While iOS games started out as either simple physics or casual simulation titles when the platform launched about five years ago, the bar has gotten steadily higher and more hard-core. Midcore studios like Kabam started to rise in prominence.
Now the iOS platform might be seeing is most hardcore title to date – a very, very massive multi-player title from YC- and Menlo Ventures-backed Machine Zone.
The company, which started out doing text-based RPGs a couple years ago like iMob, is launching Game of War: Fire Age. It’s a title where players build and grow empires, train massive armies, forge alliances with other players to win kingdoms.
The game can handle hundreds of thousands of players concurrently in the same universe, which is not an easy technical feat. Blizzard’s World of Warcraft, in contrast, typically handles a few thousand players simultaneously in a single realm. All movement on the game’s map is visible to everyone else.
“We wanted to take the company to the next level and be really ambitious,” said Machine Zone CEO Gabriel Leydon. “We decided to build some things that had never been done before. We had the capital to do it and the willpower.”
Leydon didn’t hire just typical game designers to build the title. He also found people who had experience in scaling massive systems. The game’s user interface is in HTML5 and is rendered natively, allowing the company to handle different screen sizes.
The other really cool thing about the game’s social capabilities is that there is a mechanical turk-like translation system where the players themselves translate chat in exchange for virtual currency rewards. That helps Game of War have really interactive play with a proper critical mass of users who can talk to each other, even if they don’t speak the same language. The in-game chat system helps Game of War get manage slang and gamer speak, which a third-party translation system probably wouldn’t handle correctly. If say, 50 players translate the same words in the same way, then the game will start using that translation automatically.
“It’s like a highly structured Facebook,” Leydon said. “My goal as a game designer was to create a feeling of what it would be to be a king, where you’d have a lot of people under you. You’d have to subjects, wealth and land.”
Assuming say, the game grows to 1 million players, there might only be 20 kings in the game. To reach that level, players have to woo others to form alliances with them. Within those alliances, there are ranks for different officers.
“This is a very hardcore game. This is not Candy Crush,” he said. “This is a complex system with a lot of potential trees of outcomes. If you’re the type of person that’s fascinated by systems like this, then this is for you.”
Machine Zone used to be known as Addmired, and rebranded last year when it took $8 million in funding from Menlo Ventures. Leydon said this is what the company took the round for, even though its older titles like Original Gangstaz and iMob 2 were pretty lucrative early on.
Bored of quantifying your self already? Why not quantify your pet instead? FitBark is a Fitbit style health tracker for your under-walked canine companion. We’ve covered this (frankly) barking mad gizmo before, back in May, when its creators were exhibiting at Hardware Alley at TechCrunch Disrupt NY but they’ve now taken to Kickstarter to raise funds to get the device out in the wild. Again.
It’s actually FitBark’s second attempt at Kickstarting the gizmo. As Gigaom points out, its creators pulled an earlier attempt at crowdfunding the device in order to rethink the business model, scrapping the monthly subscription fee and opting for a fixed price-tag of $69 via Kickstarter or $99 for general retail.
FitBark are after $35,000 to cover manufacturing costs this time around, and are more than half-way to achieving the target with 32 days left to run on the campaign – so crazy or otherwise, this is one hardware startup that’s pretty much a dead cert for its first manufacturing run-around-the-park at least.
Now I say barking mad but that’s mostly tongue-in-cheek, being as FitBark is not the only health tracker angling for pet owners’ cash. Whistle, a startup backed by $6 million in Series A funding, launched a $99 wearable activity tracker for dogs only last month. There’s also Tagg, which combines activity and location tracking by including GPS in its device. So underestimate the pet-owning dollar at your peril.
So what does FitBark actually do? Attach it to your dog’s collar and it tracks daily’s activity levels, sending the data back to FitBack’s servers when your smartphone is in range, or throughout the day if you purchase a dedicated FitBark base station (and keep you pet penned up at home while you’re out). The latter scenario would allow owners to keep remote tabs on their pet’s activity levels when they’re not at home, but unless you own a mansion (or employ a dog walker) your dog isn’t going to be able to do a whole lot of running around without you. FitBark then crunches all the activity data, offering customisable daily activity goals, and delivering the results back to you via an app. So far, so kinda sane.
At its more barking mad fringe, the FitBark also lets pet owners compare – well, they say “unify” – their own fitness with their dog’s fitness/activity. So yeah, boasting that you are fitter than Fido is apparently a thing now…
FitBark is also the first platform that leverages existing APIs of human fitness trackers to bring you a unified view of your fitness level and that of your dog. From the outset, FitBark will seamlessly receive input from your Nike Fuelband, Fitbit, Withings Pulse, or Bodymedia Fit. We’ll look to expand the list as we learn about new open APIs or partnership opportunities. If you’re not only a devoted dog parent but are also serious about tracking your own fitness, you’ll love this.
There are some 90 million homes in the U.S. without any security system whatsoever. Many of them are renters who don’t want to invest heavily in a place they don’t own, among hundreds of thousands of home owners who are simply priced out. There has never been a convenient, all-in-one system that could offer home security at an affordable rate, much less one you could pick up at the local Best Buy.
But that all changes with Canary, the latest crowd-funding sensation to hit Indiegogo. We caught up with NYC-based founder Adam Sager to discuss the project.
Canary is a little console, slightly smaller than the size of a paper towel roll, that’s packed with a host of sensors, a mic, and an HD camera.
For $200 down, this little guy will connect to the Wifi, sync with your phone, and constantly watch your home. I say watch, and not monitor, because Canary can only see as far as its sensors will allow, whereas most home security systems are wired in to monitor every crack and crevice of a home. Canary can only hear as far as the mic allows, or the camera sees, or the sensors can sense.
However, Sager believes that when you place the Canary in the central part of your home, near the front door perhaps or watching over the living room, that a real threat, like a burglar, will likely set off the Canary no matter where it enters from.
Plus, if you have a larger space or want added security, you can always link more than one Canary (up to four, Sager tells me).
Canary’s sensors include night vision, motion detection, temperature, air quality and humidity, along with a live feed to the HD camera at any given time. The phone will instantly alert the user whenever the home experiences a random change, like a temperature fluctuation or sudden movement.
But Canary is also smart enough to learn your home, sensing the difference between a burglary and a pet. It even understands when regularly scheduled events occur, like the arrival of a nanny or a dog walker at the same time each day, so that you don’t have a panic attack each time Rover needs to take a wizz.
Canary’s distribution model is different from any other home security system in that you will eventually be able to go pick one up at a local electronics store on the cheap. This has never really been available before, and the potential market is huge with 90 million homes completely unprotected and priced out of the alternatives.
Sager admits that margins on the hardware itself won’t be that high, but the plan is to offer value-added services like monitoring (delivered by a TBD third-party) for $10/month.
Canary has been on Indiegogo for four days, and has blown far beyond its $100k goal to be at $550k at the time of writing. It only took a few hours to reach $100k, according to Sager.
If you’d like to back the project, head on over to the Canary website or check out the Indiegogo campaign.
Zynga’s revenues for the second quarter of 2013 declined 31% year-over-year to $231 million in the midst of a challenging transition that saw former CEO Mark Pincus hand over the reins to Don Mattrick.
The company had a net loss of $16 million compared to last year’s net loss of $22.8 million during the same quarter (which also had $95.5 million of stock-based compensation expenses). If you account for that then, the company’s net loss was $6.1 million compared to last year’s net loss of $4.6 million based on non-generally accepted accounting principles. Zynga said when it laid off nearly 20 percent of its staff last month that it expected to see a net loss of between $39 million to $28.5 million so this is actually a slight earnings beat.
“We need to get back to basics and take a longer term view on our products and business, develop more efficient processes and tighten up execution all across the company,” wrote Mattrick in the release. “We have a lot of hard work in front of us and as we reset, we expect to see more volatility in our business than we would like over the next two to four quarters.”
Last quarter, COO David Ko said the company was in the midst of a “pause” to re-evaluate its entire game slate and that this decision would be financially apparent in this quarter.
This quarter’s revenue is projected to be even lower in the range of $175 million to $200 million, with a net loss of $43 million to $14 million.
Through the company’s pivot onto iOS and Android, Zynga has had to compete against older and historically smaller rivals from the Facebook platform like King and Kabam. Both of those companies have fared well with King’s Candy Crush Saga bringing it the top grossing spot and numerous Kabam titles in the top 25.
In contrast, Zynga just has its longstanding Poker franchise in the U.S. top grossing 25. Even today, nearly 70 percent of the company’s monthly active users remain on the web.
The losses in Zynga’s user base from not being able to hold onto its core Facebook customers are staggering. The company’s level of daily active users is not much higher than half of where it was a year ago at 39 million this quarter compared to 72 million in 2012. It also saw 187 million monthly active users, down from 306 million users in the same time period a year before.
The company’s launches like Draw Something 2 have also underperformed without any slots in any of the top 100 charts and Zynga’s other big mobile launch, Running With Friends, remains in 45th place in the U.S. top grossing chart. Zynga had six major releases this quarter including War of the Fallen, Draw Something 2, Battlestone, Solstice Arena and Running With Friends.
But older franchises like FarmVille and FarmVille 2 continue to do well as both games have grown combined bookings by 29 percent year-over-year.
Zynga’s struggles in diversifying away from Facebook and missing the pivot to mobile ultimately convinced Pincus to give up the CEO role, although he remains chairman of the board and serves as chief product officer. It’s now Mattrick’s 15th day on the job.
Zynga is giving up what many investors had hoped might be its trump card: a real-money gaming business in the U.S. The company, which has been testing out real-money casino games in the U.K., said it won’t be pursuing a U.S. license after all in its second quarter earnings report today.
Sources tell us this is a decision to focus and not spread the company too thinly between real-money gaming, diversifying onto mobile and maintaining a core on Facebook. If it weren’t for the political and legal complexities of opening up real-money gaming in state after state, the business could have been interesting for Zynga, especially considering how long Zynga Poker has dominated both on the Facebook platform and on iOS and Android. None of Zynga’s social casino games, which use virtual currency, are affected by this. Shares declined 13 percent in after-hours to $3.02.
In the release today, Zynga said:
Zynga believes its biggest opportunity is to focus on free to play social games. While the Company continues to evaluate its real money gaming products in the United Kingdom test, Zynga is making the focused choice not to pursue a license for real money gaming in the United States. Zynga will continue to evaluate all of its priorities against the growing market opportunity in free, social gaming, including social casino offerings.
Zynga has long been exploring real-money gaming. It partnered with operator Bwin.Party to offer titles in the U.K. Then last November, the company took its first steps toward real-money gaming in the U.S. by applying for a “preliminary finding of suitability” from the Nevada Gaming Control Board.
It’s not that this option is forever off the table. It’s just that the company is in the middle of a significant platform transition now, and real-money games – which would probably only be available to players in Nevada at first anyways – could be distracting.
When you look at the combined 70 percent smartphone market share of Android and Apple in the U.S. compared to Microsoft’s measly and shrinking 6 percent, it seems like it’s game over before it really began for Windows Phone. Windows Phone is a decent mobile OS, even promising, but so far it has failed to capture the hearts and minds of developers or consumers. Can Microsoft do anything to change that and will it involve tying Windows Phone more tightly to its next desktop operating system, Windows 8?
There are some clues that this is exactly what Microsoft is planning to do. When we first saw the preview videos of Windows 8, with its touch and tile-based interface, people thought immediately of Windows Phone, which has a very similar looking interface. Instead of app icons, both use tiles which can display data and images from the underlying apps without opening them. The tiles themselves become a dashboard displaying the realtime data behind every app.
Windows Phone and Windows 8 are two separate operating systems. But what if Microsoft made it really easy for Windows Phone apps to run on Windows 8 PCs? Right now, most mobile apps on Android or Apple’s iOS devices live in their own separate world from the desktop (porting apps from iOS to OS X is possible, but doesn’t seem to be a very popular practice). The link to the desktop today is usually done via the web. If Windows mobile apps had counterparts on the desktop that synced up and presented themselves as a Windows 8 app tile, that could give Windows phone an advantage currently lacking in its rivals. It also would be in line with Microsoft’s classic embrace and extend strategy, whereby it uses its dominance of the desktop to extend to other areas. That strategy may no longer work in the post-PC era, but it is still worth a try.
We will probably see all of this come together with Windows Phone 8 and Microsoft’s upcoming developer framework for Windows 8 called “Jupiter.” Just as the god Apollo was the sun of Jupiter, so too is Windows Phone 8 (codenamed Apollo) related to Windows 8. As our own Sarah Perez wrote about Jupiter:
Jupiter may end up being the “one framework” to rule them all. That means it might be possible to port the thousands of Windows Phone apps already written with Silverlight to Windows 8 simply by reusing existing code and making small tweaks. Or maybe even no tweaks. (That part is still unclear). If so, this would be a technical advantage for developers building for Windows Phone 8 (code-named “Apollo” by the way, the son of “Jupiter”) or Windows 8.
As I noted above, even if this strategy is successful in creating a ton of cool cross-platform mobile-PC apps, it is not clear that will be enough to make a difference for Windows Phone. But it definitely points to the mobile and desktop worlds converging in the not too distant future, and not just on Windows. All your mobile apps should also be available in some form on your desktop. Not the exact same apps, of course, because mobile apps are built for touch interfaces, location, and to take advantage of your phone’s hardware such as cameras and accelerometers. Desktop apps, in contrast, still need to be designed for the mouse and keyboard. But the underlying data can feed native apps on both platforms.
Over the past decade, desktop apps have given way to the web. Wouldn’t it be ironic if their popularity makes a comeback thanks to mobile apps?
While present-focused social networks like Facebook and Instagram make plenty of room for the narcissists in us, there’s not really a dedicated and focused place to reflect on the past.
Timehop, which started out as 4SquareAnd7YearsAgo, has evolved into a mobile-first startup that surfaces old memories from your social networks. The app will pull up status updates from a year or more ago, reminding you of friends you’ve lost contact with or thoughts you had a year ago on this day.
The New York-based startup says it just rounded up another $3 million in funding led by existing investor Spark Capital. O’Reilly Alphatech Ventures, which had also previously backed the company, participated as well. Andrew Parker, a principal at Spark, joins Timehop’s board.
Timehop’s CEO Jonathan Wegener says that the company will use the round to build out the team beyond seven people and focus on mobile apps. Timehop just shut down its e-mail service last week.
“The big, long-term vision is to be a place to reminisce online,” Wegener said. “Basically in this world, all social networks are real-time. They’re about what’s happening right now, but there’s no place online to discuss the past.”
While the Series A crunch has made fundraising tough for all kinds of consumer-facing mobile and web products, Wegener said it was Timehop’s stickiness that made a compelling case. He said one-third of Timehop’s user base opens the product on any given day, which is a very respectable retention figure.
“Users who try to the product fall in love with it. This helped us make the argument that people are working Timehop into their everday lives,” Wegener said. “At first, people don’t understand why they would want this. But they get really addicted to it. They see it as a mirror of their own life, and a reflection of their past self.”
He said he’s used the app to remember which friends he’s lost touch with over the years. The app will pull up old group photos, reminding Wegener to reach out and reconnect.
Timehop’s earlier investors also included angels like Foursquare’s Dennis Crowley, Naveen Selvadurai and Alex Rainert, Groupme’s Steve Martocci and Jared Hecht, Rick Webb and Kevin Slavin.
As expected, Google officially confirmed Android 4.3 at its event on Wednesday with Android chief Sundar Pichai. Among the new features/improvements in the update are a redesigned camera interface, Bluetooth Low Energy support, performance improvements such as smoother animations, and multi-user restricted profiles. But there’s apparently something else that Google didn’t talk about. Android Police has unearthed a hidden app permissions manager that allows users to selectively disable certain permissions for apps.
The feature is apparently called App Ops, and lets users toggle app permissions – such as location and the ability to post notifications – on and off for individual apps. Android Police notes that a developer has already created an app (available here on Google Play if you have Android 4.3 installed) that foregrounds App Ops, and has been having a play around with it.
The basic idea of the feature is apparently to give Android users more flexibility over what apps can and can’t do, allowing them to choke off battery draining features, say, or rein in irritating notification behaviour. If Google does decide to fully implement App Ops as a user-facing feature, there are potential big benefits here, from a security and privacy point of view, being as it could give users fine-grained control over what each app can do.
Apps they might otherwise have been tentative about installing could presumably be fine-tuned to fit their tastes now – which may also have some developer benefits, if it helps drive overall installs.
However Android Police notes that while App Ops does work, the feature is clearly not ready for the prime time yet – while testing it with the Facebook app they found certain app permissions only appeared in the permissions list once the app had made use of them, for example. Such messiness likely explains why Google has hidden App Ops and wasn’t ready to talk about it on Wednesday. We’ve reached out to Mountain View to ask for its plans for the feature and will update this story with any response.
Another possible complication attached to the feature is user confusion if a user doesn’t realise that the reason a particular in-app feature isn’t working is because it has been toggled off at source. A similar problem can occur on some Android devices with the quick settings in the notification tray overriding the main setting for things like silencing sounds/ringtones. Add in per app permissions and the potential user confusion is enormous. Android Police notes that one way for Google to get round could be to include some kind of system notifications warning users when App Ops is limiting app permissions. Although that would get old pretty quick if users get nagged every time they open an app with restricted permissions.
It is also possible that the App Ops feature has been created by Google to power the multi-user restricted profiles feature it did announced on Wednesday, which allows for parental controls to be implemented on Android devices.
The Android platform also has the most malware activity associated with it of all the mobile platforms, so the App Ops feature could be something Google is lining up to help bolster security concerns attached to Android. For instance, the feature could allow users to block apps from making calls – to kill off premium rate phone call/SMS malware – or trace which apps have been making calls to identify rogue software.
According to a report circulating the web, Google is officially retiring its Google+ Local application for iOS as of August 7. However, as far as we can tell, the app has already been removed from Apple’s iTunes App Store, and links pointing to the app, when clicked, provide the message that “the item you’ve requested is not currently available in the U.S. store.”
The report being cited by a number of publications is based on 9to5Mac’s blog post, which refers to an email sent in by a tipster. We’ve also obtained a copy of the email, as well, forwarded to us by Mark Traphagen who had posted about the app’s closure on Google+. (See full email below).
In the email, Google explains that the Google+ Local app on iOS will be retired on August 7, as the updated version of the Google Maps app can now offer a number of the functions the Local app once provided, including the ability to search by categories of places, read place information, reviews, pricing, and addresses, plus the ability to rate, review and share the places you’ve been to and discover.
In addition, the email says that after August 7, users would no longer be able to access the Google+ Local app on their iOS device, but any reviews and ratings created would be available on both their Google+ profile and within the Google Maps app for iOS.
However, the actual link to the app from a Google Search result or other webpage is currently broken. In addition, a search inside the iOS App Store for all Google apps shows that the app is no longer available there. (Though we did spot
what appears to be a beta test of something called Google Coordinate. Oops, that’s an enterprise product. We knew that.)
9to5Mac’s blog post uses an App Store affiliate link to point to the Google+ Local app, and this is now redirecting users who click to the Google Maps iOS application instead.
We’ve reached out to Google to confirm the situation, but it seems pretty apparent, as is. Google+ Local for iOS is no more, even though it’s not yet August 7. (Update: Google confirms the app is being retired.)
Though much of the functionality has now made it over to Google Maps, the Local app was useful for its singular focus, which made it an easy-access tool for local listings. Maps is a more robust, feature-rich application, which doesn’t always work best when you’re in need of speed. But the Local app hadn’t been getting much attention in recent weeks, leading to several negative App Store reviews where users complained. One even said the project “has been put on the back burner” and Google should “just get rid of it.”
And so it seems Google did.
Under the Larry Page era at Google, the company has been busy streamlining its product lineup and areas of development, with a heavy emphasis on its social platform, Google+. Already, Google+ had absorbed Local on the web, but the Google+ iOS app doesn’t yet contain “Local” as an option in the sidebar, which is why the email likely pointed users to the Google Maps flagship application instead of both it and the Google+ app.
Not only was Google+ Local a duplicate of functionality that is better served elsewhere, the app itself was struggling to gain adoption. The app had less than a 1 percent reach across U.S. iPhone users, reports Onavo Insights. In June, less than 0.75 percent of U.S. iPhone users opened the app at least once, compared with nearly 35 percent who opened Google Maps.
Below, the full email below Google sent Google+ Local users: