DeNA partners with Peter Molyneux’s 22cans for Godus

DeNA 22cans logosJapanese mobile-social gaming giant DeNA and 22cans today announced a partnership to publish Godus, a God game from game studio 22cans.

22cans, which is led by game industry veteran Peter Molyneux, chose to partner with the Tokyo-headquartered DeNA to distribute and market Godus when it launches for Android and iOS. No official release date was revealed. The game will also utilize DeNA’s mobile social-gaming platform for western territories, Japan and Korea.

“We have huge respect for DeNA’s successes in mobile gaming,” said Peter Molyneux, founder of 22cans, in a statement. “By fusing their expertise and experience with our passion and dedication, we are going to make Godus a truly groundbreaking reinvention of the god game genre. As a global leader in developing and publishing mobile games, DeNA is the ideal partner for us to collaborate with on the launch of Godus. Their breadth of expertise working with second and third-party game developers is invaluable as we prepare for the release of Godus on mobile devices.”

Godus is God game in the same vein as Black and White, where in it the user is a God, able to wield divine powers over their devoted followers. The game starts off at the beginning of civilization, and as the user advances, the people in the game will grant the user belief. With this belief, users can create entire lands and shape them in their own vision. Also, there are other worlds and rival Gods to face and challenge via multiplayer. As a God, a user can unleash earthquakes, volcanoes, or tondos upon opponents, as well as deploy armies of their followers into battle.

“One of my first jobs in the video game industry was working on the quality assurance team for Peter’s Populous 2,” said Clive Downie, CEO of DeNAWest, in a statement. “That title and its predecessor set the tone for a whole new generation of games. Fast forward to 2013, and it’s an honor to have the opportunity to work with Peter again on the launch of Godus. Our team is looking forward to working with 22cans on a game that we know will set a new standard for the mobile generation.”

Hangouts review

hangoutsHangouts is an Android and iOS app from Google. It’s now available on Google Play and the App Store and carries no additional in-app purchases.

Google’s new Hangouts app is the next evolution of their Talk app. When first downloading Hangouts, Google informs the user that this new program will replace Talk. Users who frequently use Talk may be a bit hesitant to make the switch, but once they download and start using Hangouts, it becomes obvious that it is more than just a new version of Talk. Instead, Hangouts combines the simplicity of Talk with the level of interaction Google has been growing within Google+ Hangouts.

When first opening Hangouts, users may be prompted to sign in if they are not already. Once they have logged on, users are greeted to a screen that shows off their most frequently contacted friends on Google+, along with their entire list of contacts (both from Google+ and imported from mobile devices). Users can interact with any of their contacts by pressing their name on the list, or by using the search bar. The search bar can find current contacts via name, email, or number, and can add new contacts in the same way. Users can also connect with entire circles at once, but are not able to edit circles directly from the Hangouts app.

hangouts1Once contacts and circles are selected, users are given two options: “Message” and “video call.” Messaging works just like Google Talk’s instant messaging. Two Google users can send text-based messages to each other over the Hangouts app and in a web browser. Communication between the app and browsers is nearly flawless. The only noticeable issue with messaging is how the emoticons in Hangouts will often not load for users in a web browser. Most users won’t find this to be a problem, but those who rely on heavy use of emoticons may be somewhat disappointed. (more…)

Facebook releases native share dialog for iOS developers, allows Open Graph sharing without login and permissions

iosFacebook today announced the availability of a new native share dialog for iOS, which will give developers an easy way to incorporate Facebook sharing — including Open Graph actions — in their apps.

The mobile share dialog is a standard tool that enables users to post something back to Facebook. Similar to the Like button, the share dialog can be implemented with a small amount of code across any app and it works even if users haven’t logged into the app using Facebook. The dialog includes support for location tagging, friend tagging, custom privacy settings, deep linking and more.

Previously, mobile developers would have had to program their own sharing mechanism with these features or use the old “feed dialog” or iOS 6 Share Sheet, which are more limited in functionality and can require up to three extra steps for users.

share-dialog-ios

Unlike Share Sheet, the native share dialog supports Open Graph publishing, as seen in the “read a book” example to the right. This is important because until now, developers had to ask users to log into their app using Facebook and allow various publishing permissions, which some users did not like.

Now, because the share dialog opens up the main Facebook app to complete the action, users don’t need to log into a third-party app with Facebook in order to share back via the Open Graph. As long as users have the Facebook app and are logged into that, they can easily publish to Facebook from any iOS app that uses the share dialog. This could greatly increase the amount of structured sharing through Open Graph verbs and objects.

Facebook first announced the native share dialog, along with other new mobile platform features, in April. However, it was only available in limited beta for iOS until today’s wide release. It is still in development for Android. The company says the share dialog should be used by default in all mobile apps that want to enable users to share something to the social network, even if the apps don’t have deeper Facebook integration, such as login or Open Graph.

Facebook offers a detailed comparison of all of a developer’s options for sharing back to Facebook — including the new share dialog, iOS Share Sheet, web-based feed dialog and Graph API – here. Technical documentation on the native share dialog is available here.

Google I/O: Here’s how to make money on Google Play; IAP revenues up 700 percent Y-o-Y

android-logo-250-250At 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.

Elbouchikhi also says since launching the ability to monetize through subscriptions a year ago, revenue has doubled each quarter. He notes internet radio service Pandora as a perfect example of a top grossing app which monetizes its users via a subscription model.

Android for tablets is starting to show some growth now, Elbouchikhi reveals. In the past 12 months, Google was seeing a 1.7 times higher purchase rate of apps on tablets compared to apps on smartphones. “The additional cost of optimizing your apps for tablets is well worthwhile,” he says. Additionally, there’s a 2.2 times higher purchase rate on recent platform versions compared to prior ones. “Take advantage of the latest features, whether its Google+ sign-in or all the latest APIs released at I/O this week.” On top of all this growth, average revenue per user (ARPU) is 2.5 times greater year-over-year.

Below is a chart, showing that higher-rated apps in Google Play monetize better:App ratings monetization

Google hasn’t been slowing down at all when it comes to adding and optimizing forms of payment. In July 2012, Google introduced the Google Play gift cards at retail. Google also launched promotional campaigns for Google Play credit by partnering with pre-paid phone providers, offering a $50 Google Play credit if a user purchases a particular pre-paid phone, for example. Carrier billing, one of the most lucrative forms of monetization in various parts of the world, is now available to 50 percent of Google Play’s daily active users. Google also optimized the purchase flow, making it more contextual, faster and simpler. According to Elbouchikhi, Google has dropped latency by 35 percent when users make purchases. Looking forward, Elbouchikhi says Google will invest more in expanding Google Play gift cards to more markets as well as carrier billing. (more…)

Google discloses how search for Google Play works for the first time; 12 percent of DAU search for apps daily

google-play-logoAt Google I/O today in San Francisco, head of search and discovery for Google Play Ankit Jain detailed how developers can get their apps discovered through search and other mechanisms on the Google Play app store.

“We’ve never discussed our search for Google Play until today,” Jain said.

Jain first explained major install sources for apps including browsing discovery features and search queries. Some browsing discovery features were charts (Editors’ picks, top free apps, etc.), personalized recommendations (a feature announced at Google I/O 2012), and related/cross-sell (“users also viewed” and “users also installed”). Jain then detailed two kinds of search queries — categorical and navigational. Categorical queries are broad search terms such as “free games,” “train schedules,” and “multiplayer games,” while navigational queries are exact search terms like “Angry Birds,” Hotel Tonight,” and “Beautylish.”

“For the average app, search actually makes up the vast majority of installs,” he added.

To follow up his statement, Jain reveals some Google Play search data for the first time. He said 12 percent of daily active users (DAU) search for apps daily, 50 percent of DAU search for apps weekly and Google sees six million unique phrases searched monthly. (more…)

Google I/O 2013: How to make magical Android apps

Android jelly BeanIn the final part of a three-leg series about Android development pro tips, Reto Meier, Android developer relations tech lead at Google, presented some tips for Android developers to make their apps “magical.” Meier wanted to answer the question “How do we build apps significantly enough to feel like magic?”

For his first tip, Meier says the easiest way for a developer to make an app magical is by looking at competitors.

“You can use your competitors as an eye for where you should be,” he says. But there’s a downfall when analyzing what competitors are doing. “Aiming for the past or where your competitors have been isn’t magic,” he adds.

Meier also says developers shouldn’t focus on the current breakdown of the Android operating system, which Google provides publicly at its developer dashboard.

“If you wait for Jelly Bean to hit 50 percent, you’re going to be behind,” he says. Meier adds that developers should build apps for users with the latest Android OS, especially.

An example of a magical moment is when two users hold their handsets together, tap the devices together, and initiate a multiplayer session in a game, similarly to the sharing capability in Samsung’s Galaxy S3 and newer handsets. “For regular people, this is the sort of stuff that creates magical experiences,” Meier says.

Meier provided some additional tips including not transmitting or storing contact details or location of users, supplying a privacy policy on Google Play and allowing users to delete stored data as well as not storing data that’s more than a few months old.

Meier continually drove the point home on designing a personalized app for everyone. To do that, a developer has to create context through tracking. A developer can implement tracking abilities in their apps such as location tracking, activity recognition (which can tell if a user is running, walking, cycling, etc.) and social tracking of a user’s Google+ profile. Utilizing a mobile device’s sensory abilities such as sight, sound, and touch, can create a rich sensory experience for the user that will feel magical.

King to launch Pet Rescue Saga on Mobile this summer; now has more than 70M DAU

New King logoThe London-based game studio behind Candy Crush Saga today announced that it’s launching Pet Rescue Saga on iOS and Android early this summer, while also revealing that it has more than 70 million daily active users (DAU) across all platforms — mobile, Facebook and web.

Pet Rescue Saga, which first launched on Facebook in October 2012, joins Candy Crush Saga and Bubble Witch Saga as the third mobile title from the U.K. company. Pet Rescue Saga is a match-3 puzzler in the same vein as the mega popular Candy Crush Saga. The title will launch with more than 72 levels, providing cross-platform gameplay across mobile and Facebook, meaning a user’s game state including their leaderboards, scores and progress remain synchronized. Cross-platform play has been a feature that has shown to be very successful for King’s mobile games so far. Pet Rescue Saga for mobile was developed by King’s Malmo studio.Pet Rescue Saga Facebook screenshot

King’s 70 DAU is significant because it topped Zynga’s 52 million DAU, which it announced during its latest earnings call. When comparing the companies, King is a private company with 450 employees, while on the other hand, Zynga is a public company with a much larger workforce. (more…)

Live from Google I/O 2013

Google IO logoToday Inside Mobile Apps is reporting live from Google’s sixth annual I/O keynote in San Francisco.

Sundar Pichai, senior vice president of Android, Chrome, and Apps, opened the keynote by revealing that the Android ecosystem has grown to 900 billion activations in 2013, up from 100 million activations in 2011 and 300 million activation in 2012.

“Android started with a simple goal of bringing open standards to the mobile industry,” Pichai says. “Today it is the most popular operating system in the world.”

Following Pichai, Hugo Barra, Google’s vice president of Android product management added that Google Play has just crossed 48 billion app installs and that revenue per user is two and half times higher than what it was a year ago globally.

Barra then announced the launch of Google’s equivalent to iOS’ Game Center with Google Play game services. The new feature allows developers to add cloud sync to any game, so users can save their data like player progression and game state across any Android device. Additionally, Google Play game services adds leaderboards and achievements support as well as a new multiplayer feature. Also, game services isn’t limited to Android apps, the service can be integrated into an iOS or web app, allowing cross-platform gameplay.

Barra also revealed Android Studio, a new Android development tool for developers that’s based on IntelliJ’s integrated development environment (IDE). The goal of the service is to make development faster and more productive. One particular feature allows developers to preview an app at different screen sizes and device formats within the program. Developers can also design their app for international audiences easily by viewing and editing the app in multiple languages.

Engineering director of Android Chris Yerga unveiled some new improvements Google has made to Google Play. One notable feature, which rolls out today, is a top apps chart that shows apps specifically designed for tablet. Google will also be bringing the same Google Play Store experience on mobile to the web. Yerga later debuted Google Play for Education, a new program launching this fall which is specifically designed to bring Google — Chrome and Android — apps to schools.

Google senior vice president Vic Gundotra revealed during its Google+ portion of the keynote, a new app called Google+ Hangouts. The app is Google’s answer to messaging apps such as Kik and MessageMe, allowing users to form a MMS-like conversation with multiple people. Users can text, send pictures and videos, and can start a group video chat at no charge. The app is available today on Android, iOS and web.

Moving on to Google Maps, the mobile version is receiving a facelift, as announced by Daniel Graf, director of Google Maps at Google. The new version of Maps for Android and iOS brings with it a brand new design and look. When a user initiates a search for a restaurant, for example, they can see a friend’s five-star point rating for the restaurant (which may have a Zagat badge) as well as the ability to swipe to different results or see more reviews. Locations can now provide offers within Google Maps, where users can view an offer to use now or save for later. Some launch partners include Starbucks, Jamba Juice, Office Max and more. Graf then demoed the app’s new incident feature, which provides live coverage of incidents around the world. A user can now tap an incident alert to see the details. If an accident occurs while a user is driving, the app now has a dynamic re-routing feature, so if road conditions worsen, the app will re-route automatically. Graf also revealed a new tablet-optimized version of Google Maps.

Developing.

Gameloft’s Q1 2013 revenues up 21 percent to $70.1M

Gameloft logoGameloft yesterday released its earnings for Q1 2013. The French mobile game developer achieved sales of €54.2 million ($70.1 million), up 21 percent over the same quarter a year ago.

Smartphone and tablet revenues increased by 71 percent year-over-year, representing 60 percent of total group sales compared with 43 percent in Q1 2012.

Gameloft attributes its fast growth to the success of the free-to-play model. The company adds that more than 67 percent of its smartphone sales came from in-app purchases and ad revenues in Q1. In terms of which games performed well in the quarter, Gameloft says older titles from as far back as 2011 and 2012 like Dungeon Hunter 4: Zero Hour, World at Arms, My Little Pony, Ice Age Village, Order & Chaos Online, Gangstar Rio: City of Saints and Asphalt 7: Heat, have largely contributed to the company’s strong performance in the first quarter.

Gameloft hopes three recently released titles in the past few weeks including Dungeon Hunter 4, Iron Man 3 and Order & Chaos Duels, help grow sales in future quarters. Gameloft claims Iron Man 3 was the most downloaded game worldwide on the iOS after it was launched. Future releases include Gangstar Vegas, Despicable Me and Uno & Friends.

Gameloft didn’t provide an earnings forecast for Q2 2013. Gameloft’s share price closed today at €5.29 ($6.84), up 0.95 percent.

Rovio announces Rovio Stars Publishing Initiative

rovio-angry-birds-asset

Finnish mobile game developer and creator of Angry Birds Rovio Entertainment announced the launch of its third-party mobile game publishing initiative, Rovio Stars.

Icerbreaker: A Viking Voyage by developer Nitrome will be the first game published under the Rovio Stars Program, followed by Spanish developer 5 Ants’ stealth puzzle game, Tiny Thief.

Many mobile game developers like Pocket Gems, Zynga, and Kabam have launched their own third-party publishing programs recently, and we’ve heard rumors Rovio would launch a similar program for a while. In January, PocketGamer.biz all but confirmed the program’s existance when it reported that 5 Ants had been signed with Rovio but at the time we weren’t certian that this was not a talent acquisition.

“Rovio Entertainment has positioned itself as one of the powerhouses of mobile entertainment, so moving into publishing is a logical step for us at this point”, Rovio’s executive vice president of games Jami Laes said in a statment. “We want to help our fans find quality entertainment among the more than 100,000 games available in app stores. That’s where Rovio Stars comes in.”

Games that leverage Rovio’s Angry Birds brand are immensely successful, with titles showing up at the top of our weekly charts regularly, but the developer’s more recent titles based on new IP have struggled. Amazing Alex, Rovio’s first new IP after Angry Birds, is currently the No. 258 top paid app in the games genre according to traffic tracking service AppData. The Croods, based on the DreamWorks animated motion picture, is currently the No. 247 top grossing app in the games genre.

Rovio said that Icerbreaker: A Viking Voyage is “coming soon” to iOS. Check back in with Inside Social Games for our full review.

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