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Tower defense game ‘Battle Cats’ now rules the Japanese app store

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Battle Cats, the crazy mobile tower defense game from Japanese developer Ponos, has gradually worked its way up to become the top free iOS app in Japan, after its initial release back in November. The title recently upgraded to version 1.2, adding some special sales in-game which have likely helped its recent popularity. (Update: It looks like the game has been knocked to number two by ‘Like Me,’ a new portrait doodle app.) I’ve been a huge fan of this game from the outset, especially its very unusual sense of humor [1]. The variety of strangely named cats and enemies are so much fun, and if you haven’t played it yet I encourage you to check it out. Battle Cats launched on the Android platform at the end of 2012, and isn’t doing too bad on there either. Currently it’s the top ranked casual game on Google Play, and is ranked 13th overall. The game recently surpassed the 2 million downloads milestone, and now that its getting a little exposure in the number one iOS spot, I imagine that 3 million is only a couple of weeks away given its recent momentum. For a closer look at Battle Cats, check…

battle-cats

Battle Cats, the crazy mobile tower defense game from Japanese developer Ponos, has gradually worked its way up to become the top free iOS app in Japan, after its initial release back in November. The title recently upgraded to version 1.2, adding some special sales in-game which have likely helped its recent popularity. (Update: It looks like the game has been knocked to number two by ‘Like Me,’ a new portrait doodle app.)

I’ve been a huge fan of this game from the outset, especially its very unusual sense of humor [1]. The variety of strangely named cats and enemies are so much fun, and if you haven’t played it yet I encourage you to check it out.

Battle Cats launched on the Android platform at the end of 2012, and isn’t doing too bad on there either. Currently it’s the top ranked casual game on Google Play, and is ranked 13th overall.

The game recently surpassed the 2 million downloads milestone, and now that its getting a little exposure in the number one iOS spot, I imagine that 3 million is only a couple of weeks away given its recent momentum.

For a closer look at Battle Cats, check out our recent video demo below:


  1. I should note that I’m still stuff on chapter 3, round 48. If anyone else is in a similar situation, feel free to share your codes here in the comments (Mine is yg2t0).  ↩

Why Angry Birds prefer not to be early birds in Japan

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See the Japanese version of this article It has been a while since I last spoke to the folks from Rovio, the Finnish company behind the wildly popular Angry Birds mobile game. But I recently had a chance to catch up with a few members of their flock in Tokyo, as the company gears up to open a new office in the Japanese capital, likely this spring. And while it might make for a more dramatic story to say that the company is making a furious push for Japan, that’s not the case. In fact quite the opposite. They are taking it slow, and that’s how they want it. I would argue that Rovio’s Angry Birds has achieved the kind of pop culture icon status not really seen since the days when Mario Bros revolutionized gaming. But the company realizes that if it wants to permeate uber-cute Japan, which has a culture of firmly established brand icons like Hello Kitty, Anpanman, and yes, Nintendo’s Mario Bros, they need a long term game plan. Peter Vesterbacka, ‘Mighty Eagle’ [1] at Rovio explains: We want to figure out how to build a proper presence that lasts – not just for the next…

Right to left: Peter Vesterbacka, Antti Sonninen, Henri Holm
Right to left: Peter Vesterbacka, Antti Sonninen, Henri Holm

See the Japanese version of this article

It has been a while since I last spoke to the folks from Rovio, the Finnish company behind the wildly popular Angry Birds mobile game. But I recently had a chance to catch up with a few members of their flock in Tokyo, as the company gears up to open a new office in the Japanese capital, likely this spring. And while it might make for a more dramatic story to say that the company is making a furious push for Japan, that’s not the case. In fact quite the opposite. They are taking it slow, and that’s how they want it.

I would argue that Rovio’s Angry Birds has achieved the kind of pop culture icon status not really seen since the days when Mario Bros revolutionized gaming. But the company realizes that if it wants to permeate uber-cute Japan, which has a culture of firmly established brand icons like Hello Kitty, Anpanman, and yes, Nintendo’s Mario Bros, they need a long term game plan. Peter Vesterbacka, ‘Mighty Eagle’ [1] at Rovio explains:

We want to figure out how to build a proper presence that lasts – not just for the next year or two. We want to be a leading entertainment brand, one that’s more Japanese than many of the Japanese [brands].

Learning locally

But at the same time, they recognize that the business models in Japan leave much room for innovation and disruption. And while the company has been active on the ground in Japan making deals with local partners, they still haven’t really made a significant marketing push in the country. I asked if they’d ever consider television ads in Japan, as that’s a common tactic among the major internet companies here – but Peter says they would likely do something else. Rovio always takes a somewhat different approach in its marketing, he notes, and that’s likely to be the case in Japan as well. Of their existing merchandising partnership with Sanrio, the makers of Hello Kitty, he explains:

It’s always important to have the best possible local partners, because we can learn a lot from them. This was the same reason we wanted to work with LucasArts on Star Wars [2].

angry-birds-japan

I’m told that the downloads that Rovio is seeing from Japan still have a long way to catch up with neighboring Korea, as smartphone penetration still has much room to grow in Japan. This is another reason why playing the long game in the country might be a wise idea, because a all-out marketing push at this time could indeed be premature.

But in the interests of giving locals an idea of what Rovio and Angry Birds are all about, they recently published a sort of Japanese language primer about what Angry Birds is all about (pictured right). Antti Sonninen, Rovio’s country director in Japan, points out that the site launched just a few weeks back. This is actually a common tactic for digital companies bringing a new digital product into Japan. Twitter, Facebook, LinkedIn – all have done similar things. They hope to answer many of the basic questions about Angry Birds here, including profiles of the different birds, as well as an explantion of in-game items.

Global migration patterns

Meanwhile in nearby China the Angry Birds brand has truly taken flight. I’m told that in a recent survey of 1,000 people that about 94% were familiar with the Angry Birds brand. The company has never been too upset about the IP infringements that usually accompany expansion into China, because it’s only a precipitate of passion for their product. Without going into too many details about their upcoming plans in the country, Peter says with a smile that “there’s a lot going on in China.”

Currently the company has a headcount of about 550 people, with 90 percent of those in Finland. But from what I can tell, the team is very adept at spreading their message, focusing their energies in the right places at the right time. Peter was recently in Russia where Rovio hopes to open activity parks in the next year, as well as push their new Angry Birds branded cola.

Looking at other top mobile games in comparison, there aren’t many that can even come close to what Angry Birds has done in terms of building such a recognizable and iconic brand. It will be interesting to see if this long term strategy works for Rovio, not just in Japan but across the globe.


  1. If I recall correctly, I believe this is the actual title on his name card. Fun stuff.  ↩

  2. Published in conjunction with LucasArts, developed by Rovio and Disney Mobile.  ↩

Japanese mobile game ‘Battle Cats’ hits 2 million downloads [Gameplay Video]

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I’ve made no secret that I’m a big fan of Ponos’s ‘Battle Cats’. It’s a ridiculously fun tower defense game with an incredible sense of humor. After its initial release back in mid-November 2012, the title managed to hit 2 million downloads in just under three months, which is impressive as the game isn’t riding on any of the major mobile game platforms. While it started off sort of slow, Gamebiz.jp reports that the last million came in a recent 15-day span, making for a good growth spurt. The iOS game has ranked high in Japan (see chart below), and it has performed respectably well in some Asian countries too. For those of you who haven’t tried it yet, I’ve made a quick video overview (see above) of what the game is about. For a free-to-play title, Battle Cats offers up a pretty deep game play experience and I’m still enjoying it months after initially discovering it. Let us know what you think of the game in the comments, or if you have a tip or just want to share a friend code (which helps a lot in this game), feel free to do so.

I’ve made no secret that I’m a big fan of Ponos’s ‘Battle Cats’. It’s a ridiculously fun tower defense game with an incredible sense of humor.

After its initial release back in mid-November 2012, the title managed to hit 2 million downloads in just under three months, which is impressive as the game isn’t riding on any of the major mobile game platforms. While it started off sort of slow, Gamebiz.jp reports that the last million came in a recent 15-day span, making for a good growth spurt. The iOS game has ranked high in Japan (see chart below), and it has performed respectably well in some Asian countries too.

For those of you who haven’t tried it yet, I’ve made a quick video overview (see above) of what the game is about. For a free-to-play title, Battle Cats offers up a pretty deep game play experience and I’m still enjoying it months after initially discovering it.

Let us know what you think of the game in the comments, or if you have a tip or just want to share a friend code (which helps a lot in this game), feel free to do so.

battle-cats-ponos-sm
From AppAnnie.com

With new investment fund, GREE hopes to secure top developers

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Gaming giant GREE (TYO:3632) has just announced a new $10 million fund targeting high quality game developers. As many of you may know, the first recipient of this fund, San Francisco-based MunkyFun, was announced in December. But today GREE is disclosing more details about the size of the fund, as well as their criteria for investment. I spoke with Jim Ying, who is the VP of publishing and partners and GREE International, and he pointed out that even though the company has a high quality internal studio system, they wanted to figure out a way to work with more standout external developers: We’re hopeful that we can hit the next blockbuster, and for our fund, that’s what we’re banking on. We’re not going to be looking at the long tail of developers, but rather the focus is on talent and developers with the potential to make a top 25 game. What’s in store for developers? ¶ With each investment planned to be of $1 million or more, GREE explains that this fund will provide more than just money. In addition the company plans to share access to its teams and tools with frequent calls and on-site visits, most directly with…

gree

Gaming giant GREE (TYO:3632) has just announced a new $10 million fund targeting high quality game developers. As many of you may know, the first recipient of this fund, San Francisco-based MunkyFun, was announced in December. But today GREE is disclosing more details about the size of the fund, as well as their criteria for investment.

I spoke with Jim Ying, who is the VP of publishing and partners and GREE International, and he pointed out that even though the company has a high quality internal studio system, they wanted to figure out a way to work with more standout external developers:

We’re hopeful that we can hit the next blockbuster, and for our fund, that’s what we’re banking on. We’re not going to be looking at the long tail of developers, but rather the focus is on talent and developers with the potential to make a top 25 game.

What’s in store for developers?

With each investment planned to be of $1 million or more, GREE explains that this fund will provide more than just money. In addition the company plans to share access to its teams and tools with frequent calls and on-site visits, most directly with the San Fransisco team initially. There will also be a portion of this fund set aside for marketing as well, which Jim explains could be the biggest impediment for game developers looking for the next big hit in the US market in particular:

In western markets that’s the biggest challenge, I’d say. Developers can build a great game but if they can’t expose it to players eyeballs there’s not going to be the support and the revenue generation that the game deserves.

While GREE relies heavily on expensive advertising methods like television in its home market of Japan, Jim points out that the US and most Western markets have not yet matured to that level. So far most of the advertising in the US is still on a CPI basis, and in terms of marketing dollars for this fund, that’s what the company is referring to.

Eyes South

GREE has already made some inroads in South America with tie-ups with Brazil-based Vostu and Columbia’s Brainz. And this new fund focuses attention towards the region too, considering applicants not just from North America, but from South America. Jim adds, “There’s really a lot of creative talent down there. We want to make sure we capture the really talented developers.”

Moving forward in 2013, GREE is pinning high hopes on developers MunkyFun as well as Vancouver based IUGO. So it will be interesting to watch if they — along with any other partners GREE brings on board — can deliver the hit game that they are hoping for this year. Stay tuned!