The Present: Hardware
Considerations
Deciding whether to use one
of the available engines or use the bare iPlatform SDK is only the tip of the
iceberg when it comes to developing a game for Apple's revolutionary new
devices.
One of the first pitfalls to be aware of is that iPlatform
development may be close to console development -- but it's still not console
development. If a game is developed in conjunction with a second generation
iPod Touch, then iPhone and first-gen iPod Touch users may complain about
choppy framerates.
The iPlatform devices all
use a Samsung ARM SoC 620 MHz processor, but earlier devices are limited to 412
MHz by Apple's firmware. On the other hand, the second Generation iPod Touch is clocked to
533 MHz.
This speed divergence is in addition to other differences, such as the
lack of a camera or microphone in the iPod Touch, the lack of GPS in all but
the iPhone 3G, and finally, the various audio output options for all devices.
Music and iPod are nearly
synonymous, and the iPod touch definitely does music. However, 1st
generation iPod Touches do not have a built-in speaker, and rely on headphones
for sound.
Second-generation iPod Touches do include a speaker, but its sound
quality leaves much to be desired. Both iPhones include a more robust speaker
that can actually produce something resembling bass.
Effects that sound decent
on an iPhone begin to sound like insect chatter on a second generation iPod
Touch, though. As a result, special low-range filters must be applied on sound
effects to avoid the potential cricket convention.
While it may seem logical
that users will realize the puniness of their iPod Touch speaker, it would not be
wise to rely on that logic. Sound effects should be optimized to sound crisp
and clear through all audio output options.
These hardware variances
are subtle but they do produce challenges. The audio differences are something
that even a console developer can expect, but the differences in CPU
performance present a clear rift in the iPlatform-as-a-console concept.
Developing
a 3D game for the iPlatform almost requires the developer to have an iPhone or
original iPod Touch device. When dealing with 3D games running in the 10 to 25
FPS range, 5 FPS becomes a precious commodity, and represents a large
percentage of a game's overall flow.
The Present: iTunes
& Marketing
With the technical details
out of the way, only Apple's iTunes Connect and the App Store remain as
challenges on the road to riches during the iPresent. Of course, this is where
the real challenge exists. With over 2,000 games in the App Store, it's hugely
important to nail the application and release process.
Apple's iTunes Connect
allows for an app profile to be created without attaching a binary. Be aware,
though, that it's possible for an app to get stuck with this release date
instead of the actual date that the app becomes available to the public.
The company can manually adjust for this, but there seems to be a bug in the system that
will not allow the "release date" to be changed from the date that
the app's profile was created. As a result, a game can instantly go DOA by
getting buried under the heap of new apps released daily.
This is simply one minor
point in the barrier to financial success on the iPlatform. Designing a great
icon, choosing the proper screenshots, and describing a game succinctly are all
hugely important to distinguish a game from the rest of the herd. Potentially
the most important aspect of a game's presence in the App Store is insc what
category the game is contained.

TouchSoft Mobile's Pizza Dash
While there seems to be a
slew of racing games for the iPlatform, there are actually fewer pages (three)
of racing games than any other category other than RPG (two).
The result of
this is that Pizza
Dash has a pretty good chance of catching a user's attention, even though it's sitting right next to Ferrari
GT: Evolution. Conversely, there are 49 pages of puzzle games, which,
makes it pretty tough to compete with Enigmo.
At IGC, 2007 Halo designer Alex Seropian said "be
original"; nowhere does this apply more than on the App Store. Creating a
genre defying game can help tremendously in an attempt to get noticed.
Thinking
outside the box allows placement of a game inside multiple low-competition
genres on the App Store, and increases the probability that users will actually
click on the game's icon as opposed to scrolling on to the next page of needles
in the proverbial haystack.
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I feel apple did a great job of 'solving' many issues for indie developers: low cost of entry, ease of programming, distribution. The one issue that remains unsolved (not that it is apple's sole 'responsibility' to solve it), is a better app search and ways to give exposure to all apps more evenly. I wish the iTunes/App Store had at least a 'Random' section that would showcase a selection of random apps. Also maybe a section showcasing top rated ones, (best reviews). This would 'spread' the coveted app store front page exposure a little more evenly across all applications.
luis
I find it really strange that Apple sorts categories by popularity but not by ratings. With such a large flood of Apps it is hard to determine the quality of the app by which to make a purchase decision based on price-to-quality value. Subsequently purchases are much more of a guess and so as a consumer I am not willing to risk as much at higher price points.
I also think much more of the App statistics need to be exposed to the consumer such as total number of ratings, more granular averages (i.e. 3.27 stars), ratings by App version number and by calendar quarter or month, version update rate, total and monthly average number of downloads, etc.
There might also be some interesting ratios or misc. stats that could be very insightful to some consumers in determining App value such as possibly the average rating per current version, the average rating per dollar of price?, the average downloads per dollar of cost?, the most popular Apps per category without a price drop, the average price change per month. I think the more Apple discloses to the consumer the harder it will be for developers to attempt to release cheap gimmicky shovelware for any genre and this should result in an increase in quality and value for the consumer and make it easier for quality developers to survive.
http://ideenecke.blogspot.com/2009/01/itunes8-activate-half-star-ratings-for.htm
l
I would still like to be able to set the level of granularity though.
http://byteclub.com/blog/39-blog-multiplayer/49-where-are-multiplayer-iphone-gam
es
I've started a FAQ recently to collate info on the technical, operational, and marketing issues around the platform: http://iphonedevelopmentfaq.com