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News

  Feature: A Guide To iPhone Development In 2009
by Staff
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January 6, 2009
 
Feature: A Guide To iPhone Development In 2009
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There's great potential in the iPhone/iPod Touch gaming platform, but alongside the promise of great success comes the possibility of zero revenues in a burgeoning market. And there are even further possibilities ahead for Apple's platform -- but will the company take advantage?

In the latest Gamasutra feature, veteran developer Jeremy Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of developing for Apple's hit device.

The "iPlatform" may be impressively forward-thinking in a litany of ways. "However, due to these spectacular victories, it's easy to see Apple resting on its laurels and not taking the device into the future in terms of hardware," Alessi suggests.

According to Alessi, Apple getting beaten on the software front is a real possibility. "Can Apple compete against dedicated hardware and software giants working independently on what they do best?" he asks.

So what can the company do to stay ahead? Think even more broadly, Alessi recommends. "In terms of hardware, Apple needs to support cutting-edge technologies that can be used for social fun," he says.

"Remember the example involving five friends, A/V cables, and a Wii Sports style game? Ditch the A/V cables and the TV."

"It's obvious that hardware represents the milestones of the race, but that the efficiency of the software powering new age mobile devices will be what propels the competitors from one milestone to the next," he adds.

You can now read the full Gamasutra feature, which goes in depth on all things iPhone development, including wise cost investment, hardware considerations and the difficulty in getting noticed in the App Store (no registration required, please feel free to link to this feature from other websites).
 
   
 
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