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Posts tagged with "games"

Game In-App Purchases: A Conflict Between Developer Economics & Goodwill

In-App Purchases for iOS games. It’s a bit of a sensitive topic really, not many people like them at all, and quite a few people hate them and the impact they have had on the iOS games market. But today I want to explore the reason for their prevalence and explain why it has become an important part of the market for developers. I also want to reframe the discussion from one of “In-App Purchases are a problem” to one where we consider how they are being used and what developers could do to improve their implementation.

Below the break is Part 1: The Economics, in which I tackle the reason for their prevalence and importance in the iOS games market. Following that is Part 2: “Developers and Goodwill To Customers” in which I discuss how they are being used and perhaps what might be some best practices.

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Let’s Sing

Developed by Marco Tabini and Lex Friedman, Let’s Sing is the most addictive and fun iPhone game I’ve played in a while. Long story short: you can get it for free on the App Store, or buy the paid version.

Let’s Sing is a “social” iPhone game that you can play with your friends online, combining the traditional aspects of karaoke and television program “Name That Tune”. From the main screen of the app, a “Start a New Game” button allows you to find a friend to play against manually (by email or username), on Facebook, or through your Address Book. Once you’ve found a friend to play Let’s Sing with – sessions are private, meaning only you and your friend will play, and they won’t be shared publicly – it’s time to pick a song. If you want, however, Let’s Sing lets you pick a random opponent.

Let’s Sing is clever, in that rather than using a proprietary system to provide you with song previews – or worse, rely on in-app purchase to offer “song packs” – it simply connects to the iTunes Store to display three possible options at a time. Let’s Sing’s list of songs is manually curated by their developers in order to ensure a proper classification (easy/medium/hard), and, more importantly, to avoid items with complex names or strange characters that would be problematic to enter with the iPhone keyboard. The selection of songs is already fairly impressive, and support for the iTunes Store means the developers will be able to effortlessly add songs over time as they choose more. In my tests, I “sang” my friends hits from Beyoncè and Soundgarden, Micheal Jackson and R.E.M., and more.

Before a turn, songs can be previewed, and there is a link to buy an item on the iTunes Store if you suddenly realize you want that in your collection. From the song selection screen, you can also shuffle songs if you don’t like or know what you’re being offered, but shuffles are limited. Songs are displayed on a grade of difficulty, which will earn you and your friend more coins in case of successful streak. More shuffles can be unlocked with coins; if you’re out of coins, you can buy more with “real” currency using in-app purchases.

The singing and guessing part of Let’s Sing is what I like most about the game, and what got me hooked in the first place. Let alone that I get to hear online friends and colleagues I have never met in real life hum or whistle through their microphones, the whole process is extremely straightforward: you pick a song, whistle, hum, or like I do, “na na na na” through it, then hit Send. You can play back your recording to make sure you’ve got it right in 30 seconds, or cancel and re-record. Once sent, it’s up to your friend to guess, and the main screen of the app will reflect an ongoing game’s progress with an indicator. There is also an in-game chat to congratulate or shamelessly brag with a friend. Fortunately, Let’s Sing features push notifications, so you won’t have to wait inside the app for the next turn, but you’ll be informed by iOS.

On the guessing side, you can listen to what your friend recorded, and enter the song’s title with the keyboard. Alternatively, you can use in-game hints to reveal a song’s vowels or its artist.

I don’t typically play many games on my iPhone – I might take a random shot at Temple Run or Ski Safari while waiting in line – but Let’s Sing has turned out to be fun diversion that keeps me coming back. Let’s Sing combines my love for music (and guessing songs) with a streamlined way of embarrassing myself (in a good way) to people that wouldn’t otherwise hear me “na na na na-ing” the latest Nicki Minaj. It’s about your voice, your friends, and it’s fun.

Get it from the App Store.


Astronut

Astronut

One of my favorite iPhone games, Astronut by The Iconfactory, was released on the iPad earlier this week. In 24 levels fully optimized for the Retina display, you can enjoy Astronut’s well-known game mechanics (a floating astronaut jumps from planet to planet avoiding enemies and obstacles) with controls reworked for the device’s larger display.

Graphics and sound effects aside (they are both top-notch), I am liking Astronut for iPad even more than the iPhone version because of its control scheme. Astronut for iPad plays in portrait mode, with buttons to jump and activate boost placed at the sides of the screen where your thumbs typically are. This is extremely intelligent game and interface design. But there’s more: you can use Astronut for iPhone as a remote – this has allowed me to prop my iPad on a stand in my living room, and enjoy the game with my friends, sharing the iPhone as a controller.

Only $1.99 on the App Store. Don’t miss the video.

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Review: TouchArcade for iPhone

Part of Arnold Kim’s other sites, AppShopper and MacRumorsTouchArcade is one of my favorite weblogs: I  read it every day. Whether I’m reading about upcoming iOS games, news, or searching the forums, TouchArcade is simply one of the best resources for iOS gaming available. They’ve been around for 4 years, and for a website that’s a lifetime. I jumped when I was asked to help be part of the beta team for an iPhone version, and today, TouchArcade has released their very own iPhone app with the help of Flexibits and Bartelme Design.

When you first launch the TouchArcade app you will see a featured story on top along with a navigation list below for News & Reviews, Top Reviews, Hot New Games, Watch List, and Forums. On the right is a flickable list of their Hot New Games section with icon previews, and this is one of my favorite features of the app. If you’re looking for a great game to purchase this is the first place to look, and the list is constantly being updated too.

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iCloud and iOS Games

iCloud and iOS Games

TouchArcade’s Brad Nicholson asked some indie iOS game developers about iCloud and support for syncing save states across devices:

It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.

That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.

In the case of smaller, independent developers of games for the iPhone and iPad, money is the main reason why iCloud often gets cut off from the list of features to implement at the last minute. For as much as we like to think of indie games as modern versions of DOS games programmed in a garage with virtually zero costs and lots of caffeine (and weird haircuts), the reality is that creating the latest $0.99 hit for iPhone is based off real business rules with real associated costs. As TouchArcade quoted a developer saying, “keep making games” is just as important as “making games”. The business side of things needs to be taken care of; when time is running out, iCloud typically gets sacrificed for the greater good – shipping the game.

I believe, however, that there is a deeper reason as to why developers are choosing to think about iCloud at the last minute. Why aren’t developers considering native iCloud integration from the get-go? And why is that only bigger, triple-A titles have been able to successfully use and ship with iCloud integration so far?

When I talked to developers about the first six months of iCloud, the reaction was the same: iCloud is great when it works, but there’s a need for better documentation and debugging tools. iCloud requires a lot of technical work to be implemented and customer support once it’s made available; not all developers are willing to go through this effort right now, and, unsurprisingly, only bigger development studios with consequently bigger budgets and support staff are pursuing iCloud sync for games.

With the WWDC approaching, here’s to hoping Apple will incentivize developers to consider iCloud integration as the foundation for apps and games. Third-party software is better with iCloud, iOS is better because of iCloud, but the platform for the next decade needs to find its early adopters in the people that will ultimately improve the platform going forward: iOS developers.

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So How About that Mac Version of Star Wars: The Old Republic?

Windows partitions got you down? BioWare is well aware that there’s a Mac fan base waiting to get their multiplayer on in Star Wars: The Old Republic, which has “shattered MMO sales records” since the game’s launch on December 20th.

Massively’s Ben Gilbert writes that BioWare label leads Ray Muzyka and Greg Zeschuk have mentioned the possibility of a SW:TOR Mac version in a recent interview. Muzyka went on the record saying, “We know there’s a big Mac audience of BioWare fans … we know that’s an important and large audience. And we want to serve that audience.”

Zeschuk replied, “Not yet!” when told that SW:TOR wasn’t able to run on a two year old MacBook. There’s currently no timetable that indicates how far away a Mac version is, but the leads want to make sure that a launch on the Mac will be successful and stable. Muzyka notes, “We’ve done a lot of Mac ports before of our games. We haven’t announced any details yet for The Old Republic, but we know that’s an important and large audience.”

So far, more than a million players in SW:TOR have racked up over 60 million hours, completed more than 260 million quests, destroyed more than 3 million non-playable characters in the game, and have participated in more than 44 million player-vs-player battles. Mac fans can install the game on a Windows partition (made easy thanks to Boot Camp) and take part in the adventure that takes place thousands of years before the Lucas films, but I’ll bet there’s plenty of patient fans who’re waiting for a proper Mac port before enlisting as a Sith Lord or Jedi Knight.

[SW:TOR for MAC via Massively | Stats via PC World] Image via IGN


Real Racing 2 Now Also Available On The Mac App Store

Firemint’s hit iPhone and iPad game, Real Racing 2, has today launched on the Mac App Store. The game features the same campaign mode, tracks and cars as the iPhone and iPad versions but also allows you to optionally use an iPhone or iPad as a controller.

The most critically-acclaimed iOS racing game comes to the Mac Store! Featuring visually-stunning graphics and state-of-the-art handling, experience the excitement, competition and glory of authentic championship racing with Real Racing 2.

BURN RUBBER ON YOUR MAC!
Take control of the wheel with your iPhone or iPad – or use your Mac to steer your way to first place!

It’s the latest iOS game to be ported over to the Mac and distributed through the Mac App Store, which Firemint itself has previously done with Flight Control. It’s something that wasn’t very common just 12 months ago when the Mac App Store was yet to launch and demonstrates how the ease of use and popularity of the store has led to a surge of casual games being launched on the Mac - where previously it was thought that there was an insufficient audience for it to be practical.

The game weighs in at over 700 MB and costs $12.99 on the Mac App Store (non-US users can purchase it via this link). Jump the break for the full release notes.

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Mage Gauntlet Now Universal iOS App

Rocketcat Game’s excellent RPG, Mage Gauntlet, has released a major update, one important feature being that it is now Universal. There are also some tweaks as well. Some spells have been changed, reviving after being beaten now grants a free spell, some levels were shortened, and save files can now be exported or imported through iTunes – allowing you to copy your unlocked items and experience points to your other devices.

As with most updates, the new update also has bug fixes as well. Here’s the full release breakdown:

What’s new

*** Hotfix approved, grab this update, especially if you’re on iPad
*** iPad display bugs fixed
- Universal support for iPad and all iOS devices!
- Flip Screen option in the Settings menu!
- The View Map panel in the pause menu how has indicators showing how many notes/books you’ve found in the current level, and whether all monsters have been cleared!
- Spell changes! Silence has been merged into Time Circle to create a single all-powerful buffing spell, Sword Fury and the elemental summon spells have been improved, and the less useful Lucky and Shield spells have been removed from the random spell drops, though you can still obtain a Shield by collecting hearts or overflowing spells!
- Several weapons have been given new, upgraded effects and updated description text. Make sure to check them out, some were completely changed.
- Rabbit’s Foot now increases the hat drop rate by five times.
- Ring of the Zealot now resurrects you, once, at half health with a Sword Fury buff applied to you.
- Reviving after being defeated now grants a free spell.
- Save file! You can export or import your save data (in save.dat) via iTunes File Sharing to copy your unlocked items and experience points to your other devices! This also allows backing up saves to your PC.
- Many level tweaks! Additional urns added to most levels. Backtrack-blocking doors removed for most levels. Many overly long levels were shortened a bit and/or had more urns added. This should improve the pacing of Story Mode.
- Various bugfixes, including some achievement bugs and dialog typos.

Mage Gauntlet is a great RPG (888 5-Star ratings in iTunes) with a classic NES feel and excellent game play. If you haven’t yet played it, maybe Universal support will magically draw you in. The app is $2.99.

[via TouchArcade]


Review Of Buttonless, A Book About Incredible iOS Games And The Stories Behind Them

Remember when Steve Jobs introduced the iPhone way back in January 2007 by prefacing the reveal by first saying it was a “a widescreen iPod with touch controls”, “a revolutionary mobile phone” and “a breakthrough Internet communications device”? It certainly delivered upon those three pillars, but as the iPhone and iOS has evolved over the years it has become evident that the iPhone (and subsequently the iPod touch and iPad) is also an innovative and impressive portable gaming device. Gaming has become a big selling point for iOS devices and since the App Store launched there have been a number of truly great and innovative games that have both shown what the devices are capable of and offered unique experiences that weren’t available anywhere else.

Today, ‘Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them’ has been released on Amazon. It’s a new book by Ryan Rigney that aims to introduce you to a selection of the very best iOS games and then peel away the curtain, revealing the story and people behind the games. To compile the book, Rigney selected 65 of the “best and most beloved” iOS games and then conducted over 100 interviews with the developers and designers of the games. The result is 244 pages of interesting ‘behind-the-scenes’ stories that are unlikely to be found anywhere else.

I was given a pre-release copy of the book and below the break is my full review of ‘Buttonless’.

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