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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 4 of 4
 

The Future: Going Green & Avoiding Idiocracy

No platform has had so much potential to unsettle the status quo of the game industry like the iPlatform. With the whole world going green in the ecological sense, the iPlatform's download-only content delivery system places the iPlatform in the environmentally-friendly crowd.

After watching Wall-E, The 11th Hour, and most of all Idiocracy, you might think that consumerism (involving physical products, of course) is the enemy. Not to mention the fact that it's difficult to find a living space with enough closets to hold generations of game cartriges, CDs, DVDs, and Blu-ray discs. The iPlatform is way ahead of the game on this front.

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The Future: Mobile Competition

The iPhone recently became the top-selling handset in the U.S. With less than two years on the market, this is a grand feat. One potential pitfall, though, is hardware development lag. If there's one industry more volatile than the game industry, it's got to be the mobile phone industry.

New devices are introduced at an alarming rate. The iPhone still has an advantage in terms of hardware over most of its touch screen contemporaries, and the App Store pushes the platform over the top. 

However, due to these spectacular victories, it's easy to see Apple resting on its laurels and not taking the device into the future in terms of hardware. It's even easier to envision a competitor like Google beating them on the software front. Can Apple compete against dedicated hardware and software giants working independently on what they do best?

In terms of hardware, Apple needs to support cutting-edge technologies that can be used for social fun. Remember the example involving five friends, A/V cables, and a Wii Sports style game? Ditch the A/V cables and the TV.

People want to be mobile with all the amenities. Future revisions of iPlatform devices need some form of integrated shared display. They need a projector that can generate a communal image on any surface or at the very least a wireless broadcast feature.

This sort of hardware will enable true impromptu play sessions. Just imagine how much more interesting (or possibly embarrassing) waiting in line for The Dark Knight at midnight would have been with technology like this?

Back on the software front, Google is waiting patiently. The iTunes and App Store interfaces are slightly cumbersome. Currently, iPlatform software is more worthwhile than software for Google's Android mobile platform, but it's still very early. One factor that could determine the race is search.

End users need to be able to find, purchase, consume, and link software quickly. Apple's current implementation is good but not great. Google is known for creating extremely quick, lightweight, and just plain elegant web based software.

It's obvious that hardware represents the milestones of the race, but that the efficiency of the software powering new age mobile devices will be what propels the competitors from one milestone to the next.

Conclusion

Some great developers have created some great games, which have earned great support from players on the iPlatform. Only the future can tell us whether the iPlatform will live up to the developers' New Years Resolutions for which it has potential.

Hardware, software, creativity, mobility, sociability, and most importantly fun will determine the fate of the platform for game development.

In closing, have fun while creating software for this revolutionary new gaming platform no matter which engine, genre, or price point you choose but be weary of the pitfalls and keep an eye on the future, it's constantly evolving. Thanks for reading and have a great new year!

 
Article Start Previous Page 4 of 4
 
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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