Game Devs Migrating Toward iPhone, Away From Wii
A new report by Game Developer Research reveals that the number of developers working on games for the iPhone continues to rise, roughly doubling in number from last year. At the same time, the amount of work done on games for Nintendo's Wii dropped significantly:
"Just over 70 percent of developers said they were developing at least one game for PC or Mac (including browser and social games), rising slightly from last year; 41 percent reported working on console games. Within that latter group, Xbox 360 was the most popular system with 69 percent of console developers targeting it, followed by 61 percent for PlayStation 3. While those console figures stayed within a few percent of last year's results, the change in Wii adoption was much more significant: reported developer support for the system dropped from 42 percent to 30 percent of console developers, supporting numerous publishers' claims of a recent softening of the Wii market."
The summary seems to create the assumption that the same developers which are abandoning the Wii are moving to the iPhone.
I'm not even sure how something like this would work. The economics are different, the scale is different, hell, even the target consumers are probably different.
Without reading TFA or TFS this is obviously because Apple fabois are easier to con into buying
overpriced fisher price junk than Nintendo fanbois.
Apple knows how to sell products better than anyone.
They're selling an ebook reader that wont read books.
http://www.reghardware.co.uk/2010/01/28/ipad_no_uk_ibooks/
61% + 69% + 30% = 160%
No wonder the hours for game develoeprs suck!
[Fuck Beta]
o0t!
The summary seems to create the assumption that the same developers which are abandoning the Wii are moving to the iPhone.
You're likely right. I imagine the recession starting in 2008 has slowed major label video game development in general, and a different group of developers are doing things on the iPhone. Unlike Wii Shop Channel, which requires developers to have a dedicated office and a successful commercial title on another platform, Apple's App Store model (almost an exact copy of Microsoft's Xbox Live Indie Games) is much friendlier to 1- and 2-man shops.
Of course it's easier to make a game for the iPhone than the Wii, so more casual developers and small teams are going to start working on them. So as they enter game development, the percentage of Wii developers will decrease. But what about the total number of Wii developers? I am willing to bet they actually increased, stayed the same or slightly decreased. And the two platforms are not really comprable so that all this is, is some meaningless fistclenching by fans of Apple.
This space for rent.
This isn't a change in game developer preference, it is a change in the definition of game developer.
Spooooon!!!!!
Four years is around the time it took for the 5th and 6th generations to lose steam. Difference is next-gen no longer impresses anyone.
People just want smaller, quieter, lower power.
mostly all of nintendo's biggest games for wii or any of their platforms are developed in-house anyways, so it'll mean the heaps of crap disguised as games being thrown at the wii daily will be slightly less frequent, while the titles with actual quality behind them (not quality ideas, just quality presentation and design) won't be bothered
i think this information is out of context. it is very unlikely developers will be abandoning platforms like the wii, ps3 et al - they will most likely be looking to use the iphone as a complimentary development platform more than anything else. there is just as much business everywhere; and if everyone was moving to the iphone - i would probably get out of it :) i was there from the beginning as a hobbyist - and it already is getting flooded and saturated.. it is a pity honestly.
I largely agree with your statement, but I would imagine that there is are least *some* developers jumping ship from Wii (or, more likely, DS/DSi) to iPhone/iPod. And they're probably making games for the older consumers that Nintendo has been courting in recent years.
For all the talk of Apple's restrictive policies, Nintendo's stance towards developers is almost draconian by comparison. Development kits for Nintendo hardware run into the thousands of $$$ -- assuming Nintendo even sells you a devkit, which they won't unless you're an established developer or you're being published by someone with a known track record. And unlike Apple which takes 30% off the top, Nintendo's cut is largely determined on a case-by-case basis (EA probably gets a much more lucrative deal than a small publisher.
One possible factor here is that Nintendo has historically been fairly hostile towards developers, with licensing terms and an attitude that encourages potential developers to walk away. On the flip side, Apple will just give you the tools (assuming you have a Mac) and not require the rectal exam before they'll deign to allow you to send them money.
Of course Apple's just as bad on the back end, in some ways worse, since Apple will let you develop anything you want but then, -after- the development is done, refuse to allow you to sell it or arbitrarily allow one version of it only to reject the point release with bug fixes. But at least Apple put the tools in dev's hands without insulting them one day one.
iWii
Table-ized A.I.
maybe to Ipad, games on that device will look really impressive.
It's been really obvious to me, at least, that the Wii is going to tank. From day one, it's been an entire platform built around a gimmick. Graphics, playability, storage, etc was all sacrificed for the ability for grandma to be able to wave around a controller to pretend that she's bowling. Of course developers are leaving Wii development. Sales of games are way down, and they're going to continue to plummet. We'll be playing the PS3 and the XBox 360 years from now, but I'm guessing that the vast majority of Wii's that aren't already collecting dust in the bottom of closets will be in the next few years. Nintendo really shot themselves in the foot with the Wii. Not only did the sacrifice everything for the silly controller gimmick, but they also continue to focus on games with storylines that only appeal to small children. Of course, you can get shoot 'em up games for the Wii, but most of the Wii development seems to focus on Mario and Zelda and characters that were innovative 20 years ago, but now only appeal to ... well... honestly, I don't know who they appeal to. I don't know anybody that plays a Wii with any kind of regularity.
I hope that Nintendo has enough cash to get them to their next console that will, hopefully, have more longevity than the Wii.
I don't respond to AC's.
Having been a lead tester and Nintendo guru at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises), this is a natural trend with Nintendo. Development for the Nintendo 64 was nearly dead when the Nintendo GameCube came out. Development for the Nintendo GameCube was nearly dead when the Nintendo Wii came out. When Nintendo is the only company making games for their console, a new console is just around the corner.
Microsofts Indy games for live is the copy, the app store predates it
XNA Game Studio 2.0 (which introduced what is now Xbox Live Indie Games): December 2007. App Store: July 2008. When I first read about the App Store's business model, I found the $99 fee and the 70/30 split to be suspicious similarities.
A good fuck should leave you tired and sore all over
FTFY
not just your ass.
You must be a faggot.
The DS (yes, you have to count all versions in the wild)
The DSi has both an online app store and a retail channel. The DS and DS Lite have only the retail channel, and retail channels strongly favor major labels, even on fully open platforms such as PC. So among handheld platforms with an app store, I count iPhone+iPod Touch, PSP+PSP Go, and DSi. Of the three, only Apple's app store has an official developer program open to the general public.
The much lower cost to develop for the PS2 vs the PS3
Is that really the case? I'll grant that PS2 disc games are cheaper to develop than PS3 disc games, but unlike the PS2, the PS3 also has an online app store, and app stores in general tend to be cheaper than retail distribution. PhyreEngine appears to be Sony's attempt to compete with XNA Game Studio; the one question mark is how to get a game published on any Sony platform if you're not a medium to large business.
...was its very weak multiplayer capability. The Xbox 360 player puts on the headphone/mic headset and is instantly talking to his circle of friends over the internet while navigating through a virtual world with them. The Wii does not allow the two-way voice communication with other players. If the Wii players want to gather in the same room and play they will find that there are very few Wii games with split-screen multiplayer capability. Taken together, this means the Wii is by and large, a solitary experience unless the players take turns watching each other play.
When the Wii first came out, it offered very innovative motion sensitive wireless game controllers and built-in Wi-Fi in a very compact, well-designed piece of hardware for a bargain price of $249. For whatever reason, though the game capabilities and selection just never came close to the xBox 360 platform and now the writing is showing up on the wall. The Wii had so much potential (and maybe still does) but it has just never been able to harvest that potential into a killer game experience.
Game devs migrate towards India, away from America.
But this argument doesn't make sense, because the basic facts are that the Wii has sold 67 million, and all of the Iphone models combined are only at a mere 42 million, even taking into account that a family buys more phones than consoles.
And what about the Nintendo DS (that is the obvious better comparison to the Iphone)? At 125 million units sold, the Iphone doesn't come anywhere near close. Then there are the hundreds of millions of phones from other manufacturers, most notably Nokia...
Nintendo did what they had to do survive this generation: If they had just released another console with a normal controller and either slightly less power than, equal power to, or more power than X360 & PS3, the hardcore crowd would have just written it off as "kiddy" like they do all Nintendo consoles. I don't remember people complaining about the high amount of crapware on PSOne, another insanely popular system, but I guess if the system is made by a megacorp people don't seem to care.
If your game is high quality, you need to hit Steam.
Top sellers on Wii include Carnival Games, Super Smash Bros. Brawl, Mario Kart, and similar party favorites. These video games allow up to four players to join in without having to own a separate console, monitor, and copy of the game per player. The PC app store Steam, on the other hand, is limited by the comparatively small median monitor of a PC, where it's difficult for four players holding gamepads to see the screen. True, it is fairly easy to connect a PC to the VGA or HDMI input on an HDTV, thereby forming a "home theater PC". But I get an impression from other Slashdot users that the number of HTPC owners is nowhere near enough to support a major-label development budget.
If you only offer products that have been done before and better how do you expect to compete?
For visualization, look at these lists and imagine you aren't informed as to which games are good, wouldn't you likely end up with a few duds and associate those company names with crap?
That's a great thread -- it shows the full panel of titles released by each third party, which makes it very easy to see that maybe 1 in 10 are worthy.
Much of the rest is just shameful crap which damages the EA/Ubisoft/Activision brands and harms confidence in the *entire* Wii shelf at Walmart and Target.
You forgot to include iPod Touch and projected iPad sales.
Check out my sci-fi/humor trilogy at PatriotsBooks.
You forgot to include iPod Touch
Okay, that's an extra 20 million. You still lose.
and projected iPad sales.
Ah yes, let's include made up "projected" figures of vaporware that's not been released. Why is there any reason to think future sales of this device will surpass Nintendo's future sales, either of their current products, or others that they may release?
I'm tentatively starting coding again after a long lay off (used to love it, then i hated it, but was good for sod all else) and unfortunately it's for the mac.
I must say Objective-C is the possibly the most appaling looking "language" I've seen for..well...ever. I'd rather program in Forth that this demented POS. Like PHP, it's appaling syntax foibles are due to the original implementer being either unable to unwilling to write a decent processor/preprocessor. low and behold 20 years later millions of us poor saps are having to struggle with sticking @s or $s or []s all over their once readable source code. I hope these fuckers wake up screaming every night for what they have done.
fortunately this is gonna be a very very small part of my job, or i'd bloody quit. When I had a hackintosh installed on my home machine I couldn't work out why lots of decent, free, useful things weren't available for the mac (causing me to go back to windows). After coding objective-C for half a day I'm not bloody surprised.
and these people CHOOSE to code in it?
If your game gets on steam, and it's good, you're guaranteed 5 digit sales.
On a 6 digit budget game?
But no PC games that I know of support such a hotseat mode. The limitations are with the software - not the hardware.
And why does this software have such a limitation? Based on everything I've read in other Slashdot comments, it's because there aren't enough customers in the PC gaming market who have the appropriate hardware. Major-label PC games aimed at the median PC gamer are designed for the median PC monitor, which is smaller than the median console monitor. This in turn is because the median PC gamer is less of a hardcore enthusiast than someone like you who runs dual head 1080p-class monitors. One person does not a market make.
Asking that you're actually proper business isn't that bad
So how does one start a proper business? Nintendo wants "relevant game industry experience", which I interpret as ruling out releasing a developer's first commercial title on Wii, DS, or DSi. I assume the other major consoles have similar rules, so I guess a developer's first title has to be on either Windows or a smartphone. They want a dedicated office, which means a company needs to already have a revenue stream in order to be able to afford an office. So if one has developed a video game designed to be played by multiple people sitting in the same room, to which platform should one port the game for release?
Depends on which iPhone/iPod Touch numbers you believe; I've also seen claims that the iPhone platform is slightly ahead of Wii. Either way, my point was that if your numbers for Wii are right, the Wii platform is not dramatically bigger than the iPhone platform; it's about the same size to within about a month worth of sales.
Check out my sci-fi/humor trilogy at PatriotsBooks.
http://www.warioworld.com/apply/
They want a dedicated office
Why can't your home be your office?
Because it would be an instant disqualification. Please allow me to quote from the page at that URL: "We require that companies are working from secure business offices. Home offices are not considered secure locations."
Whether your office is your bedroom or not, you should have a business set up.
I want to start a video game development business. Can you recommend a guide to doing this? I would use Google, but I'm not the most skilled at judging the reliability of random Internet sources, and I wanted to know whether you knew of a guide that covers all bases that you find important.
Did you even take Steve Jobs's cock out of your mouth while you wrote that?
Because it would be an instant disqualification. Please allow me to quote from the page at that URL: "We require that companies are working from secure business offices. Home offices are not considered secure locations."
I had noticed that but opted to ignore it because, if what 2D Boys' wiki entry says about their office is true then they don't have an office as such. Perhaps one exists for legal reasons but I would assume they don't just rent a building to have an address for Nintendo and yet World of Goo is on WiiWare.
The application is clearly aimed at scaring off time wasters and kids wanting to sign up for whatever reason. I'm sure if you presented solid proof of a game concept and were an actual business they wouldn't turn you down. There seems to be an assumption as well that, since you're receiving proprietary information from them, if you're just using your own personal equipment then you'll be storing their document less securely. Just prove them wrong.
Alternatively, develop it as a PC game first where there is no barrier for entry and once it's out there, contact Nintendo. Which may be more or less what happened with 2D Boys.
I want to start a video game development business. Can you recommend a guide to doing this? I would use Google, but I'm not the most skilled at judging the reliability of random Internet sources, and I wanted to know whether you knew of a guide that covers all bases that you find important.
It will be like any other business. You can start out as just an individual, earn money and file taxes for it. If you want to be recognised as a business then, depending where you live, contact the appropriate people. Like Business Link in the UK http://www.businesslink.gov.uk/bdotg/action/layer?topicId=1073858805
Regarding the actual development work, I think for any independent really the only options are the PC or iPhone. Anyone can do it for little money. The only issue is making yourself stand out by getting people talking about your game. If it's a success and you make a fair chunk of money then you can consider consoles.
The Wii dev kit is only $2500 (range is $2500 to $10000 so I assume one kit is $2500) to encourage small independent developers to use their system for Wiiware and all signs point to them being much more open if you opt for the Wiiware route rather than a disc based game. But you do have to be a legit developer.
Console development won't be easy and you may not not enjoy it. That's why I would start on a PC and not worry about the financial investments, NDAs, etc up front until after I've decided I want to actually develop games for a living and I'm good at it.
Oh btw, I forgot, you can declare part of your home, like a garage, as a business providing the local government allows you to have a business in that area. That is one way to get around having a separate office location and would likely be acceptable and may be what 2D Boys did.
Alternatively, develop it as a PC game first where there is no barrier for entry and once it's out there, contact Nintendo.
That was how I originally planned it: develop the game on PC, get the business in order, sell copies of the PC version, and then apply for a console license. But it appears this method wouldn't pay the bills because very few people have their PC connected to a sufficiently large monitor. It's not easy to fit four people holding USB gamepads around a laptop's 13" display or even the 19-incher that often comes with a desktop PC, and not enough gamers are aware that a (now cheap) 32" HDTV will work with a PC.
Troll? Sorry some folks with thin skins and mod points can't handle the reality check, but 62 million and 67 million are not hugely different numbers, and with 3 million of these things (on average) selling in an average month, that's a little over a month worth of sales. The numbers don't lie.
The fact is that console gaming is a fairly limited market. Not that many people are willing to spend hundreds of bucks for a device that just plays games. The market for console games is shrinking; the market for cell phones and MP3 players is increasing. The total market for cell phones dwarfs the console gaming market. Even a tiny percentage of that market is still more units than a third of the console gaming market. Thus, the odds are strongly in favor of iPhone and iPod Touch devices vastly outnumbering any given console game. It's almost an inevitability short of the rate of console game sales increasing dramatically.
Check out my sci-fi/humor trilogy at PatriotsBooks.
There were a great many terrible games that came out on the Wii that were made under the notion that 'those idiots will buy anything'. No matter how profitable the console, crappy games wont sell. They looked only at the install base, and made assumptions that did not hold up in reality. It also does not help that the Wii presents some interesting problems for developers; The marketing angle of 'this is not a typical game machine' worked a bit too well. This is why some companies (Ubisoft and EA) are now moving away from the Wii. I also believe that most developers are still having problems figuring out the best way to exploit the motion controls.
I am convinced that the effort to move towards the iPhone is a bigger risk then most game companies realize. The technology is there, but the price point is not where it needs to be to succeed as a mass market game platform. Also, Apple is not a game company; They can make a profit on that platform without needing successful games, and that factor is a wildcard. I expect that the iPhone will get many ported games from PC (if the game is simple or old), and current handhelds. Those games already made their profit, and porting to the iPhone is a trivial development cost that potentially adds a great deal of revenue on top of what was already made on the primary target platform. Until you have a company that can make significant profit on an iPhone game with the iPhone as the primary / only platform, it cannot be considered a real threat to existing gaming handhelds.
The iPhone does have a great deal of potential as a game platform, but not everyone who wants an iPhone is going to be a gamer, so you cannot use the existing install base by its self to estimate sales. If someone buys a Wii or PSP or whatever, you can be pretty sure they want to play video games. You cannot say that about the iPhone.
As a result, I expect many developers are going to be disappointed by the iPhone.
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