By Kurt Wagner, reporter
FORTUNE -- Mobile game publisher Chillingo knows how to pick a winner. Founders Chris Byatte and Joe Wee were the first publishers to stumble on Angry Birds, created by Espoo, Finland-based Rovio, back in 2009. With Chillingo's help, the game grew into a $1 billion franchise spawning numerous spinoffs. Then in 2010 Chillingo published Cut the Rope -- arguably the second-most successful mobile game to date.
Mobile gaming shows no signs of slowing down. Sales of games such as Bad Piggies and Letterpress reached $9.7 billion in 2012, according to Gartner. But identifying hits in a burgeoning field of so-called indie developers is no easy task. Traditional game companies have struggled to adapt to changing tastes and technologies, which has only complicated the sometimes nebulous process of finding mega-hits. What's more, developers are increasingly choosing to forego formal relationships with mobile publishers, selling them directly to gamers over the Internet or through digital storefronts such as Valve Software's popular Steam as well as funding projects through Kickstarter. (Rovio, for example, began self-publishing its titles after its initial partnership with Chillingo lapsed.)
MORE: There is no joy in FarmVille
That has only made Chillingo more unique, argues Bernard Kim, senior vice president of social and mobile publishing at Electronic Arts (EA). "What folks like EA and Chillingo can provide are massive market insights," he says. "[Insights] turning what could be a B-minus game into an A-plus title before it gets to the marketplace." EA bought Chillingo in 2010 for $20 million. Chillingo, which is based in Macclesfield, England, sifts through thousands of submissions and pitches per year, aiming to bring at least one new game to market per week. Co-founder Joe Wee says the process is a hunt for quality.
Developer-publisher relationships in mobile games operate similarly to those in the book industry. An indie developer who chooses to partner with a well-known publisher like Chillingo receives promotional support as well as a stamp of approval with gamers, says Kim. Because Chillingo has a strong eye for talent, that approval can go a long way, says analyst Michael Pachter. "They certainly have more big hits than anyone," he adds. "It's sort of like, what is it that Steven Spielberg does differently to a movie and what does Martin Scorsese do differently as a director? [Chillingo] just has that sense of what's going to work." To date, Chillingo has published 12 titles that have reached No. 1 on the mobile gaming charts.
So how much is a "Steven Spielberg" of mobile game publishing worth? EA appears to have struck gold with its paltry purchase price, a steal according to multiple analysts. (Just one week earlier, Japanese mobile company DeNA, Inc. purchased developer/publisher Ngmoco for $400 million. Last year, Zynga's (ZNGA) $100 million acquisition of OMGPOP, maker of Draw Something, was widely seen as a mistimed mistake.) Mobile gaming consultant Kevin Dent believes that Chillingo could have fetched a similar price tag if it had waited just a year or two longer. "In terms of mobile, it was the second-best buy in the history of the industry," he says. Chillingo remains part of EA's larger mobile gaming outfit, which includes other publishers like PopCap and Firemonkeys, Australia's largest game studio.
MORE: For Zynga, it's not game over yet
In addition to spotting some of the industry's most profitable titles, Chillingo is trying to transform the gaming business model, says Dent. Publishers previously offered developers large paydays up front in exchange for keeping higher revenue percentages once games hit the app market. Chillingo does the opposite, shelling out little money up front and allowing developers to keep the lion's share of revenues. This has given developers more control, and Chillingo has acquired a strong reputation as a publisher developers wanted to work with, says Dent. It hasn't taken long for others to follow suit. "Everyone in the market now basically followed Chillingo's lead," he adds. Still, there is no guarantee the company can reproduce its outsized hits.
The publisher is also trying new approaches. This month, the company outlined a partnership with Samsung, which launched a "100% Indie" campaign aimed at bringing more developers to Samsung Apps, the phone maker's app marketplace. Developers that launch in March on Samsung Apps will receive 100% of revenue for the first six months on the platform, racheting down in 10% intervals until reaching an industry standard of 70% of revenue after two years on the market, says Byatte. The program is intended to encourage indie developers to bring their games to market without fear of losing out on revenues. "We actually want a platform that allows us to give back to the community," says Wee, "to act as mentors to gamers, to inspire them, and to create content."
The secret to populating an unpopular smartphone platform: cash incentives
A nice piece of reporting by Jenna Wortham and Nick Wingfield landed on the front page of the New York Times Business section Friday morning, two days before the launch of the Nokia Lumia 900.
When free phones and promises of prime real estate on the Windows Phone app store wasn't enough to get reluctant developers to write software for the new MORE
Philip Elmer-DeWitt - Apr 6, 2012 7:41 AM ET
Cut the Rope is one of the most popular iPhone games ever. Now the team behind it is gearing up to merchandise like crazy.
By Daniel Roberts, reporter
FORTUNE -- You've likely seen Angry Birds schwag -- t-shirts, hoodies, stuffed animals, key chains, backpacks, iPhone cases, even flip-flops. Now the makers of Cut the Rope, the fourth most popular paid iPhone app, are looking to do the same with Om Nom, their MORE
Mar 16, 2012 10:06 AM ET
The videogame maker missed the mobile revolution. Now EA is trying to turn itself around by embracing social games. Can it play on Zynga's field?
By Alex Konrad, reporter
FORTUNE -- Is John Madden going social in a big way? Not the football commentator. ("He's not really the tweeting type," an associate says.) No, we're talking about the Electronics Arts videogame Madden NFL, named after the famous coach.
Fresh off its recent success MORE
Dec 1, 2011 5:00 AM ET
Think the popular game has peaked? These astonishing stats may make you think twice.
FORTUNE -- Angry Birds is the game franchise that just keeps on giving.
Some wonder whether the casual video game's popularity has peaked. Rovio's General Manager for North America, Andrew Stalbow, thinks otherwise. Today, Stalbow revealed that there have been 350 million Angry Birds downloads since the game's launch in December 2009. PLayers are putting in an astonishing 300 million MORE
JP Mangalindan, Writer - Sep 12, 2011 2:24 PM ET
Facebook executives have choice words for Google's efforts to bring casual games to its fledgling social network.
FORTUNE -- A little less than two months after Google launched its fledgling social network, Google+, Silicon Valley's latest rivalry is heating up.
Google+ (GOOG) launched in June with an innovative group video chat dubbed Hangout. One week later, Facebook announced a video chat feature of its own in cooperation with Microsoft's (MSFT) Skype. Last MORE
JP Mangalindan, Writer - Aug 16, 2011 2:53 PM ET
Mobile games are just one wing of Rovio's plans for a global entertainment empire.
By Stacy Cowley, CNNMoney tech editor
FORTUNE -- Here's a fun stat: The 300 million players who have downloaded Rovio's Angry Birds games have flung more than 100 billion avians -- more birds than actually exist in the entire world.
"Our goal is to be the first brand with a billion fans," Peter "Mighty Eagle" Vesterbacka, Rovio's chief marketing officer, MORE
Jul 21, 2011 1:17 PM ETMoving freemium to the corporate level will be tricky.
FORTUNE -- With consumer-focused companies like Angry Birds developer Rovio and Spotifyproving that freemium is a valid business model in the consumer space, the next question becomes: can freemium also work its magic with enterprise?
That was the theme of one breakfast roundtable earlier this morning at Fortune Brainstorm Tech, featuring Survey Monkey CEO Dave Goldberg, Ning CEO Jason Rosenthal, Index Ventures partner MORE
JP Mangalindan, Writer - Jul 20, 2011 1:04 PM ET
Rovio has a blockbuster franchise just as notable for its flock of revenue streams as its wildly addictive game play.
FORTUNE -- You don't have to try very hard to spot Angry Birds in their natural habitat -- online -- because they are as ubiquitous as a Manhattan pigeon.
Since launching as an iPhone app in December 2009, the franchise has been downloaded 200 million times -- double the number reported just MORE
JP Mangalindan, Writer - Jun 3, 2011 12:33 PM ET
The App Store is turning into a proving ground for Saturday morning cartoons, which means the screeching cat and his friends could soon be on a TV, cereal box and onesie near you.
FORTUNE -- Andrej Nabergoj has spent the last year turning a $60 cat into a millionaire. He's the CEO of Outfit7, the company that makes the talking-character apps your three-year old has likely been teething on for the MORE
Chadwick Matlin - May 25, 2011 1:38 PM ET