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Forums - Nintendo - Gunman Clive Developer: 3DS eShop is "healtheir" than iOS

the_dengle said:
Panama said:
Isn't this just a case of app over saturation on iOS and not so much the e-shop being healthier? There's so much crap on there whenever I browse the app store on my iPad that i would need to specifically look for Gunman Clive in order to find and buy it. Whereas I imagine if I fire up the e-store right now, it isn't all that hidden. The chart in the article if anything would support what i'm saying, as Android surpassed iOS in terms of the amount of apps back in 2012 and that sales spike was a result of a sale. Just sounds like they're grasping at straws to me.

Wouldn't an oversaturated market be an unhealthy one? If the eShop has fewer games but they are of consistently higher quality and sell better than their iOS counterparts, isn't that healthier?

If that were true, then yes, but I see a lot more critically acclaimed iOS games than E-Shop titles which make up for all the duds. 'If' is the keyword here. Perhaps a few years down the track.



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Panama said:

If that were true, then yes, but I see a lot more critically acclaimed iOS games than E-Shop titles which make up for all the duds. 'If' is the keyword here. Perhaps a few years down the track.

Don't judge games by review scores. A review of an iOS game is only going to be comparing it to other iOS games -- a game as glitchy as Infinity Blade shouldn't get anywhere near a 9/10 on aggragate sites, and I quite liked Infinity Blade. (Of course, Skyrim wound up much higher than 9/10, but it has much, MUCH more content than either Infinity Blade.) Just an example, anyway, to illustrate that most games are graded on a curve according to what else is available on the same platform.

Aside from that, the App store has been around much longer than the eShop. Instead of comparing the number of quality games available on each, try comparing the ratio of quality games to shovelware on each and report back to me with your take on that.



This app has gone free twice on iOS. Not sure if those are counted as sales.

And if anyone tried the Wii homebrew scene they might remember this guy worked on Helium Boy.



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The game is a steal at 1.99. The third bonus character is great and the 3D effect is subtle but charming.



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the_dengle said:
Panama said:

If that were true, then yes, but I see a lot more critically acclaimed iOS games than E-Shop titles which make up for all the duds. 'If' is the keyword here. Perhaps a few years down the track.

Don't judge games by review scores. A review of an iOS game is only going to be comparing it to other iOS games -- a game as glitchy as Infinity Blade shouldn't get anywhere near a 9/10 on aggragate sites, and I quite liked Infinity Blade. (Of course, Skyrim wound up much higher than 9/10, but it has much, MUCH more content than either Infinity Blade.) Just an example, anyway, to illustrate that most games are graded on a curve according to what else is available on the same platform.

Aside from that, the App store has been around much longer than the eShop. Instead of comparing the number of quality games available on each, try comparing the ratio of quality games to shovelware on each and report back to me with your take on that.

Yes it has been out longer, hence why i said give it a few years; I'm well aware of the ratio, hence why I said the amount of quality titles makes up for shovelware, and a good example of this is the PS2's library. Also Colours 3D's metascore debunks your point about only iOS games being compared to other iOS games, as Colours 3D pales in comparison to the functionality that Procreate and Sketchbook Pro offer, yet it still has critical acclaim. A similar mentality is used for e-shop titles where they factor in price and such.



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The ios business model works really well if you produce tiny applications, can get massive volume (tens of millions of downloads), or can convince enough people to pay for the real version of your game; most developers don't see any of these happening. Quite a few projects I know of had development costs of $100,000 to $200,000 and are seeing tens of dollars a month in advertising revenue, and they get dozens of people a day to pay for the full version and they get about $0.50 per copy sold.

I really wouldn't be surprised if, while total downloads might be far smaller, far more people buy the typical 3DS game and the developer gets more money per copy sold.