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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

#121

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.

I have some complaints on the Surface Pro 2, but mostly related to the TypeCover keyboard. Haven't played with SP3.

Re: Why We Are No Longer Developing for the iPad

#122
post #98

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. 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.

Because it commoditizes the product. Apple wants apps to be fungible and rapidly consumed and thrown away, and that does not lead to a real relationship with a producer. You have no reason to form a relationship with the provider of something that is placed, and consumed, on the same level as a Snickers bar.

Games on PCs, Valve's best efforts notwithstanding, are not yet so reduced.

Re: Why We Are No Longer Developing for the iPad

#123
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…

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…

I'm not sure what your point is. Are you trying to argue that it's impossible for iOS developers to form communities where they can talk to their users? Because that's obviously false. Are you trying to argue that PC game developers got such communities "for free"? Because that's also obviously false.

Re: Why We Are No Longer Developing for the iPad

#125
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…

> Nice graphics are very expensive.

Alarmingly true. Good 2D graphics for a game like Avernum could easily scale into the tens of thousands, if not hundreds of thousands, of dollars.

(Source: my spreadsheets. :-/ )

Re: Why We Are No Longer Developing for the iPad

#126

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.

With the keyboard, it is just a Windows machine - it should be fine, but thanks: I will do some research.

Re: Why We Are No Longer Developing for the iPad

#127
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…

> 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'll make the explicit argument: iOS games are at the decline point of the hype cycle. Irrational amounts of effort have been expended on developing iOS games, both by individual developers bamboozled by a few success stories stories and hoping to strike it rich, and venture investors bamboozled by a few success stories and hoping to strike it rich. This has happened on other platforms - remember the great videogame crash? - perhaps not on windows due to some peculiarities (games there are often ports of successful console games that wouldn't cover their costs on windows alone).

> The only other way to interpret this that I can think of is "it's becoming increasingly difficult to justify a >$5 price for a game", but I haven't seen any sign of that being true. iOS has had a "race to the bottom" mentality for prices since the app store first opened.

Maybe, but the number of developers has kept going up. Imagine 5 people are willing to spend $500 developing a game that would have made $1000 a year ago. Sounds smart, right? But because there's 5 of them their games make $200 each and they each lose $300.

> There's always been a ton of free or $0.99 games, and a relatively low number of pricer-but-higher-quality games. I don't think this has changed in years, with perhaps the only real difference being that game developers are becoming increasingly sophisticated about how they apply F2P techniques.

I think maybe the changes have crept up on you. I'm playing an F2P game at the moment for the first time in a couple of years and the depth of the content and polish is staggering, unbelievably high production values.

Re: Why We Are No Longer Developing for the iPad

#128

Earlier quoted context omitted.

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.

Whether there was a gold rush or not is irrelevant for my argument. This isn't about being the random popular app, it's about the marketplace, supply and demand.

How many flashlight apps were available 6 years ago? How many are available now? How has the average price changed? Given roughly equivalent ratings, how much research does the user have to do to figure out if one is better for their needs than another? How likely are they to do this? Are the per year proceeds of the average flashlight app higher now or back then? Even if we limit it to apps with a high ratings, how does it look? Are there other app store segments where the outcome is better or worse?

Re: Why We Are No Longer Developing for the iPad

#129
post #14

> Competition on the App Store has risen to a frenzied level. As a result, sales for our games has dropped massively and the cost of advertising them has shot through the roof. So... Actually make good games? I don't know what the games of this studio are, but if you can't shine anymore in an app store just because there are more competitors, maybe your products weren't that good to begin with?

http://en.wikipedia.org/wiki/Spiderweb_Software

Seems they've gotten pretty good reviews from critics and fans alike. (I personally enjoyed Avadon, which came with one of the Humble Android Bundles.)

Re: Why We Are No Longer Developing for the iPad

#130
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…

You keep saying iOS when the article isn't about iOS.

It's about developing games for the iPad.

Not iPhone.

And making the assumption that they are the same ignore realities even Apple is aware of. One could very easily find value is developing for iPhone and not iPad. And clearly, developing for iPad alone wasn't worth it.

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