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1m Twitch viewers for Vainglory, 100 SDKs for your mobile game, and a top 20 launch for Mobile Strike

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1m Twitch viewers for Vainglory, 100 SDKs for your mobile game, and a top 20 launch for Mobile Strike
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It was a busy old week for us at PocketGamer.biz, with our various trips jetsetting around the world (or just getting trains to London) taking up most of our time.

But thanks to the permanency of the Internet, readers are still flocking to our pages, and the focus this week seems to be on big numbers.

The heavily-advertised Mobile Strike gets a Charticle treatment only a week into its release, showing its impressive rise through the mobile tanks thanks to the deep pockets of developer Machine Zone.

Tribleflame CEO Torulf Jernström talks about why you need 100 SDKs to make the most of your mobile game, with necessary components from ad networks, analytics programs, and even just the platform SDKs for each device you release on.

Mobile MOBA Vainglory has found a million-strong monthly audience on Twitch, with developer Super Evil looking to increase that with an expansion into China, and further involvement with the eSports scene.

And finally, AdColony's Bryan Buskas reveal the top ten trends in user acquisition, while an article from GDC Europe 2015 deconstructing the success of Game of War has a revival in viewers, no doubt due to the aforementioned success of Mobile Strike.

Take a look at the list and try not to be too overwhelmed by those numbers.

#5: Deconstructing the $120,000 IAP economy of Game of War

Deconstructing the $120,000 IAP economy of Game of War

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Deconstructing the $120,000 IAP economy of Game of War »

The data may be around four months old now, but there's no denying that Game of War's estimated average revenue per paying user of $350 is rather impressive.

The estimation comes from Dimitar Draganov, Monetization Manager at Flaregames, in his deconstruction of Game of War from GDC Europe 2015.

He goes on to talk about the psychological aspects of playing a game like Game of War and why people spend so much on it.

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#4: Video: The top trends in user acquisition

Video: The top trends in user acquisition

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Video: The top trends in user acquisition »

With user acquisition growing more important, and more expensive, as the industry matures, it's usually a good idea to see what everyone else is doing to make sure you're getting it right.

Thankfully, AdColony's Bryan Buskas has shared the top ten trends in user acquisition, particularly in how effective video advertising has been.

98% of developers using video adverts have reported it as being an effective avenue for user acquisition, while display ads have dropped in favour, with only 28% of developers claiming to have found them effective.

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You can see all our videos from Pocket Gamer Connects San Francisco 2015 in this YouTube Playlist.

#3: With over 1 million Twitch viewers a month, Super Evil builds out Vainglory’s eSports potential

With over 1 million Twitch viewers a month, Super Evil builds out Vainglory’s eSports potential

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With over 1 million Twitch viewers a month, Super Evil builds out Vainglory’s eSports potential »

After launching just a year ago, it looks like mobile-only MOBA Vainglory has hit its stride, with an impressive 1 million Twitch viewers a month tuning in to watch people play it.

That's mostly down to Super Evil's focus on pitching Vainglory as an eSports game, a growing field in the gaming sphere that mobile games have yet to make any real headway in.

And Super Evil has no plans to slow down its growth, expanding into China with a big marketing push and furthering its commitment into eSports.

#2: Why you need to integrate 100 SDKs into your mobile game

Why you need to integrate 100 SDKs into your mobile game

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Why you need to integrate 100 SDKs into your mobile game »

100 SDKs may sound like a lot, but as Torulf Jernström, CEO of Finnish developer Tribleflame, points out, you're going to need most of them to make the most of your game.

You'll need to have all the right SDKs for each platform your releasing on, be it iOS, Android, Windows, or Steam, as well as the various Game Centres and social networks they come with.

Then there's ad networks, data analytics, testing tools, more social tools, and a whole host of other SDKs that are being developed that could give your game a competitive edge.

You might not need all of them though, and Jernström does say to "just try to think through which ones are really necessary for you, and which you can safely leave out."

#1: How Machine Zone's Mobile Strike launched bigger, better and more globally than Game of War

How Machine Zone's Mobile Strike launched bigger, better and more globally than Game of War

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How Machine Zone's Mobile Strike launched bigger, better and more globally than Game of War »

Love it or loathe it, there's no denying that Machine Zone (operating under the name Epic War) has had a spectacularly good launch with its new game Mobile Strike.

One could argue that Machine Zone's seemingly infinite revenue coming from Game of War allowing it to spend millions on UA could have something to do with its success.

But as Jon Jordan points out, the company invests so much because  "it knows the LifeTime Value of its players, and that LTV value is very high."

He goes on to look at its success throughout soft-launch, before digging into its impressive presence across the globe.

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