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…
Why We Are No Longer Developing for the iPad
111–120 of 509 posts
Re: Why We Are No Longer Developing for the iPad
#112Earlier 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…
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
#113Earlier 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…
Re: Why We Are No Longer Developing for the iPad
#114> 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…
Re: Why We Are No Longer Developing for the iPad
#115I 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…
Re: Why We Are No Longer Developing for the iPad
#116Earlier 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…
Re: Why We Are No Longer Developing for the iPad
#117Back 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
#118Earlier 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…
Re: Why We Are No Longer Developing for the iPad
#119Curious why a developer of low-tech-requirements games like these wouldn't use something like Unity and eliminate most of the multi-platform hurdles.
Re: Why We Are No Longer Developing for the iPad
#120Earlier 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.