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.
Playing with paying: How Clash of Clans makes a game out of monetisation
Can the art of effectively monetising your free-to-play game be considered as gameplay in itself? Lady Shotgun Games' design director Anna Marsh thinks so.
In her latest column for PocketGamer.biz, she de-constructed her experiences with Supercell's ridiculously successful Clash of Clans, explaining that learning when to pay to speed up progress and when to hold out and let time take its course is a fundamental part of the game's appeal.
"In a shooter, the systems governing weapons, aiming, ammo, AI and environment come together to create a game where I can predict the range and direction I will fire in when I hit the trigger, but the actual result of shot hit, fatal headshot, miss is analogue collusion between all those systems at the moment I fired," detailed Marsh.
"With F2P games I've played previously, the premium currency options have appeared rather digital pay, or don't pay. In contrast, Clash of Clans's use of premium currency (better known as gems) feels far more analogue."
Make in-game item prices high because they will only fall over time, says Supercell
Speaking of Supercell, the Finnish studio also made headlines last week by hosting a conference of its own in Helsinki, Free Your Play.
In attendance was PocketGamer.biz editor-at-large Jon Jordan, who listened as Supercell's Clash of Clans product lead Lassi Leppinen gave the studio's thoughts on in-app purchase pricing strategy.
"You need to make the prices [for in-game items] high in the beginning because you can't increase them later," detailed Leppinen, speaking on a panel.
"Prices will drop down over time anyhow."
Stateside: Why King's word isn't law when it comes to pulling in-app advertising
Moving west of Finland, and Swedish-based casual gaming specialist King also commanded much attention last week as the industry reacted to the firm's decision to pull advertising from its games.
According to 148Apps' Carter Dotson speaking as part of the site's regular Stateside column on PocketGamer.biz other developers should be wary of following King's lead. The studio is something of a special case.
"The firm's in a position where the non-monetary benefits of shutting down a revenue source can be evaluated without risking landing the company in financial trouble," detailed Dotson.
"Indeed, King won't just remain moderately successful post in-app advertising, but likely incredibly so.
"For the developer who only has an inflatable kiddie pool full of singles to dive into when trying to show off their wealth, however, this is one case where following the leader may not be the best idea."
Opinion: iOS 7 is the product of an Apple without Steve Jobs...and it's all the better for it
Apple is changing.
But is the company's shift from an innovative risk-taker to one keen on consolidating its position at the top of a smartphone tree the result of a natural evolution at the company, or is it down to the death of Steve Jobs?
Editor Keith Andrew plumped for the former.
Indeed, Apple's need to hold its position within a fast changing smartphone market is the inspiration behind every move the company makes. In short, Apple is no longer the plucky upstart looking to unseat the mobile elite.
"It's telling that Apple's iOS 7 reveal has barely altered the outlook of most analysts," offered Andrew.
"For them, the biggest issue facing Apple today is less a redesign of the platform's UI, but rather working out a way for iPhone and co. to make a genuine impact in China, where Android's more open approach appears to have sewn things up.
"If Apple can't move into new markets if it's proved that the firm's worldwide growth has plateaued then analysts and investors alike will start to worry. Flatter app icons? To be frank, they couldn't care less."
Nintendo makes free-to-play foray with 'tactical submarine simulator' Steel Diver
News that Nintendo is to make its first move in the free-to-play scene was arguably lost in the E3 rush much of the press instead focusing on giving Microsoft a kicking.
Nevertheless, last week saw the Japanese giant give more details on its first free-to-play game, with a follow-up to the 3DS launch title Steel Diver a tactical submarine simulator taking on the role.
"Although it's not clear what consoles the free-to-play Steel Diver game will appear on, Shigeru Miyamoto - creator of the Mario and Legend of Zelda franchises - noted that it won't be a simple rehash of the 3DS version," detailed Matt Diener.
"This is because the pricing model will change the game's design, and will also support a new four-person multiplayer mode."
Hot Five
With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.
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