GS Review System

IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
Hello!
What do you think about this idea: if you want to publish a game in GS (AppStore version, not adhoc), GameSalad team (maybe their workers, or sous-chefs - but I prefer the first one) have to review your game (like Apple), and approve it?
In that way, we would avoid low quality games (such as Father Simons) , which discredit the GameSalad tool.
I've hope that you understand what I'm talking about :)

Cheers!

Comments

  • old_kipperold_kipper Member Posts: 1,420
    I would not have the phone company judge the quality of my conversation, Adobe or Nikon sanction my photos, or Marks and Spencer inspect my personal hygiene prior to donning of underwear. But if poor M&S wishes for their underpants to avoid my loins, they might I suppose price them into a bracket where I had to seriously consider washing prior to wearing. I think if GS took a step in that direction it would perhaps curtail very casual usage of the tool. But the side effect might be slowing of experimentation by those who were curious.

    just my sanctimonious opinion...

    kipper
  • ckck Member Posts: 224
    Nope. Not the way forward.

    If you can name one tool that takes this approach, you will be nominating an exception.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    As far as I know, Epic Games (the creators and owners of Unreal SDK), have to approve your game, before you can publish it.
  • DigiChainDigiChain Member, PRO Posts: 1,288
    I understand where you're coming from - but don't think its a good idea.

    Personally I think Apple should weed out the games that are undeserving of their app store - or represent a rip-off to their customers (such as the game you mentioned).

    The main problem is that there can sometimes be a fine line between artistic choices and (in someone elses eyes) poor design. Or maybe retro-graphics / poor quality graphics? Minimilistic sound design / incomplete sound? etc etc.

    But I do know what you mean - it'd just be a tricky thing to implement
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Nah bad idea, on the app store 95% people will not even know what GameSalad is. I use a custom splashscreen so the only real way someone can still know is with that loading wheel .... but hey, if i've made a good game they'll just know its a good game created with GameSalad :)

    The best thing GameSalad could do is take away their free model and go back to be paid.
  • calvin9403calvin9403 Member Posts: 3,186
    beefy_clyro said:
    Nah bad idea, on the app store 95% people will not even know what GameSalad is. I use a custom splashscreen so the only real way someone can still know is with that loading wheel .... but hey, if i've made a good game they'll just know its a good game created with GameSalad :)

    The best thing GameSalad could do is take away their free model and go back to be paid.

    agree

    but just saying if u go though the content file inside the ipa u can know it is mage be GS

    http://www.thatgameforum.com/
    http://gshelper.com/
    http://www.youtube.com/user/GameSaladCookbook#p/
    http://gamesalad.com/wiki/
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Home.html
    http://www.gamesalad.es/
    http://thatgameforum.com/threads/gs-videos.360/
    my email: calvin9403@hotmail.com
    my skype: calvin9403
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    I for one do not get paid any where near enough to spend all day everyday looking at the majority of junk that gets published. I can't image how many staff members GameSalad would have to add to cover the quantity being published each day either.

    Apple just needs to step it up and do their jobs right. Weed out the crap and stop allow obvious rip offs and half made games into the app store.

    And Calvin how many people do you think have a clue or will spend the time screwing with and ipa to see what SDK was used. most people don't know what an SDK is.
  • TheGamerTheGamer Member Posts: 94
    @TheMoonwalls

    No, Epic doesn't deal with approving games, especially when somebody has payed a cool $1.000.000 just to licence the SDK. They just make sure in the beginning that you can pay for it.

    Imagine if you have spent 2 years and $10 million to develop a game, it turns out bad, and Epic doesn't allow you to publish it, it doesn't make any sense what you are suggesting here.

    Only Nintendo, Sony, Microsoft or in this case Apple, are usually the only ones that can disapprove if they wanted to.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    What you cant forgot is a majority of members do not post on the forum, so theres a ton more users then we know about. So like tendrmer said i dont think theres not enough hours in the day for the sous chefs or head chefs to review everything that gets submitted.

    @ calvin when im on the forum on my iphone your signature alone takes up my whole screen. I think you can trim it down now
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    You managed to change my mind :) So GS team should just change the price of standard version to 99 USD/year :)
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    TheMoonwalls said:
    You managed to change my mind :) So GS team should just change the price of standard version to 99 USD/year :)

    Totally agree with that!
  • DizkoDizko Member Posts: 498
    No way, that's heavy handed draconian nonsense. It's bad enough Apple has a strict review process like that.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Dizko said:
    No way, that's heavy handed draconian nonsense. It's bad enough Apple has a strict review process like that.

    Apples review process is not strict enough imo
  • DizkoDizko Member Posts: 498
    JohnPapiomitis said:
    Apples review process is not strict enough imo

    I only disagree because I think they're too strict when it comes to content, and too forgiving when it comes to quality.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Dizko said:
    I think they're too strict when it comes to content, and too forgiving when it comes to quality.

    I can agree with that.
  • MetzoPainoMetzoPaino Member Posts: 195
    I think that there should perhaps be some barrier to entry, because there are too many things which are just reskins of other creations. I would be very conflicted if I had to pay $99 a year though for the GameSalad creator. Charging that means I have to make twice as much money every year to not be running a loss, and I'm not really aiming for my creations to be Angry Birds material either. A yearly fee will push away the more artistically inclined who seem more interested in creating little things that they give away for free like Today I Die.

    An upfront fee to buy the software on the app store would be a different matter though, i'd be quite willing to give the GameSalad people a one off $99 fee if the tools were solid, then I could buy a subscription for support and the most advanced features.
  • JeffreyShimaneJeffreyShimane Member Posts: 372
    I honestly don't think Apple cares about the quality of the apps submitted to the App Store. As long as the app does what it's supposed to do (loads, matches the description/categories/keywords, etc.), that's all they care about (that and being able to tout the astronomic number of apps on the App Store!).

    The way I look at it, the App Store is the antithesis of modern video games where only big companies can release console games due to the high cost of production. In the App Store, ANYONE can release an app. Sure, it makes the store crowded and more difficult to find things due to the sheer volume of apps. But that's the price you pay to have access to hundreds of thousands of free/low cost apps. Yes, most of them are crappy but to me, it's all worth it to find a $0.99 indie gem like Tiny Wings.

    As far as GS is concerned, I think it's impractical for them to do quality checks. I'd rather they spent their resources (which is probably what they do) on making the GS SDK better. I've said it in other threads-- I'm all for $99/year for GS basic. I think GS basic is definitely worth it.

    What do you guys think about having an a la carte option for the subscriptions? Basically, the idea is this. Basic would cost $99/year. Each feature that is currently in Pro could be added to your basic subscription on a per feature basis. So if you only need GC leaderboards, it would cost you Basic + X per year. They could have deals where if you add 2 or more features to your Basic subscription, the cost per added feature would be less. The current Pro membership would be kept as is and would be a bargain compared to paying for adding the features individually.

    - Jeff
  • TheGamerTheGamer Member Posts: 94
    @TheMoonwalls, I meant the proper SDK, the iOS one doesn't cost anything to get going, that's true, but a game still don't have to go through any form of an approval process just because you are using their engine, that's what I meant.

    In response to the thread in general.

    About charging $99/year, I don't think the quality would improve that much, and people would still release template based games, maybe even more so, to recoup cost even faster.

    The only real solution is to not release templates unfortunately. If you look at professional games, how many templates can you buy from them, none, thats because they are protecting their IP. Even if a clone comes out a later date, it will never be the same, as the person who makes a clone still have to put all that time, money and effort into it.
  • StusAppsStusApps Member, PRO Posts: 1,352
    I think the answer is that the software is free to use. But if you want to build out an app for the appstore then you pay some amount per app. This would discourage people who are not serious. Also you could do away with the pro and standard user things, as everyone would have all the behaviors available.

    It would be easy to do as you simply pay to authorize a single appID. Then with that appID you can build as many versions and adHocs as you like.

    My suggestion would be $50 per app. I think that's reasonable with all the pro features in it.

    Plus, keep it free for GS arcade publishing for those who just want to have a play around with the software.

    In fact you could even leave the $500 subscription option as an 'unlimited appIDs' per year. I like this plan.
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Not a good idea. Can you clearly define the guidelines of a good game vs. a bad one in a way that everybody will agree and understand? I think that a basic user at $99 and pro at $499 is the best option. Develop and Ad hoc for free, license to publish.
  • ultimaultima Member, PRO Posts: 1,207
    apple is already doing that. and the quality of quality control really is depended on the reviewer... i already have very negative feedback with some of the review decision that's being handled by apple...the way it works.. idevice users are doing the quality control and it's quite effective... meaning if your app is un-interesting and top notch it'll disappear in the app store... of course people will argue that good games disappear too, but that's a whole other topic.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    @ultima
    The Secret of Father Simons - poor, short, rip off. And it's selling pretty good with many, many one star reviews.
    I could give you more examples.
  • akstudiodevelopmentakstudiodevelopment Member Posts: 93
    TheMoonwalls said:
    You managed to change my mind :) So GS team should just change the price of standard version to 99 USD/year :)

    I totally agree, but only when GS is out of beta. But allow publishing to HTML5 for free.
  • dmilinovichiiidmilinovichiii Member Posts: 620
    My game. I'm in control. Bad idea.
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