Prior to the release of Candy Crush Saga, most of King's games were browser games offered through their website or partner portals such as Yahoo!. This included Candy Crush, a straightforward tile-matching game released in 2011 which King's chief creative officer and co-founder Sebastian Knutsson said came after a few hundred other games they had designed for the portal.[9] Candy Crush's concept had been based on an early game King made, Miner Speed, that borrowed gameplay elements from Bejeweled.[10] Candy Crush added new animations for the candies, and expressive paper doll-like characters that helped to make the game one of five most popular ones on the site by 2012.[11] At that point, the game was a basic score attack game. Knutsson said, "the first version was three minutes of great gaming, but that three minutes didn't really evolve."[9] Candy Crush, as with several of King's other portal games, featured tournament-style gameplay, where players could spend money to enter competitive tourneys for in-game boosts, which served as one of the main forms of revenue for the company in addition to in-game item sale microtransactions and advertisements.[12]
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Around 2009, Facebook began to pull in developers, in particular Zynga, to offer social network games that could be built on its fundamental services; for King, this resulted in a large drop in players that they saw from their game portals within a year. At this point, King started to determine how it could enter the Facebook and the associated mobile game markets, breaking up its web development department to work on Facebook and mobile games in 2010, including bringing several of their existing browser games to those platforms.[13] Most of these existing games were introduced as beta versions to Facebook users, and the company used player counts and feedback to determine which of these titles had the most prospect for moving forward, allowing them to focus more intensive development on those titles while dropping the rest, in the style of a rapid prototyping approach.[14] The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game.[15]
In April 2011, King released its existing portal game Miner Speed as its first cross-platform (Facebook and mobile) game to figure out the transition between Facebook and mobile games for this new direction.[10][13] King's first major success in this area followed with Bubble Witch Saga, released in October 2011; by January 2012 it has attracted over 10 million players and was one of fastest rising Facebook games at that time.[16] Bubble Witch Saga introduced the "saga" approach in contrast to typical tile-matching games, where instead of having the game continue through a fixed amount of time or until the player reached an unplayable state, the game was divided into discrete levels that required the player to complete certain goals within a fixed set of moves, and where the next level could only be reached after completing the previous level. These saga elements allowed for the basics of social gameplay, but did not require the time investment that then-popular titles like Zynga's FarmVille required; players could play just for a few minutes each day through the saga model.[17] The success of Bubble Witch Saga establishing King as a viable developer in this arena, becoming the second-largest developer by daily player count on the Facebook platform by April 2012, trailing only Zynga.[13][12]
Candy Crush Saga was selected as King's next Facebook game based on the popularity of the portal version of Candy Crush.[11] The basic cross-platform framework from Miner Speed were used to craft the foundation of Candy Crush Saga, adding the "saga" elements from Bubble Witch Saga. Initial ideas to expand Candy Crush into Candy Crush Saga were proposed by Knutsson, around 2011, including making the saga map visually look like a board game.[13][9] The game was first released for Facebook in April 2012, at the time featuring only 65 levels.[18] The game quickly gained popularity, gaining more than 4 million players within a few weeks of release.[19]
King had not planned for Candy Crush Saga to be as popular as it was, expecting the game to have only a six-month window after which players would move on to a different game, and thus had committed only minimal resources to its ongoing support at launch. Instead, with the game's popularity still high by the end of 2012, King became more serious about supporting the game for the long term, looking into deeper game mechanics, adding more levels, and other methods to extend the game.[9] Since its release, Candy Crush Saga was expanded over the years by adding new episodes, each containing a number of new levels. This enabled King to also introduce new gameplay features alongside other game improvements.[13] New features were first tested on King's own portal to see how players there responded and allowed them to tweak these as needed, then push them into the episodes on the Facebook/mobile version.[21] By September 2016, King released its 2000th level for the game to celebrate the milestone of over 1 trillion Candy Crush Saga games having been played.[22][23] More recently, with the game offered as a free-to-play model, King seeks to provide new content on a weekly or biweekly basis, including time-limited content. Zacconi saw this approach as a means to keep players, who otherwise have not purchased anything, to keep coming back and playing the game.[24]
By 2013, Candy Crush Saga had been downloaded more than 500 million times across Facebook, iOS, and Android devices. It was considered the most downloaded app from the Apple App Store,[27][28] and had at least 6.7 million active users on a daily basis; the game had a daily revenue of $633,000 from the United States section of the iOS App Store alone.[29] By 2014, the game had over 245 million active players each month but has since dropped off, with that count falling to around 166 million by 2016.[30] It again rose back to 293 million active monthly players by November 2017.[31]
Five years after its release on mobile, the Candy Crush Saga series has received over 2.73 billion downloads.[32] Its revenue for the quarter ending September 2017 was $250 million, having gained significant improvement in year-to-year revenues from 2016.[24] It remains one of the top gross-revenue earnings app for mobile in the four years leading up to 2017.[24] By the end of July 2018, the total revenue earned by this game stood at $3.91 billion.[31]
Clash of Clans is a 2012 free-to-play mobile strategy video game developed and published by Finnish game developer Supercell. The game was released for iOS platforms on August 2, 2012, and on Google Play for Android on October 7, 2013.
Clash of Clans was developed by Supercell, the company behind other popular mobile games like Hay Day and Brawl Stars .[33] The game took six months to develop with the gameplay changing little over the course of development.[34] According to Supercell's Lasse Louhento the development team encountered no major hurdles during this time.[34] Inspiration for the game included the games Backyard Monsters and Travian with the art style being influenced by old Super NES and arcade games.[34] Initially the art style was more cartoon based but this was changed as the team worried it would alienate the more hardcore segment of their audience.[35] Throughout most of development the game was multiplayer-only focused however after focus testing, Supercell went back and added a single-player mode.[34] The game was released for iOS platforms on August 2, 2012,[1] and on Google Play for Android on October 7, 2013.[2]
Clash of Clans became an App Store top 5 download between December 2012 and May 2013,[46] and this success has been described as helping to usher in a new era in single-player gaming on mobile devices.[47][48]
DOWNLOAD MOVIES (in a variety of formats): If you prefer to download our movies for later viewing or for re-use, click a blue button labeled "Download Video" next to each movie. A separate web page opens that offers three different video formats for each movie file:
As of November 2012 (and updated in 2016), the videos that you view online, as will as the downloaded QuickTime 640x480 versions of our movies, include closed captions in English. Complete instructions for turning captions ON or OFF are available from the page "HOW TO SHOW CLOSED CAPTIONS ." There is also a link in the left-hand side Table of Contents.
The Netflix app for iOS supports AirPlay, a proprietary protocol stack developed by Apple, which allows wireless streaming between devices of multimedia content. This means that you can stream Netflix movies and shows from your iOS devices to any AirPlay-enabled devices over local Wi-Fi. And because the app also supports offline downloads, you have everything you need to enjoy Netflix offline on your Mac. Well, almost everything. You also need an app like AirServer so you can receive AirPlay streams on your Mac.
There is no official Netflix macOS app. You can only stream video from Netflix on a desktop computer using a Web browser and Internet connection. It is also not possible to download movie from Netflix website on a desktop computer.
The Steam mobile app has finally got rid of its old appearance with the biggest update it has received since its initial launch in 2012. Valve has just announced that the revamped version of the Steam app is now available on iOS and Android devices, featuring two-factor authentication, customizable tabs, QR code sign-in, and much more.
Perhaps most importantly, remote download is now available with the update, allowing players to manage their downloads or updates from their phones. Players can also access the Store, Community, and News sections wherever they are. The new mobile app also includes customizable notifications, including wishlists, sales, comments, and friend requests. 2ff7e9595c
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