People are also generally used to extremely low prices for content on the iOS devices and even more so on the android devices, so either your game has to be extremely special and have a lot of marketing or you have to have good contacts or a lot of luck, or you can´t sell it for a high price.Īnd just selling it for a low price doesn´t automatically make it stand out either, because there are a lot of games for low prices which are pretty good. It may seem most attractive to many indies because it is in comparison easier to get onto some of those platforms than onto the consoles (other than when talking about xbox live indie games which has other restrictions like only supporting xna made games).īut then it is way more risky because in theory one could earn a lot with a single game but at the same time there is A LOT more competition than on any other platform, besides maybe compared to flash web games. I think the mobile market is an at least double edged sword. I'd love to know what they're P&L looks like to return profit, but it's good work none the less. I think the folks that did that game did a great job. One of the strongest indicator trends is the drive toward multi-platform reusable game engines (See Gamasutra and for articles, and the EA enterprise license agreement with Unity for more information ). less assets, reusable engines, components, etc.and so on), which is already happening on the larger scale as traditional sales shrink. Oh, and the big studios are going to have to live the "indie" way more often (ie. Some would happily pay $8-10 for a game, but to build and sustain a whole industry's worth of AAA studios, you're going to need either bigger margins (which with Apple means higher end-consumer prices) or guarentees of volume (I don't see Apple doing that anytime soon).Īs long as all studios are forced to live with sub $500K budgets indie's will have a fighting chance (full studios are expensive to run ). I don't believe mobile (especially iOS) customers are going to let themselves be drawn into the standard price ranges of mobile gaming platforms (like DS, PSP, etc.). Yes there is a market for higher end "AAA" games, but they aren't going to sweep away the games that have proven to have real staying power in the top 10 paid app categories.ģ) price. They are just easy to learn, good quality, and D*mned fun to play. are good quality, but they aren't going to make your eyes water from the graphics. the vast majority are very casual gaming oriented, games like Angry birds, iShoot, Zombieville USA, etc. iTunes comes with none of the standard publishing "comfort zone" features of a boxed retailer, so when you sit to plan how much to invest into a single title, you need to remember there are no end-caps, no bulk orders, no minimum orders, and so on.Ģ) Mobile customers. First, I don't think indie games are in any danger (especially in the iTunes store), for a couple good reasons:ġ) budget risk verses return.
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