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Quest Of The Hero

Quest Of The Hero 

Long Description:

Here is the story of this land as told by the Book of the Legends. Many years ago The Dark Wizard tried to occupy The Free Lands, which is your kingdom. The Dark Wizard was defeated by a hero and life in the kingdom continued as nothing had happened. But then the situation changed, the kingdom of Free Lands expanded and got more plentiful but at the same time the Castle Kings directed that plentiful income into building new castles and villages, forgetting the importance of a b army. But the evil was not sleeping. At the same time as the Kings were retiring their armies, the Dark Wizard had been building his dark army and attacked The Free Land again. This time his magic was too powerful. He cast his spells on The Free Land and enslaved many people with his magic. Now the Kings ask for your help.

A hero's journey is full of danger and difficulties. You will have to fight against many enemies, to gather different creatures under your banners and accomplish a lot of various quests in order to defend Free Kingdoms from the evil.

In a game there are 20 different creatures, which can fight both on your side and on the enemy side. Each creature has its unique battle characteristics and appearance, and some of creatures can as well use magic.

To navigate in the world of Free Kingdoms player can use the map, which indicates all currently explored territories.

Hero can hire up to 5 different kinds of characters to his army. Quantity of the creatures of each kind depends on hero's skills (7 levels).

Hero himself can use magic. Magic and creatures are bought in castles/towns or captured in battles. The gold is paid out for accomplishing the quests.

In a game there are also magic objects and amulets that increase (or decrease!) the battle attributes of some of your creatures or the whole army.

Screenshots:

         

midlet games MIDP2 games developer mobile game phone games mobile applications provider cellphone games mobile advergaming

roleplaying Mobile games

players interested in this game are advised to look at one of the following games:

BubblesII

MagicalDragon

Mobile Games Market Report

A new report published by the Wireless World Forum (W2F) values the Mobile games market at EUR 1.65 billion in 2006, rising from EUR 0.46 billion in 2003.

Graham Brown, Research Director at W2Forum says: "Our valuations are conservative in the face of the bullish forecasts offered in the last 6 months. We have seen figures as high as EUR 38.1 billion, but these just fly in the face of all historical evidence from the electronic games market and consumer spending figures."

It has taken over 20 years for the electronic games sector to grow into a EUR 20 billion industry. If we can draw any value from the experience of those we have surveyed and interviewed in this market it is that the industry has matured over a definable evolution curve that can provide perspective on the growth of the mobile games industry.

Asian markets provide a useful insight into the evolution of mobile data markets. Japan and Korea, two widely-cited success-stories when discussing the Mobile Games market, together currently represent 64% of the total value of the global mobile games market. Significantly, Japan accounts for over half of the total international market. Evidence of the size of these markets, corroborated with figures from local operators such as NTT DoCoMo, KDDI and Vodafone K.K., puts the current value of Mobile Games in these markets at EUR 400 million.

Brown adds, “It’s a common misconception to assume that the Mobile Games market in Japan is enjoying phenomenal success. The number of gamers is rising but excessive competition is driving down profitability and forcing consolidation.”

Understanding how the Japanese and Korean markets have developed has provided great insights into growth patterns applicable to Europe, Asia and North America.

“The markets in Europe and the U.S. have yet to enter this period of maturation, at the end of which lies profitability on the basis of operational effectiveness. Until then, companies need to implement ‘winning’ long term contingency plans to survive the period of excessive oversupply.”

W2F expects that growth in Europe and U.S. will be significant in the next 3 years and the US, although a late starter will narrow the gap on the rest of the world in terms of mobile gamers in the next 5 years. Despite Japan’s current dominance this will be eclipsed by China and the U.S. in 2006.


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