MAGAZINE

Touch and Go

Edge Staff's picture

By Edge Staff

December 5, 2008

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Device aside, there are also problems emerging with how games are purchased. The App Store is accessed through iTunes which, like the iPhone itself, was not built with games as a first priority. “I’m very much in favor of the open platform and the ability for everyone to get their content out there, no matter how small their game is,” says Oliver.

“Obviously that abundance of titles is going to make it hard for good content to stand out. As it grows, the App Store will need continuous refinement – browsing is already a cumbersome process.” Another limiting factor inherited from iTunes is pricing: it simply isn’t possible to charge over £10 for a game in an environment where the traditional price point is 79p – and price inevitably has an effect on dev budget.

“The question isn’t whether iPhone gamers want to play those types of game but whether they are prepared to pay to play them,” says Farley, who notes that many developers are already slashing their prices to get on the crucial best-seller lists. “For the smaller developers it’s going to be a huge risk to spend PSP- or DS-sized budgets on a title that retails at £2.99. That’s a lot of units to sell to break even.”

Ultimately, however, many of the problems with the patchy early software can be traced back to one central issue: there are no firstparty titles on the iPhone, and not much to indicate that Apple is hugely engaged with gaming. While Penn argues that “Apple would be mad not to care about games and supporting the iPhone as a platform,” he adds that, at the moment, it’s clear that the device “could really do with a Nintendo to support it.”

Given Apple’s history with digital downloads, its low-key approach is understandable – Steve Jobs didn’t need to write any songs to provide content for iTunes’ launch, after all – yet it suggests that the company may not entirely appreciate that games are very different from the music and movie businesses, and a new platform, particularly one as eccentric as the iPhone, means thirdparties require a lot of initial guidance.

Without the likes of Brain Training and Yoshi’s Touch & Go, we may still be seeing racing games with touchscreen steering wheels and tragically literal ports of console titles cropping up on DS, rather than the lateral-thinking side-stories and nebulous lifestyle software which fits so well.

Almost every console launch in history has had a firstparty showing the way – outlining the vision for the platform, while providing a showcase for the hardware. Perhaps much of the muddle and disappointment of the current App Store line-up may be down to developers doing their research and development in public. When you combine that with Apple’s tendency towards secrecy, a picture emerges of a somewhat bewildering device with an equally bewildering submissions and review scheme.

“It’s very much a one-way street,” suggests Andy Qua, the developer of Cube Runner, one of the more popular free iPhone games. “In my experience, Apple communicates as little as possible with the outside world – and even less so to external developers, bar a few exceptions. You write your application, upload it to the iTunes store and then wait until you get the ‘available’ or ‘rejected’ email. You have no idea of how long the review process will take or what the criteria are.

Stranger's picture

I agree, I am also no fan of the iphone. It simply has too many flaws, but it is acting as a real motivator for the cell phone industry. For years they have been giving us just a little at a time and squeezing us for every penny they can get.

I have had only 3 phones this century which may sound a lot to some but a lot of people get a new phone as soon as their contract has ended. I have always waited until the phone or the battery dies because the new phone I wish to buy is simply never produced.

Nokia's blatant reaction to the iphone in creating next years n97 is probably one of the few that has given me hope. I think that the iphone even despite its faults is scaring the other companies. We are about to see the mobile industry coming along in leaps and bounds. It's about time.

AaronMC's picture

I think a major point missed in this is that Apple has finally provided a locus to the cellphone gaming market.

Before this, cellphone gaming was a no-man's land of 3 trillion developers all ripping off each other's ideas. There was no centralized place accessible by everyone. Every cell carrier was trying to push its own offerings.

There were no major brands. No EA or Ubisoft. Yes, they were there, but it was half-hearted. There were no television advertisements for EAMOBILE.COM!!! or something similar.

Apple has forced focus on the market and Nokia, with its pathetic N-Gage, is only now scrambling to catch up. I really don't care what Apple's faults are. They whipped the market into shape, gave it a flagship product on which all the games work, and gave developers a CENTRALIZED distribution platform, as opposed to the ridiculousness of America's myopic, retarded, megalomaniacal cell carriers.

This is a great time for the entire cell phone world. Apple turned it on its head with the touch screen and smooth interface, and are now doing it again with the software distribution model. Go Apple.

And I don't even like the iPhone. So, um, go Nokia! Catch up, you fuckers.