Hot Five

Hot Five: Apple suffers profit plummet, Boyfriend Maker bounces back and we talk Thomas Was Alone

Last week's top five stories

Hot Five: Apple suffers profit plummet, Boyfriend Maker bounces back and we talk Thomas Was Alone
Welcome to PocketGamer.biz's weekly rundown of the stories clocking up the hits, picking up the click-throughs and generally keeping the advertisers happy by serving up page views.

Or, if you'd prefer, the top five stories currently dominating our readers' attention.

Each week, we'll be counting down the biggest news from the previous seven days, giving just a glimpse of the industry's big issues, from five to one.



ZeptoLab CEO Lyalin: We're game farmers, not business warriors or conquerors

Save Angry Birds, few mobile IP have been managed to amass the level of success Cut the Rope has fostered over the last couple of years.

With a new addition to the series having just hit the App Store – Cut the Rope: Time Travel – now's as good a time as ever to tap up CEO Misha Lyalin for the secrets behind the studio's success. Well, some of them, anyway.

"Money buys you freedom, that's it," said Lyalin

"If we need money to invest in our business, we will raise it, but at the moment, we don't have any plans to buy other companies or sell. We are farmers. We just want to make games. It's not about conquering. The market is so huge."



Stateside: Why hedging your bets across multiple mini titles is becoming the secret to success on the App Store

Speaking of App Store success, how do other studios without big IP on their books go about achieving it?

According to 148App's Carter Dotson – speaking via his latest Stateside column – releasing more mini-games across multiple platforms is one that works for a select band of developers.

"The advent of free games and the 99c price point means that shorter, smaller projects have found a market," said Dotson.

"Consumers don't feel like they've been ripped off if the game itself is intentionally constrained.

"Sometimes, more really is more, and in the ever-competitive world of the App Store, spreading your base across multiple mini releases is fast becoming a potential strategy that is not only helping developers survive, but also to thrive."



Apple's market value plummets by more than entire value of Google

It says a lot about the size of a company when it can afford to lose the entire market value of one of its nearest rivals in seven months flat and still be the most successful firm on the planet.

That firm is, of course, Apple, though things have been looking decidedly less rosy for the company of late.

Investor concerns that growth looks set to slow have caused the share price to fall for record highs in almost record time, wiping $291.42 billion worth of paper losses off the company's value since September.

The put that figure in some context, that exceeds the entire worth of Google by more than $25 billion.

News that Apple had fallen to its first drop in profits in the decade, then, is unlikely to cheer investors up, despite the fact that said quarter also saw the firm sell 37.4 million iPhones and 19.5 million iPads.

So that's what failure looks like, then, is it?



A tale of friendship: The making of Thomas Was Alone

Already something of an indie sensation, Thomas Was Alone has just made the leap to PS Vita.

It's by no means the only indie title to do so – Sony's new direction for the handheld appears to be to court as many small studios as possible.

The perfect time, then, for PocketGamer.biz to catch up with Thomas Was Alone's creator Mike Bithell, both for the inside line on the game's beginning, and the decision to take it to Sony's ailing handheld.

"I couldn't do detailed 3D character meshes," said Bithell.

"Once I accepted that, I tried to work out how to make the most of the limitations I had, which meant a lot of research into minimalism and graphic design. I'm proud of the result. Hopefully people can see that thought went into making what I had look good."

And on PS Vita's chances?

"Indie has already become a massive sector of PC gaming, just look at the Steam charts, and I think Sony are being really smart in attempting to bring this segment to its console.

"It has swung the doors wide open and Sony is doing everything it can to make us feel welcome. Thomas Was Alone is one of the first experiments, I can't wait to see where this goes, as a dev and as a consumer."



With a new age rating, 'sexually explicit' Boyfriend Maker makes App Store return

Remember Boyfriend Maker? The virtual dating app aimed at children pulled from the App Store that contained alarmingly violent sexual references? Well, it's back.

The app's return – now named Boyfriend Plus, and featuring a new 12+ age rating and a more highly moderated chat mode – comes just days after AppShopper, also kicked from the App Store at the end of 2012, made a return of its own.

The discovery app now comes complete with a new social bent to counter Apple's belief that the original app was acting as an app store in its own right.

It all led editor Keith Andrew to question just how helpful Apple's take on justice is for the wider development community. How can other studios learn from the mistakes of others if Apple never makes it clear why apps have been pulled?

"A lot of people confuse justice with punishment," opened Andrew.

"While going to prison isn't designed to be a reward, the primary motivation behind locking someone up after they've committed a crime isn't punishment. Rather, the first goal is to ensure the public are protected – that the offender can't offend again.

"The secondary goal is to serve as an example for anyone else considering committing the same crime.

"If a key component of justice is discouraging others from making the same mistakes, then it's no great leap to suggest that the App Store – and many of its rivals – utterly fails on this score."

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With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.