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iPhone Games Hit 6,000 Titles On App Store
by David Jenkins
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March 9, 2009
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More than 6,000 games are now available on the iPhone’s App Store, with games representing 23.1 percent of all downloadable content for the platform.
There are currently 6,276 games available on the App Store - by far the most numerous style of content on the store, according to website Mobclix. The second most popular category is the more vaguely defined Entertainment with 3,682 downloads (13.6 percent) – although many of these include game style applications.
In the games category, 75.8 percent of titles are paid-for content, with puzzle games proving the most popular, followed by arcade, action, family, kids, educational, board and strategy.
A total of 27,131 applications are available on the store in total, of which 20,972 (77.3 percent) are paid-for content and 6,159 (22.7 percent) are free. Other popular categories include books (2,450 applications), utilities (2,319 applications) and education (1,886 applications).
The iPhone/iPod touch format has attracted increasing interest from traditional video games companies in recent months, with mobile developer Gameloft recently revealing that the App Store was already its biggest client.
Companies ranging from iD Software to Konami have also announced major new titles for the platform, many based on existing franchises such as Quake and Metal Gear Solid.
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Still, I do agree that the platform's potential hasn't been reached. The possibilities blow my mind. As such, I don't think we'll witness the full potential of the platform for quite some time.
Now, I'm going to be utterly shameless right here and suggest trying out my company's games: Toy Bot Diaries (physics-based puzzle platformer), Zombie Attack! (non-traditional Turret Defense game), and Shaky Summit (strategy racing game, has two player). These are not your normal fare, and we've done our best at IUGO to make some crazy, unique, and entertaining games. You can find more info about them in my website link on my name.
Needless to say, there is quite a few crazy games on the platform, but as the article above shows, there's just a lot of games. That means that the signal-to-noise ratio is kinda harsh, and that's further compounded by the sheer volume of new content that hits the App store every week, so it's hard to keep track of popular or "good" games (whatever your metric for good may be).
There are also many innovative titles showing up. I like Petri, which I picked up after seeing a post by the developer on the Apple forums. I also bought Zen Bound without a second thought, but haven't had time to play with it yet. It sure seems like the therapy I need between programming sprees.
One thing I would like to see is a willingness to listen to suggestions from the players. Right now it seems as though game companies ignore gamer input entirely, or only say things like "We value your feedback, as long as it's only about racing or tower defense games," or "We listen to your suggestions, as long as they match up with what we already have planned." Having been actively involved in the gaming world long before personal computers, I can tell you that there are brilliant game designers out there who are being completely ignored because they can't program, while brilliant programmers are being hired for big money despite the fact they can't create an interesting game without copying what everybody else is doing.
Sean, has your company every considered holding a contest where gamers who can't code can submit their ideas and, if they win, get a percentage of the sales? I'm surprised nobody is doing this because as player-created content games have proven, there's a lot of very creative people out there who can't program.
And I hear you about brilliant game designers not getting hired, because I recently gradded out of a class of 11 designers almost a year ago. So far, I'm the only one of that group with a job that says "Designer" on the contract; everyone else is either still looking, or a handful have gotten a foot in the door as QA (on and off employment).
However, your idea about contest for user-generated IP sounds interesting. I'll forward the idea off to my boss, and see what he thinks.
as for 6,000 games.. seems like that would not be a good climate to introduce 6,001... being more and more deluted... but yea like any other market.. in time it will stablize and either it will grow or fade as developers make money or loose money.. i look forward to seeing how it develops.
Caleb, practically all of the good non-computer game designers I know understand that the idea is the easiest part, and give full credit to the programmers/artists who make the idea a reality. However, being able to think up a good idea and develop it into a workable game, one that is fun to play many times, balanced so it's challenging yet not too hard or too simple, and is easy to learn but difficult to master, is the true meaning of the title "game designer," and this is often lost on company execs and many programmers. When you say "I have an idea for a game" to them all they think is you have a one-sentence outline, like "Tower defense with fish" or "World of Warcraft but with more blood and bigger cleavage." They rarely give you the chance to explain how your idea works, how it can be developed and expanded, and why it would have broad appeal.
For instance, A few years ago I developed a card game idea because it was something my friends and I wanted to play online but nobody was doing anything along these lines ( http://www.palenoue.com/card_game_intro.html ). I whipped up these web pages one day to explain the concept then visited a number of computer game company web sites to pitch the game, begging them to steal the idea and market as their own just so my friends and I could play it. The few that responded said player-created content can never work (tell that to Spore), the game was impossible (tell that to Magic: The Gathering), and that they had more than enough of their own ideas (yet all they've come out with since are match-three and rip-offs of other casual games). It became obvious they never read more than the first couple of paragraphs.
Just as the App Store changed things for the game makers, the game makers need to change how they operate if they want their games to stand out from the other 6,000. There are lots of people out there with well-developed ideas for great games, and they are able to work with programmers to develop the idea inside the constraints of the iPhone, but there's no way for them to communicate those ideas to the people who could make the game a reality.
Of course, I'm not denouncing all updating your game after it is released. We made a lot of improvements to Zombie Attack! after it was released, largely based off of people's comments of the game both in the App Store and in other forums. The difference, however, is that we released a full game (as spec'd in the GDD) first.
Your second paragraph of your previous post basically boils down to this though: "Game Designer" doesn't start and end as the person with the ideas, but the person who implements it to maximize enjoyment and/or sales for the company (depending on your game, or outlook on the business). This is something that is widely misunderstood, but thankfully education in the general populous - and within ignorant members of our own industry - is improving this.
To comment on your last point though: it's interesting to note the popularity of games when a free version is also released. Zombie Attack!, when it first came out, was not very well known, and the recently released Fieldrunners ended up giving people a lot of expectations we weren't expecting walking into the project. Fast forward a few months later, and we released a free version... which ended up putting the free version and the paid version high in the top 100 lists in the App Store for a few weeks.
Lesson for Dev's: Free versions are ridiculously good at improving exposure of your paid game.
Now, factor in that, as someone else said, the App Store has only been out for about a year, and you already have 6,000 games fighting for visibility. How many will it be in 2 years ? How will you stand out from among 10,000+ games ? Therefore I like to bring it back to one very simple concept: Too much (downloadable product fighting for visibility) is like not enough (shelf space in brick & mortar stores).
Also good point on the position of "Game Designer." I know a number of artists who have worked in game companies, and for quite a while "Game Designer" meant the person who tried to squeeze the most frame rates out of the video card, they often knew nothing about what makes a game fun and focused entirely on programming for the hardware. I have nothing against these people, they can do amazing things with the right crew, except make a game you want to play more than once. It just gets frustrating when I see a lot of well-made games that are lame, unimaginative, and boring to play. They put so much effort into the games yet ignore, or don't understand, the non-programming part of gaming.
Congratulations on the success of Zombie Attack! That's another big plus of the App Store, being able to release a free version like that. I expect someday soon someone will release multiple versions of a free lite game (like the first level but with different elements) just to see which one becomes more popular. Still, I wish the App Store would let you put up short videos of gameplay, or link to youtube videos. That would be a popular feature.
Yannick, because there's 6,000+ games in the App Store its even more important that the games be unique and fun enough that people will recommend them to others. It's like console games in that regardless of how spiffy the graphics look, if it's not a fun game word gets around and people avoid it (like many AAA titles), whereas if the game is fun to play, even if it has sub-par graphics, people tell their friends and it becomes popular (katamari). No matter how many company employees buy it, word of mouth wins out every time. Yet regardless of this, I get the distinct impression from many companies and programmers that if you don't know how to code a game, you can't possibly have anything useful to say (and some have even said this in forum comments).
And does the App Store level the playing field? Just look at the popular games. Take the top 100 sellers at any given time and you'll find that most of them are from 1-3 member development teams. Also, if you track the sales of large company games and compare them with small companies you'll find the small ones do better. Sometimes you get the impression the big companies are doing better, like for a while there all you heard about was Super Monkey Ball, but in reality people were really talking about, and buying, much smaller games.