Nimblebit turns to Twitter for Pocket Planes design decisions

Tiny Tower developer Nimblebit is soliciting feedback from Twitter to help it refine some of the user interface elements in its upcoming game Pocket Planes.

Earlier today Nimblebit co-founder Ian Marsh tweeted two in-progress pictures of the game’s menu, asking users if they found smaller buttons easier on the eyes.

It’s not the first time Nimblebit has solicited player feedback for the game. Earlier in the month Marsh asked his Twitter followers to submit their ideas for Pocket Planes BitBook posts — the private and often silly thoughts the game’s characters “post” to a fictional social network.  According to Nimblebit’s other co-founder David Marsh, the tweet resulted in a flood of suggestions, approximately 20 or 30 of which have been added to Pocket Planes so far.

“It’s important for us to share things from the development process because the feedback we get is constructive, and getting good reactions from people helps motivate us to push towards the finish line,” Marsh tells us.

While having users weigh in and contribute to a game as its in-progress isn’t common, it appears to be paying off for Nimblebit. So far the company’s free-to-play hits Pocket Frogs and Tiny Tower have earned enough to recoup their development costs more than 100 times over. Tiny Tower also boasts an impressive conversion rate — in a previous interview the company revealed about five percent of Tiny Tower users pay, and the game sees an average revenue per paying user of $10.

According to Marsh, Pocket Planes has been in beta testing for just over a month and the game is tentatively scheduled for a June release.

Google+ mobile app revamped on iOS, Android update “coming soon”

Google has updated of its official Google+ app to more closely mirror the look and feel of the newly redesigned Google+ web site.

According to a post on the official Google blog, many of the new Google+ design elements are now reflected in the design of the mobile app. Cosmetic changes include new fonts, larger profile pictures and a full-bleed display for photos. Google has also updated the way the app displays conversation flows in a user’s stream, added optical cues to draw attention to more recent posts and moved the +1 button to a set position at the top of the user interface.

Ironically, the new version of the Google+ mobile app is available now on iOS, but the Android version is described as “coming in a few weeks.”

The company redesigned its Google+ social networking service in April to add drag and drop navigation, full bleed photos and videos and update the way conversations and discussions were grouped into user’s activity streams.

Ngmoco’s Doug Scott on Japan-meets-U.S. mobile games, life after Lionside

Under the guidance of Ngmoco, DeNA’s Mobage platform is gaining ground in the U.S. with a slew of new game releases in the past month — including Rage of Bahamut, Skyfall and Ninja Royale. Doug Scott, VP of first party studio operations, describes the challenges of marrying Japanese mobile games design to Western game design.

First, a brief history lesson: DeNA bought Ngmoco in 2010. Back then, the company was known for releasing a range of top-performing titles on iOS, including one of the first-ever first-person shooters on the platform. Around that same time, Scott was CEO and co-founder of Lionside, a sports-oriented developer making games for Facebook. In July 2011, Ngmoco quietly bought Lionside and absorbed its team both into the product development side and into the engineering branch developing Mobage for the U.S.

Inside Mobile Apps: How do you get from developing NBA Legends for Facebook to developing mobile games in just nine months?

Doug Scott, Ngmoco VP of first party studio operations: When we came in, there was a tremendous opportunity in establishing the Mobage platform. It was integrating the data-driven learning from DeNA Japan into Western gamemaking. Both of those were interesting to different parts of Lionside. Most of our engineering group ended up on the platform side; they were really excited to work on that because we had a couple of super hardcore platform engineers. Then on the other side, we had game designers and developers excited about making mobile games — which is slightly different from [making games for] Facebook. So we sort of split and I was on the game developer side and the engineers went to the platform side.

IMA: So now you’ve reached the point of releasing games on Mobage U.S. — like massively multiplayer role-playing game Skyfall or citybuilder/collection game DragonCraft. What are these games like?

Scott: The games that have recently come out have a lot of that knowledge woven into them and are starting to show some positive signs. [They are] a realization of something that’s been underway for a long period of time — marrying the knowledge gained on Mobage in Japan with the game development qualities of Ngmoco.

So, Skyfall, DragonCraft… both of those have systems. They’re most easily thought of as common human behavior that can be integrated into gameplay. So there’s the game — a thematic shell, in some ways — and a set of mechanics which are tried and true [from previous video games in history]. The innovation comes form putting together new mechanics in ways that blend with new insights on how people like to spend their time and what motivates them.

Ultimately, there’s a lot of insight that’s been rigorously, ritualistically tested in Japan and we’re finding that [the insights] are truly global. They don’t just work in Japan. I think that that was a hypothesis many people had [entering] the Japanese gaming market, like, “That’s great that it puts up huge numbers in Japan, but people play games differently in Japan and they’re just into different kinds of content and they interact with their mobile devices on a different level and they have different carrier relationships.” Those things are all true — there are a lot of differences at the cultural and systemic levels. But some of the things that motivate gamers in Japan to interact with games are the same things that motivate gamers here to interact with games.

IMA: Can you give us an example?

Scott: I’ll call this the “concept of positive outcomes.” In a game, you can have negative outcomes; your character dies or something like that. But you can have environments where no matter what the outcome is, it’s positive. An example would be some of the battling card games that come from Japan like Rage of Bahamut. When you get a new monster, you get a new minion — it may be a really rare one or a run-of-the-mill one. You’d think you’d be disappointed if you got a run-of-the-mill minion. But because there’s this thing called fusion in the game that lets you combine the stats of that minion [and build] a rare minion, there’s really no negative outcome. It might not be the most positive outcome, but both are positive outcomes.

That’s a small observation — humans love positive outcomes — that you can leverage into a game mechanic. You can think about that when designing a game and have a much more enjoyable experience at the user level. The cool thing about all free-to-play games is that you have the cleanest vote ever. [Players] spend time and or money and [developers] can see that explicitly. That’s how we know that these things work.

IMA: On Mobage U.S., you’re running first-party games from both the West and Japan. You also have games that come from other studios in the West or in Japan, like Cygames. Is there a differentiation between first-party games and third-party games on the platform?

Scott: I think to have a successful platform you have to create an even playing field. You can’t favor first-party games. That’s good discipline for first-party teams — they have to compete. You don’t get an unfair advantage. It comes down to making great content.

IMA: To play a Mobage game in the U.S., you have to be online. Is that a handicap because Western smartphone users are used to downloading an app and “owning” it forever?

Scott: I don’t really see it as a question of ownership. I would definitely think that being able to play [a game] offline in addition to in a connected state is a plus from a user standpoint — and we intent to provide that capability. But I don’t believe that only being able to play in a connected state is a dramatically negative user experience. It just means that there are times when you can’t play it. Which is annoying. But it’s not a blocker to a successful adoption of games.

IMA: Where do you picture the average Joe mobile game player sitting when they play Skyfall?

Scott: I see the average Joe consuming games out and about on a smartphone — although tablet consumption makes tons of sense. But this is [a question of] how do we put a compelling core RPG in a user’s hand and give them a great experience? I do definitely see players occasionally [playing a game on a phone while also watching TV], we’ve definitely seen a longer session with this game. But it’s predominately a short-burst session. It could be at work, it could be on the can — any number of places where you want that fix, but firing up World of Warcraft isn’t what you’re looking for.

IMA: We see a nice mix of genres with the latest batch of Mobage U.S. games — card battles, quick session fighting, crafting, role-playing. So what’s Ben Cousins working on over at Ngmoco Sweden?

Scott: He’s seeing an opportunity to disrupt the console industry. And I think that’s all I can tell you without giving it away.

Atari updates Pong Indie Developer Challenge, responds to concerns

Atari has updated its Pong Indie Developer Challenge to improve its payout system to offer developers who enter the contest better rewards.

The contest challenges independent developers to create a new version of Pong for iOS. Winners can earn up to $100,000 in prize money and a publishing deal with Atari. Some developers have criticized the contest, saying its requirement to relinquish ownership of submissions to Atari and payout terms make it a bad deal for independents.

According to Atari, the company has extended the revenue sharing portion of the publishing agreement from one to three years in order to offer larger financial incentives. The three grand prize winners will receive prizes with potential values ranging from $30,000 to $100,000. Half will be awarded up front as a cash prize and the other half will be based on an 80/20 gross revenue split between Atari and the winning apps. The contest’s runners up will receive $5,000 cash prizes and be eligible for the same revenue sharing deal.

Atari has also added a developer showcase to further highlight the contest’s finalists.

When Inside Mobile Apps asked Atari for a statement regarding the change of rules, a company spokesperson provided us with the following statement:

While the Pong Challenge has received much positive feedback, we are aware of the concerns some have raised. Ultimately our intention with this contest is to support and celebrate both the developer community and Pong’s 40th anniversary as well as offer truly valuable rewards – cash prizes and a revenue sharing partnership (recently extended to three years) that will see a developer’s game promoted under the Atari brand. Although a few people have cast this contest as “bad,” we believe it presents a good opportunity for many real indie studios - and the positive feedback and participation we’ve seen thus far proves it.

 

Some concerns have been raised with the terms of ownership of submissions, but we’re not aiming to steal anyone’s ideas. These terms are fairly standard in development agreements and we’re asking submissions to be branded as and based off of a property we own – after all, a developer couldn’t release a submission in the form it was presented to us through the contest as it would legally violate our intellectual property.

The contest, which will be judged by David Whatley, Dave Castelnuovo, Mike Schramm and Atari Corporation founder Nolan Bushnell, is accepting entries until April 15. According to Castelnuovo, the judges are looking for entries that reflect the unique personalities and sensibilities of the developer who created them.

Adobe allies with Unity for Flash Player 11.2 release, introduces premium APIs

Adobe announced Flash Player 11.2 and AIR 3.2 versions today along with a set of premium APIs for PC and mobile games. The software giant is also collaborating with Unity to create a unified workflow that can deliver Unity games via Flash.

The premium APIs are a combination of the GPU accelerated Stage3D APIs Adobe first announced with Flash Player 11 last fall and fast memory op codes. On mobile via Adobe AIR, developers can use the APIs for free — but on Flash Player 11, the software company takes a 9 percent cut of revenues after the first $50,000. These terms go into effect August 1, 2012, giving developers between now and then to determine if the APIs are suitable for their games. Adobe acknowledges that the majority of gaming content currently created in Flash probably won’t need to use the premium features. Developers do not have to pay royalties on each of the APIs if used alone or on software rendering of Stage3D with or without the op codes.

The Unity collaboration is born of Unity’s own efforts to tap into the Flash audience without players needing to download a plugin. In September of last year, Unity announced that it would support Flash in future versions — which is what prompted Adobe to reach out and work with the company to create a unified workflow that better serves developers. The Unity 3.5 Flash export functionality is currently in preview mode, but beyond that release, Adobe says it’s also working on integrating future Adobe gaming services into Unity. At some point, we may see Adobe partner with other engine creators on similar projects — in October last year, we saw Epic Games’ Unreal Engine running Unreal Tournament on Flash.

Both moves seem like solid ones for Adobe. By introducing APIs as a service, rather than giving them away with a one-time purchases of its authoring software, the company can take a slice of the virtual goods revenues social and mobile game developers enjoy. At the same time, Adobe is also building bridges to console video game developers, providing a way for non-Flash developers to tap into Flash’s broad reach on PCs in the social and casual games space. The Unity collaboration reinforces the approach, and Adobe tells us it’s working with a number of 3rd party frameworks to help developers to reach 2D or 3D content markets.

Interestingly, Adobe is pushing a monetization angle in Flash Player 11.2 and AIR 3.2. By creating a unified platform for desktop and mobile, it hopes to reduce fragmentation in those markets. Adobe also plans to offer analytics and revenue optimization features as part of its game services in the near future — not unlike what we see from Kontagent or Flurry.

While Unity isn’t that common in social games, it definitely has traction in mobile games. CEO and co-founder David Helgason told Inside Mobile Apps earlier this month that mobile developers account for over half of the company’s total business. On Facebook, the healthiest Unity game we’ve seen so far is CMUNE’s UberStrike, which requires a plugin.

You can find out more about the premium APIs and the Unity collaboration the Adobe’s Digital Media blog.

This story originally appeared on our sister site, Inside Social Games.

Ben Cousins on Ngmoco’s Japanese monetization for Western players

How can Western mobile games monetize like Japanese ones? According to Ngmoco’s Swedish studio head Ben Cousins, if developers can the change the emotions their games play to during the monetization process, the money will follow.

Cousins — a long-time veteran of the video game industry who worked on free-to-play titles like EA’s Battlefield Heroes before joining Ngmoco — tells us he’s learned from the best. “We’ve really learned how to monetize users from DeNA. At EA I was considered an expert in freemium monetization, and I’m nowhere near these guys in Japan,” he says.

DeNA’s sales figures don’t give much to argue with. The mobile-social gaming giant reported sales of $448 million in its third quarter alone, good enough for  $79.2 million in net income. At home, the company sees between 10 and 15 percent of its audience monetize, a far cry from the 1.6 to 2 percent of Western players that currently pay for Ngmoco’s games.

Cousins explains the main problem with monetization in Western free-to-play titles is a focus on negative emotions. Western games typically monetize players who want revenge and in-app purchases usually remove  barriers the developer has placed in front of the player or sell a competitive gameplay advantage. Cousins describes these methods as “about as exciting as buying insurance” and thinks they make games less engaging in the long term.

“On Battlefield Heroes, we decided under pressure from [EA] executives to start selling a gameplay advantage in the game,” he explains. “We didn’t see a drop in the audience, but I think we would have seen the audience grow quicker if we hadn’t done that.”

Japanese games, on the other hand, focus on creating experiences where it’s fun to spend money, something he compares to buying a round of drinks for friends or throwing dice at a casino.  Cousins believes combining Japanese monetization mechanics with an audience of highly engaged core gamers is the key.

“Our figures tell us something like 40 percent of console gamers in the western world own a smartphone and 20 percent of them own a tablet,” he says. “There’s a lot of untapped demand with these guys, so they might be playing Mass Effect or Need for Speed on a console, but they don’t have so much choice on mobile in terms of getting the same experience.”

Of course, it’s no secret that a well done core-focused title can do well on iOS. Epic Games made more than $30 million in revenue from its Infinity Blade series. While those games are paid, Cousins thinks there could be an even bigger opportunity for free-to-play game of the same quality because core-focused free-to-play PC games like League of Legends have already laid the groundwork.

“There is a kind of unknown, but very nice business happening in core freemium in the western world now,” he explains. “There are companies out there making a lot of money with satisfied audiences. If you can create a world that is visually beautiful, makes sense, and has a strong social element you can do that. If Mass Effect was a freemium game, you’d certainly find people willing to spend $3,000 to $5,000 lifetime on it.”

Cousins’ team is currently working on a free-to-play title that he says will match the tone, gameplay and graphical fidelity of a AAA console game and will marry what he calls “the core freemium experience” with DeNA’s lessons from Japan.

Although still the preliminary development stages, Cousins did reveal some details about Ngmoco Sweden’s upcoming game. It will be original IP and include both single and multiplayer components. He also tells us the game features an all new, never-before-seen control scheme and it doesn’t make use of any buttons or virtual joysticks. The game is due to launch on iOS at the end of 2012.

Appy Entertainment’s free-to-play move boosted revenues by 150 percent

Appy Entertainment’s decision to convert its game Trucks and Skulls from a $0.99 paid app to a free-to-play title boosted the game’s revenues by 150 percent, increased player retention and surprisingly, didn’t garner the company a single complaint from its previously paying customers.

Appy Entertainment’s brand director, Paul O’Connor, revealed the information during his presentation, Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps at the Game Developer’s Conference in San Francisco last week.

According to O’Connor, making Trucks and Skulls paid capped its install base and limited how much money users could give Appy Entertainment. “Our most committed fans couldn’t pay us more than a dollar,” he explained. “If you sell you game for $0.99, you’ve capped it at $0.99.”

While its common now for paid titles to include optional in-app purchases — with some developers like Germany’s App Zap arguing it actually increases conversion — when Appy released Trucks and Skulls in 2010, the practice was largely unheard of. The game launched strong, garnering an average rating of 4.5 stars and a game of the week feature from Apple, but dropped off the charts quickly.

“We were getting our teeth kicked in by the freemium bomb,” explained O’Connor. “We needed to become a freemium company.”

Appy Entertainment relaunched the game as Trucks and Skulls Nitro, making the risky decision to completely replace the paid app with a new free version. In order to convert the game to freemium, Appy Entertainment added the ability to earn or buy an in-game currency called Coins. The company then retroactively rewarded existing players with a set amount of Coins based on their progress in the game.

The results were impressive — the game’s install base went from 350,000 paid units to 1.5 million free downloads. Revenues increased by 150 percent and the game was downloaded more than 100,000 times in a single day.

According to O’Connor, player reaction was the biggest surprise.  Although the company expected complaints, none came. The ability to earn Coins added mid and long term rewards to the game, and increased player retention. The average review score of the game also increased.

Overall, while O’Conner stressed freemium games are harder to build, have more extensive customer support needs and more post-launch requirements, developers with quality games benefit far more in the long-run by going free-to-play. “You have to accept that the app won’t monetize as well as a pure freemium app,” he said. “But it’s better to be inefficient than to be forgotten and unprofitable.”

O’Connor’s takeaways for developers looking to convert their apps were:

  • Freemium additions must enhance the game. Do not remove existing features to force users to pay for them. Keep everything that was free before, free after the switch.
  • Don’t forget to add expendables like single-use items
  • Don’t introduce ads into the app unless the default for existing users is ad-free
  • Replace your existing app in order to maintain the momentum of your app and user base.
  • Link freemium rewards directly to game play and keep the goals and mechanics of the game the same
  • Err on the side of your players and reward them generously with freemium items. This ensures legacy customers do not feel cheated by the switch to free-to-play

A first look at Supercell’s tablet-only combat title Battle Buddies

Supercell has taken the wraps off its new turn-based, strategic combat game Battle Buddies. The title is the Finnish developer’s first game made specifically for the iPad under its new tablet-first strategy.

In development since June 2011, the game uses an all-new line-drawing control scheme the company designed from the ground up to make players feel literally connected to the game, according to Greg Harper, Supercell’s general manager for North America.

“Battle Buddies is a really good example of designing specifically for a tablet because this is actually the third iteration of the UI,” explains Supercell’s CEO Ilkka Paanannen. “The first UI was sort of mouse-like — you tapped on the guy and tapped where you wanted him to go. We tested it on the focus group and it absolutely didn’t work out at all.”

The company then went on to test a virtual joystick and buttons control scheme, but it didn’t feel right or provide the experience they were looking for. After abandoning that track, Supercell came up with the game’s current control scheme, where the player draws a line directly on the screen to plan the path of a character.

Paanannen and Harper showed us an early version of Battle Buddies and gave a short, hands-off demo at GDC, walking us through one of the game’s encounters. Battle Buddies is a combat game where the player controls a team of five buddies, each with his own distinct personality and abilities. Players can customize the weapons and equipment each member of the team holds.

The game is in full 3D, but the default perspective for each map is top-down. The maps, are filled with destructible and indestructible obstacles such as walls and doors. While the player can see the entire level, they will only see enemy troops the members of his team would be able to see  based on their line of sight. Moving a team member through a door or a newly destroyed wall opens up new lines of sight, but also makes the player’s team open to attack from enemy troops doing the same thing.

According to Paanannen, this is why it was so important to get the line-drawing control scheme just right — the player can guide members of their team to any spot on the map, and the game is designed to reward strategic combat decisions. Each member of the team has a set amount of stamina, which limits the distance they can travel each turn and the game automatically guides characters around obstacles.

Once a character arrives at his destination, tapping him brings up a context sensitive menu of his options based on where he is on the map and what is around him. Being near a destructible wall brings up the option to blow it up, and being able to see an enemy allows players to attack.

The game will come with a single-player campaign, but Harper and Paanannen tell us they anticipate the meat of Battle Buddies will be player-vs-player combat and tournaments. Players will be able to have several matches running in parallel at the same time. Social features will include Twitter and Facebook integration as well as Game Center leaderboards and achievements. Players will also be able to borrow a team member from a friend’s squad if they’re trying to defeat a particularly tough opponent.

Battle Buddies is scheduled to be released on the iPad in Q2. It will support in-app purchases, although the final pricing scheme hasn’t been decided yet. Once the game is available, Inside Mobile Apps will have a full review of the game.

Designer Matias Duarte on steering the “ocean liner” that is Android

When crossing over from leading user experience at Palm to Google two years ago, Android’s design lead Matias Duarte had to reconsider how he would implement ideas in an environment where it would be difficult — if not impossible — to enforce any of them.

“The biggest thing I had to do was just understand how to manipulate the giant aircraft carrier that is Android,” he said in an interview last week at Mobile World Congress in Barcelona.

It was that complexity that attracted him to the job. By 2010, Android had already gained momentum with pick-up from virtually all of the major handset makers, which were looking to counter Apple’s resurgence with the iPhone. Microsoft still hadn’t offered a credible alternative at that time.

“It was an opportunity to work across an entire ecosystem. I knew things we were going to have to create systems, instead of impose controls,” Duarte said. ”But it was much harder and much slower than I expected. You want to move so fast. But it’s like you’re driving an ocean liner. You try to turn left and somebody’s got to run downstairs, then put a paper into a tube that goes down to the engine room.”

Case in point: even now Android Gingerbread, a version of the OS that was released in late 2010 is still the most widely used one more than a year after its launch. Newer versions of Android like Honeycomb and Ice Cream Sandwich have just under 5 percent market share.

Duarte said, “Even if you move quickly, the rest of the ecosystem is like a wake that dissipates behind your ship. The steps that you take will fan out like ripples, impacting the ecosystem for years. And it’s an ecosystem where you can’t directly control the levers.”

That said, if Google’s $12.5 billion acquisition of Motorola goes through, the OS maker will have a hardware manufacturer under its belt for the first time. But Duarte declined to comment on how Google might potentially influence Motorola. ”I don’t think we can even speculate about that,” he said.

On Google’s design culture

When Duarte came to Google, he entered a company that had long valued brute force engineering over showmanship and design. But Google is in the midst of change, and that’s in no small part due the competitive pressures it faces from more design-centric companies like Apple.

“Google as a whole company is starting to take design very seriously. You’ve started to seeing it roll across products,” he said. ”The company has always prided itself on being open-minded and very egalitarian. It’s always been very willing to look at itself and adapt to however it needs to be. It’s not about a dogma. It’s about merit.”

Because of the very independent way that Andy Rubin runs the division inside Google, Duarte gets relatively free rein in fashioning the look and feel of Android. He’s been trying to get Android designers to think outside of conventional UI patterns. ”I ask my team to think about where we’re going to be five years from now,” he said. “We’re going to have screens everywhere. They’ll be able to recognize your faces and recognize sounds. But there will be all sorts of nuance.”

And he dismisses designs that try to graft real-world metaphors onto touchscreens (hence, apps like Apple’s Find Your Friends or Game Center, which mimic the feel of leather, paper or old poker tables wouldn’t really fly on Android.)

“We gave people the canvas of the screen,” Duarte said. “It’s a machine that can become anything. And yet, there are designers who have built a whole bunch of buttons, knobs and switches that are virtual representations of things in the real world.”
On managing designers
What Duarte likes to do is get designers writing one-pagers describing a problem, an opportunity and what it would mean to solve it. It might be easy to think up a solution immediately, but that isn’t the point, Duarte says.
“All product development is about exploration. If you knew where you were going, someone would have beat you to it,” he said. ”If the proposal at the end of your iterative design process is the same as your proposal, it was too obvious.”
He also encourages his designers to use paper. ”I’m a huge believer in paper over digital,” he said. ”It’s just so much more flexible. We can put everything on the wall.”
To find inspiration, he’s taken teams on field trips with U.K.-based Android designers visiting a Mini factory and Mountain View-based ones going to the Dieter Rams exhibit at the SF Museum of Modern Art.
He also knows the challenge of getting designers away from butting heads with product or engineering. ”It’s very easy for teams to enter into an us-versus-them mentality,” he said. ”But it’s important not to disregard others’ fields of expertise. There might be good reasons why there might be things that can’t be done. As a designer, you might not know about network latencies and their limitations.”
“One of the things that is absolutely essential is to make everybody realize that everyone else on the team is a user too,” he said. “Everybody will have an opinion about what a features should be included.”

Duarte was a little hesitant to name any design influences, especially in the field of computer science. He instead pointed to leaders in other industries like Pixar’s chief creative officer and Toy Story director John Lasseter.

“I’m really influenced by craftsmen who are artists that really understood the technical aspects of their medium,” he said. “They understood how to leverage that for emotion.”

Supercell goes ‘tablet-first,’ hires former iWin president Greg Harper as general manager for North America

Just in time for Apple’s heavily rumored iPad 3 announcement next week, Finnish developer Supercell has revealed from now on it will be following what it calls a tablet-first strategy.

Many developers tell us that on a per-user basis, the iPad monetizes better than the iPhone. Last month at the Inside Social Apps conference, TinyCo’s co-founder Suleman Ali reported that all of his company’s metrics are higher on the iPad. According to Ali, the average revenue per user can be two to three times higher on an iPad than it is on an iPhone. Last week AppAnnie released statistics showing revenue from iPad apps now accounts for 30 percent of all iOS revenue. According to Apple, there are 140,000 iPad apps and 550,000 total apps, which means iPad apps are punching above their weight in terms of relative income earned. Overall, an iPad download generates $0.31 cents on average, but an iPhone download generates $0.13 according to AppAnnie.

For Supercell — an 18-month-old startup backed with $15 million in seed funding from London Venture Partners and Accel — better monetization and the potential of the iPad as a gaming platform means the time is right to focus on the device.

“We’ve been really excited about the tablet platform overall,” says Supercell’s CEO Ilkka Paanannen. “Every quarter the sales figures come in and they just keep getting better. The volume, the size and the growth rate of the platform is really interesting. More importantly, we see that there’s a massive opportunity in tablets to develop new ways of actually playing games. There’s a much bigger screen and when you combine that with a touch interface, it enables new kinds of game experiences.”

Although Paanannen tells us he believes the higher monetization figures on the iPad can be partially attributed to factors like higher app prices and the percentage of higher-spending early adopters in the iPad market, he is still optimistic about the device’s potential.

“We believe that tablets are going to become the de-facto device that all kinds of entertainment, including games, will be consumed on in the next couple of years,” he says.

Greg Harper, Supercell’s new general manager for North America is equally bullish. The former president of iWin, Harper will be heading Supercell’s new San Francisco office to help the company establish better connections to the American market.

“I think from a lot of what we’re hearing, there is greater engagement on tablets as well and I think there’s a direct correlation between that engagement and monetization,” he says.

According to Supercell, because of the iPad’s dominance in the tablet market, a tablet-first strategy actually means an iPad-first strategy right now, despite the promise other tablets like the Kindle Fire are showing.

“We track the various other devices coming to market pretty closely. We’re definitely encouraged by the numbers coming out of Amazon last quarter but it’s also important to see just how those devices are being used and what the behaviors are,” explains Harper.  “The question on some of these other platforms will be whether or not they’re used as much for games. We think there’s a good chance they will, but Amazon’s coming at it from a different perspective. We’ll have to see how it plays out.”

Supercell’s first game designed specifically for tablets is a team combat game called Battle Buddies, due out sometime in Q2. According to Paanannen, the game was designed from the ground up to be a tablet experience — not just a larger or more processor intensive version of a game the team would have made were it developing for the iPhone.

“Almost all of the developers are approaching tablets as a destination for smartphone games to be ported or upscaled to,” Paanannen says. “If you do that you’re not leveraging the unique capabilities of the platform. We truly believe that the bigger screen and fully utilizing touch as way of interacting with the game enables new experiences users haven’t seen on the platform before.”

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