Clash of Clans' $1.8B year, doing your own PR, and Kabam ditches web games

Welcome to PocketGamer.biz's Hot Five.
Providing insight into the hot topics of the mobile games industry, these are the five stories that over the past week were the most read on the site.
This week's selection is a mixture of end of year data, news from some of the big beasts of the gaming world - Supercell, Kabam and Facebook - as well as an opinion piece about the value of running your own PR campaigns (or not).
So, counting down from five to one, check out what made the news last week and which trends will likely be re-appearing on our Hot Five list in future.
#5: As much as we could chew: The making of The Banner Saga

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As much as we could chew: The making of The Banner Saga »Demonstrating how paid games have grown in importance during 2014, we spoke to US developer Stoic - set up by three ex-BioWare veterans - about the making of its $10 narrative-driven game.
As is often the case, Stoic was very passionate about its debut, even to the point of creating a project that at one point threatened to overwhelm the company's ability to complete the task. It eventually cut four chapters from its original plan.
"This was a game where we all bit off not more than we could chew, but certainly as much as we could chew," said creative director Arnie Jorgensen.
#4: Facebook is the place for casual and core games to conquer the world, says games man Bob Slinn

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Facebook is the place for casual and core games to conquer the world, says games man Bob Slinn »Although Facebook has lost some of its power in terms of being a dedicated platform for gaming, the social network's overall importance has increased massively.
The reason, of course, is Facebook's vital role in terms of user acquisition. For example, it's estimated that around a third of mobile game UA spending goes through Facebook.
But the company's head of games, EMEA, Bob Slinn was keen to point out that there were certain areas in which Facebook is directly important for games - everything from casual to hardcore.
"We help developers reach an international audience; something we're seeing with eastern European developers," he says.
#3: With the $4 billion Chinese mobile game market its big play for 2015, Kabam ditches web games

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With the $4 billion Chinese mobile game market its big play for 2015, Kabam ditches web games »It's a busy time at Kabam, which is clearly repositioning itself for 2015.
A strategic move see the F2P publisher transfering what it calls "the majority of its web games" to RockYou.
The shift enables it to focus on its existing mobile and smartphone business in the west, as well as prepare for its anticipated entry into the Chinese market: something fueled by a $120 million publishing deal with Alibaba.
#2: You can easily handle PR on your own, can't you?

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You can easily handle PR on your own, can't you? »One of those roles that developers used to leave to publishers, PR is the sort of thing that many developers don't seem to understand.
In an opinion piece, Finnish game PR supremo Merja Turpeinen laid out the basics of what you should expect from an PR campaign and whether you can handle that yourself.
But as she pointed out, PR isn't just about the launch of your game.
"Everything should be linked to your overall business strategy. Your story lives and develops, and you should communicate it - persistently," says Turpeinen.
#1: Superdata estimates Clash of Clans will generate $1.8 billion in 2014

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Superdata estimates Clash of Clans will generate $1.8 billion in 2014 »It wasn't totally transparent how US outfit SuperData came up with its estimate, but it took a stab a working out the top grossing mobile games in 2014.
King's Candy Crush Saga is said to have generated $1 billion, while GungHo Online's Puzzle & Dragons is estimated to have generated $1.5 billion - both of which can be reverse-engineered from the company's public financials.
As a private company, Supercell doesn't announce its financials in the same manner.
Nevertheless, SuperData reckons its #1 game Clash of Clans will generate $1.8 billion in 2014.