Developer Support Is a Bigger Factor in iPad’s Success Than Some May Think

Yesterday, Apple unveiled its much anticipated and highly rumored iPad to the masses and easily stole the media thunder from President Obama’s State of the Union address as well as becoming a top trending topic on Twitter, not including all the joke references to feminine hygiene products. After all the hoopla settled though, many tech editors started to really break down exactly what was revolutionary about the iPad and the general consensus seems to be that, well, there is nothing incredibly outstanding.

At first glance, the iPad looks like a pageant winner. It boasts the same sleek, attractive contours as the iPhone, which has lured many to purchase it based on aesthetics alone. iPad’s larger screen with its 1024×768 resolution is, of course, very much welcomed in a society that loves to do everything bigger and better. And lets not forget about that enticing price point beginning at $499. Apple could set its retail at twice as much and fanatics would still buy the new peripheral in a heartbeat.

Take away the glitz and glamor though and you still just have a glorified iPod Touch:

– there is no camera present (which means no augmented reality)

– no ability to run multiple applications simultaneously

– Adobe Flash is not supported

However, does this mean that developers will be deterred from creating new apps specifically for the iPad? Not necessarily, but the success of this new device may largely depend on developers making iPad specific apps to help differentiate it from the iPhone/iPod Touch as well as other gaming platforms. Between the three aforementioned downfalls of the iPad, the third one may perhaps be the most hurtful. The Android OS as a gaming platform is already starting to gain momentum despite its OS limitations (mentioned a couple months back). What further distinguishes Android in the gaming space is its ability to run Flash, which could prove to be a major game changer in the mobile gaming industry. With iPad lacking this now almost crucial feature for the next generation of mobile gaming, there’s not much else that separates it from its mobile Apple cousins. Sure, iPad packs a much larger processor, but if the console wars of the last five years have taught us anything it’s that stronger hardware capabilities do not equate to increased 3rd party support which is necessary to drive higher console sales.

Undoubtedly, many developers will initially hop on the iPad app bandwagon but if sales of these apps are lackluster we may just be seeing more iPhone/iPod Touch ports appear on the iPad instead. Though Apple hasn’t given developers anything truly novel to work with, the appeal of success is still there and it may be game developers that really help to shape the future of Apple’s new toy.

Back to the Future: The iPhone Sparks a Resurgence in Classic Games

Over the last year, the number of retro and classic console and arcade games on the iPhone has dramatically increased, often providing these much-beloved chestnuts with a new lease on life (and great success for their publishers). Classic characters such as Sonic the Hedgehog, Earthworm Jim, Guybrush Threepwood and Dirk the Daring are back in full force, with more characters set to make a comeback on the horizon.

Sonic the Hedgehog for iPhone
Sonic the Hedgehog for iPhone

How have these once-antiquated characters found new relevancy on a new medium? Beyond the obvious nostalgia factor, it all boils down to gameplay, fun, and interesting game design. The most popular games from the 80s and 90s still resonate with gamers today. In the “golden era” of 16- and 32-bit graphics, game designers couldn’t rely on whiz-bang visuals, environmental physics and detailed rendering to impress gamers. Games were distilled down to their simplest elements: pick-up-and-play ease, addictive fun and compelling gameplay.

Venerable games publisher Sega has recognized the importance of the iPhone to classic games, and is bringing back some of their most successful and celebrated games to the platform. The upcoming Sega Genesis Ultimate Collection, which will enable gamers to purchase classic Sega Genesis titles (such as Sonic the Hedgehog, Golden Axe, Shining Force and more) presents a new opportunity for gamers to relive their favorite gaming experiences, and introduces such franchises to those who may be too young to have ever played them.  Sega is not alone.  A quick Web search on “retro iPhone games” provides hundreds of options for the classic gaming enthusiast, including arcade superstars Pac-Man and Space Invaders.  For those looking for the console classics, Touch Arcade has provided a handy list that includes personal favorites Ghosts ‘n’ Goblins and the PC mega-hit Myst.

Furthermore, developers inspired by classic games are bringing new titles to the market that have familiar influences. The upcoming Slug Wars from Republic of Fun draws its inspiration from the Worms series (originally released on the Amiga in the early 80s). iPhone publisher Super Happy Fun Fun’s Mark Pierce, the original designer of 90s arcade hit Klax, incorporated similar game principles on the match-three puzzler Star*Burst.

With a plethora of opportunities for both classic gamers and new gamers alike, the iPhone has resurrected old franchises, as well as inspired new ones.  These “snackable nuggets of classic delight” can be devoured by consumers young and old, truly making the platform a gaming haven that anyone can enjoy.


Google’s Nexus One – Changing the Mobile Gaming Market?

While the iPhone has taken the lead in attracting development for the mobile gaming genre, and development for the Android has been trailing behind, many folks are currently wondering if the Nexus One will be the device that truly changes the mobile game development market around in favor of the Android open source mobile operating system.

The Nexus One is Google’s latest smartphone to hit the market – releasing just a few days ago during CES on January 5, 2010. The phone runs on the newly released Android 2.1 operating system, which features a number of significant enhancements such as Live Wallpapers that are animated in the background and react to different user inputs, an Application Drawer that can be pressed to access the list of applications installed on the phone, and a Media Gallery that provides several new features allowing users to browse, edit, and share photos and videos on the phone with just the swipe of a finger.

Aside from these dazzling enhancements, the Nexus One features some real meaty upgrades such as a 1GHz Snapdragon processor, on-chip graphical capabilities and a 480×800 resolution screen (ideal for gaming) that truly set this device apart from the iPhone. And the kicker…..Adobe has confirmed that Flash Player 10.1 will be coming soon to the Nexus One, and they promise that it will provide a consistent, cross-platform runtime across desktop and mobile devices.

This news is particularly significant because Flash-based game development is so widespread in the gaming industry, yet the iPhone doesn’t support Flash. Highly-trafficked and popular entertainment genres including social games (via Facebook, MySpace, etc.) and virtual worlds monetizing through the sale of virtual goods and microtransactions are primarily Flash-based. The opportunity to additionally monetize from the Nexus One platform is significant news for mobile game developers as well as the many Flash game developers who have held off from developing for the iPhone SDK due to these limitations.

As it stands now, the Android Market has about 18,000 apps available while the iTunes App Store features upwards of 100,000 apps. It is yet to be seen whether Google’s Nexus One will be a game changer for the mobile gaming space, but considering how fast this market has moved in the last year, it won’t be long before we find out.

2009: The App Store Starts Paying More Attention to Female Mobile Gamers

Though the mobile industry has successfully marketed specific phone features towards women, for example, the Samsung Egeo, the mobile app industry continues to lag behind the rapidly growing market of female mobile gamers. Studies show that there are currently more female mobile gamers than male mobile gamers – a point the mobile app industry began adapting to later this year. However, despite some changes, mobile app markets, like the App Store, have not adequately scaled themselves to meet the changing demographic profile of mobile gamers.

In March 2009, one third of the games available in the App Store were action themed and catered mainly towards male consumers. By July 2009, the number of games on offer had doubled. Puzzle games had become the largest genre, accounting for 16.4 per cent of the App Store’s games, with action and arcade titles trailing behind with 11.2 per cent and 11.1 percent respectively.

As the number of apps in the App Store soared past the 100,000 mark, mobile app developers slightly shifted their target markets creating more gender-neutral hit games such as Wheel of Fortune and Trism. However, the shift has been slow, and the App Store continues to overlook the market potential of female mobile gamers.

Canadian and US women rank Apple as their favorite technology brand and ranked the iPhone and iPod Touchnyt2 as their second favorite portable gaming device, after the Nintendo DS. Apple has a stronghold on the mindshare of the female consumer, particularly in the mobile marketspace, but it has yet to completely take advantage of this mobile game market opportunity. Not all female groups are quick to pick up the iPhone though. A survey of US mobile gamers indicates that there are more female mobile gamers than male mobile gamers between the ages of twenty-five and fifty-four.

If the App Store targeted these particular female mobile gamer demographics, they could solidify their place as the leading mobile games market. The App Store’s success relies on their ability to play to growing market demands and how they counter the flack they’ve received from mobile app developers recently. Female mobile gamers are already playing, maybe to the surprise of the developers. The more the mobile app market comes to realize this, the sooner the mobile app industry is in for another growth spurt.

Finding the Mythical Immersive iPhone Game

The future of iPhone gaming?  Probably not.
The future of iPhone gaming? Probably not.

As the iPhone and other smartphones accompany their owners everywhere, so does the chance to have fulltime access to games. Gamers and journalists alike are asking for more immersive iPhone games, but it’s unlikely they’ll flood the App Store anytime soon. Sure, it would be fantastic to have a lengthy, engaging iPhone game with depth, character development and a solid narrative, but it’s highly unlikely.

With the current benchmark for a “premium” app being anything over $5.00, developers can’t afford a fully-fledged staff. Great games like Mass Effect use cinematics and professionally-delivered dialogue to draw in the player, but both budget and hardware constraints prevent this sort of experience on Apple’s ‘slippery brick,’ as evidenced by Mass Effect Galaxy.

However, there are other inherent flaws in iPhone gaming. Even with your earbuds in place and zen-like concentration, gaming time can be interrupted at just about any moment. This isn’t even kept to the external problems of your average day – even the device insists on bothering you with incoming calls or text messages. While one could set the device to airplane mode, this effectively turns it into an iPod touch – a quandary. By the very nature of being connected on the go, one makes the gaming experience tough to establish.

I find that I have the most fun playing puzzlers on my phone, and the reviewers agree. Over half of the top 15 games on Pocket Gamer are puzzle games, and as developer Tale of Tales founder Michaël Samyn points out, small screens are better suited for shorter, more abstract titles. The device’s limitations are not likely to hinder your play in a puzzle game, whereas shooters and RPGs can be a real headache.

Between the hand cramps and screen glare, I, like most gamers, prefer my iPhone sessions to be short and sweet, relegating my larger-than life gaming experiences to the sofa.

iPhone App Business Models 101: Paid Downloads, Advertising and In-app Purchases

We here at TriplePoint are frequently asked by developers, “What is the best way to monetize my iPhone app?” I thought it would be helpful to create a high level overview of some of the different business models that developers are utilizing to make money from their iPhone or iPod Touch applications and games. Below you’ll find an overview of several of the most popular business models, including paid downloads, mobile advertising and in-app purchases (otherwise known as microtransactions). Additionally, I’ve included an overview of the correlation between units sold and ranking in the App Store – essentially, a brief synopsis of what it takes to be in the Top 100 Paid Apps list on the App Store.

Option 1: Paid Downloads

The most popular way to monetize your iPhone application is through selling paid downloads of it at retail in the App Store. While Apple reported that the most common price point for iPhone apps is $0.99, according to an October 2009 report from analytics firm Distimo, the current average price of an application in the App Store is $3.42. In this free report, Distimo also provides a list of the top 15 highest ranked paid applications and their price points, which ranged from $0.99 up to $2.99. Although choosing a price point based on popularity and what appears to be working for the top 15 paid apps is certainly common, developers are also taking into consideration the value that their app provides and what it is potentially worth to customers. This perceived value may be based on uniqueness of functionality, depth of gameplay, quality of graphics, and other criteria.

Many developers are also testing their app’s price point post launch and finding that offering discounts or special offers can provide a boost in sales numbers. Additionally, some developers are offering “light” versions of their iPhone game for free and leveraging the user base to drive sales of the paid full version of the game. The flexibility to alter the price point is certainly helpful as developers test the waters with their first application.

Option 2: Mobile Advertising

As mentioned above, $0.99 is the most common price point and FREE is reportedly the second most popular price point. Currently, there are over 100,000 apps available in the App Store and thousands of them are free. Developers that offer their iPhone game or application for free may consider monetizing through mobile advertising. Leading mobile advertising networks include AdFonic, AdMob (recently acquired by Google), InMobi, Millennial Media and Quattro Wireless. Mobile ad networks make it simple for developers to begin serving advertisements directly within their iPhone application in order to start generating revenue, and advertisers are eager to reach the iPhone and iPod Touch using population, so the market is growing. Magna projects that mobile advertising revenues will grow 36% in 2009, in part, due to growth fueled by iPhones.

While some developers rely solely on generating revenue from free applications through mobile advertisements, others are testing multiple business models through their iPhone games and applications and seeing success. Backflip Studios recently reported that revenue generated by advertising sales on free applications has supplemented their income from paid downloads, and is currently driving 50% of their overall monthly revenues. As demonstrated in this instance, advertising revenue can be more than just incremental income, and can be a real substantial revenue stream for developers.

Option 3: In-app Purchases

For iPhone games or applications that lend themselves well to selling virtual goods and downloadable content (such as additional levels and expansion packs), the microtransaction-based business model is a good fit. Ever since Apple launched the iPhone OS 3.0 in June 2009, which offers the microtransaction system, developers have been exploring ways to leverage this platform for in-app purchases. Although, since this is a relatively new business model for consumers to adopt, some developers are erring on the side of caution about adding micro payments to their apps while others like Bolt Creative are embracing it. In October, Bolt Creative launched Episode 26: Good Will Haunting from their hit iPhone title Pocket God and included in-app purchases via downloadable content. The company reported positive revenue results as well as positive feedback from the community, and plans to continue including in-app purchases plans to continue including in-app purchases as a part of their applications going forward.

Additionally, iPhone applications that sell real-world goods are also a natural fit for the microtransaction-based business model as demonstrated by JamBase, an iPhone and iPod touch application that enables consumers to purchase local concert tickets on the go from their mobile phone.

As paying for incremental content and virtual goods, or even making mobile purchases of real-world items via microtransactions become more familiar with consumers, it becomes a more viable business model for developers to adopt.

What does the Top 100 Paid Apps list mean?

Constantly a moving target, the iPhone apps featured in the Top 100 Paid Apps list correlates to the total number of unit sales per day. At this time, to break into the top 100, an iPhone application is typically selling over 400 per day, and apps at the top of the charts are estimably selling over 10,000 units per day.

Earlier this year, Bolt Creative released a chart that shows Pocket God’s weekly ranking in the App Store along with its daily units sold. As illustrated in the graph, the game entered the top 100 list when the game broke about 500 units sold per day, and reached the number one rank in the list while selling over 10,000 units per day.

Final Thoughts

In addition to the abovementioned business models to monetize iPhone games and applications, developers can also monetize through other means such as lead generation, subscriptions, data sales, and more. The possibilities are practically limitless. While there are many different ways to monetize mobile games or applications and they’ve demonstrated success for many developers, in the end, it’s important to select a business model that integrates naturally with the functionality of the game or application and that suits the target audience.

Don’t Throw in the Towel for Google Just Yet: Android vs iPhone as a Gaming Platform

boxingWho hasn’t heard of Android lately? Chances are you have at least heard of Verizon’s DROID (running Google’s Android 2.0 OS) since its massive ad campaign started a little more than a month ago. DROID does a whole bunch of stuff that the iPhone may struggle with doing, but there is one thing in our industry that DROID just doesn’t do well at all: act as a viable and profitable gaming platform—at least not yet.

Android is an appealing gaming platform for developers. It offers open-development whereas iPhone has a proprietary, closed system. The app approval process for Android Market is a walk in the park compared to the iTunes App Store, and Android Market’s registration fee costs $25 against Apple’s $99 SDK requirement. So why aren’t developers jumping on the Android bandwagon by the boatloads? Simply put: consumers aren’t paying for apps on their Android handsets like they are on their iPhones.

Econ 101 will tell you that money lies with the market and at the moment, there is not much of a gaming market for Android. Developers have openly discussed the dismal revenues being generated by Android when compared with iPhone’s shining profits for the same apps. Gameloft recently stated that they sell 400 times more apps for the iPhone than they do for Android. Gameloft even went on to announce that they were cutting back investment for the Android platform (yet a few days later rescinded the statement and reaffirmed support). Why the sudden move to reinvest in Android? Possibly because market trends suggest that Android devices could be a serious contender in the near future.

AdMob recently released statistics showing that 75% of U.S. web traffic browsed on smartphones were from either an iPhone or Android device. Of that 75%, Android is holding on to 20% of the web traffic and shows signs of gaining a bigger market share. Android devices are now being distributed by multiple handset manufacturers and available on most wireless service providers, whereas Apple is the sole manufacturer of phones with the iPhone OS and has an exclusivity deal with AT&T for the moment, therefore limiting its rate of growth. With these factors in mind, it will only be a matter of time before the number of Android users starts to catch up to the number of iPhone users in the U.S., therefore building a substantial base market for Android Market.

With the Android install base set to massively grow, here’s the big question: when are all the sweet Android games coming out? The audience will be there, Android Market is equipped to handle app purchases with ease, what’s the hold up? Unfortunately, the biggest obstacle to Android becoming a worthy adversary in the mobile gaming arena is the operating system itself.

Android can only run apps from its onboard memory. On DROID, that’s 512MB. On every other Android device, it’s only 256MB. The Android OS also runs off this same onboard memory, leaving even less space for apps. Furthermore, SD cards can’t be used to store apps on Android either. iPhone can utilize most of its hard drive for storing apps, currently ranging from 8GB-32GB of capacity. Sega’s Super Monkey Ball was one of the first apps launched for the iPhone last year, weighing in at 36MB, and if you could play it on Android, that would already take up a good size chunk of the app space available to you. Fast forward to today’s apps where graphic intensive games like 2XL’s ATV Offroad are 100MB+ and you can already see the problem with porting these bestsellers to Android. Sure there are much smaller apps available but the capacity, or lack of, in Android devices is what ultimately hinders it from being a major player in the gaming space. Even at only 10MB per app, just a mere handful could be purchased and kept on any Android device. How can a featherweight compete against a heavyweight?

Android has a lot of potential for the mobile game arena. If Google addresses some of the OS technicalities, Android could pack on some serious pounds and add gaming to the list of things DROID does.

Put Down Your Magic 8-Ball: Social Media Predictions for 2010

785_Magic8Ball

As 2009 nears its end, bloggers are busy posting their predictions about the future of social media. Three of the most prevalent predictions regarding social media’s potential developments in 2010 are: social media functioning as a corporate marketing tool, the rise of new location based applications and networks, and a marked shift from trend to standard in business communication.

As companies wade through the economic recession, social media will continue to grow. In search of new marketing strategies, businesses will realize that social networking can serve as an economically sound marketing tool. In order to reap the greatest benefit from social media, companies will need to regard social media as a relationship rather than a marketing campaign. Companies already reach vast audiences through Twitter feeds and Facebook fan pages. This fluid social environment empowers companies and consumers to distribute, receive, and share information on these social networks. A progressive business will strive to create a symbiotic relationship with its consumer base. A corporate social media presence that can effectively adapt to consumers’ ever-changing needs, wants, and desires will enable both parties to thrive.

In 2010, location based applications and networks may take the lead in the social media movement. This summer, Mashable Online announced that Foursquare showed potential to become the next Twitter. This location-based social network helps connect friends using GPS via a mobile device, as well as an added layer of social gameplay. Earlier this year, Foursquare saw its first major web success at SXSW.  Foursquare does have a growing user base, but remains a  misunderstood service.  Foursquare’s current situation is markedly reminiscent of Twitter’s own situation two years ago. Considering the incredible growth that Twitter has experienced since then, this bodes well for Foursquare.

In addition to specifically location based services, existing successful social networks like Twitter are expanding their location capabilities. iPhone users can find Twitter apps with a “nearby” mode to help them locate people in the area.  Businesses can capitalize on the advantage to more effectively target their consumer base.

The final major shift that we may see in 2010 is social media’s transformation into a solid aspect of business communication. Amidst the recent speculation about Twitter’s possible demise, bloggers predict that the shift in Twitter’s user base may not be a negative one. Twitter should become an everyday communication tool, rather than a new marketing toy. “The technology will begin to fade into the background so that people can focus on the relationships that are created because of the technologies, not the technologies themselves” (@charleneli).  In any case, the web environment should see a subtle yet important shift in social media’s importance and legitimacy in the business world.

Predictions are an aggregate of ideas of people in “the know.” In social media, however, we are the ones who create the experience. So, Tweet this if you wish, and know that ultimately you will create these shifts in our web environment.

Taming the Wild West: How the iPhone App Store Should – and Probably Will – Change

Faux App Store Walmart Logo

The iPhone has been the biggest boon for independent game and app developers in recent memory, but the surge of devs looking to cash in has overwhelmed the current format of the App Store as an e-commerce platform.

It’s a good problem to have, certainly, but it means there’s a huge opportunity for Apple to push the needle even more by improving the way products are presented to consumers on the platform.

Apple’s brick and mortar stores are hip, sparse environments with big aisles and a dearth of shelf space – they can pull this off because they have only a few product lines, and they’ve achieved premium brand positioning akin to high-end fashion and jewelry retailers.

But if Apple’s retail outlets are Prada and Tiffany’s, then the App Store is Walmart.

There are currently upwards of 115,000 third-party apps available for iPhone owners to choose from, and like it or not, most of these aren’t exactly premium products. There’s a glut of amazing software out there, but most of it’s small, simple and cheap.

And while the variety and value found in the App Store is similar, the presentation of products is nothing like Walmart. It isn’t even like Amazon or other big online retailers. To service those 115,000 products, the App Store actually has surprisingly limited options for product visibility.

The App Store’s shelf space consists of just a few sought after promotional slots, determined by Apple’s editorial team (presumably a group of cloaked and hooded masterminds, convening in an ominous-looking cave somewhere deep beneath Cupertino). Besides the limited promotional space, product presentation is nothing more than a few lists of top-selling products.

And for the majority of that shelf space – even apps lucky enough to show up in the ‘What’s Hot’ spotlight and similar sections – only the app title and icon are visible. There’s a wealth of information that could be added – an app’s rating, a brief description, rotating screenshots, etc. – by slightly increasing the real estate given to promoted apps.

Product presentation in a big-box retailer is carefully controlled. Shelf space is rationed out to specific products based on an overwhelming amount of research (not to mention plenty of deals and partnerships), and endcap promotions are constantly cycling. Similarly, online retail behemoths like Amazon and Newegg have a constant stream of promotions and complete control over the placement of products.

Online retailers are getting even better about customizing product placement based on each user’s viewing and purchasing habits. Apple has dipped its toes in the water with the ‘Genius’ feature, but there’s surely an opportunity to deliver a more personalized user experience for every iPhone owner. If the App Store was as good at suggesting products as Amazon and Netflix, it would mean more overall app sales (good for Apple) – and probably far less of a top-heavy market (good for developers).

There are signs Apple is learning lessons from online and offline retailers. Seasonal and demographically targeted banner promotions (“Apps for Toddlers”) inside the App Store have become more commonplace, and the ‘Apps for iPhone’ promotion on Apple.com recently saw a revamp.

Apple is undoubtedly cognizant of the App Store’s deficiencies – major changes could be just around the corner. Whatever these changes end up being, they could mean a whole new game for iPhone app marketing. Developers need to stay on their toes, as those who are able to adjust when the landscape shifts will be ahead of the game.

Eliminate-ing Payment Norms – Eliminate Pro and the Hardcore Quandary

Eliminate Pro – Free – released 11/2/09 – developed by Ngmoco (Rolando)

  • Currently the second best selling app in the Free section of App Store (was the first yesterday).
  • Currently the 11th on the Top Grossing section of the App Store (was the third yesterday).
  • The ONLY free app in the Top Grossing section.

Eliminate Pro is free-to-download and is, in a sense, a free-to-play first-person shooter, ala Doom or Call of Duty. However, unlike f2p MMORPGs, users don’t pay for in-game content, but rather to recharge their ‘credits.’ Without credits, you’re limited to playing offline against bots, and cannot earn experience or gain rewards.

eliminate_iphone_logo

It’s essentially like popping another quarter into an arcade machine, but in this case, your credits regenerate over time. When you download the game, you’re given 12 to start with, which works out to three rounds of play. After a few hours, you’ll be granted another round – and it takes half a day for the full twelve credits to regenerate.

The real money-maker for Ngmoco, though, is that you can buy credits at a rate of 20 for 99 cents, 280 for $9.99, or 975 for $29.99.

The game itself is a fairly typical FPS, controlled with virtual onscreen joysticks – fun, yet far less interesting than its monetization method. These non-essential microtransactions are a bold new form of in-game payment. As DLC becomes increasingly commonplace and piracy runs rampant, publishers and developers are trying their hardest to move away from the classic front-loaded sales model.

In fact, Eliminate Pro’s growth reveals a great deal about the nature of iPhone gaming:

  • The game itself is built to play in short bursts.
  • It’s cheap, with a low barrier to entry – it’s free to start, 3 rounds is enough to get you addicted, and extra rounds are cheap, falling into impulse-buy territory.
  • The industry is rapidly expanding – such is its growth that they’re constantly re-writing and building new payment models.

The DS and PSP appeal to self-described gamers – people who most likely have a current-gen system at home. The iPhone, on the other hand, is in its relative infancy, and those who pick it up and start playing most likely didn’t buy it for the games.

This, however, makes Eliminate Pro an enigma. Many iPhone titles err on the side of simple controls, including Ngmoco’s own Rolando, while this game features twitch-gameplay and requires quick reactions. In fact, it’s somewhat console-ish in its skillset – awkwardness of the on-screen analog sticks aside. Its success is built upon the casual models – easy-to-pick-up, cheap and addictive, yet it is, at its heart, a deeply competitive and aggressive title.

Has Eliminate Pro converted casual players into new potential core gamers? Have the hardcore crowds flocked to the iPhone unexpectedly? Or does the game crack some bizarre middle-ground code for making iPhone users buy into micro-transactions?

Ultimately, it could be a combination of all of the above. Who knew that a cell-phone could cause such a hullabaloo?

[Eliminate Pro app store link]

GDC 2010 Registration Open, New iPhone and Social Games Summits Announced

gdcsavethedate_easelRegistration for the 2010 Game Developer’s Conference is now open. GDC 2010 will take place March 9-13, 2010 at the Moscone Center in San Francisco, California.

GDC Alumni can save 50% off the full price registration until December 17th. Early registration discounts end February 10th, 2010. Regular registration ends March 7th. To register, visit the GDC website: http://www.gdconf.com/attend/passes.html

GDC Summit Call for Submissions is also open through November 13th. GDC will feature two new summits in 2010: the iPhone Games Summit and the Social & Online Games Summit. The other summits include the AI Summit, GDC Mobile/Handheld, Game Localization Summit, IDGA Education Summit, Independent Games Summit, and the Serious Games Summit. For more information, visit http://www.gdconf.com/conference/summits.html.

GDC China 2009: Adventures in Shanghai

gdc_china_09

After a brief hiatus in 2008, GDC China returned in 2009 with a three-day conference held in Shanghai, and TriplePoint was there to soak it all in. We were bowled over by Shanghai’s incredibly dynamic spirit and international influences, not to mention some of the best food we’ve ever consumed (seriously). There is so much to learn, and the trends below represent the tip of the iceberg; we can’t wait to return next year and continue our education about the world’s largest gaming market.

Here are a few key takeaways from our experience:

The Chinese market presents massive opportunities

The opportunities for Chinese developers and publishers within China are vast, and many are choosing to focus on this market rather than looking Westward. With over 330 million Internet users and an audience passionate about online games, the challenges of localization, culturalization and operating in the US don’t need to be solved right now. The US market has almost 200 million Internet users, and a developer must capture at least 2% of the online gaming audience to become profitable, whereas developers in China must capture only 0.2% – 0.8% of the online gaming market to become financially successful. And the market is growing rapidly, with a projected size is $900 million by the end of 2009, up over 39% from last year. That’s not to say that our market doesn’t matter: Some say that the Chinese online gaming space could be saturated in two years, prompting movement into the US and Europe, and the leading companies are exploring opportunities now.

Government politics play a large part in the games industry

The political situation surrounding World of Warcraft in China was a hot topic while we were at GDC, and remains so, with operator NetEase caught in the middle of a battle for control between the Ministry of Culture and the General Administration of Press and Publications (GAPP). The outcome remains to be seen, and will impact any games operated in China. For the latest, we recommend this article: http://www.google.com/hostednews/ap/article/ALeqM5hU1YNKGtJmAZA0DGIvMUXrAyurlwD9BOPRIO0

Avoiding risky business by playing it safe

In the Western world, original IP is king. We associate creativity, value and integrity with original IP and unique gameplay. In Milan, Italy at the second annual Italian Game Developers Conference in early October, we witnessed the value and importance associated with creating and owning original IP. In the Chinese gaming market, it’s quite different and according to several sources, developers struggle to secure investment funding for their original IP. Instead, proposing to develop a product similar to an existing successful game demonstrates less risk to potential investors and results in a higher chance of receiving funding. Additionally, from a marketing perspective, it’s generally believed that a game in line with existing trends will garner success in the market.

Roots run deep and come to life in games

Chinese history and culture are common themes in online games, as reflected by such titles as Fantasy Westward Journey, Sangokushi Online, Zhengtu and Sho Online. During conversations with developers and publishers, we heard many times that games with references to Chinese history or culture will not resonate with Western audiences, and therefore have little relevance for other parts of the world. Korea-based publisher, Joymax, has experienced success attracting international audiences with their free-to-play MMORPG, Silkroad Online, which draws in players from 180 countries from around the world. It appears that there is a potential opportunity for Chinese developers to explore publishing historically-based games in other markets.

New platform developments on the forefront

Around the time of the conference, Unicom announced the launch date for the iPhone in the Chinese market, opening the door to this mobile platform for game developers in China. While iPhone game development wasn’t a focus at the conference, it’s certainly a new market opportunity and it will be fascinating to see how the platform fares. Additionally, we spoke with several developers creating social games, primarily for Facebook, even though the site is blocked in China. Chinese developers are testing out social games by launching them on U.S.-focused social networks, which they then monetize, and leverage the results for building social games for the Chinese social networks. A big difference between social networks in China and the U.S. is that the Chinese social networks require that you submit your social game application for review before it is published on the site, so testing and fine tuning applications in the open publishing platform of Facebook is highly valuable.

What’s next? And the big opportunities

It was apparent at this year’s GDC China that there are numerous opportunities for both Chinese and U.S. game developers in each market and that both sides may be looking to expand in the near future. The general feel from the conference was that China is looking forward to the opportunities presented within the games market, such as new platforms and new distribution channels. The attitude can be summed up by a response to our appreciation for the Shanghai skyline: “It’s impressive now, but just wait until 2010!”

Written by Kate Pietrelli and Eddiemae Jukes

Entry way to Shanghai International Convention Center for GDC China 2009.
Entrance to Shanghai International Convention Center for GDC China 2009.
With badge and lanyard in place, TriplePoint's Kate Pietrelli is ready to attend GDC China 2009.
With badge and lanyard in place, TriplePoint's Kate Pietrelli is ready to attend GDC China 2009.
TriplePoint's Eddiemae Jukes and Kate Pietrelli visit the Yuyuan Pagoda in Shanghai.
TriplePoint's Eddiemae Jukes and Kate Pietrelli visit the Yuyuan Pagoda in Shanghai.

NaturalMotion Tackles the App Store with Backbreaker Football

It took less than 24 hours for NaturalMotion to make an impact on the App Store, as Backbreaker Football has already breached the top 50 for all paid games.  The first in-house game from the development juggernaut that produces the animation technologies euphoria, morpheme and endorphin (rapidly adopted in both the  game and movie industries by companies such as Rockstar Games, LucasArts, Disney, THQ, CCP, Bioware), Backbreaker Football offers a mobile football experience that can be rivaled by none.

The game, which utilizes the iPhone/ iPod touch’s accelerometer controls, presents football in full 3D glory.  Backbreaker Football’s amazing replication of bonecrushing tackles is sure to please both pigskin fans and mobile gamers alike.  Directly inspired by a mini-game taken from NaturalMotion’s  Backbreaker (currently in development for Xbox 360 and PLAYSTATION 3),  Backbreaker Football truly brings a console-like experience to the iPhone/ iPod touch.

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As a standalone title, the action and gameplay speak for itself.  Not only is Backbreaker Football an elite application, but its release marks the unique opportunity to showcase aspects of a future console title on an entirely different platform.  The opportunity for NaturalMotion to create both a superior application, as well as officially introduce the world to the powerful gameplay associated with the future Backbreaker console title, serves as a win-win situation for anyone with an iPhone/ iPod touch.

Backbreaker Football

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To view the vicious tackles, you can find a link to the trailer after the break..

Continue reading NaturalMotion Tackles the App Store with Backbreaker Football

Developers Gone Wild! iPhone Gold Rush Uncloaked: Q&A with Rock Ridge Games

The iTunes App Store is a booming marketplace, full of opportunity for independent developers. At an Apple press conference earlier this month, Steve Jobs said that over 30 million iPhones and 20 million iPod Touch devices have been sold to date. There are over 100 million customers on iTunes, and they’ve been busy – downloading over 1.8 billion apps since the App Store launched in July 2008. But with over 75,000 apps and counting (more than 21,000 in the game category alone), it’s a sink or swim space. The unique iPhone platform is luring talented designers from top names in the traditional video game development industry – ambitious artists, code-monkeys and entrepreneurs of all shapes and sizes looking to try their hand at a new medium, and take on whatever responsibility necessary – including new shoes they’ll learn to fill along the way.

There are already more than 100,000 third-parties in the iPhone Developer Program, and the App Store marketplace has created a community mindset among many of these smaller independent companies, who are willing to share some of their “secrets” and learn from their competitors to further their cause and to coexist symbiotically, if you will. One such indie developer is Rock Ridge Games. I had a chance to pick the brains of Rock Ridge’s president and VP, Mike Mann and P.J. Snavely, on what it takes to make the transition from licensed, big-budget console game development to the DIY world of iPhone app development – here’s what they had to say…

RRG Western Wind iPhone

Can you give us a little background on Rock Ridge Games and your experience in game development?
Rock Ridge Games was started in April of this year with the goal of developing interesting and fun original  games for the incredible new smartphones hitting the market. There are only two of us (Mike Mann and PJ Snavely) but we’ve got almost 30 years of combined experience in game development, having come from the console side of development. We’ve worked on everything from multi-million dollar licensed sports games to small independent titles for XBLA. The iPhone is our new frontier.

Continue reading Developers Gone Wild! iPhone Gold Rush Uncloaked: Q&A with Rock Ridge Games

geoDefense Swarm…Swarming the App Store!

Wow, what a couple of days for David Whatley of Critical Thought Games.

Earlier this year, Whatley launched geoDefense, a retro-styled tower defense game for the iPhone. Due to its brilliantly challenging level design, unassailable game balance, and long-lasting gameplay, geoDefense established a dedicating following and achieved sleeper hit status. His follow-up, geoDefense Swarm, is anything but a sleeper:

As of 11 AM on Thursday the 17th – not three days since it launched – Swarm is sitting pretty at #7 in Top Paid Apps in the US App Store, and #4 in All Games. What does that look like in comparison to the original? Well, here’s a handy chart David just posted on his blog:

Both games are excellent – the early consensus seems to indicate that both Swarm and the original stand on their own as equally excellent titles. So what’s the difference?

It’s critical mass. Swarm had a tidal wave of well-deserved hype and anticipation that created a massive crowd of day-one customers: the engine behind Swarm‘s explosive out-of-the-gate showing.

The original geoDefense launched like most indie games: with little fanfare, few to no previews and a slow trickle of reviews. It was a phenomenal game – it achieved a very respectable level of success entirely on its own merits, and then really took off once a series of glowing reviews gave it a substantial bump.

Swarm, on the other hand, has a built-in audience of dedicated geoDefense fans ready to buy on day one – as long as they knew it was coming. Thanks to an extensive preview campaign, ongoing interaction with the community, and calculated launch publicity, those folks definitely knew it was coming!

This level of success in the App Store depends on hitting the sweet spot ‘above the fold’ – that is, in the Top Paid Apps list. Once you’re there, if you’ve developed a great game, you’re  golden. And while there’s no secret formula for getting there, it’s irrefutable that carrying out a deliberate publicity push surrounding your game’s launch – previews shortly before, and reviews immediately at launch – is one of the most important things you can do to prepare that critical mass of buyers to push you above the fold.

Congrats to David on an excellent launch, and an even more excellent game. Go buy it! iTunes Link