PopCap’s Bejeweled Franchise Hits 25 Million Units Sold Mark

Congratulations to PopCap for showing why casual games will always be a viable market. Let’s put this in perspective, investors believe GTA IV will push 13-million sales by the end of 2008 and, as of January 2008, Halo 3 had sold 8 million copies. PopCap’s little casual game has hit 25 million units sold, that’s fairly impressive considering these blockbuster titles haven’t achieved such numbers.

You may say “well, these titles sold 3+ million in the first week, what about Bejeweled?” True, Bejeweled probably didn’t hit 3 million in a week, but which game will still be played in 2010? Bejeweled or GTA IV and Halo 3?

Casual games age well, they’re not competitive on the graphic space and, instead, focus on fun value. Fun value is a lasting appeal and is immortal in the time line of video games. The same reason people still find fun in Pac-Man gamers still find cash to pickup their copies of Bejeweled.

Which game had the smallest budget? Bejeweled or GTA IV? We’re pretty sure PopCap did not give the bejeweled team $100-million to make it! Investors take notice, casual games have a long lasting appeal.

Read on for full press release details.

More Than 6 Billion Hours of the Original Match-3 Puzzler Played Worldwide Since 2000

SEATTLE, Washington – August 19, 2008 — PopCap Games, the leading developer and publisher of casual games, today provided updated statistics on its flagship franchise Bejeweled®, the most popular casual video game of the 21st century. Based on updated information from distribution partners across Web, mobile, retail, in-flight and other channels, Bejeweled and Bejeweled 2 have collectively sold more than 25 million units across all platforms since the game first appeared in late 2000.

“Considering we tried to sell Bejeweled outright to more than one industry giant back in the early days of our company, and got no takers even after reducing our asking price to $60,000, this little game has done all right for itself,” said Jason Kapalka, chief creative officer and co-founder of PopCap, and the original designer of Bejeweled and its sequel. “I vividly recall prospective buyers telling us ‘It’s not even a game,’ while showing us the door,” Kapalka laughed.

While the casual games “audience” is estimated at between 350 million and 450 million, this estimate is based on “regular” players, consumers who enjoy casual games on a monthly or more frequent basis; hundreds of millions of additional consumers have experienced a casual game, most often Bejeweled, at least once in their lives. More than 350 million copies of the Bejeweled/Bejeweled 2 have been downloaded from the Web, accounting for nearly a third of the 1 billion-plus downloads of all PopCap® titles. Tens of millions of copies of Bejeweled have been installed on mobile phones worldwide, and more than 25 million units of the game have been sold across all platforms, amounting to over $300 million in consumer spending over the history of the game. (Additionally, Bejeweled has garnered tens of millions of dollars in online advertising.)

For the past three years and counting, Bejeweled has consistently been among the top three “family entertainment” software titles sold at retail, while most hit video games achieve such ranking for one or two months. Likewise, the game has been one of the top three sellers among mobile games for more than three years running. Among PopCap’s own customer base, exposure to Bejeweled is exceptionally high: a survey of 13,000 PopCap customers conducted in April 2008 found that fully 95% of them had played Bejeweled in some form.

The Bejeweled franchise is also one of the most ubiquitous and accessible in the history of video games, with versions of the game available for Web, PCs and Macs, mobile phones, Xbox and PlayStation consoles, PDAs and Blackberrys, iPods and iPhone, in-flight on leading airlines, on-demand TV systems in hotels – even scratch-off lottery tickets in many states. All told, Bejeweled and Bejeweled 2 have collectively been enjoyed for an estimated 6 billion hours – the equivalent of 60 people playing the game 24 hours a day since the last Ice Age 11,400 years ago.

About PopCap
PopCap Games (www.popcap.com) is the leading multi-platform provider of “casual games” — fun, easy-to-learn, captivating computer games that appeal to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of over 200 people in Seattle, San Francisco, Chicago, Vancouver, B.C., Dublin, Ireland and Shanghai. Its games have been downloaded more than 1 billion times by consumers worldwide, and its flagship title, Bejeweled®, has sold more than 25 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap’s games are played on the Web, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod and more), popular game consoles (such as Xbox), and in-flight entertainment systems. PopCap is the only casual games developer with leading market share across all major sales channels, including Web portals, retail stores, mobile phones and MP3 players, and game device manufacturers.

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Gamers can read Jordan’s “Death of Handheld Gaming” article here.

Gaming Flashback: MystGaming Flashback: Myst

Myst was published by Brøderbund Software, developed by Cyan Worlds and created by two brothers that did the design and directed the game (it was, much like a movie).

The original game was released on the Macintosh (in 1993) and then later ported to Microsoft Windows and Sega Saturn, PlayStation, Jaguar CD, AmigaOS, CD-i, 3DO, PlayStation Portable, and Nintendo DS.

Myst puts the player in the role of the Stranger, who uses an enchanted book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as “Ages”. Clues found in each of these Ages help reveal the back-story of the game’s characters. The game has several endings, depending on the course of action the player takes.” (wikipedia)

The game was a success, no doubt, and was considered the best selling PC game of all time until TheSims dethroned it. Besides mind blowing graphics, at the time, Myst helped move the game and PC industry along by selling CDROM’s. The game required a CDROM, which was rare at the time, and I recall them bundling Myst with some CDROMS or hyping it as “you need a CDROM so you can play Myst.” On more than one occasion when a person game to me asking what they should get to show off their new (costly) CDROM I would say “you need to try Myst.”

The gameplay of Myst consists of a first-person journey through an interactive world. The player moves the character by clicking on locations shown in the main display; the scene then crossfades into another frame, and the player can continue to explore. Players can interact with specific objects on some screens by clicking or dragging them(wikipedia)

Franchise sales: 12-million copies (first Myst game alone in the franchise, 6-million), pretty impressive eh?

You don’t have to be a huge Myst fan to know how it changed the industry, grew the medium of CD-based games and entertained millions. A real gamers thinking game!

To hear our full impression of Myst, checkout the TD Gaming Podcast Episode 77.

Ensemble Studios Had A MissionEnsemble Studios Had A Mission

In 1995 Ensemble Studios formed as an independent studio and kicked out a little game franchise known as Age of Empires. The title has received many accolades from the first in the franchise extended out to all the Age of Empires releases and spin-offs, all-in-all selling millions of copies.

Ensemble Studios had a mission “to create great games and a great place to work,” says Bruce Shelley from Ensemble Studios. Bruce Shelley also helped design Sid Meier’s Civilization and Railroad Tycoon with MicroProse prior to his work at Ensemble Studios. Now, however, he’s a bit upset at the closing of Ensemble Studios because they were profitable, created top-quality titles and had a great working environment.

Ensemble Studios, from his perspective at least, was a place you’d go to work and be happy with what you’re doing. When you’re working along nicely and become blind-sided by the news, it’s not surprising he didn’t take it lightly.

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What’s the future plans for Ensemble Studios? As we’ve stated before, they plan to live on in spirit, within the bounds of a new name and a new game plan. “I believe the spirit and mission of ES will be carried forward in this new company if enough of the key leaders agree to take part, which I expect to happen. There has been no announcement about what the new studio will be working on when it gets going,” says Shelley.

This is a horrible way to have to launch a hot new intellectual property. Usually creating a new title with a building fanbase would lead to excitement, parties and high hopes for the future of the franchise. Instead, people will be dusting off their resume in hopes to continue a life of game development.

Hopefully the leaders will indeed form a brand new company and build brand new hot products with their entire staff intact. Then, take their titles to a different publisher (besides Microsoft) and make some money and fans.