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Posts tagged ‘iphone’

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Risk Assesment: Don’t Put All Your Games In One Market

Owen Goss, the owner of Streaming Colour Studios released a great article about his iPhone App Store experience that has been sweeping the Indie blogosphere. If you have not read the post, you really need to do it right now, but the gist is that Owen invested $32,000 in Dapple, a color matching game, that has returned only a couple hundred dollars in the first few weeks of release. Owen’s post was awesome. He was not whining. He was just putting out a data point for the community to digest, and I, for one, appreciate his honesty.

A day after the release, the article was picked up by Slashdot, and Owen wrote a follow up article describing the responses he has gotten. Here is an excerpt:

Perception of whining or quitting

Many people perceived my post as whining about my sales, or that I was giving up on the game. This couldn’t be further from the truth. The post was meant purely as informational. I thought it would help people to see that selling an app on the App Store is just like selling any other product: it takes a lot of work and you shouldn’t expect to be an overnight success. I am also not giving up on Dapple; far from it. I’m only just getting started with it. That post was only a single data point on what I hope is a long upward trend for the game. Every game, every company starts somewhere, and I wanted to document where that was for me.

Don't put all of your eggs in one basket, or your games in one market either.
Don't put all of your eggs in one basket, or your games in one market either.

The observation that I would like to make is that it would be great if Owen’s work could be leveraged across multiple platforms. I think Dapple looks like a game that would work in the casual portals, on Facebook, and in the Flash market. Adding all of those revenue streams together may not have made the game profitable, but it could lessen the blow, and who knows, maybe activity in one market will lead to recognition in another market.
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Hey Whiners, the iPhone Market Owes You Nothing

The success of the iPhone App Store is bringing out a lot of pontification about what is wrong with the market and how to fix it, but I think many of the ideas are dead wrong. Develop Magazine’s interview with developer Nnooo finally pushed me to write this article to debunk some of these ideas before they become dogma.

If you think there are too many games in the iPhone App store now, just wait. There will be many more.
If you think there are too many games in the iPhone App store now, just wait. There will be many more.

On 3/3/2009, 148Apps announced that the App Store had over 25,000 apps and games in the marketplace, prompting Develop Magazine to interview Nnooo, WiiWare developer of the product Pop. Pop is a nice looking game, and there is some great information in the interview about the juxtaposition of development on the Wii vs. the iPhone, so it is definitely worth reading the article. However, a good portion of the interview was spent with the founder of Nnooo explaining that the ease of development on the iPhone is causing crowding in the market, and that a lot of bad product is making it onto the system thus lowering the sales of the good games. Wow! Yesterday I had a fairly polite response written, but thinking about it last night really pissed me off, so I changed it.
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Aside

Odds and Ends

Before getting down to business here in 2009, I have a few small items to catch up on.

Congratulations to GarageGames’ Torque Game Engine Advanced for winning the 2008 Game Developer Magazine Frontline Award for Best Engine. Matt, JoshE, Ken, Deborah, et.al. in the TnT group have been working their butts off bringing Torque to a new level of professionalism, and it is great to see their efforts recognized.

Ryan Wiancko over at Industry Broadcast has been taking blog post from developers like myself, Dan Cook, and Troy Gilbert and turning them into podcasts. So, load up your iPod for your next road trip and catch up on your neglected reading. Maybe now that I have mentioned Ryan, he will spell my name right on my articles. :D

Jeremy Alessi, of Alessi Games, just put up a nice article on Gamasutra about his experiences creating a game for the iPhone. I have worked with Jeremy since the early days of GarageGames where I encouraged him to finish Aerial Antics so we could publish it. Nobody works harder at game development, and it is nice to see him getting some recognition and success.

-Jeff Tunnell, Game Maker
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