Hit Game Makes £52 In First Week On Windows RT
Barence writes "Great Big War Game, a popular iOS and Android app, made only £52 in its first week on Windows RT. In an angry blog post titled 'Windows RT — Born to fail,' UK-based developer Rubicon blamed Microsoft for the paltry sum and said it won't be bringing any more of its titles to the fledgling platform. It seems Microsoft refused to promote the app as it would only run on Windows RT devices. However, Microsoft quickly got in touch with Rubicon, and the post was deleted and replaced with an apologetic response saying, 'Microsoft have graciously decided work with us to iron out the problems and get us past this incident.' Rubicon will be hoping that £52 figure improves quickly, as it spent £10,000 porting the game to Windows RT."
He took a business risk trying to port the game to Windows RT and lost? Now he's crying about it? Great, yeah, it costs money to port things to new platforms. But that's why you do your research first! Hell, I'm not going around yelling how my non-existing game on Steam is selling bad!
But I know a thing or two about business and this is exactly why you research and don't cry about failed business decisions.
Sales generally peak very early in the release of a game. Opening week is extremely important for a game company.
Don't forget that they have bills and salaries to pay. They can't sit back and live off a trickle of money, hoping it will grow at some point in the future. It's either make decent money or start laying off.
It is a new platform but Microsoft made certain promises to developers, and this story shows that they may not be doing enough to keep those promises. It also shows that they seem to hold great power over them as well.
"Here Lies Philip J. Fry, named for his uncle, to carry on his spirit"
Gamers on Windows are used to having a trial version. Honestly, if there isn't a trial version I just pass right over it. I've been burned by shitty apps time and time again, I won't risk the money just to find out it's terrible. I've certainly bought plenty of games after playing the trial version, so perhaps they'd see some more sales if they added that feature.
They should also think about porting to Windows 8.... no idea why the limited their app to only Windows RT, as the market share is so small right now.
You know, I'd always heard that too. I've been an iOS user since the iPhone 3G so I've bought my share of apps there and have a good feel for mobile app pricing. I was pretty surprised by the prices in the Google Play store when I bought a Nexus 7 last week. Often things I'd expect to pay $.99-$1.99 for in the App Store are $5-7.
I wonder if this is a new trend? Are they compensating for lower sales, or has the Android market changed recently?
Microsoft is selling tablets and phones that won't run traditional Windows apps, and can only run Windows RT apps. Microsoft is encouraging developers to make RT the standard for future Windows development, but for some reason they aren't willing to promote RT apps?
Here is the problem. Most people have an Android or iOS device today. If there Android and iOS apps you really love, you probably already purchased them for those platforms (and perhaps for both if you jumped ship at some point).
How many people are jumping at the bit to buy them again for another platform?
What Microsoft really needs is killer new apps that take advantage of Windows in a unique way that aren't on Android or iOS. And I just don't see that happening. Windows RT is dead on arrival for a number of reasons (can't join a domain, can't run legacy Windows apps and doesn't offer anything new for future development).
http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
Sales generally peak very early in the release of a game. Opening week is extremely important for a game company.
This is true as long as the game company actually markets their game. It seems this company expects the app store to do its marketing for it, by way of featuring their game in a highlights section or some other way, and they didn't actually promote the game themselves. They invested a whole *10 grand* in development (absolute peanuts relatively speaking), but then decided it wouldn't be worthwhile to actually promote their work, and expect Microsoft to do all the leg work? Whatever promises Microsoft made to developers, I'm sure "we will handle all promotion and marketing of all apps in our store" was not one of them.
What I don't get is the existence of an ARM-only app at all. What idiocy could lead somebody to intentionally exclude a large number of users, users who have more powerful hardware at that, to save the cost of changing one drop-down menu in Visual Studio and hitting Build again? On the face of it, that seems completely asinine. Unless the guy was using assembly or something else stupid like counting on pointers being 32 bits (which would *still* work in an x86 app, just not x64 native), porting to x86 should have been trivial.
There's no place I could be, since I've found Serenity...