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The Charticle: Can console king Joe Danger motor up the mobile charts?

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The Charticle: Can console king Joe Danger motor up the mobile charts?
On 10 January 2013, UK-based independent developer Hello Games released its first game for mobile devices. But the studio's App Store debut is not a new IP. Joe Danger Touch is part of a series that already includes two critically well-regarded downloadable installments for the Xbox 360 and PS3.

So, the Joe Danger name has a certain cache, and the franchise will be familiar to core gamers. The question, though, is whether this is enough to allow Hello Games to charge $2.99 for its iOS re-imagining of the franchise.

After all, the industry's shift towards free-to-play is well documented, and in previous editions of the Charticle, we've noted that only big brands tend to be able to marry premium pricing and grossing chart success.

Pulling a stunt

A glance at the App Store's top paid games chart would suggest that plenty of players were keen for Joe Danger on mobile – regardless of its price.

A day after launch, Joe had already accelerated into sixth position on the US App Store's charts, helped along by a number of featured spots from Apple.


Analytics graph showing Joe Danger Touch's performance in the top paid games chart in the US App Store. Analytics data courtesy of App Annie.

In the days that followed, downloads dropped off gradually, and the game now rests at a very respectable #39.

But a look at the game's grossing charts performance suggests that its earning potential has been held back by a premium price point. Joe Danger Touch peaked at #32 on the US App Store's top grossing games chart and has since slid to #102.


Analytics graph showing Joe Danger Touch's performance on the top grossing games chart in the US App Store.

Across the pond

In its homeland of the UK, Joe Danger Touch is faring even better in the rankings, reaching #2 in the top paid games chart within 24 hours of its release, and staying there for a whole week.

But despite this rock steady performance in the downloads chart, its grossing charts performance was more erratic, moving from #14 to #12 a few days after launch, and dropping to #28 by the end of the week.


Analytics graph showing Joe Danger Touch's performance on the top grossing games chart in the UK App Store.

It's worth noting at this stage that although Joe Danger Touch does include in-app purchases, Hello Games is clearly uncomfortable with pushing this monetisation mechanic, and every IAP can be earned in-game without spending the player ever having to open his or her wallet.

As a result, the game isn't earning what it could. It's entirely possible Hello Games foresaw this possibility, of course, and prioritised their philosophy over the game's potential to generate revenue.



But what's perhaps more important is the fact that Joe Danger Touch's earnings are likely to fall away much faster than a F2P title's would.

After all, the game's existing players have little motivation to keep spending, so once the game exits the top tiers of the App Store rankings, it's unlikely continue drawing significant revenues.

Jungle buddies
Joe Danger Touch shares many similarities with Ubisoft's Rayman Jungle Run, which launched on the App Store in September 2012.

Both are carefully considered redesigns of series that had already found success on console. Both received critical acclaim and plenty of downloads. And the grossing charts data suggests both may have punched a little below their weight in terms of earnings.


Rayman Jungle Run

However, it's also worth considering that Ubisoft and Hello Games are both primarily console developers.

Both have more experience with the traditional, up-front monetisation mechanics, and their established audiences are also likely to prefer premium over F2P.

So perhaps the decision to choose a $2.99 pirce tag over a free one is the right choice for games of this type, and if Hello Games is uncomfortable with IAPs, it's certainly put achieved an admirable degree of success to date with its more traditional monetisation model.

But if that's the case, Joe Danger Touch could still represent something of a missed opportunity.

A $2.99 price point may please existing Joe Danger fans, but a free-to-play model could have exposed the game to a much wider audience for the very first time.

Staff Writer

PocketGamer.biz's news editor 2012-2013