Showing posts with label iphone. Show all posts
Showing posts with label iphone. Show all posts

Monday, April 9, 2012

The iPad. Changing Fast and Faster.


I'll get the PR puffery out of the way early. We released our newest game, Avernum: Escape From the Pit HD, on the iPad last week. There are almost no old-school RPGs on the platform, and this is a good one.

OK. Done.

I wanted to talk a little about how much changed on the iPad (and the iPhone) in the mere eight months since we released our first game for it, Avadon: The Black Fortress HD, in June, 2011. It really fascinates me.

First, everything that was crazy before is more crazy. iPad sales have taken off even more than before, and competing tablets are being crushed by its awesomeness. (Yes, I think that the iPad is the superior tablet computer. Please feel free to pillory me in comments.) My previous game, Avadon HD, is selling far better than it did 4 or 5 months ago, just from increased popularity of the iPad.

Second, developers have noticed. The flood of new games for iPad and iPhone has not slowed at all. In fact, it feels like it's increased. I don't have figures to back this up, only my gut feeling. If you have a link to hard figures, please let me know in comments and I'll add it to the article. There are dozens of new games every day, and your blessed placement at the top of the New Releases list won't last long. At all.

Because of this, even though I think I've done a far better job marketing Avernum HD and creating its store page than Avadon HD, it is selling far worse. Avadon HD was the best-selling RPG for several days. Avernum HD got to #2 very briefly and then immediately plummeted to #18. It's not THAT worse a game, but the flood of competitors cannot be resisted by my cute, niche little product.

Do not feel sorry for me. It is still, by any reasonable human standard, makin' us good money. But it's really rough out there. I am strongly considering posting detailed sales figures in a week or three, just to let people see what the money end of iPad development is like.

Third, free-to-play is where the money is.

I just looked at the RPG section of iTunes. As of 3:56 PM, Pacific time, April 9, 2012, the #1, #2, and #3 games on the Paid Apps list are at #25, #27, and #6 on the Grossing list. (The #3 game is $6.99, which is why its grosses are so high.) The #18 sales rank for Avernum HD nets it #46 most grossing. Freemium games kick ass.

This is a relatively recent change. In June, when Avadon HD was #1 or #2 on Paid Apps, this resulted in #3-4 on Top Grossing. I never made #1 Grossing, but I came close. Now DragonVale rules the world.

This makes me feel obsolete. I should write a freemium RPG where you can pay real money to get a +5 Paladin Sword of Awesomeness or whatever. But I just can't bring myself to do it. It's ironic. When I started, I was one of the young turks challenging the old order with shareware by giving part of my game away for free. Now I am one of the old, cranky reptiles being pushed aside by an awesome marketing angle I'm just too old and inflexible to take advantage of.

I love developing for the iPad. I love the device. It is, to quote an imaginary guy in a story Mike Daisey made up, "a kind of magic." And, since I'm the only person writing my sort of game for the platform (which is weird), I foresee reasonable earnings from it for me for quite a while. Not everone with an iPad wants a game where you spend 99 cents to buy a hat for your dragon.

But it's the sexiest, moneyest, most cutthroat competitive market out there. I can scrape out some dollars because I have an established fanbase. If I was just starting out, I would be terrified of making my way in iTunes, and rightly so.

Thursday, January 28, 2010

Why I Won't Get An IPad

As a big Mac-head since the early days of forever ago, I was really interested in the iPad, Apple's next Machine To Change Everything. I don't currently actually own a laptop. I wanted to get my own personal, shiny Hitchhiker's Guide To the Galaxy, take it to coffee shops, and use it to do design work on my games while all the losers looked on in envy and awe.

Because, at that size and price, I expect a computer. And thus, I can't by it. Because of this little chain of logic.

If a computer doesn't have a fully functional web browser, it's not worth buying.

A fully functional web browser needs to support Flash.

The iPad does not support Flash.

Ergo, no.

Now, I don't care whether Flash is good or devilspawn and whether so much stuff (games, Hulu, etc) should be running on it. The fact is that Flash is a big thing, and I want the things it runs.

But I love my new iMac, and it's not even broken, so Apple is still OK by me. It's just that they seem to think bigger iPod Touches are the future of computing, and no, I don't think so. Versatility makes technology complicated, but it also makes it awesome.

Tuesday, October 20, 2009

I Hate Missing Gold Rushes

I wrote a few months ago in some detail why I was running scared from iPhone development. Recently, there have been more indications that the handful of people who made bajillions of dollars developing little apps for the platform got lucky. Now everyone and their housepets are making apps, flooding and overwhelming the store, getting the apps lost in an arcane approval process, not making money when they come out, and being sad.

It was a classic gold rush. I can't take much satisfaction in the inevitable crash, because it never makes me happy when indie developers get stiffed. I'm happy that some people made a lot of money. But for anyone else to feel bad that they missed out is like walking past a roulette wheel, see that a '17' came up, and being angry at yourself for not having just bet seventeen.

But all of this does confirm one rule about indie game development that I've felt for a long time:

In the long run, the only way to make money is to make non-trivial games. If your products don't take a done of work and care to make, you will fail, because someone will copy you and do it faster and cheaper.

There is no way that quickie 99 cent apps were a surefire route to a profitable life for anyone. The inevitable result is 20 different Sudoku apps cannibalizing the market. I hate spending a year at a time on the fiddly work of making a full-length RPG, but it is the fact that other people can't do this that makes it valuable.

Monday, April 6, 2009

Couple More Quick iPhone Thoughts

Thanks for the great comments on my iPhone post. I did want to quickly address two points people made.

It's so agonizing missing a Gold Rush. The New York Times is taunting me with tales of untold wealth I have missed. But I still think I made the right call.

First, some pointed out that the iPhone has some people who play it seriously, like multi-hour sessions on a train or whatever. I have no doubt that there are a number of users who play long sessions, but the apps that are selling like crazy really seem to lend themselves to short sessions.

When in doubt, my main business rule is this: I always make the sort of game I would want to play. If I don't do that, my heart isn't in it. Even if a large percentage of iPhone users wanted highly-involved 40 hours games (which I still doubt), I sure don't use my iPhone that way.

Second, someone suggested that I write a quick app for the iPhone, to try it out. Throw something together and see if it floats.

Here is my bit of advice for aspiring developers:

NEVER, EVER JUST THROW SOMETHING TOGETHER. IF YOU CAN'T GIVE IT YOUR ALL, DON'T DO IT. BECAUSE THE PEOPLE YOU ARE COMPETING WITH ARE GOING TO COME AT YOU WITH EVERYTHING THEY GOT.

It is theoretically possible to put a small amount of time into something successful. But when that happens, you will have made something very easy to rip off, and your profits will eventually fade. So I really hope you had a Tetris-quality idea makes you a millionaire quick.

As for me, I write RPGs. And I don't think it's possible to really quickly write a Diablo or Rogue clone which will hit the sweet million dollars spot.

Of course, I might just be whistling past the graveyard, trying to convince myself that I didn't just pass up on a chance to make a fortune. But I, like all small business owners, have to make lots of decisions all the time. At some point, you just have to live with the calls you make and go on to the next thing.

Sunday, March 29, 2009

Why I'm Missing the iPhone Gold Rush

One of the questions I get asked most these days is, "When are your games coming out for the iPhone?" I'm getting this a LOT. I'm not going to do it. But, when you get so many people knocking down your door for something, you'd better come up with a good reason for saying no.

Here's My Game ... Do I Get Rich Now?

When you write games, new platforms become available all the time. Then you have to decide whether to write games for them or not. XBox Live was one such platform. XBox Community Games is another. And WiiWare. And, of course, the iPhone.

When you jump onto a new platform early, the platform might take off, or it might not. If it doesn't, your time was probably wasted. If it does become a success, though, you can get in on a Gold Rush. Some early adopters of the risky platform can end up with tons of money. Pure, joyous greed attracts competitors. Because they're late to the party, some of them make a bunch of money, and a lot more don't.

XBox Live had a real gold rush. Some early games, like Uno, sold sick numbers of copies. But these days, getting a game on XBox Live can mean a ton of hassle and, if the sales estimates at VGChartz are even remotely close to right, there is the real possibility of not doing so good there.

Fart Noises = Millions of Dollars!

The iPhone is in a crazy gold rush phase, and everyone is standing up and taking notice. When someone can make a ton of money on an app that makes your iPhone fart, that should be your first warning of unsustainable sales.

Some early games have done crazy good. But there are starting to be signs that Indie games on the iPhone won't make a fortune. And it'll only get tougher.

As For Me ...

Which brings us back to me. I write big, deep role-playing games. The sort of game that lends itself to long sessions, not something you fiddle with for fifteen minutes on the bus. It would take real work for me to adapt one of my games to the iPhone, and, even then, I don't think it's the sort of thing that would attract a real audience.

There's a lesson for young developers. Make sure your game fits the way people will want to play it. PC Games = Longer sessions. iPhone Games = Ping. Zap! Done.

And, on top of that, the acceptable price point for iPhone games with any depth is now in the area of $4.99. Five bucks! And, if you charge that, forum-dwelling snots from all over the Internets will bitch you out in your ratings for being so greedy. I'm sorry, but I'm not sure I can make a living charging that little for my niche games. It's certainly not something I want to risk months of development on. And I honestly suspect that price point won't support a healthy game development industry. I hope I'm wrong.

(Honestly. The whining in the user reviews for a lot of the five dollar games is amazing. What? Do people think game developers live on air? Jesus.)

When it comes to my business, I am made of pure cowardice. It's hard to make a living doing this, so I have a really hard time doing anything new and exciting and risky. I'll never get rich (as if my games could ever be enough in demand to make me rich), but I can still buy my kids food.

So I will spend my time supporting two platforms that have a proven history in the gaming arena, platforms that have lately been tragically underserved by developers. They're called Windows and Macintosh. Take a look at them sometime. I think there's money to be made there.