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.
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.
The problem with free software zealots, such as yourself, is that you have no concept of business. The only thing you're accounting for is the download distribution cost. What about the equipment that Demeter used, the opportunity cost, the training and experience. None of those things are free.
You also don't understand the concept of risk. Demeter's application could have never been approved for sale, his concept could have proven to be boring, or he may not have been able to promote it. If any of those things happened, Demeter wouldn't make any money. If I'm going to invest $10,000 in a project that has only a 10% chance of succeeding, if it does succeed I need to be able to generate revenues of at least $100k just to cover the cost. There is no way that I would give an iPhone app even a 10% risk assessment, that's way too generous, considering all the potential risk factors.
You don't make the poor richer by making the rich poorer. - Winston Churchill
So 0 times 1 is $0.01, times 500 is $5, ergo there is a 500x markup. You really are a moron. It's not about the cost to duplicate, it's about the cost to produce.
You don't make the poor richer by making the rich poorer. - Winston Churchill
Fair enough. But in the meantime, hats off to him for making a bundle.
Come to think of it, the "alternative business model" could simply be the App Store itself. It's convenient and easy for any non-technical person to buy stuff there very cheaply. Maybe it's simply worth paying the five bucks for the sheer convenience of it all. I mean really, five dollars? It's just not worth it to look for the app elsewhere. It's not like he's charging $100 for the thing.
Anyway, it's here to stay until market forces say otherwise. Your argument boils down to "it's ethically wrong to make money from artificial scarcity", but the market doesn't care about your personal ethics.
And anyway, it's certainly not unethical to charge very little for a lot of convenience, which is what's happened here. People pay five dollars and have a lot of fun; the author makes a decent bundle and puts a down payment on a house. Everyone wins.
So a company spends 4 years and $100M to hire a team of 1,000, provide them with office space, equipment, and resources, and you believe that all they should be able to charge for the game is the cost to press the disks. You're either a troll or hilariously naive. And do tell where you can higher people to mow lawns for $5 an hour, the companies here cost much closer to $25 to cover the cost of the equipment, trucks, staff, profit, and management. Perhaps you'll understand the real world a little better when you have some bills to pay and are on your own.
You don't make the poor richer by making the rich poorer. - Winston Churchill
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.
On the PC or Mac there are costs for any practical, commercial venture. You need to pay for hosting the downloads, processing payments, and marketing the product. All of these can be done on the cheap, but you're not going to pull in $250K in a couple of months that way. The iPhone cost a hundred bucks to put an application up, but then it is in front of all the users and the download costs and payment processing is taken care of. It's a decent cost proposition in comparison to shareware on the Web, for example, and easier for many developers than trying to manage all those admin and marketing details.
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.
That's capitalism. You don't honestly think most CEOs making a thousand times what their median employee does works that much harder to earn that money do you? The difference here that catches people's attention is the opportunity for the little guy to make it big, something becoming more and more scarce in our current economy.
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.
But the development cost is not. Some of us have heard of this newfangled idea called "copyright" that allows people to create novel works without being paid in advance and profit from a (theoretically) limited monopoly on distribution of that work.
That means at $5, Trism is marked up 500 times.
Umm, interesting math.
End Price - Cost To Acquire - Cost to Stock - Cost To Distribute
You are making the assumption that cost to stock and distribute are ~0; I won't argue that, since I don't know what it costs to run the store selling the App, and Tax et al. Interesting that you ignore the 'cost to acquire' since its fixed and you only have to pay that once in this case (ignoring maintenance and support) but it is still notable.
It's kind of like you're talking about the efficiency of an algorithm, constants are always ignored.
O(n) = 1 being the business model.
That's a great algorithm right? Oh, forgot the constant c, which is 10^238.
Just because there is a fixed front end costs doesn't mean that there is no cost, or that it is not valid.
This is not the funny you're looking for.
And you are ignoring the physical resources expended in the production of Trism - time, energy (heating, electricity), overheads (rent, hardware costs) etc.
You are blissfully ignoring all of those things in your own argument - Trism didn't just 'appear' out of thin air, just as the burger didn't appear out of thin air.
Production costs are a lot more than the very last step of actual distribution.
You're absolutely right that it is not our responsibility to subsidize obsolete business models. However, if you don't want to subsidize a business model, then buy from competing business models or don't use products from that market at all.
Piracy is not a competing business model, it's just piracy. Just because a business model is obsolete doesn't make it ethical to do whatever the hell you want. You don't walk up to a newspaper stand, say "hey look, the Free Times right over there pays for itself with just advertisements" and then steal a copy of the New York Times while feeling all smug.
I think people have taken the music industry example and run too far with it. With the music industry there were/are legitimate concerns that the giants in the RIAA were fixing prices, intentionally squashing competition, and using the artists' popularity to further entrench themselves in the recording industry rather than paying a fair share back to the content creator.
In this case, however, the content creator is getting his cut. If you don't feel his content is worth his price, just don't use it.
I've addressed that argument here. And ad hominems are immature.
So is repeating the same stupid argument over and over again.
Lars T.
To the guy who modded me down from perfect to terrible Karma - Apple haters still suck
You're misinformed. The SDK is free to download and use. It's only $100 to publish a game on the app store.
everything in moderation