2015 results: Marianna Kryakvina from Creative Mobile about achievements and disappointments
Creative Mobile Games Business Development Manager Marianna Kryakvina summed up for App2Top.ru the results of the fifteenth year.
Event of the year in the world
A lot of interesting things have happened this year, including the release of Apple Watch and tvOS, Apple’s decision to curate the relevant catalogs; mass advertising of mobile games on television, including the Super Bowl; the movement of Chinese companies to the West, including the acquisition by Tencent of a controlling stake in the publisher Miniclip; as well as the enchanting release of Fallout Shelter, which I consider part of a great marketing campaign. campaigns on the eve of the release of Fallout 4.
However, there were no turning points. VR has not become mainstream, and wearables and TV platforms have not yet met expectations in terms of revenue. The top grossing of games on mobile platforms has also hardly changed over the past year.
Russian box office top gamesTrend of the year
Branded clones. Release of games with familiar mechanics on known IP.
The market is becoming more complex and publishers are trying to solve the problem of the high cost of attracting well-known brands that favorably distinguish these products against the background of increasing competition.
Achievement of the Year
Agar.io. The simplest indie game that anyone could make, first got into the Miniclip portfolio, then, together with the publisher, went under the wing of the giant Tencent, where it celebrates the new year in the iTunes top – what is not a success story?
Agar.ioDisappointment of the Year
There is some stagnation in the mobile charts of top grossing in the west – King, Supercell and Machine Zone are still at the top.
Game of the Year
Fallout 4. A very controversial innovative game on objectively outdated technology gathered all the cream with hype wave first with a mobile Shelter (5M sales in the first 2 weeks), and then with an enchanting $750 million turnover in the first day after release. It is indicative for everyone who was in a hurry to bury AAA and celebrate the indie revolution.
Fallout 4A year for you/for the company
We celebrated 250 million downloads on mobile platforms at the beginning of the year, and at the end we came out on the desktop for the first time. We launched experimental projects in genres where we had not worked before, and learned a lot of new things. We have developed the publishing business, receiving 40 applications per month, and launched a large internal project, with which we pin great hopes in 2016.
And the company turned 5 years old this year!