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Forums - Gaming - Did Apple accidentally enter and kill the videogame industry?

Apple stumbled into the market about as much as Facebook has.

That is, their gaming market was a by-product of their innovations, and not the central focus. As for your question - if apple has effected the industry, its obvious they have. 3DS isn't selling well, and I believe that iOS and other app stores are largely responsible. I predicted this years ago well before the 3DS was even announced. It was inevitable for consumers to change their preferences to a device that had more features and opportunities to offer content to the population, while offering a very similar gameplay experience.

The real question is what does Apple do to encourage their gaming and application ecosystem. Product discovery on mobiles is the real issue: hundreds of thousands of applications, with only a few hundred being usually known to consumers at any given time. Microsoft is doing a great job with WM7 and their XBL integration - smaller numbers of very well-done games to a high degree get marquee placing and discovery options, while non-XBL games are allowed and put in another market.

If Apple can fix this, it can improve its ecosystem to eventually wipe out Nintendo and Sony's share of the market, or at least force them into even more synergistic devices Sony's Xperia Play (which is in the right direction, IMO).

Finally, the idea of a 'real game' and qualifying it with a subjective argument is baseless. Just because you don't think something like Angry Birds a game does not mean it isn't any less a game, played as a game, or sold as a game. Its sold/downloaded hundreds of millions of copies at a speed that Bejeweled 2 hasn't even seen.

Furthermore, we're only at the start of what gaming will be on smartphones. We've gone from mostly simplistic, time-wasting $0.99 games to seeing more and more games of significant quality from major studios. Given the sales of Infinity Blade, we will see more studios work to build large games for touchscreens, and successes that are very notable in the emerging market.



Back from the dead, I'm afraid.

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I don't think the gaming industry is dying anytime soon, no matter how many shitty $0.99 apps Apple puts on the App Store.



richardhutnik said:

An industry, in this economy can't expect to have 8 figure budgets for game creation, if not 9 figures, and not expect to have large degree of fallout with studios closing.  They have to run smaller budgets and come up with games that can say sell a few hundred thousand and studios not go under.   What you have with Apple is a platform for smaller budget games to be able to survive and developers not go under.  If the response is the lack of "production value" and you don't get a movie-like experience, then so be it.  If the market can't bear this, then you won't get it.  People can yell at Angry Birds all the way, but if that is what people want, that is what they get.

I agree and I am okay with what you are saying, but not on expense of what has made this industry where it is today. What I mean by this is, the real gaming is becoming more and more irrelevant, it's like real gaming becoming second to iOS gaming.

I know that's currently not the case, but that’s becoming more apparent day after day.



A full transition to the new handheld generation just hasn't started yet. 3DS needs a competitor with PSV in addition to a price cut. It's much too early to tell wether high tech mobile phones (and Apple) are taking away from the traditional market.



mrstickball said:
Apple stumbled into the market about as much as Facebook has.

That is, their gaming market was a by-product of their innovations, and not the central focus. As for your question - if apple has effected the industry, its obvious they have. 3DS isn't selling well, and I believe that iOS and other app stores are largely responsible. I predicted this years ago well before the 3DS was even announced. It was inevitable for consumers to change their preferences to a device that had more features and opportunities to offer content to the population, while offering a very similar gameplay experience.

The real question is what does Apple do to encourage their gaming and application ecosystem. Product discovery on mobiles is the real issue: hundreds of thousands of applications, with only a few hundred being usually known to consumers at any given time. Microsoft is doing a great job with WM7 and their XBL integration - smaller numbers of very well-done games to a high degree get marquee placing and discovery options, while non-XBL games are allowed and put in another market.

If Apple can fix this, it can improve its ecosystem to eventually wipe out Nintendo and Sony's share of the market, or at least force them into even more synergistic devices Sony's Xperia Play (which is in the right direction, IMO).

Finally, the idea of a 'real game' and qualifying it with a subjective argument is baseless. Just because you don't think something like Angry Birds a game does not mean it isn't any less a game, played as a game, or sold as a game. Its sold/downloaded hundreds of millions of copies at a speed that Bejeweled 2 hasn't even seen.

Furthermore, we're only at the start of what gaming will be on smartphones. We've gone from mostly simplistic, time-wasting $0.99 games to seeing more and more games of significant quality from major studios. Given the sales of Infinity Blade, we will see more studios work to build large games for touchscreens, and successes that are very notable in the emerging market.

Given that the 3DS still lacks killer apps, its performance has piss-all to do with the iOS devices

That statement could be made with more confidence if 3DS fails to kick into gear after this holiday season, but for now we can primarily attribute its malaise to the lack of reasons for buying the device as if it were in a vacuum



Monster Hunter: pissing me off since 2010.

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I don't think accidental is the right word, have you forgotten that apple wants world domination!?



           

Zones said:

 

Angry Bird can be a very addictive game, but its success, alongside most iOS games, is due to the simple fact that the game is competing with boredom, not other games. So its sales and popularity gives a wrong perception to what makes a great game in the industry.

The problem with the pricing of most iOS games (not just Angry Bird) is that they indirectly hurt the industry by not allowing much room for games with high development budget to be developed on handheld platforms, because a higher budgeted game would need a higher price point. And so I don't think Angry Bird is particularly shallow, but I think the industry, and indie developers, are getting more shallow, as everyone's trying to cash in from the iOS platform.

Searching titles like "Bird", "Tiny", "Doodle", etc. would bring you hundreds of copycats games in the App Store. I think a good example would be Gameloft and how they seem to get away with copying everything successful. You know, in the description of BackStab, it quotes a site saying "This is a game that costs £3 yet provides the same amount of entertainment and graphical brilliance as a PSP title that retails for £25", and I think that's a huge problem for the industry in long-term, because a game like this, or Shadow Guardian (which is an Uncharted clone) would make it harder for people to justify the original games' price. For example Uncharted: Golden Abyss would be at least $40, while Shadow Guardian is $5 or occasionally less, and that price disparity could potentially put the real developers out of business if they don't find success, leaving us with cheap clones and maybe an occasional great game like Cut The Rope in the handheld market.

To clarify, I know lower price is better for consumers, but here, obviously, I am talking about the overall industry.

Oh, and thanks for your suggestion, I'll try that game later to see how it is.

 


Your first paragraph is pure bullshit. Angry Birds competes with thousands of games priced between free and $15 and it wins because it's accessible, fun, challenging, polished, and offers great value. It's massively successful because people love it, and that doesn't give a false impression of what a great game is, that's exactly what a great game is.

Your second paragraph just misses the point. Why are big budgets important? What's important is that consumers get games that they have fun playing, and developers get paid enough to make a decent profit on their investment. Big budgets are only useful if they bring the people more fun (in which case they'll pay for them) or developers more money (which would again require people to pay for them). If iOS really is killing big budget games, that inherently means big budgets aren't doing their job and they need to go.

I'm not sure what relevance knockoffs have to anything. Every successful game franchise or genre inspires mediocre knockoffs. C'est la vie. If Gameloft really can deliver all the fun of Uncharted at a fraction of the cost, then they win. You worry about a lack of originality, but this console generation has brought us 6 Call of Duty games and 5 Halo games (excluding Halo Wars) so far. That's before we get to the knockoffs. Originality is a rare thing in any medium.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

Mr Khan said:

Given that the 3DS still lacks killer apps, its performance has piss-all to do with the iOS devices

That statement could be made with more confidence if 3DS fails to kick into gear after this holiday season, but for now we can primarily attribute its malaise to the lack of reasons for buying the device as if it were in a vacuum


And I will still hold true with confidence for the next few years as both Vita and 3DS fail to meet the unit sales of their predicessors. Certainly, 3DS's price and lineup contribute to the lack of sales, but I still believe the main issue is that there are other, better comparables out there.

Still though, 3DS has certainly underwhelmed thus far, and I attribute that to it being more advantageous to purchase a smart phone and play its touch-screen games vs. buying another touch-screen device. Nintendo adding so many smartphone features to the device tells me that Nintendo knows its competing with such devices, and is trying to make it a reasonable value proposition to drop the money on the device - but I simply can't see the proposition for it.



Back from the dead, I'm afraid.

DélioPT said:
"We see great games coming by and being forgotten in just a matter of days". I think it might be because there are too many games at some points and for that reason people kinda get distracted with so many information that they don`t focuse properly. See the usual release list for September onwards.

About Apple, yes i think that Apple did affect the gaming market because it ended up providing a gaming console - a portable one -, but with some "big", important differences like the appstore for games and music. Why then, downloadble games didn`t work for PSP Go? Probably because it just couldn`t compete in number and quality with the Ipad and company in downloadble games or in time to download games. Don`t think it was even targeted for that market, too.
In general Apple offered what Wii offered: quick and fun gaming. And all a click away from you wherever you were - think of Wii U. Portability was a huge factor for the success of it`s gaming "division". That and the price of games.
If you had an Apple product where you could for a few dollars experiment/try some games, wouldn`t you? Seems like a lot did that and even found value on that. I repeat, found value on that!

How much will this impact the home consoles or the portable ones? Honestly, it will probably impact more the portable consoles than the home consoles ones, given the difference in gaming experience. Also, seems to be a gaming market/experience that core gamers appreciate more. Fidelity!
The portable consoles seem to be in real peril. It`s still portable console(3DS, VITA) vs portable gaming device (IPad, etc.). What will really make a difference here is how Nintendo and Sony attract the more casual market with their consoles. NDS was a big hit because it managed to appeal to those gamers.

Overall, the gaming market as we know it won`t change drastically because there are people who still enjoy those kinds of gaming experiences. Of course, if these same consoles don`t live up to current trends they might be seen as secondary in gaming experiences and that could put them in trouble.

That's exactly what I mean by kill.

By the way, great post, thanks for the input.



Mr Khan said:
mrstickball said:
Apple stumbled into the market about as much as Facebook has.

That is, their gaming market was a by-product of their innovations, and not the central focus. As for your question - if apple has effected the industry, its obvious they have. 3DS isn't selling well, and I believe that iOS and other app stores are largely responsible. I predicted this years ago well before the 3DS was even announced. It was inevitable for consumers to change their preferences to a device that had more features and opportunities to offer content to the population, while offering a very similar gameplay experience.

The real question is what does Apple do to encourage their gaming and application ecosystem. Product discovery on mobiles is the real issue: hundreds of thousands of applications, with only a few hundred being usually known to consumers at any given time. Microsoft is doing a great job with WM7 and their XBL integration - smaller numbers of very well-done games to a high degree get marquee placing and discovery options, while non-XBL games are allowed and put in another market.

If Apple can fix this, it can improve its ecosystem to eventually wipe out Nintendo and Sony's share of the market, or at least force them into even more synergistic devices Sony's Xperia Play (which is in the right direction, IMO).

Finally, the idea of a 'real game' and qualifying it with a subjective argument is baseless. Just because you don't think something like Angry Birds a game does not mean it isn't any less a game, played as a game, or sold as a game. Its sold/downloaded hundreds of millions of copies at a speed that Bejeweled 2 hasn't even seen.

Furthermore, we're only at the start of what gaming will be on smartphones. We've gone from mostly simplistic, time-wasting $0.99 games to seeing more and more games of significant quality from major studios. Given the sales of Infinity Blade, we will see more studios work to build large games for touchscreens, and successes that are very notable in the emerging market.

Given that the 3DS still lacks killer apps, its performance has piss-all to do with the iOS devices

That statement could be made with more confidence if 3DS fails to kick into gear after this holiday season, but for now we can primarily attribute its malaise to the lack of reasons for buying the device as if it were in a vacuum

But what exactly makes a "killer app"? I used to think that a great game is likely to become a killer app, but now really, killer app mostly can be achieved by having something different, not necessarily better.

Examples of killer apps on DS were Brain Age, Nintendogs, etc. now I am not sure if Nintendo can replicate such success by bringing that sort of unique experience to the platform.