Hot Five

Hot Five: Why you need to spend $56,000 to have a hit iOS game, Supercell teams up with GungHo, and is Candy Crush the new Angry Birds?

Last week's top five stories

Hot Five: Why you need to spend $56,000 to have a hit iOS game, Supercell teams up with GungHo, and is Candy Crush the new Angry Birds?
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.



Opinion: King's Candy Crush is enjoying its 'Angry Birds moment'

Having taken the week off for a vacation, editor Keith Andrew was a touch perplexed to find himself surrounded by the very thing he was trying to get away with: Mobile games.

One in particular, however, popped up more than any other. Candy Crush Saga.

Yes, King's match-3 puzzler is now so popular, Andrew believes it's reached heights that only Angry Birds has hit previously.

"While you'll find plenty of consumers who wouldn't identify as 'gamers' but are aware of mobile titles such as Cut the Rope or Fruit Ninja, King's Candy Crush Saga appears to have moved above and beyond that particular echelon," he said.

"Not only are your friends, your gran, your mother, your brother and your financial advisor all talking about Candy Crush Saga – they're also playing it."



Infographic: Want your new game to land in the US Top 10? You have 72 hours to spend $56,000

How can you get you game to chart in the top 20? Trademark has no one-size-fits-all solution, but the firm's data certainly serves up some interesting nuggets of info.

Namely, it's estimated that you'd need 80,000 installs to break into the US Top 10.

Moreover, Trademob states that an app "must achieve a high number of downloads within 72 hours" in order to achieve said aim, with $52,000 needed to be spent on marketing campaigns as a result.

You can see the infographic which displays said info in full here.



Supercell and GungHo celebrate their incredible success with gaming mash ups

When two major powers come together, the industry takes notice.

In the west, you'd be hard pushed to find all too many studios generating more column inches right now than Supercell of Clash of Clans fame.

In the east, GungHo – the studio behind Puzzle & Dragons – is hitting the headlines because it has a market cap bigger than Nintendo based on the performance of just one game.

And now the two are coming together. Editor-at-large Jon Jordan explained:

"If they weren't such damn nice people, you'd have to wonder if the decision of the two top grossing developers to mash up their IP wasn't just a case of rubbing everyone else's noses in their success," said Jordan.

"Perhaps more ironic is the stated aim of the project - cross-promotion - will be ultimately meaningless to the $1.5 billion revenues the three games involved are currently generating on an annualised basis."

The promotion will run for two weeks and will result in Puzzle & Dragons incorporating special Clash of Clans content including a themed dungeon and exclusive Clash of Clans monsters.

Meanwhile, Supercell's games will feature cross-promotions for Puzzle & Dragons, including videos and content in Clash of Clans' Battle Log.



Ian Livingstone: Nintendo risks losing an entire generation unless it works on other platforms

Of all the things in the world that are likely never to happen, Nintendo launching its games on mobile would have to chart pretty high up.

That doesn't stop people calling for the Japanese giant to make just that move, however, including industry legend Ian Livingstone – the man behind Eidos, Games Workshop and the Fighting Fantasy books.

"Nintendo should have their IP on every platform," Livingstone said last week, arguing that strengthening IP should take precedence over the health of the publisher's platforms.

"Otherwise a whole generation of young people will miss out on their games."



Plague vs. Pandemic: How James Vaughan's iOS hit Plague Inc. took the market from its inspiration

Last week saw the re-emergence of a feature that managed to hit #4 when it was originally published.

This time, however, it's jumped straight to the top, with Simon Parkin's interview with James Vaughan – the man behind iOS hit Plague Inc - proving popular.

"A key inspiration for Plague Inc. came from a 2008 Flash game called Pandemic 2 and I have always been very open about this," said Vaughan on the topic of whether his title can be dubbed a 'clone'.

"I thought that it was a great game but that it could be so much better so, I decided to make the game that I wanted to play. The first thing I did when writing my design document for Plague Inc. was to clearly outline how Plague Inc. would innovate and expand the genre created by Pandemic."

In the end, Plague Inc. has gone on to be a bigger hit on iOS than Pandemic, adding legitimacy to Vaughan's approach.

"There is no honour in mindlessly copying someone else's game – I wanted to make absolutely sure that Plague Inc. could innovate enough to be a unique game, standing strongly on its own – to be something I could be proud of."

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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.