The Charticle

We analyse the potential of card-collection mechanics, Rovio slashes employee count by 16 percent, and we share our biggest lesson from EGX

Last week's top 5 stories

We analyse the potential of card-collection mechanics, Rovio slashes employee count by 16 percent, and we share our biggest lesson from EGX

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.

 


Click here to view the list »
  • 5 The most downloaded iOS game in August, but how well does Crazy Taxi: City Rush monetise?

    The most downloaded iOS game in August, but how well does Crazy Taxi: City Rush monetise? logo

    Crazy Taxi: City Rush has one of the most aggressive in-game advertising models we've ever seen.

    Sega's decision to automatically fire ads and videos at players in an attempt to boost revenue is a bold one, and, though such tactics won't affect the top grossing charts, it'll be interesting to see if it puts players off the game altogether.

    See, Crazy Taxi was one of the most downloaded iOS games in August 2014, but, despite that success, it simply can't find a foothold on the top grossing charts.

    To find out more about Crazy Taxi's monetisation woes, we peeled back the curtain in last week's Charticle.


  • 4 The power and potential of card-collection mechanics for F2P mobile games

    The power and potential of card-collection mechanics for F2P mobile games logo

    Card games are becoming increasingly popular on mobile, and it isn't surprising at all.

    When you look at the commercial success of titles such as Puzzle & Dragons, and more recently Hearthstone, it's easy to see why more developers are looking to jump on the bandwagon.

    However, do games that incorporate card elements really have global appeal, and, more importantly, can they engagel a more casual audience?

    To get some answers, we went straight to the source, asking our group of Monetisation Mavens to share their wisdom with the world.

    "I feel that the notion of collecting cards and playing with cards probably is both too abstract for some consumers and also stigmatised as nerdy by others," said F2P game consultant, Ben Cousins.

    "I think there is a great opportunity to take the above elements and apply them to other genres. The most obvious would be RPGs, where loot drops, rarity and collection are also intrinsic to the genre, but there are others.

    "I personally am not wired for card games or board games of any kind. They are too abstracted for me."


  • 3 Welcome to EGX: The event that highlights the growing indie vs triple-A console divide

    Welcome to EGX: The event that highlights the growing indie vs triple-A console divide logo

    There are lessons to be learned at every event. Whether it's a consumer frenzy, or a one day, industry only soirée, there's always something you can take away.

    So, what exactly did our contributing editor think of the UK's biggest game show when he was whisked off to London for the undeniably impressive EGX?

    The, somewhat cynical answer, is that there's never been a greater divide between indie hopefuls and triple-A giants

    "At a time when indie developers are spreading their love across multiple platforms, the big console publishers are instead farming out bespoke new games built around tried, tested and ultimately tired IP for ageing platforms to squeeze as much revenue out of the consumer as they can," explained Andrew.

    "It's not as if any of this is news to me. The divide between the indie scene and the big boys is visible at Gamescom in greater proportions, given that Gamescom is roughly eight or so times the size of EGX.

    "The timing of EGX, however, means it's almost exclusively packed with Christmas 2014 releases, most of which are follow ups or tie-ins to existing IP.

    "It's a sales machine for the most crucial period of the year for publishers still focusing on console."


  • 2 Rovio lays off 130 staff

    Rovio lays off 130 staff logo

    Rovio made headlines last week when the firm was forced to lay off 16 percent of its workforce.

    Company CEO Mikael Hed explained that the lay offs were a direct result of the developer building a team based on 'assumptions of faster growth': growth that ultimately failed to materialise.

    "We work in businesses that are so fast moving that the only constant is change. At Rovio we have always been innovative and forward-looking, and to succeed we need to be the best at adapting to change," explained Hed.

    "We are an entrepreneurial company and have been exploring multiple areas. We have been building our team on assumptions of faster growth than have materialised.

    "It is never easy to consider changes like this, but it is better to do them sooner rather than later, when we are in a good place to reignite growth."


  • 1 Why Gear VR is a strong move for Oculus Rift but not for Samsung

    Why Gear VR is a strong move for Oculus Rift but not for Samsung logo

    You'd be forgiven for thinking that, when Samsung announced the Gear VR headset, it was a brave move by a firm looking to tap into a market that many believe will only leap from strength to strength.

    However, by partnering with Oculus, has Samsung actually shot itself in the foot?

    Last week PocketGamer.biz writer Spanner Spencer answered that question with a resounding yes, explaining why the Gear VR is a strong move for Oculus Rift but not for Samsung.

    "We have to wonder how reciprocal the Samsung partnership with Oculus VR really is," said Spencer.

    "By taking the opportunity to sponsor a more basic virtual reality system that’s likely to be available months ahead of the Rift, Carmack and company keep their strong VR brand in the public eye (literally), make good on their original commitment to a mobile component.

    "However, most importantly of all, they allow the Oculus Rift ecosystem to begin blossoming long before the hardware has even been finalised.

    "In this sense, Gear VR becomes a pipeline to the consumers, keeping the virtual reality discussion alive along the long road to retail, and reassuring early adopters that the library of Rift games is going to be broad and industrious from day one."


What do you call someone who has an unhealthy obsession with video games and Sean Bean? That'd be a 'Chris Kerr'. Chris is one of those deluded souls who actually believes that one day Sean Bean will survive a movie. Poor guy.