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Smartphone Advice: Keep On Porting!
 
 
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  Smartphone Advice: Keep On Porting!
by Paul Hyman [Business/Marketing, Design, Mobile Phone, Smartphone/Tablet]
7 comments Share on Twitter Share on Facebook RSS
 
 
April 7, 2010 Article Start Page 1 of 3 Next
 

When it comes to developing smartphone games, the smart money is still on the iPhone. Games for the other smartphone platforms are more likely than not iPhone ports. And, say those in the know, it's likely to remain that way for some time to come.

Budgets simply aren't there for original games for the Blackberry, Palm, Android, Windows Mobile, and so on, whose installed bases are considerably slimmer than the iPhone's. Instead, developers have taken to cherry-picking the best-selling iPhone games and then porting them to just one or two additional platforms.


Take the case of Seoul, Korea-based Gamevil. For the past few years, the 10-year-old mobile game developer has built approximately 10 games a year for the Korean market. Of those, six or so are brought to the U.S. for the iPhone and, of those six, the three or four best-selling titles are ported to other smartphone platforms.

"If you're developing from scratch, the only platform that makes sense right now is the iPhone," says Kyu Lee, president of Gamevil USA in Torrance, CA. "It has the largest installed base -- perhaps 10 times that of Android, the runner-up -- and one single point of distribution.

"That's not to say that the other platforms aren't growing at a rapid pace, but not enough at the moment to justify development costs from scratch. Porting is a different matter; those costs are significantly less and may justify a port for each of the other smartphone platforms depending on your budget."

Developers with tighter budgets are significantly more selective. At Manhattan-based Area/Code, for instance, the developer made the decision to create only an Android port of its hit game Drop 7, which originally launched for the iPhone last January.

"It seemed to us that Android offers another type of standardized platform, like the iPhone, that is powerful enough to deliver a quality game experience and, at the same time, wasn't going to be fragmented and fractured the way the rest of the mobile market is," says Frank Lantz, co-founder and creative director.

Building the Android port, which released just a few weeks ago, wasn't necessarily a simple task. "I don't think there's anything inherently easier in going from the iPhone to the Android than from, say, the PC to the Mac or from one console to another. It's definitely a different language and requires a different code base," says Lantz. "It's got all the issues."

Nevertheless, he reveals Area/Code may eventually do a Blackberry port as well, but none for Palm or Windows Mobile. "Our sense is the scale just isn't there," he says. "That the audience for those devices just isn't large enough."

 
Article Start Page 1 of 3 Next
 
Comments

E Zachary Knight
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The article was pretty good up until the last page. I found two comments that I take issue with.



The First:



--Area/Code's Lantz hasn't heard much chatter about the problem outside of the iPhone, but he suspects he will: "I can only imagine that it will be far worse on platforms like Android, because of its open-source nature,"--



I do agree that Android apps will be more affected by piracy, but it has absolutely nothing to do with open-source software. It is the open nature of the Android platform. There is a difference. Open-source is sharing the source code of software to allow others to improve the code base. An Open Platform means that anyone can create any kind of software and anyone can install any software.



The reason that the Android could see higher piracy rates is because people don't have to jailbreak their phones. People can install anything at any time. That is what makes it easier to pirate.



Lantz may have just misspoke, but that needs to be clarified.



As for the other problem:



"Why would anyone want to build a stand-alone game just for, say, Android? That doesn't make any sense at all," he adds. "It's like making a game specifically for a Dell PC that doesn't work on an HP PC. You might as well make a game for the iPhone and then port it everywhere!"



Patcher is far off in his comparison here. The Dell/HP pc thing does not work because they share an operating system. What he should have said:



"It's like making a game specifically for a Mac OSX that doesn't work on a Windows PC. You might as well make a game for the iPhone and then port it everywhere!"



See how that is different. His argument is based on Market share but he uses a hardware example.



Other than those, I thought this was a great article.

Mike Kasprzak
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I won a car and a trip porting my mobile game to Netbooks, so yeah, porting rocks!

Andrew Drebit
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I'm a little disappointed in this article. There is talk about how it's probably worth it to port your game, but then the only numbers presented are the cost of $5-10,000, without any numbers showing that you might actually make that investment back. "You're looking at a potential market for smartphones of probably a billion in the next 10 years" is not a very convincing argument by itself.

Mike Lopez
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Maybe one can make a crappy fart app for $5K but I doubt any developer is making any quality games with that.

E Zachary Knight
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@Mike,



For some developers working solo, $5k would cover 1 month of development time based on the Game Developer Average Pay. So I would say it is not far fetched to assume that a quality game could be developed with estimated costs from $5-10k



You may not get a very long game or one with great graphics (depending on the talents of the individual), but it could be a fun game.

Mike Kasprzak
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@Mike Lopez

The $5k-$10k mentioned in the article is the cost of porting, not the cost to create an original title.

Mike Lopez
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@ Mike K: Good eye. I missed that but it makes sense now.



@ Ephriam: Who is doing quality new games in 1-2 months with a team of 1? Most times I hear 3+ months with 2-3 people or more for small content games. Large content games (say racing or flight sim) could be maybe 6+ months and 6-10 people (admittedly a very loose guess on my part).


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