When we first started out it was a gold rush to say the least. Everybody was jumping into the iPhone market, CEO of Rock Ridge Games Mike Mann told the Daily Loaf. In fact, iPhone game development was a gold rush within the App Store race as at least 20% of all applications released for the iTunes App Store are games.
With those kinds of numbers, its difficult to get your game noticed. You have to focus not so much in the games that your competition is doing, but in the quality that theyre doing. And when youre putting out low quality games to get stuff out quickly, youre not going to make any money. Youre not going to go anywhere, Mann explained. So we have to raise up our quality level and raise the bar on what we expect out of ourselves in order to compete with these heavy hitters that have entered the market.
[image-1]Things weren't so "sweet" at first. iPhone developers were restricted to web based apps until the release of the iPhone 3G and launch of the iTunes App Store.
Were putting a lot out there but when you have people like Gameloft and Electronic Arts, you know, these heavy hitters that are jumping into the iPhone with both feet, its really hard to compete when its just two guys spending a month on a game, putting it out and hoping it sticks and then trying to support it afterwards, Mann said.
The diversity within the iPhone development community ranges anywhere from one-man operations to big teams at major game developers. In fact, the Austin, Texas based Rock Ridge Games is composed of Mann and his partner, both video game industry veterans. Being a small bootstrap company, we dont have the resources. Mann explained. We are basically having to barter and beg and call in every favor weve ever been owed to get these games done.
Anyone with $99 and a Mac can purchase the iPhone development kit and begin to develop Apps for the iPhone and iPod Touch. Because of this accessibility, iPhone development has in a way become the epitome of the If you build it, they will come mentality and has, by making the barrier to entry low, enticed a throng of developers to come forward.
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One of the wonderful things about the market is how open it is. It just opened itself up to creativity, CEO of Super Happy Fun Fun (SHFF) Mark Pierce said. And I think weve all been the beneficiary of that, seeing all sorts of games that would have never made it past any sane publishers radar. One such game may very well be Rock Ridge Games Western Wind which is loosely based of off an (in)famous scene in Mel Brooks Blazing Saddles. Western Wind combines cowboy flatulence with Simon and includes a mode which allows users to create their own musical tune.
I totally enjoy the fact that theres that many developers. Now that makes it a problem as a business man. How do you make money if you have a 99 cent app and theres about 50,000 game developers and I imagine 20 to 30 thousand of the apps are games and 70 percent of the apps are free? Pierce wondered. I think Buck Hunter is an exact expression that our strategy is the correct one. You bring a a high quality title out there and it gets noticed.
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Buck Hunter, based on the popular arcade game of the same name, is a hunting game released by SHFF which combines pretty impressive 3D graphics for the iPhone with simple controls. Adding to the polish that makes it stand out from other titles are its networking features that allow for score boards and its GPS functionality which allows users to find the nearest physical Buck Hunter arcade game.
When games like Buck Hunter or Western Wind strike a cord with Apple or iPhone gamers, Apple posts them on the home page of the App Store under Whats Hot for some added exposure. The good titles are further given weight over the more mediocre ones thanks to the top 20 sales charts.
Mobile phone games had often been looked down upon and were seen as little to no competition to dedicated handheld gaming machines such as the Nintendo DS or Sony PSP. Even Nintendo of Japan President Satoru Iwata is beginning to recognize that the App Store is becoming a force to be reckoned with. "If we can't make clear why customers pay a lot of money to play games on Nintendo hardware and Nintendo software and differentiate ourselves from games on the mobile phone or iPhone, then our future is dark," Iwata recently stated at a company event.
[image-4]Apple's Phil Schiller frames the iPhone as a gaming platform at a recent Apple press conference.
Still have some doubts that the iPhone can compete? Revenue from iPhone and iPod Touch games is expected to rise from $46 million in 2008 to more than $2.8 billion in 2014. Thats a lot of downloads.
I personally love the Nintendo DS and its kind of interesting because I very seldom play it anymore. The iPhone has replaced it for me, Pierce said. Its just the platform to be on.
Never underestimate Nintendo, SHFF Producer Bill Lacoste said. If youre not Nintendo, youre not really a player. With iPhone, as were seeing, even two small guys in a basement can come out and have a huge hit.
Its almost going to be like a web experience where anybody can make a website, Pierce said. Everything about iPhone development has come together in this perfect storm where things are now and where theyre going to be for the next five to ten years.