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They're little things. They're less than
100MB, they're available for download at attractive price points, and they
bring all sorts of compelling gaming fun to a small black screen. For most
people that describes the wonderful world of iPhone apps, little programs that
have launched Apple's iPhone and iPod Touch from clever concepts to the new
must-have gadget of the early 21st century.
Of the thousands of iPhone
applications that have been launched since the system first started letting
hobbyist programmers with a keyboard and a dream offer their wares to the
world; it's the games that have become the killer app for the platform. Indeed,
games have become so much a part of the system' strategy for Apple that its
marketing (particularly for the Touch) now clearly emphasizes the system's
gaming selection.
In a recent New York Times interview,
Steve Jobs himself confirmed that the Touch was being repositioned as a gaming
machine to compete with Nintendo's DSi and Sony's new digital distribution-only
PSP Go. This is not a challenge that Sony can afford to ignore if it hopes to
be competitive in the handheld space.
Their answer is the PSP Minis line of video games -- smaller PSP-compatible game titles that are digital only, have less stringent approval processes, and live in a separately branded part of the PlayStation Store for PSP.
The games are available to anyone who connects to PlayStation Store on the PS3 or those with earlier PSPs who have downloaded the OS update that allows for direct PlayStation Store browsing, meaning that a larger audience that just PGP Go is targeted. Launch titles for PSP Minis include games like Subatomic Studios' Fieldrunners, Digital Eel's BrainPipe and EA's Tetris and Sudoku, all retailing for between $5 and $10.
Light Touches
Looking particularly at the redesigned PSP Go,
which was released globally last week, and the competitive environment it's
launching into, PSP Minis appear to be an interesting angle. With the system completely
dependent on downloadable titles from the online Sony Store and facing a
competitor blessed by legions of hobbyist programmers, it only makes sense that
Sony would be looking for a way to get as many apps into the hands of its users
as quickly as possible.
As such, the company took a new approach when designing
the development pipeline for the Minis. "Earlier this year we announced a
reduction in the price of our SDK," said Eric Lempel, Sony's director of
Playstation Network Operations and Strategic Planning. "With that and a
redesigned development program, we wanted to lower the barrier to entry for
smaller developers."
In some respects, the company has
certainly lived up to its promise. The evaluation and approval process is
extremely streamlined. Just about anyone can apply for an initial concept
approval via the web and be reasonably sure of getting it.
In fact, the company
has offered access to technical support even before the purchase of a dev kit
in order to encourage fully specced out proposals. "We're really looking to
offer some creative freedom here," Lempel said. "There's an experimental
quality to Minis that we want to encourage. I think we'll be seeing some really
exciting new things come out of it."

Fieldrunners
Once approved, development itself is
as quick as the developers themselves can manage. The minis will not need stage
one or stage two approval rounds, as typical in full PSP development; instead,
they merely require what Lempel calls a "light QA phase" designed to screen for
content and check for bugs.
Of course a shortened development process
necessarily brings up the question of how Sony's planning on keeping the
quality of the Minis above a certain standard (something Apple doesn't do, but
which Sony has traditionally done with its consoles.)
Said Lempel, "Part of it is the
selection process. We're looking to lower the barriers to entry, not remove
them. We don't want 25,000 Minis on the system if 24,000 are just poor-quality
clones of the same four games. Even at the reduced price, purchasing an SDK and
needing to pay for an ESRB rating speaks to dedication and a developer's
commitment to a certain level of quality."
Even so, Lempel is aware that not all
Minis will be gems. "You're going to get some Minis that will be fantastic and
some that will be less so. That's just the nature of the business. Any gaming
channel you'd care to name has its great products and some that are not so
great."
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1) It's good to see they are reducing barriers to entry!
2) The solution to the shovelware problem is to intelligently design their store: make it easy for players to find games that are popular and that are of interest to them, even if they aren't popular. Think genre tags (not categories, too rigid). Think integrating Metacritic or Famitsu scores (or some other objective source) and think Netflix or Last.fm style community recommendations. Imagine a store with infinite shelf space. Now imagine it without any personal assistance. Now imagine how impossible it is to find anything I would be interested in purchasing.
3) This one is just kind of wishful thinking, but it would be super-great if there were an officially-sanctioned way to transfer UMD-based games to this device. (heck, bundle a download-code with each new UMD, and provide one in exchange for a proof-of-purchase on an older one would be fine). This way, there's at least a way to legitimately play UMD games on this, because you know someone will find an illegitimate way (I mean, modders have been able to go sans-UMD for a couple years now).