famousringo said:
I'd say a little bit of both. Obviously people are going to be most interested in playing with their new gadget while it's new, but if demand for the iPhone remains strong, as the article suggests, then new users should pick up the slack from disinterested early adopters. Super Monkey Ball has bagged $2 million in revenue already? Didn't Sega whip up the playable alpha build for that game in a week? |
You're probably right, at least when it comes to apps other than games. Once I find a good app for what I need to do, then I'm done buying those apps, but for games it's obviously different and the sales of games should stay healthy over time, of course provided that the demographics are there to support gaming in general. What iPhone needs are good games made specifically for it, with some quality ports of existing IPs. What currently is the situation, IMO, is a boatload of games that can keep up my interest for no more than 5 minutes, and I regret paying even $.99 for a game like that. Especially when I can play Aurora Feint and Cube Runner for free to get my fix of quick gaming.
I don't know how long it took Sega to port the Super Monkey Ball, but judging by the comments from the WWDC, it seems that developing for iPhone is really easy and the tools are supposedly top notch. About the Super Monkey Ball revenue, 300 000 copies times $9.99 or €7.99 times 0.7 equals a minimum of 2.1 million dollars, but since the europrice is higher, it's probably a bit more, say 2.2 to 2.3 million dollars. I'd like a ROI like that :)








