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.
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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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