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  Infinity Blade: A New Era Of Games
by Christian Nutt [Design, Interview, Smartphone/Tablet]
9 comments Share on Twitter Share on Facebook RSS
 
 
April 11, 2011 Article Start Previous Page 3 of 4 Next
 

Were you surprised at the uptake on this game?

DM: Yeah. I had a...



GM: I wasn't; he was. (Everyone laughs)

DM: Maybe I'm just always scared. I feel like I don't know. The night before our games come out, I'm like, "It could sell a million copies; it could sell zero copies." I don't ever...

LM: And the first time it's like, "Wow! Somebody really bought it!"

DM: The day before Infinity Blade came out, I thought, "We've made a really, really awesome game." I thought, "This is a fun game that I love playing and the team loved playing."

We thought we had something really special, but because of the unknowns of the marketplace... With Shadow Complex, I'm like, "This is a fun game. We're really, really proud of it, and I have zero doubt that it's gonna be a big success," just because it felt like the marketplace was absolutely ready for a title like that.

GM: And we're more familiar with the Xbox/console hardcore gamer market.

DM: Whereas this, I'm like... Who knows

LM: Well, Infinity Blade is the first of its kind, you know? The marketplace is just still developing, so...

DM: And it felt like a new enough genre choice that it felt like there could be literally no market for this, and so I didn't know.

LM: That's all we can do, though, is get it to the point where we feel like it's a good game, and fun to play, and we're proud of it.

SH: We had a moment about four weeks before we shipped where I'd been playing it on the 3GS for a few weeks or whatever, one of the test units that I had on my desk. We got a new build, and I took it on my phone and took it home and played it over the weekend. The first I turned it on, it all just sort of clicked at that point, and was like, "This is gonna be great." It's just doing something that nobody's ever been able to do before.

DM: We knew it was great; it's just great and selling doesn't necessarily [define its greateness]...

SH: That's true; that's true.

DM: But, yeah, within 24 hours it was number one on every chart. It was awesome.

When did Infinity Blade come out in relation to the iPad?

DM: It came out December 9th, so it had already been out for three months.

Oh, God; really? That's all? It feels like it's been out for... It feels like this big, titanic -- oh, that's the wrong word; titanic in the adjective sense, so it's not mean. (Everyone laughs)

LM: We just can't remember life before Infinity Blade!

GM: Because it hit hard and hit big, and you saw it everywhere -- because of Apple. You saw it on every TV commercial during the Super Bowl; you're like "What the heck is this thing?"

Do you have any statistics on whether it's more popular with iPad players? Do you have those kinds of statistics?

DM: We do. It's about 50 to percent are iPhones, so 3GSes and iPhone 4s.

GM: It's around 30 percent iPad and 20 percent iPods.

DM: And then, of the 50 percent that's iPhones, it's like... Is it 40 percent iPhone 4s? Or is it pretty evenly split?

GM: There's a lot more iPhone 4s than other [games] -- just because they're wanting to show it off. And that's shifting over time...

DM: And those numbers pretty much show that that has more to do with the install base of the devices. It's pretty even, if you look at how many iPhone 4s there are, compared to iPads, compared to iTouches. It's pretty even.

GM: The only thing that really surprised us is that, of the iPhones, [relatively] more iPhone 4s than 3GSes got it. But, thinking about it, that makes sense because that's where it really shines. People want to justify their iPhone 4 and say, "See? It's better than all your Android devices." So they wanted it for that reason. But over time that's shifting --

DM: Which is crazy, how many devices there are.

 
Article Start Previous Page 3 of 4 Next
 
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Comments

Skip McGee
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Some good insight. Although, I think the game was mostly successful because Apple promotes this game everywhere as a graphical show piece. I think it's a technical marvel more than a gameplay one.

John Martins
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It's definitely one of the best pieces of technological eye candy around, especially on an iPhone 4 with retina display. I thought the gameplay was really good though, it was obviously made with simplification in mind but the "bloodlines*" mechanic really spoke to me. My favourite games have always been ones I can replay endlessly without getting bored and they'd managed to do that within the natural course of the storyline.



*For those not in the know: once you die in Infinity Blade the storyline advances 20 or so years and you assume the role of your previous character's child. His abilites and equipment are passed on and so you get this unique feeling of evolution and knowedge being passed down through the family tree. Fantastic idea IMO.

Christopher Braithwaite
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There is some great information in this piece. Thank you.

BobbyK Richardson
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i've played this almost more than anything else on my iphone (except Plants vs Zombies) but seriously it still needs much more content

Robert Bevill
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I was really surprised about the fact that buying gold was so popular. When I saw that in the game I absolutely refused to touch it. It almost felt like cheating, because you're essentially paying money to skip game content. I guess people are fine with that, though...



Anyway, really insightful interview. Infinity Blade is pretty fun, though I prefer the cheap, 1-dollar games like Tiny Wings instead.

Joe Cooper
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"because you're essentially paying money to skip game content."



Pay money to buy the game, pay money not to play it.

Arjen Meijer
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this is the same for most facebook games, pay money to play the game less.



And the game is just clicking on objects mainly. (cheats are making money)

Aaron Truehitt
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Hmm, So maybe we'll see this type of stuff leaking into consoles games with gold buying.

Kamruz Moslemi
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Are you familiar with a little outfit called, EA?


none
 
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