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Additional resources for Apple Magazine, Issue 197 (7 August 2015)
In July 2011, the company changed its name again, this time to Rovio Entertainment. This was a telling reflection of how much the success of Angry Birds as a cultural force, not merely a series of games, had led 52 53 54 55 56 the business to shift its overriding focus. In June 2014, one of Rovio's most high profile staffers, Peter Vesterbacka, insisted that it was no longer just a games developer, but instead now an entertainment and education company - apparently driven by the fact that merchandising and licensing was responsible for about half of its 2013 revenue of $216 million.
FROM MORE GAMES, TO CARTOONS, TO EVEN PARKS It seems a good moment, then, to look more closely at that merchandising and licensing. Naturally, huge demand for the original Angry Birds game made further Angry Birds games an easy sell for Rovio. Perhaps due to a desire to stick to what the company must have then perceived as a winning formula, many of the early Angry Birds follow-ups did not actually stray from the first game's fundamental mechanics. Instead, the big changes were cosmetic, as Angry Birds Rio, Angry Birds Star Wars and Angry Birds Star Wars II tied in with popular films.
BLOB-SHAPED CARTOON BIRDS GROW All of this started with just one game: a modest-looking puzzler called Angry Birds released as a cheap iOS game, available in an App Store that was then not yet two years old, in December 2009. Its premise, when introduced in an article like this so many years later, still comes across as utterly crackers: the player uses a slingshot to fire flightless birds at pigs to stop them stealing eggs. These pesky pigs use wooden, metal and glass houses as their shields, but the player can tweak the power and direction of their shots to wipe out the structures.
Apple Magazine, Issue 197 (7 August 2015)
Categories: Nonfiction 1