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Posts tagged with "games"

Apple Stops Serving iAds In Apps Targeted To Kids

Since its introduction last year, Apple’s iAd advertising network has been off to a somehow rough start: touted as the best way for advertisers to build interactive campaigns to deliver effortlessly to iOS users, the service was repeatedly criticized by advertisers and ad agencies due to Apple’s strict design requirements and control, expensive minimum buy and low fill rates compared to Google’s AdMob network. In the past months, Apple tried to address several issues reported by iAd’s initial partners: they released a desktop tool to design iAds visually on a Mac, they cut the minimum buy in half from $1 million to $500,000, and rolled out fullscreen ads with even more interactivity on the iPad. They updated the official iAd website to display more information and details, and released an iPhone app entirely focused on showcasing experiences built for the iAd network.

A change in the way Apple chooses the apps that can display iAds, however, might cause a little bit of confusion among developers that, until now, have relied on iAds as the sole source of income for their free apps. Mike Zornek, developer of the free Dex app for iPhone and iPod touch (a Pokèmon browser application), relays an email from the iAd Network Support team in which an Apple employee explains how iAds may not be displayed anymore in apps targeted to “young children” because of the advertisers’ preference to not show ads to this particular audience. Read more


Mobile Devices Claim Largest Share Of Digital Game Downloads

Digital game downloads have been on the rise in recent years and according to the latest NPD report, a large portion of that increase can be attributed to mobile devices which count for nearly half of all video game downloads. The report, which focused solely on full game downloads (not micro-transactions, add-ons or previously purchased games), notes that even those who owned a console would generally download more games to their mobile devices.

Following mobile devices were personal computers as the second most common platform for downloading games, no doubt driven primarily by Steam, then consoles and finally portable gaming devices (Nintendo DS, Sony PSP). Obviously it should be pointed out that, typically, a full game download for a mobile device is priced far lower than a game for consoles and even computers. Nonetheless, Anita Frazier notes in the report “Mobile gaming represents one of the fastest growing segments of the digital games market, and potential for future growth remains strong.”

Interestingly, of those that have purchased a mobile game in the past three months, a surprising 60% said they still spend the same amount on console or portable gaming device games. The report also revealed that if a game was available in physical and digital form at the same time, at the same price, 75% would buy a physical copy because they liked to own a “real” copy – the remaining 25% mainly cited convenience as their reason.

[Via TUAW]


Zynga Hires Key Contributors Behind cocos2d for iPhone

After the acquisition of Wonderland Software late in April, gaming giant Zynga (you might remember these folks for Farmville, among other things) announced they hired key contributors of the cocos2d for iPhone framework Ricardo Quesada and Rolando Abarca. The two developers will join Zynga’s team while still maintaining cocos2d for iPhone community and official website – which the company did not acquire. Cocos2d for iPhone, a framework for creating “2D games, demos, and other graphical/interactive applications” used by hundreds of developers including Atari, ngmoco and Zynga itself, is an open-source project that currently supports the iPhone, iPod touch, iPad and Mac. Quesada and Abarca will continue supporting and contributing to cocos2d for iPhone; the “talent acquisition” from Zynga is clearly aimed at enhancing the company’s portfolio in the development field, which ranges from 2D and 3D games to advanced HTML and social experiences. Zynga has a pretty rich catalog of mobile games, too.

Zynga has long been an advocate of the open source community and we are excited to have Ricardo and Rolando continue to support and contribute to cocos2d for iPhone while in their new roles at Zynga. Games and applications will continue to operate on cocos2d for iPhone as they always have. Zynga did not acquire the community site, cocos2d-iphone.org, which will continue to be managed separately by Ricardo along with the other cocos2d for iPhone administrators. We look forward to advancing the cocos2d for iPhone open source project alongside the cocos2d for iPhone developer community.

At this point, we can’t tell how Zynga will use the talent of cocos2d for iPhone’s contributors to enrich their gaming experiences with complex physics engines and integration with other third-party graphic libraries. What’s for sure is that Zynga doesn’t have a problem in opening its wallet to purchase assets and other smaller companies, considering today’s talent and partial asset acquisition is the 13th one in the last 12 months.


Duke Nukem Forever Also Coming To iOS?

As noted by TouchArcade, popular yet never released console and PC game Duke Nukem Forever might be coming to iOS devices, too. Duke Nukem Forever is particularly interesting as a title as it’s become synonym of vaporware online: development started in 1997, but the game never actually came out (in spite of promotional material and screenshots being handed out to the press and fans) due to multiple delays from the original developers, 3D Realms. If you’ve been following Duke Nukem Forever’s history throughout the years, you know that the brand’s userbase came to the point where many lost any kind of hope in seeing the game officially out: that was until 2010, when game studio Gearbox revealed they had picked DNF off 3D Realms’ hands and were busy working on a full adaption and rewrite for current-gen consoles. They announced a release date for May 2010, but the game was delayed again. It should be finally coming out after 14 years on June 9, 2011, and it’s already available for pre-purchase on Steam.

Digging into the game’s manual, a TouchArcade reader found out the developers included “Apple App Store Additional License Terms” – a bunch of legalese that most gamers usually skip, but it’s intended to inform users about licensing terms, agreements, and so forth. This could mean a mobile version of Duke Nukem Forever is also in the works, which wouldn’t be surprise considering the App Store userbase nowadays and the fact that the Unreal Engine runs on iPhones and iPads. Gearbox hasn’t confirmed they’ll use the Unreal Engine in the game, but that’s a possibility if DNF is really being ported to iOS devices. As TouchArcade notes, the license terms might also refer to the Mac App Store, although Gearbox specifically stated there weren’t any announcements related to the Mac or Linux platforms – and the terms clearly mention the iPhone and iPod touch in regards to the software license.

After all these years, it’d be nice to see the Duke on the iPad.


Firemint to be Acquired by EA

All of your favorite titles such as Real Racing and Flight Control are about to be snatched up by EA as independent mobile studio Firemint will be acquired by the game giant within the next four weeks. EA announced this morning that they’ll likely close the deal soon, but aren’t yet releasing any financial details on the acquisition.

“The Firemint team is remarkable for its critical and commercial success,” said Barry Cottle, Executive Vice President and General Manger of EA Interactive. “Having them as part of EAi will accelerate our position as worldwide leader in game development for mobile devices and online gaming platforms.”

The agreement follows EA’s recent acquisition of Mobile Post Production Inc. (MPP), the worldwide leader in high quality cross-platform development and porting of games for smartphones.

Firement recently released Real Racing 2 HD for iPad, delivering a 1080p racing experience straight to your television set via the Digital AV Adapter. Whether the trend of great mobile apps from the Firemint team at EA or elsewhere is unknown, but we sure hope the same great group of game developers can continue to deliver top notch experiences to the iPad outside of EA’s usual slew of cookie-cutter titles.

[via EA]


Kalimat, The Refreshed Word Game We’re Giving Away

Do we need another Words with Friends or Scrabble? I don’t know about you, but if I have a chance to unhinge the competition because I’m smart and fast, or if I have the opportunity to find the hidden Ali Baba, be warned that I’m going to juggle some really long words if I can. Sure, I might add those two letters to your eight as a cheap way to get some bonus points, but think about it! Corners are often havens for power-plays. Kalimat changes pace from traditional word games by offering some original gameplay in the form of Remix mode and Jeopardy-style rewards where you could land on those ever useful bonus points (which could change the tide of the game). Don’t get too comfortable: Remix mode prevents your opponent from checking answers on Google (Boo!) by rewarding players for thinking on your toes. The faster you get a word out, the more you’ll be rewarded. With OpenFeint integration it’s really easy to create an anonymous online identity so you can get paired with new players wanting to duel you for word cred (read up on those dictionaries), and you can trash talk or make friends with the built in chat tool. Available for $2.99 in the App Store, we’re giving away five copies of Kalimat to our lucky readers looking to stretch their brains over the latest word craze. Check past the break for the rules.

Read more


Epic Games’ Mike Capps: “Dollar Apps Are Killing Us”

Epic Games’ Mike Capps: “Dollar Apps Are Killing Us”

If there’s anything that’s killing us [in the traditional games business] it’s dollar apps,” he lamented. “How do you sell someone a $60 game that’s really worth it … They’re used to 99 cents. As I said, it’s an uncertain time in the industry. But it’s an exciting time for whoever picks the right path and wins.

I think that there’s a fundamental difference between gamers who want to spend $60 on the next Mass Effect or Gear of War, and casual users who are looking forward to the next Angry Birds update. I used to play a lot of console games, but now I’m one of those addicted to the .99 cent apps. On the other hand, a friend of mine who didn’t abandon console gaming bought an iPad last year and now he plays both the latest Xbox hits and Angry Birds.

I think Capps he’s right when he says apps have changed the market, but I disagree with him as far as “killing” games goes. It’s all about value: those who care about high-profile console games will keep buying them. Let’s face it: there’s no Mass Effect or Halo on iOS devices. Those people who don’t recognize the value of console – or simply don’t have the time and resources for another device in their lives – will be just fine with Angry Birds and Cut the Rope.

I think the real problem for game developers like Capps is that the number of these users who prefer quick, mobile gaming has turned out to be larger than expected. For the same reason why I disagree with Nintendo about the culture of disposability, I believe the issue is not the association of portable games with low prices: it’s about the time users are ready to invest on a platform.

I’m one of those who think console games won’t go away anytime soon. But at the same time, I wonder: what’s going to happen when the iPad will be capable of running Metal Gear Solid 4?

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Zynga Acquires UK Developer Wonderland Software

Zynga is becoming a growing powerhouse for casual and mobile gaming and their latest acquisition of Wonderland Software further demonstrates their tenacity to expand. Wonderland software is perhaps best known for making GodFinger – which was published by Ngmoco as freemium iOS title.

As a result of the acquisition, Wonderland Software has been rebranded as Zynga Mobile UK and it is pretty clear that Zynga’s intention is to use the company and resources to build out Zynga’s brand and developer network in the UK for mobile and social games. The buyout of Wonderland Software follows the earlier acquisition of Area/Code (developers of Drop7), which now head up Zynga New York and also NewToy (developers of Words with Friends), which was rebranded as Zynga with Friends.

[Via TUAW]


“Select Developers” Testing iPhone 4 Prototypes Running A5 Chip?

According to a report by 9to5mac, Apple has begun testing a prototype version of the iPhone running the A5 chip with “select developers.” The units, carrying the usual Apple model numbers for prototypes, are apparently based on the iPhone 4 hardware, with the only exception of the Apple A5 processor – clearly aimed at enhancing speed and graphics performances on the next-generation device. The report goes on to say these modified iPhones featuring the A5 CPU have been given to “high-level gaming outfits” in order to start writing gaming applications for the iPhone 5 that will, allegedly, be announced in September. As with the first-generation iPad, Apple is forcing these developers to keep the prototypes in a safe in the company’s offices at night – likely under strict surveillance from Apple employees or security staff.

Apple isn’t taking the next iPhone’s A5-power lightly. They already have select developers working on versions of their iPhone applications that take full advantage of the next-generation iPhone’s speedier and much more powerful hardware. These developers, seemingly from high-level gaming outfits, have been given what is essentially an iPhone 4 but with an A5 processor instead of an A4. The device itself is virtually identical to the iPhone 4, and there is no way anyone can tell it’s not an iPhone 4 based on the phone’s exterior.

According to the report, these early units are nothing but modified iPhone 4s with an A5 chip inside – even the OS is the same iOS 4 that’s currently shipping to customers, only slightly tweaked to work with the new processor. As far as the design goes, these developers haven’t seen anything about the next-generation iPhone that’s not already available to the public with the iPhone 4. From a software perspective, it makes sense to start giving prototypes of a device that’s going to be very similar to the final version away to developers now: the A5 processor will surely find its way in the iPhone 5, and game developers will have plenty of time to test their improved graphics. And as soon as iOS will be previewed at the WWDC ‘11 and released in beta form, these same developers will have a chance to test an A5-enabled iPhone running the new OS.

If the iPhone 5 is really going to be a minor refresh of the existing iPhone hardware, being able to test the A5 – which will likely be the most important addition – five months ahead of the rumored release date must sound like a great plan to these developers.