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Quest

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Cover of The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits
10 min
Extra Credits10 min

The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits

The evolution of card-based gaming traces a path from traditional playing cards to the modern roguelike deckbuilder genre.

  • Slay the Spire served as the critical inflection point for the roguelike deckbuilder genre, refining procedural dungeon exploration and strategic card progression into a commercially successful and highly accessible format.
  • The 2014 title Dream Quest was the first to successfully integrate roguelike procedural generation with deck-building mechanics.
  • The 2008 release of Dominion revolutionized card gaming by shifting deck-building from a pre-game meta activity into a core, real-time gameplay loop.
Extra CreditsJun 2019
Cover of Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits
7 min
Extra Credits7 min

Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits

Successful franchise modernization relies on a disciplined commitment to core mechanics rather than the indiscriminate adoption of industry trends.

  • Successful franchise modernization requires a disciplined commitment to core mechanics rather than the indiscriminate adoption of industry trends.
  • The 2016 Doom reboot and 2017 Dragon Quest XI succeeded by refining their original identities—visceral combat and accessible turn-based narratives—for contemporary audiences.
  • Developers should avoid forcing popular features like cover-based systems or action-heavy combat into established franchises, as these additions often dilute the unique value proposition of the series.
Extra CreditsJun 2019
Cover of The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits
8 min
Extra Credits8 min

The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits

Effective character design centers on the concept of ludonarrative resonance, where game mechanics are intentionally aligned with a character’s identity and narrative fantasy.

  • Effective character design relies on ludonarrative resonance, where game mechanics are intentionally aligned with a character’s canonical identity and narrative fantasy.
  • Designers can create distinct character experiences within repetitive core systems, such as match-three mechanics, by mapping specific character traits to unique mechanical behaviors.
  • Mechanical design should reward players for adopting a character’s specific motivations, such as using board disruption for manipulative characters or investigative mini-games for detectives.
Extra CreditsFeb 2019
Article

Pokémon Quest Catches 10 Million Downloads, $9.5 Million in Player Spending

The mobile game Pokémon Quest achieved a significant performance milestone within its first seven months of global availability, reaching 10 million total installs and generating approximately $9.5 million in player spending across the Apple App Store and Google Play.

  • Pokémon Quest reached 10 million global downloads and $9.5 million in gross revenue within approximately seven months of its June 24, 2018, launch.
  • The title ranks as the fourth highest-grossing Pokémon mobile game, trailing Pokémon GO ($2.27 billion), Pokémon Shuffle Mobile ($21.8 million), and Pokémon Duel ($21.6 million).
  • Japan leads in player spending with $3 million (32% of total revenue), while the United States accounts for the highest volume of downloads at 2.2 million.
Sensor TowerJan 2019
Article

Pokémon Quest Revenue on Mobile Reaches $8 Million After One Month

Pokémon Quest achieved significant commercial traction during its initial month of availability, generating over $8 million in worldwide mobile revenue.

  • Pokémon Quest generated over $8 million in global mobile revenue within its first month of release.
  • Japan is the leading market for the game, accounting for 34% of total revenue, followed by the United States at 24% and South Korea at 12%.
  • iOS users drove the majority of spending, contributing 66% of total revenue compared to 44% from Google Play users.
Sensor TowerAug 2018
Article

2018 CESA Games White Paper

The 2018 CESA Games White Paper serves as a comprehensive annual analysis of the computer entertainment industry, providing critical data on market performance, consumer trends, and industry developments.

  • The Japanese domestic home console market (hardware and packaged software) reached a total value of 386.7 billion yen in 2017, up from 314.7 billion yen in 2016.
  • The global home console market (hardware and software) was valued at 2.7881 trillion yen in 2017, showing growth from 2.5794 trillion yen in the previous year.
  • The Japanese domestic market for smart device game apps reached 1.3192 trillion yen in 2017, with China ranking first globally, followed by the United States and Japan.
CESA – Computer Entertainment Supplier's AssociationJul 2018
Article

Family Guy: Another Freakin' Mobile Game Revenue Surpasses $30 Million

Family Guy: Another Freakin' Mobile Game has achieved significant commercial success, surpassing $30 million in worldwide gross revenue since its launch in April 2017.

  • Jam City's match-3 title 'Family Guy Another Freakin Mobile Game' has generated over $30 million in worldwide gross revenue since its launch in April 2017.
  • The United States is the primary market for the game, accounting for approximately 76% of total revenue, followed by Great Britain at 9%.
  • Player spending is relatively balanced across mobile platforms, with 55% of revenue originating from iOS users and 45% from Google Play.
Sensor TowerJul 2018
Article

First Week Pokémon Quest Revenue Reaches $3 Million on Mobile, Downloads Hit 3.5 Million

Pokémon Quest demonstrated strong initial market performance following its mobile launch in late June 2018.

  • Pokémon Quest generated $3 million in global player spending across the App Store and Google Play during its first seven days of mobile availability.
  • The title achieved 3.5 million total mobile downloads within its first week of release.
  • Apple's App Store accounted for 56% of total revenue, while Google Play contributed the remaining 44%.
Sensor TowerJul 2018
Cover of Financial Results Briefing: Fiscal Year Ended March 31, 2018
Financial report10 pages

Financial Results Briefing: Fiscal Year Ended March 31, 2018

Square Enix Holdings reported its financial results for the fiscal year ended March 31, 2018, highlighting a period of strategic transition toward digital-first revenue streams.

  • Square Enix reported FY2018 net sales of ¥250.3 billion, a 2.5% decrease, while operating income grew 22.0% to ¥38.1 billion and net income rose 28.9% to ¥25.8 billion.
  • The company set medium-term targets for the fiscal year ending March 31, 2020, aiming for ¥300–400 billion in net sales and ¥40–50 billion in operating income.
  • Growth was driven by high-margin digital catalog sales, specifically NieR:Automata, and expansion packs for MMO titles Final Fantasy XIV and Dragon Quest X.
Square EnixJun 2018
Cover of Capital Markets Day 2018
Presentation41 pages

Capital Markets Day 2018

THQ Nordic’s 2018 growth strategy centers on a dual-track approach of aggressive mergers and acquisitions paired with a disciplined asset care model.

  • THQ Nordic is executing a dual-track growth strategy centered on aggressive M&A and the revitalization of existing AAA intellectual properties like Darksiders and Titan Quest.
  • The acquisition of Koch Media provides the company with a critical infrastructure for distribution, marketing, and logistics across the European market.
  • The company is managing a robust development pipeline of 54 projects, supported by data-driven UX research and integrated studio operations.
THQ NordicMay 2018
Cover of Top In-App Advertisers of Q1 2018: Android Game Category
Article

Top In-App Advertisers of Q1 2018: Android Game Category

This analysis identifies the top in-app advertisers within the Android gaming category for the first quarter of 2018.

  • Toon Blast by Peak Games was the leading in-app advertiser on Android for the entirety of Q1 2018, consistently maintaining the top position across January, February, and March.
  • The most active in-app advertising categories throughout the quarter were Puzzle and Role Playing games.
  • Lords Mobile by IGG.com secured the second position in February and March 2018, while Job Hunt Heroes: Idle RPG by 4 S Games held the third position during the same two-month period.
AppticaApr 2018
Cover of Square Enix Holdings Financial Results Briefing: Nine-Month Period Ended December 31, 2017
Financial report7 pages

Square Enix Holdings Financial Results Briefing: Nine-Month Period Ended December 31, 2017

Square Enix Holdings reported its financial results for the nine-month period ending December 31, 2017, demonstrating a trend of declining net sales alongside significant growth in operating and recurring income.

  • Square Enix reported a 57.2% increase in operating income to ¥33.7 billion and a 30.9% rise in net income to ¥22.3 billion for the nine-month period ending December 31, 2017, despite a 1.0% decline in net sales to ¥188 billion.
  • The Digital Entertainment segment generated ¥143.5 billion in net sales, driven by strong digital catalog sales of titles like NieR:Automata and growth in MMO subscribers following Final Fantasy XIV and Dragon Quest X expansions.
  • Profitability improved due to a strategic shift toward high-margin digital sales and catalog monetization, which successfully offset a lighter release schedule for new HD games compared to the previous year.
Square EnixFeb 2018