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iLang Syne: A Guide To iPhone Game Development In 2009
 
 
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Features
  iLang Syne: A Guide To iPhone Game Development In 2009
by Jeremy Alessi
7 comments
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January 6, 2009 Article Start Previous Page 3 of 4 Next
 

The Future: A Glass Content Ceiling?

With the iPlatform-past now long gone as it grows into a viable gaming platform, and the iPlatform-present generating revenue, things seem to be looking bright. Don't be fooled, though. The iPlatform's future is anything but certain.

Although there's a chance to make millions, most won't. There are even reports of zero sales for paid apps. With so much competition, it's inevitable that some good apps will never get noticed. 

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Furthermore, in the iPast, many games started life at $9.99 but they quickly retreated to $0.99 territory. Revenue per unit sold is very low, and this could potentially create a glass ceiling for content quality.

Companies such as Gameloft are attempting to raise the roof with titles like Brothers in Arms and Hero of Sparta. However, rival titles like Billy Frontier and Nanosaur 2 are selling for 1/10th the price and deliver arguably similar quality content.

Will players jump to the $9.99 price point for mobile applications?  Early signs indicate that some titles like BIA can succeed, but it's unknown if this will be the exception or the rule. Furthermore, will it be profitable for larger publishers to support the iPlatform at $9.99, or will they need more money to support the iPlatform in addition to the DS and PSP platforms?

The Future: Developer Innovation

Still further into the future, the question of technology comes up. As with all new devices, the revolutionary quickly becomes the ordinary. The iPlatform really has a lot of room for innovation even beyond touching and tilting in the palm of a player's hand.


Freeverse, Inc.'s Moto Chaser

Freeverse recently showed a demo video of Moto Chaser running on a TV by using the undocumented MPTVOutWindow options of the iPlatform's 2.2 SDK. This means that the iPlatform could potentially replace not only traditional portable consoles, but that it could also barge in on Nintendo, Microsoft, and Sony's home console market.

Many developers may dismiss this feature as a mere novelty. That would be a dangerous assumption -- on par with the assumption that Nintendo would not succeed with the Wii.

Imagine a room with five tech savvy friends. Obviously they all have iPhones or iPods, but only one is a true geek and carries the A/V cables. This über-geek hooks his/her iDevice up to the TV and the other 4 gather around for an impromptu Wii-style play session.

The device chained to the TV acts as a server and the other 4 become iMotes.  The last remaining component is an iSports game. Don't bother checking; the name already belongs to another app.

This is beginning to sound interesting. Unfortunately, Apple will not approve any application using an undocumented feature of the SDK such as MPTVOutWindow. Technically this theoretical iSports game could be on the market right now -- Apple's iron-clad grip on the iPlatform acts as a bottleneck for developer innovation.

 
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Comments

Luis Gomez-Larez
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Great well-rounded article. Couldn't agree more. As an indie developer for iPlatforms, I would put even more emphasis and caution on the challenges of Marketing/Advertising on the App Store. This has been by far our toughest challenge on this platform; getting our app noticed among the thousands of already existing ones, on an indie developer budget.

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

Mike Lopez
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Great article. The cost of entry and platform feature differences were especially insightful.

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.

Mike Lopez
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By the way, one can activate 1/2 star ratings in iTunes 8 by editing the prefs file:

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.

Peter Bakhyryev
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Would be interesting to hear about the multiplayer aspect, and whether you think it's important or not, given that iPhone is an almost-always connected device and iPod Touch's internet capabilities are on par with Nintendo DS and PSP? Multiplayer and social games are becoming more and more widespread and developers should absolutely take that in consideration. You could probably add a whole page or 2, just to cover that one topic.

http://byteclub.com/blog/39-blog-multiplayer/49-where-are-multiplayer-iphone-gam
es

I Already
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Great article, thanks. The iTunes App Store interface *on iPhone* (rather than on Mac) is a curse from the most unimaginative and user-unfriendly depths of some soulless executive's most bland nightmares, so I think you slightly under-emphasized just how bad that part is ;), but I'm sure Apple will ditch it and put something half-way usable in its place soon.

I've started a FAQ recently to collate info on the technical, operational, and marketing issues around the platform: http://iphonedevelopmentfaq.com

Maury Markowitz
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I think the entire issue of presence has been underdeveloped on the Mac. On the PC you have things like XFire and such, but what I think we really need is a single "Presence Kit" that ties into SIP, XFire, iChat, you name it. That way programs on the iPlatform could register they're being played, and friends could see this and fire up. Even better, if you combine this with Bonjour and/or location-aware apps, then you could find people to play with simply walking down the street.

Dushy Singh
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Great article for newcomers. I think the next wave would be the emergence of RPG engines, FPS engines, RTS engines etc. specific for the iPhone. Some would probably be opensource. Hopefull,y some one comes up with an equivalent free / opensource kit like the ones you mentioned. We run an iPhone Learning course online via Video, PDF, and one-on-one support, at EDUmobile.ORG, and we do have a few people who struggle with the upfront costs of hardware. Hopefully the folks at Mac come up with a discounted version of the hardwares for developers - just as Google has done with their Gphone.


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