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  What Has The iPhone Really Changed?
by Colin Anderson on 07/30/09 06:45:00 am   Expert Blogs   Featured Blogs
8 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 07/30/09 06:45:00 am
 

 

Gold Rush - Source: http://www.goldpanningsite.com/images/victorian-gold-rush.jpg

The phrase I heard used more than any other at GDC this year was “the iPhone has changed everything”; with the emphasis on everything.

Every session, article and discussion seemed inexorably drawn towards the same, simplistic conclusion – the iPhone has changed everything. 

As if, somehow, all the industry’s problems had been solved in one fell swoop and the only issue left was to decide how to share the wealth our games would suddenly generate.  There were times it seriously risked descending in to a Gold Rush mentality.  

Well, at the risk of sounding like some jaded old prospector: you still need to be careful out there.  Sure, there are fortunes to be made, but it’s not as simple as grabbing your digital shovel and heading up in to the App Store Mountains. 

So before you do, here’s Denki’s take on what the iPhone really has changed, in the hope you’ll stand a better chance of striking your fortune, rather than ending up as another statistic...

One of the panel discussions I attended while at this year’s GDC was “New Opportunities for Developers in trying economic times”.  Somewhat inevitably the session turned into an iPhone love-fest, with the panel concluding our best shot was to go and make an iPhone game.  And quickly too – before we missed the bandwagon.  As if we hadn’t already.

The audience questions were mostly of the “what makes a good iPhone game” variety, which the panel answered admirably.  But just as the whole room seemed ready to descend into an iPhone coding frenzy, one of the more reserved members of the (encouragingly young) audience asked:  “I was wondering how I can get my game noticed?  It seems really hard for people to find your game once it’s released these days.”  

I’m not sure if he actually appreciated the significance of the question he asked, but he’d called out the biggest challenge facing game developers today:  getting people to notice your game has been released at all.

GDC 2009 - Source: http://cdn1.gamepro.com/blogfaction/images/gdc2009.jpg

You see, back in days of yore, most developers rarely reached the point where they had to ponder this particular issue.  There were far more immediate concerns to address, such as getting a Publisher to agree to fund and distribute your game in the first place.  

With no direct routes to customers it was only a small number of companies who ever had the opportunity to make a game at all.  Then, assuming it made it to release (which was never a given), developers would typically be kept one step removed from the mechanics of promotion and marketing, because that would all be handled by the Publisher.


However, as I mentioned in my last blog, distribution is effectively a non-issue for developers now.  Whatever platform you make games for there is now a (more-or-less) direct way to reach your audience without involving a Publisher thanks to digital distribution.

Digital World Map - Source: http://www.digitalsignageblog.com/wp-content/uploads/2008/11/world-map-300x205.jpg

The mistake some new developers appear to be making is to assume the promotion and marketing function previously provided by Publishers was never that important in the first place. 

In my experience this is definitely not the case.  I learned the hard way that good games don’t sell.  Well marketed games sell.  And good games that are well marketed sell lots.

In order to demonstrate why, I’m going to draw on my own experience of launching our “Denki Blocks!” game back in 2001 for Game Boy Advance, and combine this with the particularly eloquent observations of Tim Harford, author of “The Undercover Economist” and, more importantly for this piece, “The Logic Of Life”.

Tim Harford - Logic of Life: Source - http://www.littlebrown.co.uk/assets/images/EAN/Large/9780349120416.jpg

In “The Logic Of Life” Tim shows that people’s decisions are usually perfectly rational, however strange they may initially seem to us.  They are typically aimed at achieving the best outcome for themselves and are not simply random or irrational choices as it may appear. 

Tim gives some wonderful examples in his book, and I would heartily encourage all of you to read it.  But rather than take one of his examples and regurgitate it here I thought it would be more fun to try applying his approach to the decision process of someone choosing to buy a game, to see what we can learn.  So, with apologies to Tim in advance for butchering his work, here goes:

The first thing we need to know is precisely what someone wants when they are considering purchasing a computer game.  It could be a number of things, so to simplify matters and guarantee my assumptions are correct I’m going to use myself as the test subject here. 

When I go to purchase a computer game I’m usually looking for one thing – entertainment.  I want the most guaranteed fun for my money; which is precisely where “Denki Blocks!” failed.  Here’s why:

Game Store - Source: http://www.rockpapershotgun.com/images/august08/pic3.jpg

Upon entering a game store that stocked “Denki Blocks!” back in 2001 (which admittedly wasn’t that many... although Harrods was one, so perhaps it’s about quality rather than quantity...) I was faced with this choice: all Game Boy Advance games were priced around £30. 

So price wasn’t likely to influence my decision significantly.  If every game is around £30, they’re obviously not competing for my custom on price.  Then what are they competing on?

In a word, fun.  The question I’m asking when I ponder the games on offer is “which of the myriad of titles in front of me is most likely to provide the most enjoyment for my money?”  The important part of that sentence is the “most likely” part. 

How do I know which of these titles will actually give me the most fun?  I couldn’t possible know for sure, I’m simply weighing up likelihoods.  Now this – THIS – is where the importance of promotion and marketing becomes so crucial.

Groucho's Dundee - Source: http://www.arabtrust.co.uk/uploads/cms/257_3_beatlescopyedit.jpgTo understand why, try this experiment for yourself.  Go to a second-hand record store and find a huge pile of CDs or vinyl records (remember them?).  For any Dundonians reading this I recommend Groucho’s on Perth Road.  Now start scanning through the pile.  Okay?  Let me know when you’re done...

[You wait. Time passes.  Thorin sits down and starts singing about gold.]

Right – now answer this: which ones did you pause at?  Precisely!  The ones you’d already heard of and the ones with cool covers or names that caught your attention.  The rest you skipped straight past as though they were invisible. 

Why?  Because you had absolutely no information on which to base your decision – you had no way of judging the quality and coming to a rational decision, so you didn’t even waste your time trying.  Tim’s definitely right – we’re all way more rational than we might first assume.

And it doesn’t stop there – even if you did have the means to find out the relative quality of each and every album for yourself, using your iPhone and the AllMusic guide say, you simply don’t have the time.  You may well have skipped straight past a dozen albums you would love.  You could have completely ignored your favourite album you’ll never hear.  The quality really doesn’t matter at that point, because you don’t even notice it – it’s totally invisible to you.

This is why saturation advertising used to be so effective for selling games (or anything else for that matter).  It guaranteed we’d at least know about the game by the time we entered the store, which as I’ve just illustrated, is half the battle.  It’s immediately moved from the invisible majority to the visible minority.  

All of which helps explains the advice our visionary questioner was offered by the expert panel.  Their advice was, essentially, “invest in great marketing and PR.  It’s really expensive, but worth it.”

http://www.bbc.co.uk/pressoffice/images/bbc/programmes_tv_idents_and_screenshots/entertainment/375absolute_power.jpgThere’s some truth in that, but come on; surely if it was that simple, every iPhone game would have sold at least a million copies?  If developers were guaranteed to make their money back in additional sales simply by investing in expensive marketing and PR then investing in marketing and PR becomes a no-brainer.  But it’s not – it’s still a big risk.

This illustrates a major problem with the advent of the iPhone games market.  It’s seen by many - analysts and developers alike – as the saviour of indie developers; low barrier to entry, low costs, and an audience of millions.

Of course it’s not nearly that simple.  

The truth is that Apple has simply changed the route to market - not the actual nature of the market itself.  People still want what they’ve always wanted from the market: entertainment in my case. 

Now though, instead of having thirty games to choose from in any given month, served up to them by the major publishers, they have thirty games a day to choose from served up by a seemingly infinite number of independent developers.  It solves some of the industry’s biggest, most long-standing problems, and simultaneously creates a whole bunch of new ones.

Vinyl Cutter - Source: http://retrothing.typepad.com/photos/uncategorized/vestax_dub_plate.jpgThere are parallels here between the current indie games scene and the indie music scene that emerged back in the late 70s and early 80s.  Both movements were the result of major technological change.  In our case it’s been fast network connections and digital distribution/payment solutions.  In theirs it was portable, high-quality recording equipment and affordable vinyl pressing plants.  

Until then, the major labels owned all the pressing plants.  Even if an aspiring band found the means to record an album there was simply no way of getting it duplicated without a label on your side.  Once it was possible to manufacture and duplicate recordings in smaller numbers, things changed.

What this new technology did was decrease the control of large music publishing companies and create fresh opportunities to release music that wouldn’t have been released before.  However, it did not change the fact that in order to be successful, the music still had to find an audience.

We’re facing the same situation in the games industry today: the major ‘labels’ no longer control the means of distribution.  But someone still has to do the marketing, the promotion and audience building.  And if a Publisher won’t be doing it, then it all falls squarely upon the shoulders of the developer, so it’s important to be prepared.

Fish Attention Grabbing On The Cheap - Source: http://ladystarlightnyc.files.wordpress.com/2009/09/r_fish1.jpgIf I’d been on that particular panel at GDC, my advice would have been slightly different.  I would have suggested looking at other industries, and particularly the indie music scene to identify ways people or companies have managed to get their products noticed without spending huge budgets on advertising and PR.  

While unlikely to provide ready-made solutions they could certainly be used as inspiration to find innovative ways of getting your own games noticed.

People often talk about social networking and word-of-mouth advertising in the same way developers talk of the iPhone: it’s changed everything.  But, again, it hasn’t really.

If you want people to notice your game and have it sell – well – you need more than a Facebook page and a Twitter account.  For any long-term success, you have to create something of real underlying value.  Something a bit different; something with a twist; something unfamiliar.


Psycho Shower Curtain - Source: http://nerdapproved.com/wp-content/uploads/2007/06/psycho-shower-curtain-1.jpgThere are lots of ways to do that of course, but regardless of the process the end product has to be remarkable in some way; something players will want to tell their friends about.

Otherwise why should anyone care?  Think about it: why would you care?  If you hadn’t made it, and didn’t know anything about it, what would make you want to call your friends and tell them about this game you’ve just played?

At Denki we’ve established our own tool to help us create games we’d want to tell our friends about.  We call it the Denki Difference and I’ll talk about this in more detail over the coming months.

My iPhone - Source: http://gizmodo.com/assets/resources/2007/07/dt_handknit_iphone.jpgBut, in summary then – the iPhone has changed the route to market, not the market demands.  If you’re a developer investing any more than your free time in making an iPhone game it’s really, really important you take time to understand that difference. 

To be clear, none of this is a criticism of the iPhone.  I love my iPhone and have bought some truly enjoyable games from a very wide range of developers – many of them based right here in Dundee no less.  It’s given me access to many hours of entertainment I would never have had otherwise and as an independent developer myself I recognise and appreciate the healthier balance it has brought to developer/publisher relations.

The difficulties I describe aren’t platform specific; they affect every platform, and every game released.  It just so happens that the easy route to market provided by iPhone exposes far more developers to the problem than ever before.  Which, again, only reinforces how many new opportunities the iPhone has created for developers in the first place.

Just be sure to consider any assertions such as “the iPhone has changed everything” or “building an iPhone app is a quick way to fame and fortune” carefully before drawing any firm conclusions.  They are claims that are dangerously plausible and which I currently consider to be widely misunderstood throughout the industry.

But you already knew all that – so what are you all waiting for?  Go grab them digital picks ‘n’ shovels and get diggin’!

 
 
Comments

Stephen Northcott
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Interesting article.. Thanks. I look forward to the follow up articles.

I actually came to read this blog entry because the title suggested something else to me. I thought someone had beaten me to the punch on an article I have been musing over writing for a few weeks.

I do think the iPhone has changed many many things, but not for the perceived reasons that make marketeers and bean counters slaver over those sound bites...

The game industry today seems to be driven by the sales bug *only*. Almost to the point that they have lost any sense of taste. What scares me is people are thinking about marketing *before* they even know what they are going to produce. Of course, if we don't make money, we don't eat. But I think this "gold-rush" comes with a certain myopia in regards to quality, coupled with a reticence for risk taking.

For me: Success != Immediate insanely huge sales numbers.
For me: Success == People enjoying my creations, and then me building on that..

A big part is also the enjoyment of the challenge of developing innovative ideas.
I've not got bored of that with over 30 years at the keyboard!

You'd have to be insanely confident, or perhaps just a bit stupid, to jack in your day job, fall for the hyperbole, and chase the iPhone Millionaire dream. I think most of the stats I have read show that 98% of all iPhone developers will be lucky if they make more than a couple of thousand dollars a year from an app. Some stand to make even less! Either way if you craft something you love, want to play, and want others to enjoy, then you are a lot further along than you may think... and the process has not been a negative one.. even if you don't get rich.
Just make sure you have a day job, or some savings in the bank... :)

Sure, we do need to market our products effectively. But I do also believe that if you really produce something original with some genuine intrinsic appeal, or perhaps just skillfully tailored to a niche, it will slowly but surely gain momentum, and you will recoup your investment. And people will talk and write about it. This is the way that indie music, indie games and genuinely original IP gets noticed, and then goes on to establish itself as something relevant, rather than something resembling a vacant celebutard. Most current major gaming franchises may be marketed heavily now (and all too often the product is disappointing when actually sampled), but 99% of them started with a small, loving team, crafting their dream... only to be snapped up by Microsoft! (I kid!).

In that sense, and perhaps that sense alone, the game industry *is* becoming like the movie industry. Few new ideas, and the big name corporate "owned" studios playing it safe with sequels and re-using IP which guarantees a certain level of sales.

Unfortunately it is true that it's becoming harder and harder with all the noise out there to kick start your own reasonable product awareness process. It's also insanely confusing to choose the right path in such a dramatically changing young market. Throw in a few sharks with the idea that they can get people to "buy" reviews on their pokey little fly-by-night blogs, a nice dash of industry nepotism for the big boys from the Conde Nastes of this world, and a "distributer" with a monopoly who (at best) treats it's partners with mild contempt, and you've got a really pretty hostile environment dressed up in a frilly pink dress...

The thing the iPhone has changed for me though is far simpler than all of this.. It means that a small team of developers, just like the ones me and my geeky friends used to form in our garages or spare-rooms back in the day, can craft their visions again without requiring million dollar artistic asset budgets, industrial priced SDKs, and a small castle for all our gear. And we can also easily and efficiently bring those ideas to market globally, and what's more...see a fair share of the revenue. Heck some of us have not even met our musicians, or our artists, or our coding partners any where more real than skype... What a wonderful wonderful industry, really.

The whole iPhone "thing" is something that Sony should have embraced with the PSP, and even the PS3, and countless other tech companies should have done with other products.

There are other reasons that I feel the iPhone "thing" is a wonderful opportunity, but I'll stop stealing your blog space and write that article.. :)



Colin Anderson
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@Robert - Hear, hear! I'd second that sentiment. I actually have two pictures hanging on the wall beside me right now as I type, and both of them are prints of paintings for record sleeves. I think that says it all really. Sadly missed.

@Stephen - Thanks for putting together such a considered response. I agree with everything you've said there I think, especially your point about there being more than one way of defining success. Just to clarify, as it may not have come through strong enough, this blog is aimed very deliberately at indie developers who are looking to make their living from developing games. Obviously I'd like to think it would also be helpful for those making games purely for the fun/love of it too; I believe it all holds true regardless, it's just far more important to anticipate these issues up front if you're hoping (or worse still - obliged!) to meet the salary bills each month from the proceeds. Looking forward to reading your blog on the subject - please be sure to post a link when it's ready.

Cheers,

Colin.

---

Lo Pan
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This has been my concern and issue with the iPhone/Touch App Store - games. There is a sea of shite and only a few islands of quality. The star rating system does help but can be manipulated to diminish quality or prop up mediocrity. I actually base many of my Amazon purchases on reviews and ratings.

I also look to brands (publishers and content) to ensure a level of quality/stability and 'fun testing'.

However, I like the entrepreneur spirit. Just wish Apple had some more quality controls on their app store.

frank yu
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Colin, you made some great points in the article and asked some great questions in the industry. I don't see a lot of innovation in the iPhone inddustry just crap and some good quality games but not much innovation from a platform with so much real world UI possibilities.

Tom Newman
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For me, the iPhone HAS changed almost everything, just not my gaming habits. My iPhone is my music collection, my email, what I use to surf the web, ebay/paypal, I read books, comics, strategy guides and PDF's on it, and I use the translator and all the conversion/level tools. I dont think 15minutes goes by without me using my iPhone (unless I'm gaming or sleeping), so it has changed my life, but as far as gaming goes, I may play Peggle or Mah Jong Solitaire when I'm away from home, but it does not even scratch the surface for my gaming needs.

Colin Anderson
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@Rebecca - I know what you mean; it's one of my main gripes with the App Store too. I'd go so far as to say that Apple's choice of interface for selling applications actually delivers less of an "App Store" experience and more of an "App Garage Sale" experience. "Store" suggests structure and the availability of knowledgeable staff to assist you in making the right choice when purchasing - not to mention somewhere to return the product to later on if you experience difficulties with it, or if it turns out to be unsuitable for your needs. "Garage Sale" or "Flea Market" (does that translate internationally? I'm not sure) is much closer to what you actually get: a big pile of stuff, nominally categorized by type, with each individual seller using whatever means necessary to get you part with your cash. Descriptions that are sometimes less than revealing, and a good chance that if it doesn't work or doesn't meet your needs that no one's going to be taking responsibility. If Apple's Retail Stores operated to the same standards as their App Store trading standards or their US equivalent would have intervened long ago I'm sure! Don't get me wrong, I still commend Apple for fascilitating application sales; it was a perfectly acceptable starting point a year ago when there were only a few applications on offer, but I had expected they'd have improved the retail experience much quicker than they actually have.

@Frank - thanks, it's good to know you got something from the piece. Touch interfaces are still a relatively new way of gaming for most developers that it might take a little while before we start to see the kind of innovation you describe. We'll all have to live with it for a bit first to realise its potential - although DS developers switching over have no excuses! ;-)

@Tom - good point. I hadn't considered the question from that angle. I think I agree with you. I know from my own experience that gaming is the last thing I reach to my iPhone for. I use it for gaming exactly the same way I've used all my previous phones - whenever I'm stuck without any other gaming device, then I *might* play a game on it. But given how convenient they've made it to do so many other things on the iPhone (web browsing, emailing, music, videos, etc.) I usually find plenty to do long before I fire up a game. Thanks for offering that perspective - you've given me food for thought!

Roberto Bianchini
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Great article Collin. I want to comment just one point. You suggest a great book and based your explanations on the thesis that "people’s decisions are usually perfectly rational", but thatīs not alwayes the case, and this will also have an influence on the market plan someone has to do. You suggest one great book, I will suggest one well written but that goes in the other direction, but worth reading even though. "Predictably Irrational: The Hidden Forces That Shape Our Decisions", by Dan Ariely. Sometimes, thereīs no rationality at all in our decisions, including the decisions we take to have fun.

Colin Anderson
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@Roberto - Thanks very much for that recommendation. I'll be sure to give it a read and see how it influences my conclusions. I'm always interested in hearing alternative views, as my primary motivation throughout everything is to learn, not simply to be "right"! :-)


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