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Most Nintendo iOS games will be developed in-house, will be different to console games, may include freemium

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Nintendo CEO Satoru Iwata has told TIME magazine that most Nintendo “smart device” games will be developed in-house, rather than by partner DeNA. The company announced on Tuesday that it would finally start making games for smartphones and tablets.

Development of smart device games will be mainly done by Nintendo […] DeNA has extensive know-how in developing the “service” side of things, and will be primarily responsible for the service-oriented operations. We will be able to greatly leverage strengths of each party.

Iwata also confirmed Jeremy’s view that we’re unlikely to see classic Nintendo games like Mario, Donkey Kong and Zelda come to iOS and Android devices in their original forms … 
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Opinion: Don’t hold your breath for real Nintendo games on your iPhone or iPad

My feelings for Nintendo are complicated. I’ve loved its games ever since the original Donkey Kong, owned every Nintendo console (including the Virtual Boy), and recommended the Wii U as the best game console for families and kids. But if I was mildly displeased with Nintendo as a company during its haughtiest years — the time when most of its key third-party developers walked away — I’m downright angry with it today. At a press conference in Japan this morning, Nintendo announced its second collaboration with a mobile game publisher in two months, the headline from which was what millions of people have been waiting years to read:

“Nintendo to start making iPhone games, including first-party IP like Mario.”

Sure, the official Nintendo press release actually says “smart devices” including phones and tablets, but iPhones and iPads are a safe bet. The press release also says “gaming applications” rather than games, but a press release from Nintendo’s new mobile partner DeNA confirms that the companies will indeed produce mobile games together. Just think about it: Super Mario World on the iPad! Donkey Kong Country on the iPhone! That’s just what everyone has wanted! But there’s a catch…


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‘Rage of Bahamut’ game reaches No. 1 on iOS and Android, pulls similar revenue from both platforms

Japan-based DeNA announced that its “Rage of Bahamut” app became the No. 1 grossing game on both iOS and Android yesterday, while earning roughly the same revenue per day from each mobile platform.

The game’s success pokes holes in recent findings from Flurry, which claimed revenue generated per active user is four times greater on iOS than Android. The analytics firm noted that for every $1 earned on iOS, a developer could expect to earn about 24-cents on Android.

“Contrary to what we read, we’ve been very happy with Android monetization. There is not a big discrepancy between the two now,” said DeNa Director Neil Young to TechCrunch.

Rage of Bahamut is a free trading card game that lets users battle either through a live single or multiplayer action mode against a “database of battle hungry foes.” It is on Apple’s App Store and boasts a 4.5-star rating on nearly 4,000 reviews as of press time.

TechCrunch further elaborated:

The game had the top slot on both platforms yesterday, but Kabam’s Kingdoms of Camelot took back the #1 iOS slot in the U.S. this morning. […]Young says Rage of Bahamut is seeing some impressive revenue numbers per day per user. In casual games, you usually see an average revenue per daily active user of a couple cents to 10 cents per day on mobile. The better games can get to 15 to 25 cents per day per daily active user. But Young says Rage of Bahamut has been able to do 4 or 5 times that. He didn’t say how much revenue overall the title is earning, but we’ve seen dual platform hits like Draw Something earn anywhere between $5 and 10 million per month through in-app purchases and advertising.

Those numbers are welcomed news for developers with growing concerns about mobile platforms lacking solid business models that encourage monetization.

This article is cross-posted on 9to5Google.


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