Supercell generating $1M a day

One of the world’s hottest gaming companies, Finnish startup Supercell, is reportedly generating $1 million in gross revenue a day from just Hay Day and Clash of Clans, the company’s only two active iOS games, according to recent reports from PandoDaily and The Next Web.Supercell logo

No more than three months ago, Supercell told the New York Times in October 2012 that it saw sales in upward of $500,000 a day and $15 million in gross revenue a month, with only two games in its stable. PandoDaily later reported in November 2012 $750,000 in gross revenue. Minus Apple’s standard 30 percent cut of transactions from the Apple App Store, Supercell would be currently pulling in $700,000 a day. The revenue is also nearly split evenly between iPad and iPhone. Costs to run the company each day are said to be as low as $60,000, says PandoDaily.

“It’s weird for us, even internally, seeing all this speculation about how much money we’re making per day,” Supercell CEO Ilkka Paananen told PandoDaily.

November data from App store analytics company App Annie showed Supercell in first place in terms of monthly iOS revenue, topping big publishers such as Electronic Arts, GREE and Rovio. To put it into perspective, EA has 969 iOS apps in its portfolio compared to Supercell’s two. Clash of Clans and Hay Day nabbed the No. 1 and No. 2 spots (read our reviews for both titles here and here), respectively, on App Annie’s top iOS games by monthly revenue chart. In app tracking company Distimo’s 2012 year in review report, the company put together a top 10 chart of the highest grossing cross-platform publishers, with Supercell as the single app store exception. Distimo’s analytics product ApplQ showed us in Sept. 2012 that Clash of Clans was earning as much as $103,763 a day in U.S.Clash of Clans screenshot

Apple confirmed the Helsinki-based developer’s success on Monday, stating that Supercell, although clumped together with developer Backflip Studios of DragonVale fame, pulled in $100 million in 2012.

Supercell isn’t without fault. The Finish developer axed three games including its first title Gunshine, a beta release of Battle Buddies, and an unannounced combat strategy game that was pulled in its early stage of development, says PandoDaily.

It’s also important to note that the gaming industry is a hit-driven business. OMGPOP’s Pictionary-like drawing game Draw Something bled users shortly after getting acquired by Zynga. The same fate could be dealt to Hay Day, which released in June 2012, and Clash of Clans, which released in July 2012.

The 70-person social gaming startup is known for their “tablet first” approach, which differentiates the Finnish developer from competitors such as Zynga, EA and GREE. Supercell makes money through in-app purchases from casual farm game Hay Day and village-building game Clash of Clans. Both titles have been at the top on the top grossing iOS apps charts for months. According to our traffic tracking service app data, Clash of Clans is currently the No. 1 grossing app for both iPhone and iPad, while Hay Day is the No. 2 grossing app on iPad and No. 5 on iPhone.Supercell Clash of Clans and Hay Day AppData

Finish developers in general are killing it in mobile gaming right now. Supercell is joined by Angry Birds developer Rovio, with Angry Birds Star Wars performing very well, and Oulu, Finland-based Fingersoft, with its hit title Hill Climb Racing, and Grey Area’s location-based MMORPG Shadow Cities.

Supercell, which was founded in 2010, has raised $15 million to date, $12 million of which from Accel Partners, with other backers including London Venture Partners, Initial Capital, Lifeline Ventures and Cerval Investments. According to PandoDaily, Supercell is the fastest growing company in terms of revenue that Accel Partners has ever seen. Keep in mind that this is a venture capital firm that has invested in the likes of Groupon, Spotify and Facebook. The company was rumored by PandoDaily to be valued at $600 million, with possible acquisition suitors like EA or Zynga.

In 2013, Supercell general manager for North America Greg Harper told The Next Web that the company plans to continue growing and supporting its existing titles and launch a few more games.

Onavo analyzes top 25 grossing iPhone games

Active usage data for the top mobile apps is generally under lock and key by the developers. Here at Inside Mobile Apps we post weekly articles that take a look at the top grossing (as well as paid and free) apps charts for iOS and Android. Mobile app developers want to not only see who’s on the list, but know how to get to the top of the list.

Onavo, a company that develops consumer apps that track data usage for users, took a look of their own at the highest-grossing games. The company wanted to see if there was a correlation with the top games successfully generating revenue such as Clash of Clans, Castle Age, and Modern War, and how those titles stack up against each other when user base is factored in.

To accomplish this, the Tel Aviv-based company looked at the usage for the top 25 grossing iPhone games in the U.S. of November 2012. They looked at the market share, in which Onavo said is the percentage of their U.S. iPhone users that use the any of the top 25 games. Onavo also calculated average engagement and the relative value of its users, which is represented by a scoring system based on average revenue per user (ARPU). The chart below takes the percentage of users actively playing a particular game and the rank for each game on the top grossing apps charts, and then Onavo took those numbers to estimate the strength of the ARPU for each title.

Games with the largest market share were Angry Birds Star Wars with 3.9 percent, Subway Surfers with 3.5 percent and Bike Race Free with 3.4 percent, even though none of the titles ranked higher than seven. Onavo found that Applibot’s RPG card battler Legends of Cryptids and Cygames developed Rage of Bahamut have the highest ARPUs despite both having small market shares. Rage of Bahamut has done so well, Japanese mobile-social gaming juggernaut DeNA paid $92 million for a 20 percent share in Cygames and the game has been consistently at the No. 1 spot on the U.S. top grossing Android apps chart for months

Onavo is known for its two free apps, Onavo Extend and Onavo Count, for iOS and Android. Extend allows a user to compress their wireless data, saving the user money while also providing insights into data usage. Count grants the user the ability to see data usage on an individual app basis.

Onavo have single-digit millions of users using their suite of apps, so this allows the company to look into daily mobile traffic for a slew of apps. Also, Onavo’s apps are made for consumers and the company doesn’t work directly with developers. This means Onavo can make active usage for particular apps public without the repercussions of having a developer no longer working with them, which would be the case for mobile analytics companies such as Flurry.Onavo top grossing games chart

Distimo’s 2012 year in review report analyzes the current state of the Apple App Store, Google Play

App tracking company Distimo released a year-end report today which detailed Google Play’s significant growth in daily revenue, the ability of an app to quickly reach one million downloads and listed the top cross-platform publishers.

The report shows that Google Play showed significant growth in the past fourth months, growing 43 percent in aggregated daily revenue across 20 of the biggest countries. Comparatively, the Apple App Store for iPhone and iPad grew 21 percent in the same time frame. Back in January 2012, the Apple App Store grew 51 percent in estimated daily revenues, with the iPad daily revenue increasing by 71 percent and the iPhone by 40 percent.Distimo Google Play and Apple App Store daily revenue

Despite Google Play’s impressive growth in the last four months, on a typical day in November 2012 in 20 of the largest countries, revenues in the Apple App Store exceeded $15 million, while Google Play revenues were just below $3.5 million.

Distimo used developer Omgpop’s Pictionary-like game Draw Something as an example of an app that reached one million downloads in a short amount of time — nine days in Draw Something’s case. Distimo found an app that reached one million users even faster in South Korean publisher Naver’s puzzle title Line Pop, which was estimated to reach one million downloads in one day and 1.75 million in 72 hours. Line Pop also generated $1 million in estimated revenue within the first 12 days since launch. In comparison, it took AOL nine years and Facebook nine months to reach the one million user milestone.

Distimo added that a significant uptick in downloads is most common with game apps, which are the most downloaded and highest revenue generating types of apps. However, other genres like entertainment and social apps can generate a lot of downloads as well.Distimo app downloads and revenues by category

Distimo also found that the amount of revenue coming from in-app purchases increased from 53 percent to 69 percent in 2012, demonstrating the popularity of in-app purchases as a monetization strategy among publishers. There were still successful apps and publishers making money with a one-off fee, premium strategy. On iOS, 35 percent of revenue from the top 10 publishers derived from one-off fees. For example, developer Mojang’s Minecraft – Pocket Edition was a successful app, as well as other top publishers including Electronic Arts, Apple and Gameloft.

Distimo put together a top 10 chart of the highest grossing cross-platform publishers (developer Supercell as the single app store exception), nine of which were gaming companies, with Apple as the lone non-gaming publisher.Distimo top 10 cross-platform app publishers

Carrier billing for Google Play coming soon to Verizon

Verizon Wireless will finally be joining AT&T, Sprint and T-Mobile with carrier billing support for purchasing apps, in-app purchases, movies, music and books through the Google Play store.

Carrier billing works by directly charging a user’s monthly phone bill for purchases, rather than requiring a user to supply credit card information.

Google tweeted yesterday that Verizon Wireless will be adding carrier billing for the Google Play in “the coming weeks.”

Although earlier studies from Distimo and Flurry reported Google Play monetizes at a far lower rate than the iTunes App Store, that appears to be changing. Earlier this month App Annie reported it Google Play had seen 137 percent revenue growth in the first seven months of 2012, a report backed up by several developers. With all four major U.S. carrier now on board through carrier billing, the monetization prospects for Google Play are continuing to improve.

Google Play now has more than 675,000 apps in its app store. According to statements made by Google CEO Larry Page during the company’s Q3 2012 earnings call, 1.3 million Android devices are activated every day.

Mobile app news roundup: Angry Birds, Cut the Rope and how many mobile gamers are willing to pay

30 percent of mobile gamers pay — A new study from the NPD group states that about 30 percent of mobile gamers are willing to pay for an upgrade or make an in-app purchase. The study also found that $3 — not $0.99 — was the best price for an upgrade fee or in-app purchase, as it seemed to present the best intersection of value and price. The news is in agreement with earlier claims from the Aaron Rubenson, the director of the Amazon Appstore for Android. Earlier this year Rubenson revealed that the higher the price-point, the more likely Amazon customers were to convert, reporting IAPs priced at $4.99 were more popular than those priced at $2.99.

Scalify expands support to iOS and Android — Scalify’s Badumna network suite is now supported on iOS and Android. The tool allows developers to add real-time multiplayer to single player games and to create multiplayer MMO type titles. The tool can also manage user synchronization, chat and friend lists.

Angry Birds has 20 to 30 million DAU, 200 million MAU — How many people play Rovio’s games? According to EVP of strategic partnerships Andrew Stalbow, the company is currently seeing 200 million monthly active users and anywhere between 20 and 30 million daily active users. Stalbow was speaking at the MIPCOM conference in Cannes.

Former Glu Mobile exec sets up Fei Hu Interactive – Robert Hayes has revealed his latest business venture is Chinese-based mobile developer and publisher Fei Hu Interactive. The new company has offices in both Beijing and Hong Kong and is currently working on its first game. Hayes, who was formerly VP and managing director for Asia Pacific at Glu Mobile leads the company as CEO. Industry veteran Simon Slee is Fei Hu’s VP of publishing.

Heyzap launches Play with Friends social feature – Android-based mobile-social gaming network HeyZap has added a new feature called Play With Friends that makes it easier for its users to connect, reports VentureBeat. The new feature connects players of similar skill level and with similar game interests.

Cut the Rope passes 250 million downloads – ZeptoLab’s Cut the Rope has now been downloaded more than 250 million times, and boasts more than 50 million monthly active users according to CEO Misha Lyalin.

ROUTE 66’s mapping app passes 1 million Android downloads — Swiss company ROUTE 66 reports its navigation app ROUTE 66 Maps + Navigation has been downloaded more than 1 million times. The app is free an monetizes through a one-time lifetime license fee of $64.99. The app can provide turn-by-turn navigation information for 80 countries.

NimbleBit brings Pocket Planes, Tiny Tower to life with animated shorts – Nimblebit is bringing its popular free-to-play mobile games Tiny Tower and Pocket Planes to life in a series of six animated shorts, the first of which is available on YouTube. The shorts were created by Canadian comedy troupe LoadingReadyRun.

Disclosure: Inside Mobile Apps writer Kathleen De Vere is a member of LoadingReadyRun. She contributed to the creation of the shorts and provides voices for several characters in them.  

 

[Launch] Gamevil brings Duels of Fate to Android — Gamevil’s take on the increasingly popular card-battle genre, Duels of Fate, is now live on Android. The title has been downloaded more than 10,000 times since it launched on Oct. 10.

[Acquisition] Mobilisafe acquired by Rapid7 – Mobile security startup Mobilisafe has been acquired by another security firm, the Boston-based Rapid7. The terms of the deal were not disclosed.

[Funding] Swarm nets $1 million in seed funding — Shopping startup Swarm has raised $1 million in seed funding for its technology, which promises to help physical retailers connect to shoppers while they’re in-store via their smartphones, reports TechCrunch.

Applicasa seeks to carve out a mobile niche with all-in-one game management platform

Israeli startup Applicasa is looking to make life a little easier for mobile game developers with a new all-in-one service that promises to take care of analytics, in-app purchase management and promotions through an easy to implement server-side solution.

Falling under the backend-as-a-service umbrella, Applicasa’s mobile game management platform promises to free its users from dealing with server-side code. Developers using the platform simply add the Applicasa SDK to their apps and then use the company’s drag-and-drop user interface to add virtual goods and in-app purchases to their apps.

Where Applicasa’s service sets itself apart, says COO and co-founder Tzvi Kopetz, is that it also provides its users with analytics and promotional tools, allowing developers to not only add virtual goods to their apps, but to manage them effectively.

“The difficulty game developers are facing is creating in-app purchases and creating promotions for those purchases,” he explains. “When create promotions for virtual goods, it won’t be effective if you don’t know who your users are, and you can’t categorize them or divide them.”

Applicasa’s platform tracks player behavior, allowing developers to segment userbase through more than 12 factors including: total amount of goods purchased, levels completed, location, average play time, current virtual currency balance, achievements and more. Developers can then use the platform to create and manage promotions like daily deals, two-for-one sales, announcements or even milestone triggered events — all of which can shown just to specific user segments.

The service is still in its private beta, but developers interesting in participating can go to Applicasa’s website to learn more. Applicasa is backed by $500,000 in seed funding from Israeli venture capital firm Shaked.

App Annie: Newsstand revenues up 400% since launch

Since launching Newsstand in Oct. 2011, Apple has seen revenues generated through the service grow by more than 407 percent according to app store analytics provider App Annie.

The app analytics company reviewed Newsstand purchase information gathered from from its App Annie Intelligence service. It found that 88 percent percent of all Newsstand apps featured in-app purchases, and that IAPs were were responsible for 99.5 percent of all revenue.

App Annie also found the majority of Newsstand revenue was generated on the iPad. The iPad currently generates three times the amount of Newsstand revenues the iPhone, even though Apple’s tablets have a much smaller total install base. That said however,  iPhone revenues are growing at a faster pace than iPad revenues, increasing by over 3200 percent since Newsstand launched 10 months ago.

The top five countries in terms of raw downloads of Newsstand apps were China, the U.S., the U.K., South Korea and France. China’s reputation for being a hard country to monetize also applied to Newsstand content — although it boasts the most enthusiastic readers, its citizens are not the most enthusiastic buyers. The top five countries in terms of Newsstand revenue generated were the U.S., the U.K., Australia, Canada and Germany, with China making its appearance in the No. 19 spot.

Unsurprisingly, Western countries tended to generate the highest average revenue per download for Newsstand apps, with Norway leading the pack. Every Norwegian download of a Newsstand app generated almost $1.50 in revenue, much higher than the worldwide average of $0.45 per download. Overall the top 10 countries in terms of revenue per download generated $0.97 cents for every Newsstand app downloaded. Interestingly the U.S. was the No. 8 most lucrative country, behind markets like New Zealand and Switzerland.

Finally, App Annie also found there was a disconnect between the most popular Newsstand Apps and the one that generated the most revenue. The five most downloaded publications were The New York Times, Cosmopolitan UK, The New York Times for iPad, women’s magazine LOHAS and Health & Fitness Magazine. The five most profitable Newsstand apps were The New York Times for iPad, The Daily, The New Yorker, the New York Post and The Economist for iPad, all of which make regular appearance on the top grossing iPad app charts. According to our traffic tracking service AppData, The New York Times for iPad is currently the N0. 5 overall top grossing iPad app.

Tapjoy sees the gap between iOS and Android revenues closing in 2012

Mobile publisher Tapjoy has spent the last seven months porting iOS games to Android while also reaching out to Android developers to help them improve their monetization. In that time, Tapjoy’s director of developer partnerships Brian Sapp has seen Android revenues increase substantially, narrowing the earnings gap between the two platforms.

“You have to remember that Google didn’t get [in app purchasing] until March of 2011,” Sapp tells Inside Mobile Apps. “Android has grown considerably for Tapjoy, on the order of 10x in the last year.”

As we get closer to the holidays, Sapp explains, the gap will close as more established developers release Android games. If many of those games are licensed intellectual property, it will reduce user acquisition costs and increase revenues, which could mean Android revenues will catch up to iOS within the year.

That said, Sapp cautions, “each title is different. There are titles that monetize well on Android and [that are] only on Android. So there could be an equivalent to CSR Racing on Android. It’s not an either or.”

Tapjoy released a case study today detailing how its services can help Android developers monetize more effectively. The study focuses on the game Lane Splitter, a motorcycle racing game that was previously launched as a paid app. After Tapjoy synced up with developer fractiv, both virtual currency and in-game items were introduced as IAP options. Far from driving away Lane Splitter’s devoted user base, Tapjoy and fractiv saw a 203 percent overall increase in revenue and a 97 percent increase in average revenue per daily user. For reference, Android revenues are typically 30 percent of what an iOS game earns — an iOS title similar to Lane Splitter could be earning between 1 to 3 cents of average revenue per daily active user (ARPDAU) depending on how broad its user base is.

While the concept of converting a paid app to a freemium one supported by IAP is hardly new, Sapp says there are still a lot of developers out there who are late to the IAP party. “You’d be surprised how often we still run into it,” he says. “It comes more from traditional game publishers unwilling to embrace a model that’s scary to them. Think about console guys – we work with these guys and it can be scary to them to move away from a model they’ve worked on for 20 years even though all the data points the other way. On the smaller side, it comes from developers who don’t read Inside Mobile Apps or TechCrunch.”

While Android has taken up a large part of Tapjoy’s attention in the last 14 months — between establishing a $5 million fund for porting over iOS titles and ramping up to 40 million monthly active users on the platform as of August 2012 — the company continues to operate its ad business on iOS as well. In 2011, Apple changed its rules on incentivized installs, which were a large part of Tapjoy’s business model. But Sapp explains that it’s a misconception to think that Apple cracked down completely on the concept of offers.

“You can still reward [users] for watching videos and for Liking brands on Facebook,” he says. “And rewarded installs are within Google’s [rules]. So, we’re getting revenue from both.”

Flurry: soon two thirds of premium and in-app purchase revenues will be generated by apps outside the top 100

The distribution of revenue generated by mobile apps is becoming a little more democratic, according to Flurry. The mobile analytics provider’s latest report shows that although the top 25 ranked apps on iOS and Android generated 28 percent of premium and in-app purchase revenues in 2010, the top 25 apps will only be responsible for 15 percent of all those revenues in 2012.

Flurry put the report together by analyzing the non-advertising earnings of over 200,000 apps on iOS and Android, using data from the first half of 2012 to create estimates for the second half.

In 2010 the top 100 ranked iOS and Android apps generated the majority of premium and in-app purchase revenues, but that picture is changing. Flurry is predicting that by the end of 2012, more than two thirds of premium and in-app purchase revenues will be created by apps outside the top 100.

Inside the top 100, Flurry found apps in the middle of the charts are also earning more money relative to their chart positions than they were two years ago. While a developer with a No. 1 ranked app is earning far more than it would have been with a No. 1 ranked app two years ago, Flurry found since 2010, the drop-off in earnings for apps outside the top 10 has become much less dramatic. This means the apps stores of 2012 see much less earnings concentration at the top, with apps all the way up to the No. 80 position generating higher earnings.

Flurry’s findings are in line with earlier reports from Finnish developer Remedy Entertainment about the earning potential of apps outside the top 100. In June, Remedy revealed its game Death Rally is earning up to $350,000 a month just for being in the top 200 of the iTunes paid app charts, making it possible to earn more than $1 million in a year, even if an app never makes the top 10 on the iTunes app store charts.

Overall, the news is very good for developers, particularly ones that haven’t been able to produce a chart topping app.  While the biggest revenues are still found at the top of the app store charts, Flurry’s study lends weight to what we’ve been hearing for some time — that its becoming possible to generate steady earnings without a highly ranked app.

 

Ngmoco’s Neil Young on Rage of Bahamut ARPDAU, redefining No. 1 on top grossing charts

Ngmoco founder and CEO Neil Young says that the Mobage platform will redefine what No. 1 on the top grossing charts means with a range of new games married to proven data from Japan.

A a Mobage Media Day event in San Francisco, DeNA’s U.S. developer and Mobage platform operator walked an audience of reporters from business and video games media outlets through a presentation outlining the as-yet-untapped potential of the mobile-social games market outside of Japan. Young stated that Japan sees $4.5 billion in social-mobile game revenues coming from gamers in a population of just 120 million. Extrapolating those numbers against those of the developed Western world, Young estimates that the global social-mobile game market could be as high as $30 billion — with just $5 billion of that coming from Japan.

To tap that market, ngmoco and its parent company, DeNA, are aiming to bring a range of new games to the Mobage platform in its four regions (the U.S., Japan, South Korea and China). These games come in four flavors: first-party games out of DeNA’s owned and operated studios, hit Japanese games localized for new audiences, third-party originals ported to new audiences in other regions and proven game systems married to Western IP. Ngmoco will be announcing entries in that fourth category later this week and next, but already we know the most prominent example of a Japanese hit ported to Western audiences to be Rage of Bahamut, developed by third-party studio Cygames.

After the presentation, we spoke with Young to get more detail on just how well Rage of Bahamut is performing after 16 straight weeks in the No. 1 spot on iOS and Android charts — and for some more context on how Japan’s knowledge can feed social-mobile growth in the West.

Inside Mobile Apps: We know you won’t give us a specific number for the average revenue per daily active user, but does $7 sound too high…?

Neil Young: It would be awesome if ARPDAU was $7. We don’t actually talk about those numbers. What we’ve said before is that ARPDAU — for us, that’s average revenue per daily active unique — on Rage of Bahamut and a few of the games on our service are much higher than industry norms. There are three tiers in the mobile games industry right now. There’s scaled casual — that’s sort of in the 1-, 2-, 3-cent ARPDAU range. Then there’s mature social/mobile game companies — somewhere between 15- to 20-cent ARPDAU. And then there’s a very, very small group of companies of which DeNA are certainly one of that are able to drive ARPDAU that’s significantly higher than that, by like 3 to 6x.

We don’t talk specifics about Rage of Bahamut, but the range is very good. We really think about lifetime value. That’s the basis for all our calculations. The LTV on these games are well above the cost of acquisition, so that sort of monetization expertise is essential to succeeding in the market today. It’s just going to be increasingly difficult for developers, especially in mobile casual, to do any meaningful marketing. Their marketing is going to be partnership promotions with one of the platform holders, or with a viral channel they establish themselves, or word of mouth. I think it’s going to be more complicated for even mature social mobile game companies in the 15-cent range because the cost of acquiring customers is going up. You do have to focus on monetization so that you can get the scale of audience so that the marketing equation works.

IMA: What about conversion rates by game genre? Rage of Bahamut appeals a “hardcore” audience that we’ve heard other developers claim is more likely to convert to paying users than casual gamers.

Young: It’s grown for us. When we first switched to free-to-play as ngmoco, we were doing 0.8 percent paying, the average transaction was $2.79 for our first free to play games Eliminate or Touch Pets. Both games were in those range.

IMA: So genre didn’t matter?

Young: Not at that time. There were a couple of things that were going on. One is market maturity — Eliminate was the first game that had in-app purchasing. At the time we made the shift, the whole business was oriented around paid downloads and customers were trained [to spend] on paid downloads and not on virtual goods. At the peak of We Rule, it was doing 15- to 20-cent ARPDAU and the average revenue per paying user was around $10 and we would see on average 2 to 2.5 percent of the audience paying. Where we’re at today is significantly beyond that.

My sense is that a combination of one, the customer getting comfortable with it; two, us getting better at implementation; and [three], as we get better at implementation with the core audience of people that are [using in-app purchasing], you sort of broaden that audience and then game designs and genres actually matter. You can look at the market today and see that certain game types appeal to certain audiences that have a propensity to monetize. Certain game designs have a propensity to monetize. You can look across a range of games and see a variety of what they generate and how they generate that money. Our job is to make sure that the games that have the best monetization come to Mobage or are made by our studios. Then, for folks that are good but not great, work closely with those developers to help them get to great, help them improve ARPDAU.

IMA: Let’s talk about platform splits, then. Do you see better monetization for Rage of Bahamut on iOS or Android?

Young: The iOS version shipped a little bit after [the Android version]. In terms of revenue split today, it’s about fifty-fifty. Right now, there’s a few more [users] on Android, but they’re pretty comparable. I think that’s been a big surprise for people.

One of the errors in how we all think about grossing charts is that we think of them as static — that number one is a static position. But it’s really not. The daily revenue that Rage of Bahamut delivers on Android today is two times what it delivered when it first became number one 16 weeks ago. What we think the opportunity is to not just to get to number one, but to redefine what number one is. As we start to build more and more momentum as an industry and our company and other companies become more adept at delivering on the full potential of the business, we’re just going to change what it means. A year from now, number one on top grossing is going to be very different from what it is today. I think it’s going to look almost non-linear. [Like], “how could it jump from there to there?” And it’s going to be a function of games’ scale and games’ monetization.

IMA: What about where your competitors are at right now? GREE is going all-out on industry events and big promotions; EA is still recovering from a dramatic reorganization that slowed down its mobile business; and Zynga is trying to transition to mobile game publishing as its Facebook growth flags. What does that landscape look like from your perspective?

Young: Those are all formidable competitors. We enjoy sparring with them in the market, but we try not to spend too much time thinking about them. If we look at our competitors — like GREE going to E3 and saying “We’re going to make a big splash!” then we might’ve [gone to the show] too. But we know, because we’ve been in the business a long time, that going to a traditional console game venue and having a big giant footprint to tell the world that you’re here… One, you’re talking to an echo chamber. And two, right next to you there’s really, really big screens showing really, really great graphics that’s hard to compete with on a little tiny handheld. So we just want to march to our own drum.

IMA: Earlier this year talked with first-party studio VP Doug Scott about the marriage of East and West in ngmoco’s game design philosophy. To be fair, we’ve heard the East-meets-West story in other industries. What is it about the mobile-social video games industry that makes the marriage somehow new and different?

Young: I don’t know if it is necessarily new and different. I think that DeNA is unique. The culture of the company is very different from other Japanese companies I’ve interacted with before. It’s run essentially by five us — I’m one of them — and we’re all about the same age, not chain-smoking 80-year-old Japanese dudes. We’re all really focused on making something great and we have high hopes and aspirations for our games, our platform and for DeNA. I’m not sure that we would’ve agreed to be acquired by a Japanese company other than DeNA.

I think another factor is it’s so easy to dismiss Japan as a Galapagos Island. “Oh, they’re just different. I’m a Westerner and I can’t understand the language. I don’t know how they think or how they process entertainment…” But in our industry, there’s a huge component driven by data. When you strip away the cultural difference and you just look at the data — sessions per day, minutes per session, what motivates people to stick around, what the retention rates are — things that are measures of human behavior… they are basically the same. What’s different is that in Japan, the teams and companies have had an opportunity to live in this market for a while and get a whole bunch of learning and knowledge.

IMA: But the environment in which a Japanese gamer interacts with their game is different from what a Western gamer experiences, right? They tend to spend more time on trains commuting and have better, more reliable internet connections…

Young: I think that’s a factor, but we walk around with our heads in our phones. If you look at the minutes per user of customers in the West in 2010, 2011 and customers in Japan 2006, they’re pretty analogous. Environmental factors can matter, but human factors override those things. We enjoy these devices, we enjoy these games. Nothing’s going to stop us from playing them.

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