Well from what Barkbark00 pointed out with the link he provided my hopes are up for the reality of iAd coming to GS.
"With the impending release of iPhone 4.0, a number of features related to that release (rhymes with iPad) have been elevated in priority. You might have to wait a little longer, but I assure you it's going to be worth it." (adent42)
Hmmm rhymes with iPad could it be iAd??
I really hope that this feature will be attainable for the "common" GS creator. I think I speak for most of us when I say that my app doesn't generate enough revenue to be able to afford the $2,000 price tag on the pro membership, but with the integration of iAd to the basic membership it is very possible that I would defiantly consider purchasing the pro membership if iAd pulls in enough income that the numbers are showing.
I have a great feeling that Gamesalad will pull through on this one. They did it with the iPad, and a lot of us were able to get games in before launch... I think they will pull through with iAd.
iAd is a GREAT opportunity for indy devs like us to make an income off free games, we'd have a much better chance of surviving in the app store with a feature like this.
Cheers to Gamesalad, I know you can do it before 4th of July!! You guys work well under pressure!
That's why I think GameSalad should launch iAds with in-app purchases. You give the game away for free with Ads. If you like the game and hate ads, you buy the game to remove the ads.
This way, no more promo code madness and no "lite" version madness.
These two features should not be "pro" only. They should be in the express version. Why?! Without it, most developers will not be able to afford the pro version of GameSalad. There are like what... two major success stories here... tshirtbooth and firemaplegames?! Pro features should be things like... export to xcode and technical support.
I agree with QS, I cannot stand advertising in apps or games (or TV!) either.
And I guess I am in the minority, but I have never bought anything with in-app purchases. Does everyone here buy lots of Apps this way?
I assume I am a little bit older than everybody here, at 37, but I grew up with the commodore-64, and the Apple ][, and the nes, snes, master system, genesis, etc., etc...
All of the games on those systems didn't have advertising, open feint, etc. I have such fond memories of them. They are like interactive books or movies to me.
I want to join the ranks of those game makers.
And I know it's all connected anyway, but supporting large pharmaceutical companies, or oil companies, or multinational companies with my game makes me a little sick. And those are currently the only types of companies that can afford to purchase iAds.
Even for iAds to work, your game still has to be great.
And making a great game is something you can currently work on. And when iAds are implemented, as I am sure they will be, then you can add them in.
I'm sure that the iPhone will be around for a while, but if any of those above systems are any indication, there is a relatively small window of time before the next big thing comes out. It would be a shame to waste this great opportunity waiting for features that might or might not come along.
All that being said, I would really love it if they added Arrays and concatenation of attributes! :0)
firemaplegames said: I assume I am a little bit older than everybody here, at 37, but I grew up with the commodore-64, and the Apple ][, and the nes, snes, master system, genesis, etc., etc...
All of the games on those systems didn't have advertising, open feint, etc. I have such fond memories of them. They are like interactive books or movies to me.
I want to join the ranks of those game makers.
Let me shatter those rose tinted glasses for you in just a few seconds:
This generation doesn't stare at the pages of Nintendo Power, saving up their allowances for the next big hit from Konami, Capcom or Nintendo. Things move differently. Back in the old days, there were a lot of great games... and a lot of crap. The difference is that I didn't mind spending a $1.10 to rent an 8-BIT Nintendo game. RENT... to RENT a game... one day!
Today, I have to explain why $1.99 is a good price for Commove... but people rather get the promo codes instead.
...and the market is ultra competitive. When companies, with million dollar budgets behind them, charge less than $10 for their game, why would a gamer want to spend even 99¢ on an unknown?
For people who don't like ads, Commove is currently available for $1.99 without ads... but I suspect the game will be a lot more successful with iAds.
Gawd MR Funkle you crack me up... you must be even funnier in person!
QS, shame on you for not jumping on the ad bandwagon... I thought you were on my team! No fair! (throws a temper tantrum on the floor kicking)
QS: If they were iads with some boobage in them, would you like them?
I personally grew up in the NES, SNES and Genesis era too, the greatest of gaming, but I wouldn't mind iAds in games, and don't mind them as a developer... I don't know about you but I like $
butterbean said: QS: If they were iads with some boobage in them, would you like them?
No. I have 90% of the internet for that :O
Honestly, I don't mind iAds if they're selling something I'm personally comfortable with or like. Toy Story 3, for example (I love the previous two films).
Talking of Toy Story 3, it was demonstrated as an iAd a little while ago by Jobbsy, and it even had its own mini-game within the ad. My initial thought was 'My God, the ads are going to look and play better than most GameSalad games!'
Someone once said that making money on the app store was like playing the lottery. I think with iAds this applies even more so. It's selling you, the developer, hope.
I'd be interested to hear how those that are getting their apps out there to a wide audience do once we get iAds in GS. I'm thinking it may help put a little perspective on the matter.
quantumsheep said: It's selling you, the developer, hope.
Is this all smoke and mirrors? Is Apple just tricking me while I buy Mac hardware, Mac Software and mobile gadgets?
I don't think so. I think the system works. It can be very profitable. Yet, from my experience with Android, I know that advertisement based apps are more successful for me.
If GS does add the iAds feature I for one plan to go the route of putting games out free of Aids... oops i mean iAds. then if after a month they do not sell I plan on giving them Aids...damn did it again, i mean iAds.
Photics said: Is this all smoke and mirrors? Is Apple just tricking me while I buy Mac hardware, Mac Software and mobile gadgets?
Not tricking you, no. But notice they don't guarantee you'll be able to make your living making apps with every purchase of their hardware, either.
Just like the lottery. If you buy a lottery ticket, no-one says 'Oh, you'll definitely win it!' You are buying into hope.
There's always a chance you'll make some money. But there's no guarantees, is there?
Photics said: I don't think so. I think the system works. It can be very profitable. Yet, from my experience with Android, I know that advertisement based apps are more successful for me.
That game is more profitable than all of my GameSalad projects combined... and it had fewer start-up costs. That's why I think iAds are important.
I'm very glad for you. I assume by 'more profitable' you're referring to revenue made from ads. Great! Nice one.
As an aside, I think we will get iAds for GS. I hope you make a killing.
But who are you going to blame if iAds makes no money for you? Are you going to take your apple devices back to the store and say 'I was expecting to make a fortune with iAds - I demand a refund!'?
Edit: As a second aside, I liked your idea of giving the game out for free with ads, and paying to remove said ads
From what I understand, a few key things in association with iAds. 1) The ads being developed by Apple for iAds are very high quality and intended to be cool, interactive and desirable to explored. 2) Several 100s of millions of $$$ are scheduled this year to payout to devs in royalties. Devs get 60% of the pay per click revenue collected from the advertiser to display the ad. 3) The ad access points are low impact while in game...much like having the time/power meter bar at the top. 4) iAds give a great alternative to games as a source of revenue. If the game didn't sell well on its own...iAds may give it a chance to be profitable as a free game.
FINALLY...and probably more importantly... 5) Although I haven't tested it yet...it seems that GameSalad games are already iAd capable. The integration of iAds happens within the submission processes and require no code integration. I believe it is overlaid on top of the app and operates independently. Of course its OS4 only. I don't think we have to have anything from Gendai to make it work. You just have to check the box during submittal to allow iAds into your application.
Only time will tell how iAds is received by the user market...but my hunch is...it will be begrudgingly accepted...and quite possibly make pay apps (without advertising) more enticing to cheap ass users that refuse to pay for apps...since I suspect most free apps will soon incorporate iAds.
_______________________
*** visit www.spiritApps.com to check out the Spirit Connoisseur Apps *** (Rum and Vodka now available for 17+)
I don't consider myself to be a sellout either, but I don't think wanting iAds in your apps makes you that, it just gives you an alternative to get your games out there.
If I could make all my apps free, AND earn money, I would. I'm giving any and all of my games free to the consumer, and to much more of the population than if it were paid.
At least they as the consumer purchasing the game have the option. If you don't like the iAds in there or they're considered a nuisance, then delete the app. What did you have to lose? Nothing. They didn't pay a dime for the app.
On the other hand, if you consider the alternative, and you want to stay away from iAds and charge for your games, you may get some angry consumers who say "Complete waste of .99c! or ranting reviews like that"
They may gripe about iAds, but at least those that are against ads in games didn't spend any money to get the app!
If I could get the console game for example, Split Second for PS3 for FREE, and it was full of ads as you play through the game, I wouldn't care. I didn't spend a dime for the game, and it's a damn good title.
If you could make a really polished up platformer or killer app for the iphone or iPad that was FREE and had iAds, I don't think a lot of consumers would mind, since they're getting the game for free!
There ARE console games out there too that have ads in them, and you still have to fork out $50 bucks for AND see ads.
Heck, we are inundated with ads EVERY day, billboards off the Freeway, surfing the web, it's everywhere, and sooner or later it was going to hit the app store.
IMO, iAds are a briliant way to get your games out there to more consumers...AND potentially make more money for all your hard work... but that's just my opinion
I don't know about anyone else here, but I'm tired of slaving away for days, weeks and even months to see pitiful sales reports on paid apps.
The only problem is, everyone will do it... so still not a lot of chance of your games being found in the endless sea... if everyone has free apps with iAds, you're still going to have to make sure your titles are damned good to get noticed/paid... just like paid apps.
I think you're right. I think consumers, when iAds first come out, will want to see what the fuss is about. Then interest will probably tail off. But then, I'm not an analyst!
What worries me is that people are seeing iAds as the second coming, almost *relying* on it even before it's out!
'Ok, my game didn't sell well - if it's free and it has iAds in it, I'll make it big with revenue from iAds!'
Why? If EVERYONE is using iAds, it boils down to how good your game is, or rather, how *lucky* you are with exposure, surely?
If EVERYONE is giving away their game for free, with iAds in, then how does that help your visibility?
And if no-one clicks through on ads in your app, then you've made *less* than if you charged for it.
I really hope I'm wrong! I might even give it a go if it's as easy as Syn says it is to put in. But I personally won't go into it thinking I'm going to make any more money than I am now.
I hope to be pleasantly surprised!
No hard feelings anyone I hope. I'm just trying to balance the expectations a little!
Comments
Maybe they are indeed working on it. That would be grand.
"With the impending release of iPhone 4.0, a number of features related to that release (rhymes with iPad) have been elevated in priority. You might have to wait a little longer, but I assure you it's going to be worth it." (adent42)
Hmmm rhymes with iPad could it be iAd??
I really hope that this feature will be attainable for the "common" GS creator. I think I speak for most of us when I say that my app doesn't generate enough revenue to be able to afford the $2,000 price tag on the pro membership, but with the integration of iAd to the basic membership it is very possible that I would defiantly consider purchasing the pro membership if iAd pulls in enough income that the numbers are showing.
I have a great feeling that Gamesalad will pull through on this one. They did it with the iPad, and a lot of us were able to get games in before launch... I think they will pull through with iAd.
iAd is a GREAT opportunity for indy devs like us to make an income off free games, we'd have a much better chance of surviving in the app store with a feature like this.
Cheers to Gamesalad, I know you can do it before 4th of July!! You guys work well under pressure!
I bloody hate adverts!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
The suppressed purest in me wants to agree with our four legged bleater. But then stevo said they're cool so.... Hang on who's the sheep here?
Edit . Ok I ment booh, but I'll leave the boob, everyone likes boobs, well my iPad does apparently. I have a pervy iPad.
This way, no more promo code madness and no "lite" version madness.
These two features should not be "pro" only. They should be in the express version. Why?! Without it, most developers will not be able to afford the pro version of GameSalad. There are like what... two major success stories here... tshirtbooth and firemaplegames?! Pro features should be things like... export to xcode and technical support.
And I guess I am in the minority, but I have never bought anything with in-app purchases.
Does everyone here buy lots of Apps this way?
I assume I am a little bit older than everybody here, at 37, but I grew up with the commodore-64, and the Apple ][, and the nes, snes, master system, genesis, etc., etc...
All of the games on those systems didn't have advertising, open feint, etc.
I have such fond memories of them. They are like interactive books or movies to me.
I want to join the ranks of those game makers.
And I know it's all connected anyway, but supporting large pharmaceutical companies, or oil companies, or multinational companies with my game makes me a little sick. And those are currently the only types of companies that can afford to purchase iAds.
Even for iAds to work, your game still has to be great.
And making a great game is something you can currently work on. And when iAds are implemented, as I am sure they will be, then you can add them in.
I'm sure that the iPhone will be around for a while, but if any of those above systems are any indication, there is a relatively small window of time before the next big thing comes out.
It would be a shame to waste this great opportunity waiting for features that might or might not come along.
All that being said, I would really love it if they added Arrays and concatenation of attributes! :0)
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
This generation doesn't stare at the pages of Nintendo Power, saving up their allowances for the next big hit from Konami, Capcom or Nintendo. Things move differently. Back in the old days, there were a lot of great games... and a lot of crap. The difference is that I didn't mind spending a $1.10 to rent an 8-BIT Nintendo game. RENT... to RENT a game... one day!
Today, I have to explain why $1.99 is a good price for Commove... but people rather get the promo codes instead.
...and the market is ultra competitive. When companies, with million dollar budgets behind them, charge less than $10 for their game, why would a gamer want to spend even 99¢ on an unknown?
For people who don't like ads, Commove is currently available for $1.99 without ads... but I suspect the game will be a lot more successful with iAds.
(*sponsored by iAds)
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
QS, shame on you for not jumping on the ad bandwagon... I thought you were on my team! No fair! (throws a temper tantrum on the floor kicking)
QS: If they were iads with some boobage in them, would you like them?
I personally grew up in the NES, SNES and Genesis era too, the greatest of gaming, but I wouldn't mind iAds in games, and don't mind them as a developer... I don't know about you but I like $
Honestly, I don't mind iAds if they're selling something I'm personally comfortable with or like. Toy Story 3, for example (I love the previous two films).
Talking of Toy Story 3, it was demonstrated as an iAd a little while ago by Jobbsy, and it even had its own mini-game within the ad. My initial thought was 'My God, the ads are going to look and play better than most GameSalad games!'
Someone once said that making money on the app store was like playing the lottery. I think with iAds this applies even more so. It's selling you, the developer, hope.
I'd be interested to hear how those that are getting their apps out there to a wide audience do once we get iAds in GS. I'm thinking it may help put a little perspective on the matter.
But hey, I'd be happy to be proven wrong!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I don't think so. I think the system works. It can be very profitable. Yet, from my experience with Android, I know that advertisement based apps are more successful for me.
http://photics.com/conquest
That game is more profitable than all of my GameSalad projects combined... and it had fewer start-up costs. That's why I think iAds are important.
Just like the lottery. If you buy a lottery ticket, no-one says 'Oh, you'll definitely win it!' You are buying into hope.
There's always a chance you'll make some money. But there's no guarantees, is there? I'm very glad for you. I assume by 'more profitable' you're referring to revenue made from ads. Great! Nice one.
As an aside, I think we will get iAds for GS. I hope you make a killing.
But who are you going to blame if iAds makes no money for you? Are you going to take your apple devices back to the store and say 'I was expecting to make a fortune with iAds - I demand a refund!'?
Edit: As a second aside, I liked your idea of giving the game out for free with ads, and paying to remove said ads
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I am really wanting the iads now regardless of anything I may have said earlier lol
my plan is to advertise my own games in it though so hopefully k can have some success without ads.
I have never had anything rank so high before. Too bad it's not paid.
Edit: Though nostalgia's not what it used to be
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
*This opinion will probably change upon the release of a low-selling game.
1) The ads being developed by Apple for iAds are very high quality and intended to be cool, interactive and desirable to explored.
2) Several 100s of millions of $$$ are scheduled this year to payout to devs in royalties. Devs get 60% of the pay per click revenue collected from the advertiser to display the ad.
3) The ad access points are low impact while in game...much like having the time/power meter bar at the top.
4) iAds give a great alternative to games as a source of revenue. If the game didn't sell well on its own...iAds may give it a chance to be profitable as a free game.
FINALLY...and probably more importantly...
5) Although I haven't tested it yet...it seems that GameSalad games are already iAd capable. The integration of iAds happens within the submission processes and require no code integration. I believe it is overlaid on top of the app and operates independently. Of course its OS4 only. I don't think we have to have anything from Gendai to make it work. You just have to check the box during submittal to allow iAds into your application.
Only time will tell how iAds is received by the user market...but my hunch is...it will be begrudgingly accepted...and quite possibly make pay apps (without advertising) more enticing to cheap ass users that refuse to pay for apps...since I suspect most free apps will soon incorporate iAds.
_______________________
*** visit www.spiritApps.com to check out the Spirit Connoisseur Apps ***
(Rum and Vodka now available for 17+)
If I could make all my apps free, AND earn money, I would. I'm giving any and all of my games free to the consumer, and to much more of the population than if it were paid.
At least they as the consumer purchasing the game have the option. If you don't like the iAds in there or they're considered a nuisance, then delete the app. What did you have to lose? Nothing. They didn't pay a dime for the app.
On the other hand, if you consider the alternative, and you want to stay away from iAds and charge for your games, you may get some angry consumers who say "Complete waste of .99c! or ranting reviews like that"
They may gripe about iAds, but at least those that are against ads in games didn't spend any money to get the app!
If I could get the console game for example, Split Second for PS3 for FREE, and it was full of ads as you play through the game, I wouldn't care. I didn't spend a dime for the game, and it's a damn good title.
If you could make a really polished up platformer or killer app for the iphone or iPad that was FREE and had iAds, I don't think a lot of consumers would mind, since they're getting the game for free!
There ARE console games out there too that have ads in them, and you still have to fork out $50 bucks for AND see ads.
Heck, we are inundated with ads EVERY day, billboards off the Freeway, surfing the web, it's everywhere, and sooner or later it was going to hit the app store.
IMO, iAds are a briliant way to get your games out there to more consumers...AND potentially make more money for all your hard work... but that's just my opinion
I don't know about anyone else here, but I'm tired of slaving away for days, weeks and even months to see pitiful sales reports on paid apps.
I think you're right. I think consumers, when iAds first come out, will want to see what the fuss is about. Then interest will probably tail off. But then, I'm not an analyst!
What worries me is that people are seeing iAds as the second coming, almost *relying* on it even before it's out!
'Ok, my game didn't sell well - if it's free and it has iAds in it, I'll make it big with revenue from iAds!'
Why? If EVERYONE is using iAds, it boils down to how good your game is, or rather, how *lucky* you are with exposure, surely?
If EVERYONE is giving away their game for free, with iAds in, then how does that help your visibility?
And if no-one clicks through on ads in your app, then you've made *less* than if you charged for it.
I really hope I'm wrong! I might even give it a go if it's as easy as Syn says it is to put in. But I personally won't go into it thinking I'm going to make any more money than I am now.
I hope to be pleasantly surprised!
No hard feelings anyone I hope. I'm just trying to balance the expectations a little!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io