has grown every month since release. With this milestone in mind, now seems like a good time to take a dive into the game and highlight some of the things this collectible card game (CCG) does well.
Although it’s certainly firmly rooted in the conventions of the CCG genre (“hands-off” battles, card fusion, gacha) Blood Brothers does add its own touches of innovation, as explained below.
PvP
Blood Brothers excels at player vs. player (PvP) on a number of levels, one being surfacing. Good surfacing ensures that players are not only made aware of key AEM (Acquisition, Engagement, Monetization) features and the benefits they stand to gain by using them, but also pushed towards these behaviors via smart timing and offering incentives. This is generally done through contextual dialog boxes and limited time promotions.
As PvP gameplay is traditionally a strong source of retention and monetization, it’s especially important to do surfacing well. Blood Brothers keeps PvP at the forefront of the player’s mind with random PvP battles while the player is progressing through a level. These random battles are effective in several ways:
- Surfacing of PvP gameplay to get the player interested in it and strengthen its ability to help monetize and retain players.
- Increases PvP’s effectiveness as a morale sink (morale being the rechargeable energy resource needed to engage in PvP and raid boss fights).
- Clear, simple goals and incentives (winning streaks reward the player with items) — these suck the player in, extending sessions and draining the player of their morale as they attempt to extend their win streak to hit the next reward.
Although conceptually not unique to Blood Brothers, the inclusion of “all-out attacks” (more effective than regular attacks but three-times more costly in terms of morale) and high level raid bosses that are susceptible to them further help to keep morale a precious resource and make a micro-transaction refill more tempting.
Lastly, compared to the confusing and convoluted user experience (UX) that precludes getting into a PvP match in Rage of Bahamut, there is little such friction in Blood Brothers. Opponent selection filtering options are eliminated in favor of pre-determined choices, and it’s immediately clear to the player what’s at stake with rewards, and how their deck stacks up against their potential opponents. (more…)





Japanese mobile-social gaming mammoth DeNA today announced two more games — G.I. Joe: Battleground and Dungeons & Dragons Arena of War — from its existing partnership with toy and board game company Hasbro.
Editor’s Note: Doug Scott is vice president of marketing and revenue at Japanese mobile-social gaming company DeNA. For a taste of what will be discussed at the “Platform Opportunities for Social Apps” session at Inside Network’s Inside Social Apps conference June 6 to 7, Doug answered a couple questions regarding the prospects of current mobile app platforms.
At a Google I/O session today covering monetization in Google Play, Ibrahim Elbouchikhi, Google Play product manager for commerce and monetization, revealed that in-app revenues increased 700 percent year-over-year from May 2012 to April 2013.
Mobile-social gaming giant GREE today 
Japanese mobile-social gaming juggernaut DeNA today reported 52.3 billion yen (approximately $528 million) in revenue for its fourth quarter of 2013, a 22 percent increase year-over-year, while operating profit rose 3 percent from the same quarter of the previous year to 18.2 billion yen ($184 million). For the 2012 fiscal year, the company set a new earnings records with revenues of 202.5 billion yen ($2.04 billion) and 76.8 billion yen ($775 million) in operating profit, up 38 and 28 percent respectively.
Capcom today reported net sales of 94.1 billion yen ($952.8 million) and 3 billion yen ($30.4 million) in net income for the 2013 fiscal year, which ended March 31, 2013. Compared to the Japanese gaming company’s yearly results in 2012, net income was down in 2013 by 55.8 percent and net sales were up 14.6 percent.
Inside Mobile Apps: At the 2013 Game Developers Conference, DeNA revealed that events were key to the success of Blood Brothers. Is this a feature that’s as successful in other games from DeNA?