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  • Current game network developers comment on Apple's Game Center

    by 
    Mike Schramm
    Mike Schramm
    04.08.2010

    Way back in February at Macworld, one of my questions to Eros Remini of OpenFeint was pretty blunt: "Why," I asked a representative from the biggest third-party social gaming network on the iPhone, "haven't we seen an official platform-wide network?" Remini didn't have a good answer for Apple, but he did say that OpenFeint was happy to step up and fill the void. Apple answered for themselves this morning: They announced Game Center, which will be an official social gaming network for the iPhone and iPad, complete with friend lists, leaderboards, achievements, and everything else that third-party providers like OpenFeint have set up already. So what does OpenFeint think of Game Center? We contacted it for a statement and we are told that OpenFeint is welcoming Apple's Game Center. The company has recently released a virtual goods marketplace called OpenFeint X, and their statement about Game Center says that there's still a place for OpenFeint on top of Apple's official service. "OpenFeint X is currently built on top of OpenFeint and in the future it will also sit on Apple's Game Center social graph, achievements and leaderboards so developers and gamers don't miss a step," Jason Citron, CEO of Aurora Feint says. Current OpenFeint players (of which there are 19 million at last count) will automatically become OpenFeint X members, and it sounds like OpenFeint plans to move on to the virtual goods market, leaving their old social gaming realm behind for Apple. There were a few other reactions from various developers and publishers about the Game Center news -- read more information from PopCap and Ngmoco after the link below.

  • iPhone OS 4.0: Apple announces Game Center, a social gaming network for the iPhone

    by 
    Mike Schramm
    Mike Schramm
    04.08.2010

    This is huge -- Apple has announced Game Center, an official social gaming network for the iPhone, coming to the device along with OS 4.0 this summer. So far, there have been a few social networks vying for an audience in the form of OpenFeint and Ngmoco's Plus+ system, but Apple's going official, bringing in friends lists, leaderboards, achievements, matchmaking, and so on all to the iPhone themselves. Jobs said on stage in Cupertino that they will combine GameCenter with the App Store's over 50,000 games and entertainment titles. It'll be extremely interesting to see how Apple's network interacts with App Store titles, and it looks like OpenFeint and the like have some serious first-party competition.

  • Apple adds App of the Week to the App Store

    by 
    Mike Schramm
    Mike Schramm
    04.05.2010

    This little tidbit was hidden in the rush of iPad news last week, but if you check out the iTunes App Store, you'll notice that Apple has started promoting an official iPhone and iPad App of the Week (presumably every week from now on). They're not diving very deep to find apps for this one (MLB At Bat 2010 is the iPad app, and We Rule is the iPhone choice -- both of those hardly need any more promotion), but since we've heard from developers that Apple promotion really can make or break an app, the addition of another app spotlight can only mean good things for those apps. Critical Thought's David Whatley made this point well at GDC a few weeks ago -- he said that niche outlets (like our own little blog right here) covered his app first, which then gained the attention of Apple, who then promoted it in the App Store as "new and notable" and on the top paid charts. That then led to mainstream attention, which of course led up to major sales numbers. In short, the more Apple promotes apps, the more they sell. And that's why an "App of the Week" promotion like this can mean a lot to the right developers. MLB doesn't really need the extra spotlight, but getting a slot in the new App of the Week spot could make the careers of quite a few smaller developers out there.

  • iFund doubles to $200 million, supporting Ngmoco, Booyah, and others on the iPad

    by 
    Mike Schramm
    Mike Schramm
    04.01.2010

    The iFund has been one of the driving forces behind some of the biggest names in iPhone development, so it's not a surprise at all that the investors are expanding their money pool and oversight to include the iPad as well. They're opening up the funding to a full $200 million (double what the original iFund offered to iPhone companies), and they've already got a whole slate of apps lined up from big iPhone companies like Ngmoco, Booyah, and Shazam. There will undoubtedly be a lot of successful apps on the iPad, but these are probably the biggest no brainers we'll see. It is important to note that these are all iPhone-specific companies. While there are lots of companies on the App Store that are doing iPhone as "just another platform" or have the iPhone as part of their overall strategy, the companies spotlighted by iFund all tend to be companies who are focusing on the iPhone (and now the iPad) as their business. Just as the iFund likely paid off for their iPhone investments, odds are good that they'll see the same result on the iPad. We'll have to wait and see.

  • Kleiner Perkins iFund doubles to $200m, investing in iPad apps from Shazam, ngmoco and more

    by 
    Nilay Patel
    Nilay Patel
    03.31.2010

    Apple said it expects the iPad to be a "second gold rush" of app development as consumers rush to add content to their new devices, and it looks like Kleiner Perkins Caufield & Byers agrees: the venture capital firm just announced that it's expanding the iFund to $200 million to invest in iPad app development. If you'll recall, the iFund was originally announced alongside the iPhone OS 2.0 SDK, and provided $100 million in total investments to 14 iPhone app developers like Shazam, ngmoco, and Shopkick -- companies responsible for 18 apps that have hit the App Store Top 10. Keep in mind that this money was promised before the iPhone App Store was even launched -- so given how that bet paid off, it's not surprising that KPCB's decided to double down on the iPad, which looks like it'll have even higher app prices. Along with the announcement, some iFund devs announced the following iPad apps: Pinger: Doodle Buddy and Starsmash Booyah: MyTown, a popular location-based game Shazam: Shazam, optimized for the new screen size, ngmoco: Flick Fishing, a new MMO called CastleCraft, Charadium (described as "massively multiplayer Pictionary"), God Finger, We Rule, WarpGate, and one more we missed -- anyone catch it? GOGII: TextPlus Nothing too surprising here, but it looks like the heavy hitters are going to be on the iPad bandwagon from day one -- and pushing hard for this thing to be a success.

  • We Rule hits a million sessions in 24 hours

    by 
    Mike Schramm
    Mike Schramm
    03.26.2010

    Ngmoco CEO Neil Young tweeted on the official account that We Rule has reached a million app sessions in a 24 hour period, which means we can probably call their big freemium experiment an early success. We've seen quite a few people talking about We Rule and their accounts in our comments and on Twitter, so it's definitely out there and being played. But of course we have no idea yet just how well it's doing in terms of turning over in-app purchases and making money. Still, if his talk at GDC is any indication, Young doesn't really care: their main goal is to get lots and lots of people using the app, and a million sessions in a day sounds like they've either got that or they're well on their way. Which means you will probably see lots more of this on the store in the near future -- Godfinger is due out soon from Ngmoco (it's currently in their Canadian App Store "beta"), and of course we've heard that they've got no less than six iPad titles planned, undoubtedly some due soon after the April 3rd launch. Ngmoco's freemium model had its naysayers when the company first revealed their plans, but it looks like they've all quieted down -- they're off playing We Rule.

  • Freeverse working on a Pride and Prejudice and Zombies game for iPhone

    by 
    Mike Schramm
    Mike Schramm
    03.24.2010

    I haven't gotten a chance to read the Pride and Prejudice and Zombies book, in which Seth Grahame-Smith takes the old Jane Austen novel and adds a little undead action to it, but apparently the brand is doing very well. Freeverse has announced that they've been hired to create an iPhone game based on the book. They tell us that they'll be putting "the perfect blend of zombie slaying action and touching romance narrative" into a 2.5D graphic game on the iPhone Sounds interesting. The game is due out on the App Store by April, and while we were told previously that all of Freeverse's titles would end up going with Ngmoco's freemium policy, the recent Flick Bowling 2 didn't follow that model, so who knows? It looks like Freeverse does have at least a little leeway in what they release, and it's interesting to see that they're working on some licensed content as well (a game based on a novel, of all things, that's based on another novel). We'll keep an eye out for Pride and Prejudice and Zombies, and let you know when we hear the undead moaning through the Victorian walls.

  • Ngmoco's We Rule is live, but buggy

    by 
    Mike Schramm
    Mike Schramm
    03.22.2010

    Ngmoco's We Rule is now available for download worldwide in the App Store -- it's the first ground-up game developed for their big freemium experiment, in which they give away a game and then support it with periodic updates, bringing in revenue with in-app purchases driven by social interaction and game design. I got to play the game at GDC a few weeks ago, and if you've ever played Facebook's Farmville, you'll find most of it very familiar -- you can plant crops, build a town, and earn money both by waiting in real time for investments to pay off, and trading/giving items among friends. Early App Store ratings are pretty good, and while the app doesn't seem to be charting yet, Ngmoco's Neil Young made it clear at GDC that this is a slow burn model -- they're not worried so much about charts as building up average daily users. Unfortunately, it seems the app suffered from some early bugs -- the game requires a 'net connection to run (like Farmville, it's very server oriented), and many users were having trouble connecting. Young wrote a blog post himself about the issues the other day; he says that it's primarily a server problem, and that the teams are working as quickly as they can to fix issues. Not unexpected -- Ngmoco's model calls for an "MVP" ("Minimum Viable Product") to be released on the App Store, so again, they're more interested in how the app does long term, not in the first few days. Other than the hiccups (which did result in a few bad App Store reviews and ratings), We Rule appears to be taking off carefully. We'll have to wait and see if the Farmville-style click-and-wait gameplay is enough to bring in those average daily users that Ngmoco is craving from the App Store.

  • Six Ngmoco iPad titles revealed

    by 
    Mike Schramm
    Mike Schramm
    03.20.2010

    In his panel at GDC last week, Ngmoco's Neil Young dropped the news that his company was going all out with their freemium business model -- not only are they releasing twenty iPhone titles by the end of this year, but they're planning on having six iPad titles ready to go right away at launch. Touch Arcade has done a little digging, and they've come up with what they think the six iPad titles will be. Here we go: GodFinger We Rule (both of these were previewed last week) Flick Fishing (probably re-created as a freemium app) NBA Hotshot (also likely remade into Ngmoco's model) CastleCraft (an MMO strategy/wargame) WarpGate As you may have noticed, two of those are Ngmoco originals, and four of those are Freeverse titles that were either planned for the iPad or are being remade for the new platform; again, presumably free-to-play, along with microtransactions and freemium resources in the Ngmoco mold. That's definitely a sizeable library going into the new platform, and if Ngmoco really does have these ready to go on April 3rd (and I don't see any reason why they wouldn't -- even if they haven't gotten one of those test iPads from Apple, their model is designed to release early and make updates quickly if needed), then they'll be positioned to grab iPad app space very early on.

  • GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

    by 
    Mike Schramm
    Mike Schramm
    03.15.2010

    On the third day of GDC 2010, Ngmoco's Neil Young took the stage in one of the largest rooms at the conference to talk about what his company had "unlearned" in its time in the App Store. Ngmoco has become a large and polarizing figure in the world of App Store development -- after starting out with a big investment from the iFund, it's moved quickly to become one of the biggest iPhone-only developers, and after starting out with a few premium titles like the very successful Rolando, have recently made waves with its "freemium" business model. Young talked about the company's history so far, and went in-depth on Ngmoco's plan for ruling the App Store and why he believes it's the "most significant shift and opportunity for [game developers] since the birth of this business." We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business.

  • GDC 2010: Ngmoco justifies the freemium model

    by 
    Mike Schramm
    Mike Schramm
    03.10.2010

    We have a lot of questions for the company, and we'll be asking even more of them coming later this week. But first things first: we cornered Ngmoco producer Allen Ma here in their suite at GDC 2010 and asked him to try and tell us why Ngmoco is so insistent on "freemium," and how they feel about some of the adverse customer reactions to their model. Read on to hear why free-to-play, pay-to-play-more is the model that they're betting their business on.

  • GDC 2010: Ngmoco explains how Eliminate was built

    by 
    Mike Schramm
    Mike Schramm
    03.09.2010

    As they explained during the presentation, they had a heck of a goal with this project: they wanted to put together "the definitive FPS for iPhone," complete with all of the functions of a standard console deathmatch-style FPS, in just five months with just three engineers. And they started with the toughest nut of all: the networking code.

  • Neil Young sees opportunity for ngmoco to be 'as meaningful as Electronic Arts,' still focusing on iPhone

    by 
    Ben Gilbert
    Ben Gilbert
    02.25.2010

    [kyeung808] Following up on the recent purchase of Freeverse by Neil Young's ngmoco, the ex-Electronic Arts exec spoke business with PocketGamer. Young's remarks ran the gamut, touching on subjects ranging from the possibility of expanding to other mobile platforms (spoilers: it ain't happening) to how he feels about the future of his still nascent dev house. "Our opportunity is to build a company in this space that's as meaningful, impactful and long lasting as Electronic Arts," the ngmoco head said. And while he's still interested in the possible purchase of more studios ("We will continue to look for acquisitions that make sense at a studio or company level and acquisitions of applications."), he's still not committing to development for smartphones other than the iPhone. "The iPhone is in a strong leadership position ... I'd say that among the pack of competitors, Android is the furthest advanced but it remains significantly behind the iPhone and iPod touch ... for us the real focus is the iPhone OS," Young explained. We're not sure which parallel dimension's version of EA Mr. Young is comparing ngmoco to, but the EA we know makes its games for as many consoles as possible.

  • Ngmoco acquires iPhone game dev Freeverse

    by 
    Ben Gilbert
    Ben Gilbert
    02.24.2010

    Despite a still-wavering economy (and industry-wide layoffs), Neil Young's ngmoco has just bought up large Brooklyn-based iPhone game developer Freeverse. Gamasutra talked to both ngmoco and Freeverse, who (expectedly) had nothing but sugary kisses to throw at each other. "We've been thinking about how to accelerate our strategic growth though acquisitions of companies and intellectual property, and Freeverse was really at the top of our list," said Neil Young. Meanwhile, vice president of Freeverse Colin Lynch Smith described the relationship between his company and Young's as "like the perfect dating situation." Now things are really steaming up! The ngmoco head further describes his company's goal in the purchase as, "to acquire the companies we think have the right blend of talent and DNA and intellectual property we think will work well in the freemium space," echoing comments he made recently on why Rolando 3 never got to roll around on our iPhones. With plans to reach out to developers with the Plus+ SDK (the company's social networking service) in the coming weeks and an outwardly aggressive strategy to pursue the free-to-play market, ngmoco certainly has plenty on its plate in 2010.

  • Tune Runner rises to the top on a wave of free

    by 
    Mike Schramm
    Mike Schramm
    02.24.2010

    There's been some interesting discussion in our comments section lately about Ngmoco's freemium model -- first they made headlines by endorsing it even to the detriment of one of their most popular games, and then they bought Freeverse and the conversation started up again. But while customers don't seem to like the freemium model very much, there's a growing number of examples that go the other way, and here's another: Appy Entertainment is a company that's been doing fairly well with a game called FaceFighter, but last weekend, they decided to drop the price of that game to free, and use the giveaway to promote their newest game, Tune Runner. And the plan worked extremely well -- after just a week, their original music game is rivaling Rock Band and Tap Tap Revenge for downloads. FaceFighter hadn't been doing badly, but offering it up for free not only increased its downloads to several hundred thousand (which sounds like a lot for Appy), but put the new game in front of a whole bunch of people who otherwise might not have heard about it. And Tune Runner is a "freemium" app -- you get the first hit for free, and can buy more premium content inside the app. With an example like this, why would a developer not go with a freemium model? As Freeverse's CEO told us, customers may complain about the model, but assuming your game has the quality to support it, it's the best way to monetize the App Store's huge audience. That's not to say that the paid model should be abandoned for good -- even Appy says they plan to release a paid version of their app with the in-app purchase content already unlocked. But for all of the murmuring about the freemium model, it certainly seems that customers' actions are different than words on the App Store.

  • TUAW Interview: Freeverse CEO Ian Lynch Smith on the Ngmoco purchase

    by 
    Mike Schramm
    Mike Schramm
    02.23.2010

    We were all pretty gobsmacked last night with the news that iPhone gaming developer Ngmoco had purchased longtime Mac game developer Freeverse, so we went hunting for answers. Fortunately, Freeverse CEO and founder Ian Lynch Smith was nice enough to sit down and take our questions this morning, and he provided a little more background and insight on the deal. The first thing we wanted to do was what would happen to Freeverse's extensive Mac catalog, and we were told conclusively that "it's not going anywhere at all." While Freeverse will still "sell and maintain" their Mac titles, Smith did tell us that they've "been pretty much exclusively focused on the iPhone for the last 18 months anyway," so while they have a legacy in the Mac, the company believes that OS X is "on a collision course with the iPad," and that the main opportunities and user bases for Mac software are now using the iPhone and, soon, Apple's tablet. "It's very hard," we were told, "to get the volume that the iTunes App Store has" for purely Mac software. The other big question we had was what Freeverse thinks of Ngmoco's insistent support on the "freemium" model (where games are free-to-play, with extra content or add-ons to purchase later), something that has a lot of customers up in arms. Hit the "read more" link below to see what he said both about that and what he thinks about the iPad and the future of computing.

  • Ngmoco picks up $25 million in funding, buys Freeverse

    by 
    Mike Schramm
    Mike Schramm
    02.22.2010

    TechCrunch is reporting that iPhone game company Ngmoco has just picked up $25 million in another round of fundraising, which they used to buy out Freeverse, one of the most storied Mac game developers (and recently, iPhone game developers) on the block. The two companies were already close -- Freeverse went with Ngmoco's Plus+ network for social connections in its games, including Flick Fishing and Moto Thunder -- but this buyout would put Ngmoco in charge of their whole catalog. Ngmoco CEO Neil Young says that he plans to take all of Freeverse's currently paid games and convert them all into the free-to-play model that Ngmoco has grown so comfortable with. It's a pretty bold move -- Ngmoco is seriously investing in this model (even to the extent where they'll cancel planned games unless they can squeeze them into the model), and now Freeverse will have to follow suit. There's no word on what will happen to Freeverse's significant Mac game library as well -- will that part of the company be split off? Will Ngmoco shut it all down and choose to focus on iPhone apps? Unfortunately, the only available information is the post on TechCrunch. We've put out calls to both developers and will get back to you when we know more. Update: Touch Arcade has interviewed Young. He doesn't mention Freeverse's Mac titles, but he does confirm that "freemium" is the way they're going to steer all of Freeverse's titles in the future.

  • Ngmoco cancels Rolando 3, says it can't fit into a free-to-play model

    by 
    Mike Schramm
    Mike Schramm
    02.18.2010

    Here's some unfortunate news out of Ngmoco: The company tells IGN that while there was a Rolando 3 (the second sequel to the very popular and excellent rolling iPhone platformer) in progress, the game has been essentially canceled, and will never see release in its current form. Why? The second game wasn't exactly a sales success (though Ngmoco's Neil Young admits "it's done fine"), and it was that lack of a big splash that made Ngmoco turn the corner into "freemium," or the model of releasing free games that offer in-app purchases for premium content. They've had a lot of success with their Eliminate Pro shooter, and they want to adapt that model for all games: get a few hits for free, spend some real money on in-app purchases for the rest. And apparently when they couldn't bring that model over to Rolando 3, they scrapped the title. That's a real shame -- not every game on the App Store has to be a runaway hit, and Rolando 3 seems like a perfect candidate for the "slow burn"; release it at a price of $5 or $6, and just let it sit there as an example of great gaming on the iPhone (and the upcoming iPad). But Ngmoco has made their decision, and Rolando 3 is no more. They say the series isn't gone for good -- if they can figure out a way to do "freemium" with Rolando, we could see the roly poly guys on the iPhone again. You'd think that paying for a level or two at a time would work just fine, but who knows what Ngmoco's reasoning is on this. If I get a chance to talk with them at next month's GDC, I'll ask. [via Joystiq] Update: Reader Zyber sent us a petition he's started to try and get the game released. Online petitions aren't exactly proven to be effective, but we'll throw our support behind it just the same.

  • Rolando 3 canceled, but the franchise lives on

    by 
    Griffin McElroy
    Griffin McElroy
    02.18.2010

    After the not-exactly-phenomenal commercial reception of Rolando 2, iPhone developer ngmoco decided to swap to a free-to-play model for all its future titles. It's a model which led to the development of the extremely competent iPhone shooter Eliminate, but the new business model also led to the unfortunate death of the third installment in the Rolando franchise. The developer's co-founder, Neil Young, explained to IGN, "we said to ourselves, 'Look. If we can't make the game free-to-play, we're not going to release it.' And Rolando 3 as it was envisioned at that time was not a free-to-play product." However, don't think you've seen the end of the Loco Roco-esque platformer. Young later confirmed that "at the appropriate moment we'll deliver a new Rolando experience that takes full advantage of everything we've learned from the free-to-play world." Sounds like we'll eventually get a new Rolando and, better yet, it won't cost us any Rolandough.

  • AppFund offers VC money for iPad apps

    by 
    Mike Schramm
    Mike Schramm
    02.05.2010

    A group of investors has teamed up to form AppFund, a company solely focused on raising money for and incubating apps for the iPad. You'll remember the somewhat similar iFund, which even got a mention in an Apple keynote a while back, and eventually offered up millions of dollars to emerging iPhone app companies like ngmoco and others. AppFund is trying to do the same thing, though they're starting out a bit smaller, promising $5000 to $500,000 to folks with interesting iPad ideas and the means to get them up and running. They're soliciting ideas right now, so if you saw the iPad on stage and came up with a brilliant way to use it, you can send them a report and see if they bite. You'll probably need a solid business plan and/or a prototype as well, since they probably won't give you $500,000 to develop an iPad whoopie cushion that you can sneak onto a chair and make someone sit on. Or will they? Excuse me, I have go to compose an email...