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Forums - Sales - Infinity Blade Licence generate 28 millions $ on AppleStore and how it compare to consoles

kowenicki said:
I give up. Live with it... mobile devices revenue is growing rapidly. Time will prove me right, I don't have to keep responding to your ever changing arguments, I haven't got the time or inclination.


No one is arguing against that I think. The point that everyone discuss when the "iOS market destroying the dedicated handheld" talk pops up is that gaming is a hobbie for itself, with tons of enthusiastic buyers, just like any other form of media like music/cinema. As long as Apple cannot reproduce, on the handheld market, what they did with the first ipod for the music market, neither Nintendo or Sony should be really worried about the doomz days of the dedicated handhelds. 



pwin´ every other villain since 1994

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Lucas-Rio said:

Yes, for what I hear the game is quite limited, but that was not the question.

It is the biggest "full game" made on IOS, and still, its revenue are easily surpassed by any best seller on consoles.

Yes, and Infinity Blade is pretty alone in being an ambitious "AAA" game on iOS. Imagine when it gets competition from 10 other developers that also want to make ambitious iOS games and want their share of that $23 million revenue. Obviously the total revenue would then grow, but what we know for sure is that if Inifiny Blade had some competition today it wouldn't have reached anywhere near $23 million.

 



Well you are in denial and don't want to admit that the revenue generated by the smartphones games are small and very pale in comparison to the console market.



As someone that wants to make games the mobile landscape amazes me. For (relatively) not that much money a small team can put together a fun game and try to make some money off of it.

I feel like most "hardcore" gamers kind of forget that the point of games is to be fun, and while these mobile games don't have millions of polygons, complex lighting, or normal maps, they are most definitely a lot of fun. But for some reason "real gamers" scoff at these games and write them off.

That kind of turned into a rant, but basically I am all for embracing this new shift in gaming. The price to make a console/PC game has just skyrocketed and makes it impossible for new people to make a mark, but iOS and Android have helped to tear down that barrier.





Platinums: Red Dead Redemption, Killzone 2, LittleBigPlanet, Terminator Salvation, Uncharted 1, inFamous Second Son, Rocket League

Lucas-Rio said:
In profit as well.

You won't see any AAA titles on applestore because that's where the editors want to make money.

Saying you won't see any AAA titles on the Applestore 'after' they have appeared and while they continue to appear just proves you are a denial. Square have already released the prequal to Chaos Rings and are going to release a sequel. We now have AAA 'Franchises' on the mobile/tablet market, not just individual games. Ports of existing AAA games to phones/tablets such as Dead Space and Grand Theft Auto are becoming more popular too.



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Lucas-Rio said:
kowenicki said:
I give up. Live with it... mobile devices revenue is growing rapidly. Time will prove me right, I don't have to keep responding to your ever changing arguments, I haven't got the time or inclination.


You are just unable to answer.

 

You make much more money relasing games on console. Period.


Is that why a record amount of game developers closed up shop and went under this gen?



VGhippy said:
Lucas-Rio said:
In profit as well.

You won't see any AAA titles on applestore because that's where the editors want to make money.

Saying you won't see any AAA titles on the Applestore 'after' they have appeared and while they continue to appear just proves you are a denial. Square have already released the prequal to Chaos Rings and are going to release a sequel. We now have AAA 'Franchises' on the mobile/tablet market, not just individual games. Ports of existing AAA games to phones/tablets such as Dead Space and Grand Theft Auto are becoming more popular too.

I think your are mistaken about what means AAA. You don't seem to get it.



kowenicki said:
Lucas-Rio said:
VGhippy said:
Lucas-Rio said:
In profit as well.

You won't see any AAA titles on applestore because that's where the editors want to make money.

Saying you won't see any AAA titles on the Applestore 'after' they have appeared and while they continue to appear just proves you are a denial. Square have already released the prequal to Chaos Rings and are going to release a sequel. We now have AAA 'Franchises' on the mobile/tablet market, not just individual games. Ports of existing AAA games to phones/tablets such as Dead Space and Grand Theft Auto are becoming more popular too.

I think your are mistaken about what means AAA. You don't seem to get it.

 Your argument was that money cant be made on mobile platforms... you're wrong, and you will get gradually more and more wrong as time passes.


My argument was that the flagship title of Ios market pulled low numbers compared to the biggest success of console market. My point is proven. But thanks for trying again. Will you continue to follow me on any thread I create because of this? You sound quite obsessed with me now.



kowenicki said:
Lucas-Rio said:
kowenicki said:
Lucas-Rio said:
VGhippy said:
Lucas-Rio said:
In profit as well.

You won't see any AAA titles on applestore because that's where the editors want to make money.

Saying you won't see any AAA titles on the Applestore 'after' they have appeared and while they continue to appear just proves you are a denial. Square have already released the prequal to Chaos Rings and are going to release a sequel. We now have AAA 'Franchises' on the mobile/tablet market, not just individual games. Ports of existing AAA games to phones/tablets such as Dead Space and Grand Theft Auto are becoming more popular too.

I think your are mistaken about what means AAA. You don't seem to get it.

 Your argument was that money cant be made on mobile platforms... you're wrong, and you will get gradually more and more wrong as time passes.


My argument was that the flagship title of Ios market pulled low numbers compared to the biggest success of console market. My point is proven. But thanks for trying again. Will you continue to follow me on any thread I create because of this? You sound quite obsessed with me now.


No your point isnt proven.  How much money did ios/mobile games make 3 years ago?

How much now

How much in 3 years time?

And you still seem to fail at revenue v profit.

You can get rid of your obssession by a cure.



Lucas-Rio said:
VGhippy said:
Lucas-Rio said:
In profit as well.

You won't see any AAA titles on applestore because that's where the editors want to make money.

Saying you won't see any AAA titles on the Applestore 'after' they have appeared and while they continue to appear just proves you are a denial. Square have already released the prequal to Chaos Rings and are going to release a sequel. We now have AAA 'Franchises' on the mobile/tablet market, not just individual games. Ports of existing AAA games to phones/tablets such as Dead Space and Grand Theft Auto are becoming more popular too.

I think your are mistaken about what means AAA. You don't seem to get it.


I'll just take Chaos Rings as an example here. I've read lot's of debate on what the definition of AAA is and while some people put more weight on production value and others put more weight on metascore (I think it's a hybrid personally) given that Chaos Rings is praised for it's high production values on most reviews, has a metascore of 91 and is published by a major publisher (square-enix) I'm struggling to think how you can raise the bar higher for a definition of an AAA. Note that I'm not arguing what the exact definition of AAA is, only that Chaos rings fits most of the general definitions for what an AAA game is. Though I've got no doubt that you could come up with some sort of esoteric condition to try and exclude it.