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Why We Are No Longer Developing for the iPad

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Re: Why We Are No Longer Developing for the iPad

#61
post #50

There was a story on here a month or two ago interviewing the founder of the company. This is basically a one-man shop, and from the few games I have played in their offerings, they look like a little more work to put together than Flappy Bird. If it's too much of a hassle for the return he's getting on it, then it makes perfect sense to refocus efforts.

[deleted]

Re: Why We Are No Longer Developing for the iPad

#62
post #52
post #39

Earlier quoted context omitted.

Is there really that much of a difference between "Click [here](link-to-app-store) to buy this game!" and "Click [here](link-to-self-hosted-page) to buy this game!"? The only real difference I can think of is when software was primarily distributed via physical media, but that hasn't been the primary distribution mechanism for a while (and I would expect that nearly all software these days doesn't even have an option…

There are massive differences. For example, in the Windows world you are allowed to find out who likes your stuff and build relationships with them.

Relationships? What are you talking about? I can't recall the last time I ever felt I had a "relationship" with a game developer, on _any_ platform. The only way I can meaningfully interpret your claim is by replacing "build relationships with them" to "and market directly to them", i.e. being able to email your customers with marketing messages. And I'm glad Apple doesn't give my email address to everyone I buy an app from.

The only other interpretation I can think of is "Apple doesn't let you respond to reviews on the app store", but the ability to respond to reviews is not an industry-wide expectation. I can't think of anywhere before the rise of mobile gaming that anyone considered the idea that a game developer should be able to respond to reviews.

Re: Why We Are No Longer Developing for the iPad

#63
post #23
post #4

I'm interested to know what changed in 8.3 that broke their game engine. It's supposed to be a minor update, after all.

A quick Google search led me to this thread: http://forums.toucharcade.com/showthread.php?t=259228 There are a few reports there of games on Unreal Engine 3 having graphical glitches and performance issues under 8.3. It looks like Unreal Engine 3 is not getting updates anymore[0], so it's possible that UE3 users are stuck. (I don't know if Spiderweb use UE3). [0] https://www.unrealengine.com/previous-versions

I would be very, very surprised if they were using UE3, considering their games haven't seen much of a graphical update since... 1994? Really old school in literally every single way. Think Ultima Online, then take a step back from that.

However, I wouldn't be surprised if they suffered from a similar regression.

Re: Why We Are No Longer Developing for the iPad

#64
post #39

Earlier quoted context omitted.

Is there really that much of a difference between "Click [here](link-to-app-store) to buy this game!" and "Click [here](link-to-self-hosted-page) to buy this game!"? The only real difference I can think of is when software was primarily distributed via physical media, but that hasn't been the primary distribution mechanism for a while (and I would expect that nearly all software these days doesn't even have an option…

> The only real difference I can think of is when software was primarily distributed via physical media, but that hasn't been the primary distribution mechanism for a while It was a major distribution medium until fairly recently, even if not primary. Heck, you can still go into lots of retailers and buy physical media for PC games.

For some games, yes. But not for most of them.

Re: Why We Are No Longer Developing for the iPad

#65
post #59
post #31

It is fascinating how much the "micro-transaction" model on the iOS platform continues to bury everything else. Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others. The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively. Whereas the most recent Spi…

> And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile. Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?

> the better your paid, the better your organic - by a right mile

I interpreted it as meaning the higher your app is ranked in the 'paid' category (preferrably in the top 20 or higher), the better your organic acquisition rate is going to be (logically because you'll get all the "free" advertising for being featured on the front page of the "Top Paid".

It's a self-reinforcing cycle...more customers, higher ranking, more customers...if you can swing it.

Re: Why We Are No Longer Developing for the iPad

#66
post #59
post #31

It is fascinating how much the "micro-transaction" model on the iOS platform continues to bury everything else. Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others. The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively. Whereas the most recent Spi…

> And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile. Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?

paid advertising turns into far better organic growth by a very large margin.

Re: Why We Are No Longer Developing for the iPad

#67
post #59
post #31

It is fascinating how much the "micro-transaction" model on the iOS platform continues to bury everything else. Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others. The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively. Whereas the most recent Spi…

> And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile. Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?

He's saying that the more money you put into paid ads and the more conversions you pay for, the more organic (non-paid: referral, from press, or search, etc.) conversions you'll get.

Re: Why We Are No Longer Developing for the iPad

#68
Back in the time-frame of the Leopard to Snow Leopard transition, I visited an Apple Store (for the last time), where upon I informed a 'genius' that on Windows, I had code that I needed to (or was required to) run everyday that was older than him, and that Apple's complete disregard for backward compatibility lost me (and everyone I know) as a customer for ever.

Re: Why We Are No Longer Developing for the iPad

#69
post #59
post #31

It is fascinating how much the "micro-transaction" model on the iOS platform continues to bury everything else. Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others. The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively. Whereas the most recent Spi…

> And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile. Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?

Yeah, that was tricky. I think he means "the better your paid [search results], the better your organic [search results]." Meaning you can buy improved organic search results.

Re: Why We Are No Longer Developing for the iPad

#70
post #42

Earlier quoted context omitted.

How do you define "competitive" if you're not defining it in a way that correlates with "popular"?

Competitive is a question of demand versus supply; you can have super competitive small markets. You have 1 yellow marble, 5 blue marbles, and 10 people. 5 people want a yellow marble, and five want a blue marble. Blue and yellow marbles are just as popular, but the competition for yellow marbles is much more intense.

Given that we're discussing the supply side of things, I think your example is backwards. But even if you changed it to competition for supplying the desire of yellow marbles, I still don't think it's relevant. It's certainly true that there's an incredible supply of cheap/free games on iOS (typically of very low quality, or chock-full of F2P mechanics or ads). But there's a very low supply of high-quality serious games being sold for more-than-a-cup-of-coffee prices. I think there's certainly a market for those games, the problem is just that you can't rely on the App Store for discovery (but you never really could do that anyway). So it seems the real problem is just that Jeff Vogel doesn't know how to market his stuff, and rather than actually figuring it out, or, heck, hiring someone else to do it for him, he's just giving up on the market entirely. Which is a real shame.
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