Plaupius said:
One thing that people need to remember is that the SDK has been in open distribution for what, 9 months now? It's not enough time to really make an "epic" game, no matter how easy the development is. But your points are all valid. Cheap things dominate the top lists, meaning smaller budgets. The thing that can change the direction, though, is buying more content in-game. It also enables somewhat real demos of games with suitable content, in other words games that have levels or other really meaningful content you can add later on. Currently, most people seem to complain about the lack of proper demos as a reason for not spending more than a dollar or two on a game. If you can get the game with first level only for a dollar, and then pay more to get more levels, it alleviates the problem greatly.
The AppStore has been a runaway success for Apple, and they themselves have been overwhelmed by it. I have to say that they didn't plan it perfectly from the beginning, but I have hopes they will fix things to a degree. On the other hand, a number of 3rd party App review sites have sprung up and I believe with time certain sites will gain influence. Currently, and unfortunately, the AppStore front page(s) and top lists are way too influential. You can get significant boosts from having your app mentioned favorably in certain blogs or podcasts, but those last only for awhile, and once you're out of the top 25 or 50, you're falling fast.
Despite the problems I still like to remind everybody that the damn thing has been around less than a year. So this is not directed at you averyblund but to everybody: Be honest, did you think it would gain this much success? Or did you write it off as a failure to begin with?
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Great point and one I hear often. Apple unlike most companies did not release SDK's to big companies months in advance. Everybody got them at the same time, 9 months ago. Considering that fact you are correct in assuming that there hasn't been enough time to craft an epic title. However I would like to add that even using the SDK release as a starting time-frame is most likely to early. Just like the Wii I think many devs have sat in the background for the first few months to see how things panned out. Those who got on board early have profited vastly from being proactive. Take this quote for example:
"Games sold via the App Store are the most profitable in terms of any of the formats we work on," said Simon Jeffery, the US president of Sega. As you may have heard, one of Sega's games, Super Monkey Ball, has sold more than 500,000 copies, despite remaining at what is rapidly becoming the comparatively high price of $10. Not bad for barely five months on the market.
EA, Gameloft and the (small) pre-existing Mac gaming companies also got involved early and the results show. Hero of Sparta is easily one of the most advanced games, and EA has produced some quite solid versions of Sim City and Spore. Mac devs have created some of the very best games on the platform due to prexisting knowledge of Interface Builder and the basic OS X APIs.
Right now I think devs like Konami and others are playing catchup but with some promising titles in the pipeline- MGS:Mobile comes to mind.
The reason the iPhone/iPod is more relevant than platforms like the N95 is specifically because their (Apple's) audiences have been proven to spend money and support development. The N95 has a huge userbase yet there is little development from 3rd parties because the profit isn't there. If you consider that every platform and their mother is now creating an "App Store" you will understand how in the past userbase has not translated into software sold. The AppStore has in less than 9 months essentially taken over the paid (and free) mobile download segment worldwide. They did this with install base, the nearly universally considered the best mobile SDK, and global reach- of course advertising doesn't hurt. This brings me to another knock against the N95. It lack of international appeal, not because tha hardware is bad (its quite nice), but because Nokia has essentially abandoned all markets except Europe, which coincidentially is not the gaming oublishing powerhouse that the US or Japan is (though that is slowly changing) . Right now Nokia isn't even on the radar in the Americas or Asia and until that changes they will lose to Apple, MS, Andoid/Google, and perhaps even Palm.
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