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  Game Strategies: iPad vs. iPhone
by Paul Hyman [Business, Game Design, Smartphone/Tablet]
9 comments Share on Twitter Share on Facebook RSS
 
 
July 8, 2010 Article Start Page 1 of 3 Next
 

[With the iPad newly-established as a gaming platform, should iPhone developers be creating 'universal' builds for the same price or making brand-new HD versions of their games? Developers such Semi Secret (Canabalt) and Firemint (Flight Control) weigh in.]

Though Apple's iPad has launched to incredible sales, some developers with iPhone experience under their belts -- and who are now building for the iPad as well -- are struggling with how to strategize and price around titles for the new touch-screen platform.

Some have chosen to create "universal builds" -- gamers can buy one version and receive the other version as a freebie. Others are developing separate builds for each platform and are pricing them separately. It's all a matter of business strategy, they say.

For instance, at Austin, Texas-based Semi Secret Software, the fledgling developer expects its "pay once" policy will be a major selling feature.

"It won't matter what device the customer has," explains co-founder Adam Saltsman. "Once they pay $2.99 -- which is what we currently charge for our games -- they can pull down any version of the game and enjoy it."

Semi Secret's Canabalt -- a simple one-button platformer that challenges gamers to outrun the demolition of their city -- was originally a Flash game ported to the iPhone in October and just last month an update was released to the App Store with iPad compatibility.

Saltsman admits that the $2.99 price is quite a bit more than some other iGames that sell for 99 cents, but that's all part and parcel of his company's strategy, he says.

"When we started two years ago, we didn't want to participate in what we call a 'shotgun-style' of development where you make like 20 crappy, half-built games and throw them out there to see which one gets lucky and catches on," Saltsman explains. "We decided not to do 99-cent apps, but to concentrate only on stuff that customers would think is really cool. We wanted that to be our reputation."

Which is the main reason why Saltsman and his partner, Eric Johnson, chose to support the iPad as well.

"We loved how the iPad looks and we wanted our games to keep running regardless what platform you choose to play them on," he says. "Once you pay your $2.99, we wanted to be known as the guys who keep taking care of their fans -- with free updates, new music, and so on. We even rolled the game back to be compatible with older operating systems."


Canabalt

Saltsman calls their strategy an experiment and predicts other developers may have alternate ways of monetizing their creations. His gut feel is that the industry will adopt a two-pronged approach depending on the nature of the game.

"Some games are really hard to port to iPad because you've done the iPhone version art at a really low resolution and now you have to re-do everything to run on a larger screen size," he explains. "You need to do a lot of optimization to get the performance you really want on the iPad. And so I expect the developer will just say, 'Okay, this is a whole new game we're building and it's totally fine to get away with charging more for a new premium iPad version'."

But, he adds, if the port isn't difficult, then developers may adopt a "pay once" policy, especially "if they feel that charging twice may piss people off," he says. "The question a developer needs to ask themselves is whether they think the customer will love the game enough to buy it twice. Is it awesome enough on the iPad to justify buying it again?"

Porting Canabalt to the iPad was a relatively simple procedure, given the fact that the game is supposed to be played with large, chunky pixels -- no new assets were required. But, admits Saltsman, his "experimental pricing policy" could change for future games, especially those that are difficult to port.

"Essentially I think it's going to boil down to this," he says. "If the game is going to be too hard or too expensive to port to the iPad, then we're just not going to do that and the game will be iPhone-only. Heck, there may be a lot of interest in the iPad, but the install base is just a fraction of the one for the iPhone. That's the one we need to concentrate on."

 
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Comments

Ian Bogost
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"We don't think that releasing identical games on both platforms is an effective strategy."

Instead, an effective strategy is releasing identical games save updated graphics and an extra feature. Why does this feel familiar?

Bryan Ma
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Definitely familiar, but it seems like a fair assessment, at least part of the time... Good and bad.

The quote is about maximizing the potential of a game experience for the platform - which is certainly a consideration to make, based on interaction design and market/target audience. Certain games in particular - especially the ones using a dual-hand control scheme on the iPhone - have had to redesign input for the iPad. Nobody I know likes playing dual-hand games on iPad, except for tilt-only schemes. Dual analog sticks just don't feel right anymore, which is why (I assume) Geometry Wars and Minigore have options for one-hand-only controls for the ported versions.

That being said, plenty of iPhone games play just fine(or better) on the iPad as is... Canabalt, Drop 7, and Eliss are great examples. Additionally I wonder just how much thought actually went into re-imagining Flight Control for iPad. I've played the hell out of that game on both platforms, and I'm not sure I would call it "re-imagined" if I were them. "Optimized", if anything, and definitely improved, but not because the game plays any differently.

Russell Carroll
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As a consumer, I don't understand charging me extra to get a version for a platform I don't own. You wouldn't make me pay more for the PSP version of a game b/c it also included the same game for the PS3 would you? (though notably the PS3 is MUCH cheaper than an iPad, so I'd be much more likely to own a PS3 than an iPad, but the point remains)

Forcing me pay for something that I can't use b/c it is for a platform that I don't own makes me an unhappy consumer.
From the other side of the coin, if the cost for an iPhone game doesn't change to add in the iPad version, then as a consumer I'm happy b/c it is a free extra.

David McGraw
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There isn't anything wrong with creating a universal build that supports both platforms, but I think that involves lost opportunity. If you spend the time truly re-imagining your game for the iPad it would be worth more and would give your customers a whole new experience. That will surely help your brand and improve customer loyalty.

Nick Marroni
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It seems that Saltsman and IUGO have the right idea for now and, unless, as they said, something develops arguing otherwise, that's definitely the route that makes sense to me.


P.S.

Ian,

It's funny 'cause it's true.

Kim Pallister
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@Russell: You have a point, but two things to consider

1) You can flip the bit to thinking about this as "paying for access to the content" regardless of platform. e.g. like with my Netflix membership. Now it becomes a question of the perceived value of the content going up as the number of access points go up. I lose the ability to sell you the game two or three times (maybe only hardcore fans anyway?), and I have to suck up the cost of multiple builds/skus, but maybe the perceived value offsets these by increasing sales (maybe?).


2) The point about "forcing me to pay for something I can't use because its for a platform I don't own" - Again, the question is whether this is offset by the savings that come from economies of scale. You are already doing this today. When you buy, lets say, Assassin's Creed, you are buying a piece of a project who's revenue is expected to come across Xbox360, PS3, PC, etc. One of those SKUs may not end up paying for itself, or at least not achieve the same margins as another. As a consumer do we argue that PS3 customers should pay $5 more than 360 customers because of a smaller installed base or higher dev costs?

Food for thought.


Richard Cody
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Games are the one type of app I think should get away with higher pricing for enhanced versions. Other apps just throw in high definition interfaces. Games stand to gain from the bigger screen of the iPad and it's enhanced features. $.99 cents for an iPhone/iTouch/iPad combo is the new low in the App store

Tomiko Gun
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@Richard
I completely agree.

Not only your average iPhone buyer cries a river when a game costs $3, they also want you to update the said game ad nauseam. Now, they will complain more if your game is not universal. The AppStore is getting more laughable as time goes by.

Still though, as long as there is no significant competition, people will slave over the app store, even if the revenue that you'll get will make a Foxconn employee look like Donald Trump.

Stephen Northcott
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I wish more developers would take Firemint's approach.

Both as a developer and a consumer, I am appalled at the general level of quality of most apps in the app store. But understand why they are like that. It's not worth taking the risk and putting more time into apps if you have to sell them for less than a cup of coffee.

Unfortunately we all made our bed, and now have to lie in it, because as consumers we want everything as cheap as possible, and as developers we accepted the "race to the bottom" pricing model.

Once you've sunken this low it's a long hard climb back to a realistic business model.

The irony is that we have a market full of people who buy the most expensive gear on the planet. And we think we can't sell them software for it for more than a $1. Madness!


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