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Hot Five: Curiosity gets crunched, Apple plays a memory game, and how to polish your games PR
作者:未知 日期:2012年11月19日 来源:互联网  【字体: 】   我要评论(0)

Hot Five: Curiosity gets crunched, Apple plays a memory game, and how to polish your game's PR

Welcome to PocketGamer.biz's weekly rundown of the stories clocking up the hits, picking up the click-throughs and generally keeping the advertisers happy by serving up page views.

Or, if you'd prefer, the top five stories currently dominating our readers' attention.

Each week, we'll be counting down the biggest news from the previous seven days, giving just a glimpse of the industry's big issues, from five to one.

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22Cans staffers work 36 hour crunch to get Curiosity back on track


Even the most staunch of Peter Molyneux fans would have to admit that the launch of Curiosity – what's inside the cube has generated almost as much negative press as it has positive.

Last week, again, delivered a slice of both. While gamers applauded 22Cans' to get Curiosity's servers working again, Molyneux's revelation that doing so had required a 36 hour non-stop crunch session did not go down well with the indie community.

"Marathons are what's wrong with this industry," remarked one developer. "You should not be proud of this," offered another.

For his part, Molyneux said he wasn't boasting, but that he was merely proud of his team for their dedication to the game. As ever, it's a response that split opinion right down the middle.

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Apple clamps down on 'Memory' games in trademark tussle

News of one company claiming ownership of a particular word or phrase and demanding all others remove it from their game names is nothing new.

Nonetheless, a tip off sent to PocketGamer.biz suggesting a German board games developer – later revealed as Ravensburger – was in the process of asking developers to remove the word 'Memory' from game titles through Apple proved to be one of the biggest stories of the week.

Since the original story broke, Ravensburger has contacted us to confirm it won't be offering any official comment.

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Tapjoy: Apple still approving 'hundreds' of Tapjoy apps a week

The other big story of the week focused on another supposed clampdown within the App Store.

Based on a declaration by Glu within its post earnings conference call, word on the web suggested that Apple had set about removing games that tap into app incentivisation networks, such as Tapjoy.

Tapjoy's response? The whole thing is nonsense.

Taking to the firm's blog, CEO Mihir Shah stated that Tapjoy works "diligently to ensure compliance with Apple's terms of service" and adding that Apple "approves hundreds of apps that integrate and leverage Tapjoy" each week.

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Apple's crackdown on Tapjoy will lose Glu around $7 million a year

True or not – and Apple, predictable, has neither confirmed nor denied the original clampdown claim – a check of Glu's financials paid dividends when it came to predicting the likely impact of any move against games deploying Tapjoy's platform.

According to editor-at-large Jon Jordan, for Glu Mobile alone, the cost could hit $7 million over the course of a year.

"For companies like Glu who are committed to the free-to-play business model, the money they generate from services like Tapjoy is vital," stated Jordan.

"With iOS continuing to be the mobile strongest gaming platform, despite the rise of Android, anything Apple does to disrupt how such services operate will have a significant impact on almost all free-to-play companies."

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9 tricks to ensure your mobile game gets the best PR

The art of public relations took an undeserved kicking during the recent games journalism debacle.

It's important to remember that, the majority of those working in PR do their jobs especially well. A small bunch, however, dirty the name of the profession for everyone else.

Thankfully, judging by our hit counter last week, there are still developers aplenty looking to take PR seriously, with Jon Jordan's run through his top 9 tips proving popular throughout the week.

So, take a look yourself, and if you like what you see, share it around. These are the kind of tips that don't come with a time limit.

 

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欢迎来到PocketGamer.biz的每周破败的故事计时命中,拿起点击率,一般保持广告主满意的服务页面访问量。

或者,如果你愿意,排名前五位的故事目前主导读者的关注。

每个星期,我们会倒计时最大的新闻从以前的7天里,只是惊鸿一瞥行业的大问题,从五比一。

 

22Cans工作人员工作36小时危机得到好奇心重上轨道

即使是最坚定的彼得·莫利纽克斯球迷都不得不承认,本次推出的好奇心 - 什么是立方体内部产生几乎同样多的负面新闻,因为它有积极的。

再次,上周,双方发表了片。玩家叫好的22Cans好奇的服务器再次,莫利纽克斯的启示,这样做需要一个36小时不停止紧缩会话不下去的独立社会。

说:“马拉松是这个行业什么是错的,”一名开发人员。 “你不应该为此而感到骄傲,”提供了另一种。

对于他来说,莫利纽克斯说,他是不是吹嘘,但是,他只是他的团队对本场比赛他们的奉献精神感到骄傲。与以往一样,这是一个响应从中间分裂意见的权利。

 

苹果夹子上的“内存”游戏商标厮打

一家公司宣称拥有一个特定的词或短语,并要求所有的人把它从他们的游戏名字的新闻是什么新的东西。

尽管如此,通风报信发送到PocketGamer.biz表明了德国板游戏开发商 - 后来发现RAVENSBURGER的过程中,要求开发人员删除单词“内存”的游戏 - 通过苹果被证明是一个最大的故事的一周。

由于原来的故事发生,RAVENSBURGER我们联系,确认它不会提供任何官方评论。

 

Tapjoy:苹果批准的“数百”Tapjoy的应用程序一个星期

其他大的故事,另一个应该取缔在App Store上一周的重点。

基于一个由Glu内声明后的盈利电话会议,在网络上的话,苹果已经着手消除游戏,自来水到应用程序incentivisation的网络,如Tapjoy。

Tapjoy的反应呢?整个事情完全是无稽之谈。

考虑到该公司的博客作者:Mihir Shah称,CEO,Tapjoy作品“努力,以确保遵守苹果的服务条款”,并补充说,苹果“通过数百个应用程序集成,并充分利用Tapjoy”每星期。

 

苹果公司的打击Tapjoy将失去谷氨酸一年约700万元

真还是假 - 和苹果的,可预测的,既不证实,也不否认了原来的压制索赔 - Glu公司的财务状况的支票支付的股息,当它来预测部署Tapjoy平台对游戏的任何举动可能带来的影响。

据编辑在乔恩·乔丹,仅Glu Mobile公司,成本可能高达700万元,一年的过程中。

“对于谷氨酸的自由发挥的商业模式的公司,如,从服务,如Tapjoy的钱,他们产生是至关重要的,”乔丹说。

“与iOS继续成为移动游戏平台,尽管Android的崛起,什么苹果的确破坏了这些服务将有显着的影响,几乎所有的自由发挥公司。”

 

9墩,以确保您的手机游戏得到了最好的公关

公共关系的艺术采取了不当踢在最近的游戏新闻溃败的。

重要的是要记住,大多数的做他们的工作,尤其是那些工作在PR。然而,一小束肮脏的行业的其他人的名字。

值得庆幸的是,来看我们打计数器上周,满载而归采取PR严重,与乔恩约旦的运行,通过他的提示证明整个星期的开发。

所以,看看你自己,如果你喜欢你所看到的,分享。这些都是不来有时间限制的一种技巧。

www.J2meGame.com精心收集。



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