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Forums - General - Apple has ALREADY released their gaming device.

MDMAniac said:
They will kill comptetitors (DS first, PSP second) with such controls in pretty much similar way as Wii's killing her rivals now

 I don't get what you mean. The iphone would first have to kill the psp then the ds. I don't see it happending at all though , because not everybody buys it for games. ALso the ds has a vast array of games that the iphone can't even reach in quantity or quality. Now it might rival the psp as a multimedia device but I don't even thinkit would do that. The next ds may even have accelerometers in it because nintendo already patented it. 



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Except it probably won't even get "a few decent games." Why would any company develop a game for the iPhone, which has an install base of - what, 5 million? - with only a small percentage of those interested in buying games, when they could develop for 60 million on the DS or 30 million on the PSP?


Because to publish your games/software on iTunes Store you only needs to pay 99$ fee per year ? Anyone can download iPhone SDk for free.

Another interesting point is that Apple will made a $100 million fund (iFund) to support developers that want develop for iPhone.



 “In the entertainment business, there are only heaven and hell, and nothing in between and as soon as our customers bore of our products, we will crash.”  Hiroshi Yamauchi

TAG:  Like a Yamauchi pimp slap delivered by Il Maelstrom; serving it up with style.

celine said:

Except it probably won't even get "a few decent games." Why would any company develop a game for the iPhone, which has an install base of - what, 5 million? - with only a small percentage of those interested in buying games, when they could develop for 60 million on the DS or 30 million on the PSP?


Because to publish your games/software on iTunes Store you only needs to pay 99$ fee per year ? Anyone can download iPhone SDk for free.

Another interesting point is that Apple will made a $100 million fund (iFund) to support developers that want develop for iPhone.


 Google is doing the same, except there's no cost to develop and the prize fund is bigger.



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Game_boy said:
celine said:

Except it probably won't even get "a few decent games." Why would any company develop a game for the iPhone, which has an install base of - what, 5 million? - with only a small percentage of those interested in buying games, when they could develop for 60 million on the DS or 30 million on the PSP?


Because to publish your games/software on iTunes Store you only needs to pay 99$ fee per year ? Anyone can download iPhone SDk for free.

Another interesting point is that Apple will made a $100 million fund (iFund) to support developers that want develop for iPhone.


 Google is doing the same, except there's no cost to develop and the prize fund is bigger.


$99 isn't going to deter anyone. Apple is also giving 70% of the revenue to developers. That's a lot.

Plus, there is a huge installed base already set up for this market. I don't have any numbers for the iPhone but it appears to be selling well while we all know how popular the iPod already is. Developers will be walking into a situation where consumers already have the device in hand, they'll be dealing with an established player in the phone/music player market, and the distribution channel is already set up and massively popular.

What does Google have in comparison to that? Not much. A few ideas and some money. 




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Actually 5 million is only iPhones and only what they've sold on the first 6 months. There's also the iPod Touch and Apple has a 10 million forecast for calendar 2008. There will be 20 to 30 million Touch devices in consumer's hands by the end of 2008.

Problems I see that haven't been mentioned before:

- Short hardware cycles. A console/handheld system is usually sold for 5 to 10 years, while Apple so far has replaced iPods year after year. This gives less comfort to both developers and consumers.

- Touch feels great, but it is unprecise and blocks your view.



Hardcore gaming is a bubble economy blown up by Microsoft's $7 $6 billion losses.

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After watching those videos... wow. Nice graphics for something thrown together in 2 weeks.



http://www.gametrailers.com/player/31660.html

Spore for iphone... Ntdoy and sne, beware...



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reverie said:
Actually 5 million is only iPhones and only what they've sold on the first 6 months. There's also the iPod Touch and Apple has a 10 million forecast for calendar 2008. There will be 20 to 30 million Touch devices in consumer's hands by the end of 2008.

Problems I see that haven't been mentioned before:

- Short hardware cycles. A console/handheld system is usually sold for 5 to 10 years, while Apple so far has replaced iPods year after year. This gives less comfort to both developers and consumers.

- Touch feels great, but it is unprecise and blocks your view.

 I'm really glad you brought that up. Apple will release a new iphone every year, probably with a faster cpu. How can apple avoid the mess that the PC got itself into? I think what apple needs to do is mandate that 3rd party developers have all their apps run on all iphones within 2 years of its discontinuation. 2 years is the necessary amount so that even if a consumer buys an iphone right before that model is discontinued, he/she will be able to run every app there is until his contract expires. the problem will be that developers will need to both develop for multiple hardware models, as well as update their previous apps to run on newer models. Apple can ease this by giving developers access to the hardware months before it is commercially available, an make sure that the new model is sufficiently similar to the old one.

Note that this doesn't mean that developers can't take advantage of the new hardware. EA can make a game that runs on 2 year old iphones, but has better graphics on the newest model. Developers do this for the PC all the time. that's why the PC gaming market can exist at all. What makes the market suffer is when Developers ignore the old hardware and focus just on graphics. By mandating that all devs develop with old hardware in mind, this problem will be avoided.



Wow didn't expeted that :s;



Of course, the iPhone does so much more than surf the web. So, let’s open iTunes, Mail, and address book. iTunes (playing a song in “coverflow” mode, uses 40.44 MB of RAM and 258. 68 MB of Virtual Memory. Mail and Address Book come in at 20.59 MB/237.64 MB and 9.47 MB/171.39 MB respectively. Let’s add that to our previous total, using the calculator widget (something the iPhone supports, and which uses up another 7.43/163.43MB) and we come to 223.23 MB of actual RAM, and 1.83 GB of Virtual Memory.

That’s quite a lot of memory, and we haven’t even made a phone call yet!


http://macenstein.com/default/archives/500