iPhone Gaming Continues To Grow
1Up reports that the popularity of gaming on smartphones is growing, particularly on the iPhone. In fact, gaming on portable devices is growing even at home, where users presumably have access to more powerful platforms. CNN points out that the developer for Trism, one of the first popular games, has raked in over $250,000 in profits through the App Store. Apple exec Bob Borchers and various game developers recently discussed the future of games on the iPhone. "Patrick Gunn, director of marketing for EA Mobile, showcased Need for Speed Undercover, which will be available next month. Gunn says that EA has 'taken full advantage of all of the unique elements ... like touch, flick, accelerometer, and motion sensitivity' — and graphically, the game appears to be roughly on par with a PSP title."
I'm not getting an iPhone until I know Frontal Assault has been ported. Until then, eat my shorts Steve!
I'm not suprised its "growing" faster ...because at the home gaming has been around for years and is highly saturated, popular, and is now just pushing out slowly after its major strides.
Smartphone gaming is new, and has everywhere to go now, being pretty darn new.
If phone gaming can approach at home gaming, then that will be news.
There's nothing Intelligent about Intelligent Design.
I don't have an iPhone (I've got an N95) but I have noticed that I play more games on my mobile then on my XBox or PC. Mainly because it's always available and it's easier to get addicted to a game. Also, the mobile graphics have gotten good enough (at least on a small screen) that there's not really any reason to bother. With 8Gb of storage you can have some fairly immersive games.
I have a theory that the truth is never told during the nine-to-five hours. - Hunter S. Thompson
That CNN article is strongly biased. Consider this quote: "The overhead and barriers to entry [for iPhone development] are so low that virtually anyone can afford to take a crack."
Yeah, sure, compared to the ludicrousness of consoles. But how about PCs? Or even Mac OS X on anything other than an iPhone? The barrier to entry on any of those platforms is zero.
Also quoth the article: "The iPhone and the App Store have helped democratize game development by opening the field to any software coder."
Sure, yeah, a platform where you have to pay a fee to even be allowed to develop for it, then have all applications you make subject to Apple's approval for distribution is so democratic!
Also quoth the article: "It's also become a potential gold mine for entrepreneurs who create games for the device. Just ask Steve Demeter, developer of the popular puzzle game "Trism." ... Priced at $5, "Trism" earned Demeter $250,000 in profits the first two months."
I continue to be astonished by how people consider getting rich off of digital downloads to be at all a good thing. I respectfully submit that anyone who makes hundreds of thousands of dollars for a few months of work "in their spare time" is being grossly overpaid. And when you really think about it, paying any price for a digital download is simply price gouging anyway, since the cost of reproduction is zero. That means at $5, Trism is marked up 500 times. No wonder he got so rich, huh?
You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
Gaming grows, but when is the breakthrough in battery life gonna hit?
Why do people want to do things with a PHONE that will make it so that they can't use it as a PHONE?
Hang on, I was playing a game and my batteries dying.
How often have we all heard that one.
Some people are only alive because it's against the law for me to hunt them down and kill them.
Please can somebody tell me where I too can get a copy of Flash, I need to look at redtube NOWWWWWWWW
In addition to Trism, this other game is pretty intriguing, too.
Trism is done by the same guy who translated and did romhacking for the NES and SNES.
God ol Neo Demiforce still at it, after all these years.
In addition to Trism, this other game is pretty intriguing, too.
I was wondering how you arrived at your odd conclusion that there was a 500% markup on what you maintain is a cost of zero. In that case of course, the markup was infinite. So then I figured you were just an idiot.
But then you decided to try and justify your lunacy, and show that not only are you bad at math, but that you have no ability to research things:
because $5 is 500 times one cent, the minimum price he could have set without making it free.
The minimum price you can set (without making it free) is $.99.
Now don't you feel like an absolute heel? Undoubtedly the answer is actually no, but the rest of us know how you should be feeling right about now - your punishment then shall be your inability to learn just how to remove the foot from your mouth as you wedge it in further.
You could have at least used Apple Hater Math, and worked out the markup starting from the development registration cost and the 80-Core Quad Blue Halogen Mac your kind claims you need for iPhone development.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
A business model which doesn't depend on artificial scarcity. Many iPhone applications are free and use advertising as a business model.
You are the first person I have ever seen that proclaims an advertising model beats advertisement free work, both from the producer and consumer side.
My hat is off to you for having let go of reality with both hands and then giving it a good kick to send you further away as fast as you can go.
Once you have a culture that embraces p2p and rejects artificial scarcity, making any kind of money by charging a consumer for a digital download won't happen anymore.
In reality the truth is that you can (like Apple) quite happily sell and endless amount of product to people even when they can easily download it for free (see: The Entire Music Industry). Enter, the App Store.
I write iPhone apps myself. Of course they will be pirated. It doesn't matter because in the end it's far easier to buy them than to pirate them, and to boot most people are not dishonest pricks who would steal a program just to make a point. In fact most pirates aren't even in that category, they just like to collect things and you'd never have made a cent from them anyway even if piracy was impossible.
Furthermore you know pretty much nothing about "Free Software", at least not the Free part. The Freedom is not what you think it is.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Dan Quayle! Still. gaining. acceptance.
The price of something in a free and open market is what people are willing to pay for it. How hard it was to create has jack shit to do with anything.
When you ignore basic economic principles, you end up with... well, let's not go there.
You could have at least used Apple Hater Math, and worked out the markup starting from the development registration cost and the 80-Core Quad Blue Halogen Mac your kind claims you need for iPhone development.
That might be a slight exaggeration. Someone who already owns a desktop PC running Windows or Linux doesn't need the 80-core Mac, just a Mac mini, a KVM switch, an iPod Touch, and a developer certificate, and possibly a cheap USB keyboard or mouse to replace a PS/2 one. This $1,000 is more than an impulse buy for an underemployed programmer like myself but still a lot cheaper than what's needed for a game console. The real Apple hater math involves the money spent feeding and housing oneself while developing an application that Apple ends up rejecting.
You just failed the turing test.
Unity3D and Mono seem to be making it easier for developers to write games for the iPhone, this is just awesome.
Especially since Unity3D will be ported to Linux afaik.
Looking at the iPhone and the new Nintedo DSi, I was surprised to see that the DSi did not include motion sensing technology. Maybe the DSi2 will end up having it, since IMHO this is going to become a big part of mobile gaming.
Jumpstart the tartan drive.
These... entertainment pieces... are not "gaming". They are pathetic shadows using themes from real games, or gussied-up remakes of games from 1980-something. And when you are playing this thing on your iPhone, I would say your activity is best called "squinting". The day I hear someone claim the label "gamer", and all they own is a fucking iPhone, I will make them eat it. (reasons: 1 - they are doing gaming wrong, 2 - they are lately-come wannabes who think they can talk like gamers with 20 years of history, 3 - they are fad-following fanbois who wouldn't be touching a game if it wasn't suddenly cool to do)
Burn all iPhones!
The biggest problem with gaming on the iPhone is that only retarded people have an iPhone so the iPhone games are all retarded. Also, Nintendo has Mario, Donkey Kong and Link. Apple has Steve Jobs, so Super Mario 64 DS, admittedly not a great name though certainly a superb game, becomes Super Steve Jobs iPhone, which is a retarded name for what would surely be a retarded game. What would Super Steve Jobs do? Would there be a magic kingdom? Who are his enemies and who must he rescue? Worst game ever.
Now wash your hands.
The real Apple hater math involves the money spent feeding and housing oneself while developing an application that Apple ends up rejecting.
The truth is anyone can tell what kind of app might be questionable, and work on something you know can be accepted. The fear of Apple rejecting apps is vastly overblown, there are just a few categories to be careful of.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Your argument assumes that the percentage of users of your iPhone applications who are pirates will not rise and that the percentage of people will not find piracy unethical will also not rise
Not at all. It only assumes that buying the application will be easier than piracy, which is basically always true. No matter how easy you make pirating it involves extra steps.
As noted, you are the one in utter denial about market forces. You are obviously one of those people who would have claimed iTunes would never have worked. Keep up at those windmills Quixote!
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Apple propaganda reads like CNN's article