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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

#111
post #98
post #62

Earlier quoted context omitted.

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 a…

> 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. iD/John Carmack, David Braben, Sid Meier, Rockstar, Volition, Gearbox Software... I could keep rattling off names and developers, but those are all examples of companies and individuals who have dedicated followings who follow them from game to game or platform to plat…

Yeah, you can follow companies, but "relationship" generally implies that it's reciprocal. A one-way "relationship" is called "stalking" ;) I don't really see why the App Store affects the ability for customers to choose to follow their favorite developers.

Re: Why We Are No Longer Developing for the iPad

#112
post #60
post #48

Earlier quoted context omitted.

I looked up the company on pocket tactics, the site I menioned after I posted this. Infact they have had numerous mentions there as well, but no real detailed coverage, no real follow up. I don't think iPad games journalists are failing to cover companies like this - I think these kinds of companies are so anti-marketing in the presentation and design of their games that they fail to stand out or get noticed even by…

You are saying "anti-marketing" but what this really means is that they are putting less investment into production values than you prefer. The whole point is that it is doubtful that they will stay solvent if they put more money into production values on that platform. Nice graphics are very expensive. (They are more expensive than any other aspect of game development, in fact). If it seems unlikely that enough peop…

No, he's saying "anti-marketing" to mean just that: marketing.

It doesn't matter how much work you want to put into your graphics, story, world, or whatever if no one knows that your game exists.

Re: Why We Are No Longer Developing for the iPad

#113
post #42

Earlier quoted context omitted.

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

In the beginning, the App store was popular (people used it), but was not competitive (there weren't a lot of apps, comparatively). Thus, many apps earned quite a bit of money than now because they got a larger percentage of the available consumers. Even if we assume the App store today had the exact same number of consumers, there's many more apps competing for those users. The marketplace is very competitive, and t…

The "gold rush" mentality was always a bit of a myth. There were a few apps that really did strike it rich, but the App Store has never really been a place where you could submit an app and watch the money roll in. That's not true now, and that wasn't true when it launched either. It's just a fantasy that a lot of people have.

Re: Why We Are No Longer Developing for the iPad

#114
post #12

> Competition on the App Store has risen to a frenzied level. This is a curious argument to make. The platform is too popular ? Would it have made any sense at all if anyone made the same claim about, say, Windows game development? I suspect what this really means is "there are more games than ever, and the iOS App Store is becoming increasingly difficult to rely on as a discovery mechanism, thus requiring advertisin…

Windows ecosystem had level playing field for each player. Appstore has rankings (which feeds into itself, which leads to developers having to pay people to download just to rank higher initially) and featured (subjective and non-transparent curation by the platform owner)

Re: Why We Are No Longer Developing for the iPad

#115

I think that becoming the most profitable company in the world has negatively impacted Apple, at least how I view them. I wrote the chess program given away free with the early Apple IIs, made some good money on a Mac app in 1984, and until recently favored Mac laptops: a fan boy. That is changing. I bought an incredibly cheap and underpowered Windows 8.1 laptop in January (HP Stream 11) for $199 and like it quite a…

I've not heard of people running IntelliJ on a Surface. I'd be curious to know how well that works.

Re: Why We Are No Longer Developing for the iPad

#116
post #62
post #52

Earlier quoted context omitted.

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 a…

In the ~17 years I've been involved in the Descent community online, I've had conversations with the developers of Descent 1, Descent 2, Descent 3, a project that was going to become Descent 4 until Interplay pulled support, and Descent:Underground (which just successfully kickstarted last week.) In particular, the Descent:Underground group is currently improving parts of their game based on conversations with me and others who play the older games.

Re: Why We Are No Longer Developing for the iPad

#117

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.

And not a single thing of value was lost.

Re: Why We Are No Longer Developing for the iPad

#118
post #70

Earlier quoted context omitted.

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 ga…

You're assuming he doesn't know how to market it. It's entirely possibly he's run the numbers, and found that for the required outlay the expected return isn't worth it, keeping in mind that his time and ability is finite, and that there may be other opportunities that are better investments of his time and money. In fact, he basically says exactly that.

Re: Why We Are No Longer Developing for the iPad

#119
post #92

Curious why a developer of low-tech-requirements games like these wouldn't use something like Unity and eliminate most of the multi-platform hurdles.

From the screenshots it appears that Unity would be a great choice. Cocods2dx would probably be a good choice too. But the post specifically mentions the costs of licensing & learning a new engine as one of the reasons. Some people just don't want to learn new stuff.

Re: Why We Are No Longer Developing for the iPad

#120
post #70

Earlier quoted context omitted.

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 ga…

You're assuming he doesn't know how to market it. It's entirely possibly he's run the numbers, and found that for the required outlay the expected return isn't worth it, keeping in mind that his time and ability is finite, and that there may be other opportunities that are better investments of his time and money. In fact, he basically says exactly that.

As has been pointed out elsewhere in this comments section, he apparently has already admitted that he's bad at marketing his own stuff.
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