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June 24, 2013 10:45 am GMT
Original Link: http://feedproxy.google.com/~r/Techcrunch/~3/oKUQKNVsiTA/
Advice From The Game Maker That Made GungHo Worth $14B: Listen To Your Wife.
One of the most absurd stories this year has been the rapid rise of Gung-Ho, the Japanese gaming company that saw its stock surge by more than 6,000% because of a single hit mobile game called Puzzle & Dragons. The company is now worth $14.4 billion on public markets. That’s more than twice as much as Electronic Arts is worth and about seven times Zynga’s market capitalization. For a brief moment, GungHo even surpassed Nintendo’s valuation earlier this month. GungHo’s rise came through Puzzle & Dragons, a title that earned it an estimated $113 million in April — solely in Japan. It also recently hit 15 million users just a week ago, primarily in Japan. The game itself is a puzzle matching title. The player has to line up several matching tiles in a row and they collect cute animal characters as they level up and battle other monsters and bosses. The company’s success underscores a big shift in power between mobile gaming platform providers like DeNA and GREE, which ruled in a predominantly feature phone era, and first-party game developers, which don’t need to rely on an extra distributor on top of Apple’s iOS or Google’s Android platforms. For the company itself, which is 300 employees strong, Puzzle & Dragons’ massive success has begged the question from rival developers — “What’s your secret? How’d you do it?” But producer Daisuke Yamamoto could only say, actually half-seriously, “Listen to your wife.” After being originally inspired by another Match-3 game called “Dungeon Raid,” he created a concept with more Dragonball-like art and a wizard-like theme. Then he just listened to a lot of the improvements his wife wanted in the game. Initially, it was just a team of four with him as the producer and other programmers and designers. It took a few days to develop the game, and then six and a half months until the company felt it was strong enough to go live. Among the many changes his wife wanted: the ability to move a stone around the entire game board, instead of only one slot over at a time. She also wanted larger stones on the screen. He said that womens’ longer fingernails often get in the way of playing the game, so they need to be bigger to make the UI more player-friendly. As the game grew into a cultural phenomenon, it kept taking GungHo’s serversOriginal Link: http://feedproxy.google.com/~r/Techcrunch/~3/oKUQKNVsiTA/
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