Pro, or not Pro... that is the question!

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  • PhoticsPhotics Member Posts: 4,172
    web2mobiledesigners said:
    I think this is amazing advice for all potential game devs.

    That sounds more like a Ponzi scheme to me.

    http://www.appannie.com/top/

    I've reviewed the list of top apps. It looks like a lot of fluff to me. I don't think the iPhone games are as memorable as the console games of the late 80's / early 90's. Watching this thread get side-tracked by emulators only emphasizes that point.

    Sure, Angry Birds and Doodle Jump are big games... and they're part of gaming history... but why those two stand out doesn't make sense to me.
  • butterbeanbutterbean Member Posts: 4,315
    @Photics: Again, I think it's not a fair comparison.

    For me, Doodle Jump and Angry birds are just very different games targeted at a very different audience.

    Games like Mario Bros. aren't as successful in the app store, and it's simply the target audience that differs.

    Take for example, Giana Sisters. I haven't seen that game, or any platformer for that matter stay in the top 100. And Giana Sisters is a very good game, quite like Mario Brothers but with it's own flair.

    The App store technically is "fluff" and you'll find that most of the games are targeted and the very, extreme, casual gamer. Games that you can pick up and play for a few minutes, have instantaneous reward, and come back later for more.

    Games like Mario Brothers, and Zelda require hours of involved, and deep gameplay with storylines you probably won't find in the app store (minus some of the ports that come over like Final Fantasy and Secret of Mana debuting, which is an old, RPG gem from SNES & a great classic)

    If you look at the top 100 game list, most of them are very casual, pick up and play games that you don't need to worry about scrambling for a save, or sitting for a good few hours to make progress.

    Take slice it for instant, got published under New & Noteworthy. Very nicely polished game, good for what it does which is a puzzler game of sorts.
    Not memorable for me, I'll play it maybe for a week, and then move on to the next title.

    Again, I agree with you that those games for me aren't memorable, but then again, I'm geared more towards classics and love anything Nintendo produces, so that's just my taste.
  • synthesissynthesis Member Posts: 1,693
    Photics said:
    Sure, Angry Birds and Doodle Jump are big games... and they're part of gaming history... but why those two stand out doesn't make sense to me.

    Those games are popular for a handful of reasons...as far as we can deduce...

    A) They are $1
    B) They are extremely polished and effortless to play
    C) The graphics are refined and unique
    D) The game play works on multi-levels. Its a quick fix...where you can play for 2-3 minutes or they have enough depth to keep you interested for hours (well maybe not Doodle Jump...at least for me).

    We (my business partner and I) have deduced that the key to successful iPhone games is those 4 things...but most importantly D. The game has to work in 30 seconds as well as 30 minutes...at least if you want a good shot at the top of the charts. But if you fail at any one of them (maybe A less so...if you were using raw code and the game was AAA)...then it will most likely bomb.

    I might also add an E...
    E) They appeal to all ages...from 5 to 50 and all cultures.

    The iPhone is about quick fix entertainment. You have to create products that fit the demand. If the users want to sit for hours and play a game...they generally use a console or their computer. The iPhone is about portability of media and a short burst of entertainment to fill a few minutes. I don't think creating epic games or games you play on other hardware fits the market appeal for what the app store provides to them. The app store is about cheap and quick media.
  • butterbeanbutterbean Member Posts: 4,315
    I think you hit the nail on the head, especially with #4 Synthesis.

    An iPhone game must engage the player within seconds of starting a game. Why do reviewers get so anxious when load times are 5 seconds longer than they should be?

    The target audience literally has very little patience for greats like Zelda and Mario.

    They are looking for a quick fix, gorgeous graphics, low price where if they spent a buck and don't like the game, it's not a huge loss, and it must be polished.

    Load times are a huge issue which explains the target audience's patience level once opening a game.

    With so many options in the app store, it's so easy to move onto another title, especially given the low prices.

    That's why it's so tough!

    Instant gratification is a MUST in the formula, if not for gorgeous graphics & if not for the low price.

    You MUST engage the player as soon as they lay eyes on the game.

    @Syn: True, the iphone is used for quick fixes, take Words with Friends for instance. Great Success, genius marketing plan, because it's a game you will play with others, so you will refer them to purchase it.

    Also, it's a quick fix, you can play, leave it for a day, and come back to it.

    Now with the Nintendo DS, that's a very different story, and a survey was done that said DS owners actually play their device at home more than anywhere else.

    I don't think that will ever be the case with the iphone or itouch, but maybe the iPad.

    Perfect example of 2 very different handheld markets.

    And I think the iPad may go the way of the DS, where more people may play games longer on that device, given it's size, and how it substitutes a laptop's uses in various ways.

    Now there's something to think about in terms of making games for the iphone and itouch versus the iPad.

    I already have a platformer planned, and almost complete for the iPad, and there were a few reasons beyond just the capabilities of the iPad that I choose that platform.
  • EastboundEastbound Member, BASIC Posts: 1,074
    Photics said:
    That sounds more like a Ponzi scheme to me.

    http://www.appannie.com/top/

    I've reviewed the list of top apps. It looks like a lot of fluff to me. I don't think the iPhone games are as memorable as the console games of the late 80's / early 90's. Watching this thread get side-tracked by emulators only emphasizes that point.

    Sure, Angry Birds and Doodle Jump are big games... and they're part of gaming history... but why those two stand out doesn't make sense to me.

    Well, FMG and Butterbean are so enthusiastic about those older games due to their ages (not that you're old! :D). While I do have fond memories of playing Mario and some other games on the NES and SNES (mainly SNES), all of my favorite gaming memories are from the Gameboy. Playing Mario, Pokemon, Tetris, etc. were all great fun (although I actually enjoyed watching my brother play more than I actually enjoyed playing).

    My point is, I think the younger generations probably will look back on some of these iTouch games with the same affinity.

    I think FMG's advice of investing a few hundred dollars in apps is excellent advice. But it's not like you have to do that. Quite simply, if you see an app stay in top paid for a while, download it, read the reviews, and learn. Learn from other developers mistakes and try to make something targeted towards the iPhone audience. Or don't. But don't complain about not reaching wild success when you aren't catering to the market.

    As for Doodle Jump and Angry Birds... not a big fan. :)

    Even the games I do love, I haven't loved for long periods of time (Tilt to Live, Fruit Ninja, Ragdoll Blaster 2, all Gameprom pinball games, Monster Dash, Fragger, etc...)

    But this is how the app store operates. Games that people will obsess over 1 week, then its on to the next obsession.

    PS: If you haven't played fragger but enjoy Angry Birds, you should. It's like a more puzzling Angry Birds, but a lot more fun to me.
  • PhoticsPhotics Member Posts: 4,172
    Yeah, I remember reading about what makes a successful iPhone game.

    http://www.businessinsider.com/developer-behind-top-iphone-game-angry-birds-explains-why-hes-skipping-android-2010-6

    It doesn't factor into my decision though. I make games that I think will appeal to the iOS market and I make games that I like. If I go Pro, I'll probably make lots of games.

    But right now, I realize that this isn't fun as it should be. It's been a frustrating year.
    Eastbound said:
    PS: If you haven't played fragger but enjoy Angry Birds, you should. It's like a more puzzling Angry Birds, but a lot more fun to me.

    I've played Fragger at Miniclip.com. I like it.
  • synthesissynthesis Member Posts: 1,693
    I don't think you need to even spend $100.
    You can learn a lot from the top free apps too.

    When I have a new game concept...I search iTunes for similar games (if any...and there usually are several). I download all the free ones and look for pros and cons. I also buy a couple of the paid ones. I play them...read their reviews...and then try to figure out which ones work and which ones don't. I also look at their sales numbers on App Annie (if any).

    Then on top of that...I generally buy 2 or 3 games a week in the top 100...if there are new ones. I usually buy the $1 games but have also bought $6 games. I want to see what makes a game worth $6 (which is usually only the name...as the games usually suck). If I see a AAA game on sale...I buy it too.

    I basically play the top 100 to try and learn what makes people buy them. after you do this for a while...you start to see some consistency in what makes up a top iPhone game.

    What I don't do is buy games I WANT to play. I buy games that other people ARE playing. You have to keep your mind open. If you think the app sucks...then why do 100s of 1000s of others not think so (more cupcake comes to mind).

    My frustration to date as only been the limitation of GS to deliver the goods to be able to achieve the results those games are able to achieve natively. My primary hurdle has been performance to the GS game engine...not its features. The tools are there...Gendai just needs to get them working correctly and get the overhead of the apps lighter on the device hardware. If they can do that...then GS will be golden. Pray this next update gets us closer to that.
  • ChunkypixelsChunkypixels Member Posts: 1,114
    yup...thats great advice Synth... play a variety of games, not just ones you like... its a great way of researching how the appstore works.

    Which actually reminds me that I owe Butterbean an apology....

    I was a bit dismissive of her Ice Cream game when she first released it... I couldnt understand it, and didnt see how it would be appealing as a game. A few weeks later i was babysitting my young nieces, so i decided to download it, along with a handfull of preschool games for my nieces to play. The 3 year old absolutely loved it.... and kept wanting to go back to it. So yup... not my cup of tea, but then again it was never meant to be.... I learnt something from it.

    So please accept my apology BB :)
  • ChunkypixelsChunkypixels Member Posts: 1,114
    But what i meant to say was Photics... it doesnt have to be all or nothing.

    You can always take a break, and do more iphone/gamesalad development later.

    And lets face it, the software can only get better with time. And who knows... a month down the line the pricing structure might have changed, and it may no longer still be an issue for you anymore.
  • DhondonDhondon Member Posts: 717
    Chunkypixels said:
    But what i meant to say was Photics... it doesnt have to be all or nothing.

    You can always take a break, and do more iphone/gamesalad development later.

    And lets face it, the software can only get better with time. And who knows... a month down the line the pricing structure might have changed, and it may no longer still be an issue for you anymore.

    Agree 110% with you on that.
  • butterbeanbutterbean Member Posts: 4,315
    Chunkypixels said:
    yup...thats great advice Synth... play a variety of games, not just ones you like... its a great way of researching how the appstore works.

    Which actually reminds me that I owe Butterbean an apology....

    I was a bit dismissive of her Ice Cream game when she first released it... I couldnt understand it, and didnt see how it would be appealing as a game. A few weeks later i was babysitting my young nieces, so i decided to download it, along with a handfull of preschool games for my nieces to play. The 3 year old absolutely loved it.... and kept wanting to go back to it. So yup... not my cup of tea, but then again it was never meant to be.... I learnt something from it.

    So please accept my apology BB :)

    Ahhh, Appreciate the apology, but it's not necessary. I myself don't care for all the food apps, but I needed something that I knew would make some money, so I could go on and make apps I actually want to make.

    It was my second best selling app to date, my first is Fairytale Preschool! But only because it was featured.

    Sometimes you have to throw a few games in there that maybe, you didn't necessarily want to create, but need a little extra daily income to fund those games that you really love.

    My platformer that is near finished is one I have polished and been programming over months and months.

    So the real test will be... was it all worth it?

    And Photics...

    I strongly advise you to wait on purchasing Pro.... wait until the next update, as you never know, there could be a pricing structure change.

    In the meantime, work on some applications to build up your library in the app store to make a little income.

    @Eastbound: Who you callin' old kid? :) jk

    Anyhoo... I also loved the gameboy games too, and have fond memories of pretty much every system from NES up.

    I finally cracked open Brutal Legend for PS3 today, and it's an awesome game! Didn't know what to expect, but it's very engaging.

    But then again, who doesn't like games by Tim Schaefer? Hello Monkey Island, and Psychonauts!

    Those are the games I like to play (When I have time!) but iPhone games... not so memorable.

    But for the younger folk, they definitely could be.

    And I do like Fragger over Angry Birds. Held my attention for much longer :)
  • PhoticsPhotics Member Posts: 4,172
    butterbean said:
    I strongly advise you to wait on purchasing Pro.... wait until the next update, as you never know, there could be a pricing structure change.

    I think Gendai Games should address this issue. There seems to be a lot of speculation that the price of Pro is not going to stay at $1999... that it's going to go much lower.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    I can't imagine it dropping for any reason.
    There was the 1599$ Christmas sale last year, perhaps they will do that again this year.
  • butterbeanbutterbean Member Posts: 4,315
    I tend to believe they will restructure the pricing, or perhaps add more pricing tiers, and options. Can't say for sure, but I would wait a bit Photics
  • OknaviOknavi Member Posts: 13
    All right... after reading through all 6 pages off back and forth ramble I've got my own 2 cents.

    First off, every investment is a gamble. An investment is just a smarter gamble with a higher chance of returns usually. As for Pro, I myself am considering if I should upgrade or not, until then I'll be purchasing Express and upgrade later.

    I do agree that $2,000 for a few extra features on beta software makes little sense so my suggestion is, why not have each feature separately for sale? Want iAds in your game? Okay, $50 or whatever. Want URL's? All right, $100.

    Charging 2k for pro is too much though and unless the company that sponsored the flash version of the game I'm porting feels like sponsoring the iPhone version then I won't be purchasing pro even though I'd like you. Only a discount coupon some time would make me reconsider (even 50% would still be something to think about though.)

    As for the people who dislike Gamesalad games and want to close a game or cry or kill themselves or sell their kidney every time they see the intro all I can say is, make a quality game! Seriously... even for a beta this is an amazing product, maybe if you just put in a little more effort and creativity you could make something enjoyable and have these critics bite their tongue!

    -Ivan

    P.S.
    I'm new around here, but not to game making ;) Hi!
  • AfterBurnettAfterBurnett Member Posts: 3,474
    butterbean said:

    I currently own an original white, Saturn Controller that has a USB cable built in.

    The 3D0 was all about Road Rash for me at the time, and I played that one for hours :) That, and "Kingdom, the Far Reaches" which was a point and click adventure. :)

    I have three of those Saturn controllers! Two white, one grey ;-)

    As for the 3DO - very underrated system! My all time favourite racing game to this day is Need For Speed. Most people don't realise that it was the 3DO that kicked off th whole franchise! Road Rash was awesome, too and let's not forget the best console conversion of Super Street Fighter 2 Turbo! Then there were original classics like Return Fire, Crash'n Burn, Slam'n Jam 95... that system rocked!
  • PhoticsPhotics Member Posts: 4,172
    firemaplegames said:
    I can't imagine it dropping for any reason.

    Reasons they might drop the price...
    • It costs too much! (They might make more sales overall with a lower price)
    • Competitors (Unity and others are cheaper)
    • Easier to manage (Just have one version and focus on making that great)
    • They're nice - They want to keep the community happy

    Reasons they won't...
    • It could anger existing subscribers
    • More money is good!
    • Small market, they have to get as much money as they can.
    • They're lazy (They'd have to log into Amazon and Paypal to update stuff... too much work!)
    • It's a penalty - They rather have people promoting GameSalad... nudge nudge... wink wink.

    So, which reasons can we rule out? I don't think they're lazy, but they are busy. Do they really want to start a community revolt right now? It's easier to leave things at the status quo. The market is small, so wouldn't they want to expand it? Lower prices would help, but evidence suggests that they rather have people using the splash screen.

    It seems unlikely, doesn't it?

    Even if they're nice, would lowering the price really appease everyone? What if it was $499 a year. Would people really shut up about the cost of Pro? I think so. The community itself would likely defend $499 as the correct price.

    The main thing is that they want to promote GameSalad, but that splash screen seems to have the opposite effect. What would work instead? Well, if the next update is likely to boost performance, I think that makes a drop in the cost of Pro less likely.
  • EastboundEastbound Member, BASIC Posts: 1,074
    Oknavi said:
    All right... after reading through all 6 pages off back and forth ramble I've got my own 2 cents.

    First off, every investment is a gamble. An investment is just a smarter gamble with a higher chance of returns usually. As for Pro, I myself am considering if I should upgrade or not, until then I'll be purchasing Express and upgrade later.

    I do agree that $2,000 for a few extra features on beta software makes little sense so my suggestion is, why not have each feature separately for sale? Want iAds in your game? Okay, $50 or whatever. Want URL's? All right, $100.

    Charging 2k for pro is too much though and unless the company that sponsored the flash version of the game I'm porting feels like sponsoring the iPhone version then I won't be purchasing pro even though I'd like you. Only a discount coupon some time would make me reconsider (even 50% would still be something to think about though.)

    As for the people who dislike Gamesalad games and want to close a game or cry or kill themselves or sell their kidney every time they see the intro all I can say is, make a quality game! Seriously... even for a beta this is an amazing product, maybe if you just put in a little more effort and creativity you could make something enjoyable and have these critics bite their tongue!

    -Ivan

    P.S.
    I'm new around here, but not to game making ;) Hi!

    Hey there and welcome! I'd be interested in hearing your game making resume in the introduction thread.
  • PhoticsPhotics Member Posts: 4,172
    Also, firemaplegames, you mentioned that I should use the $2000 to market the book. That's actually one of the reasons for Pro. One of my house ads would be about the textbook.

    "Do you like this game? Learn how to make it with the Unofficial GameSalad Textbook."

    Pro may be expensive, but I think it's one of the best marketing tools for GameSalad developers.
  • butterbeanbutterbean Member Posts: 4,315
    POLYGAMe said:
    I have three of those Saturn controllers! Two white, one grey ;-)

    As for the 3DO - very underrated system! My all time favourite racing game to this day is Need For Speed. Most people don't realise that it was the 3DO that kicked off th whole franchise! Road Rash was awesome, too and let's not forget the best console conversion of Super Street Fighter 2 Turbo! Then there were original classics like Return Fire, Crash'n Burn, Slam'n Jam 95... that system rocked!

    Those Saturn USB controllers are the best!

    I can't say I played all those 3DO games, but I loved Need for Speed too! Road Rash was awesome, and "Kingdom the Far Reaches" was a favorite of mine, as cheesy a point and click adventure that it was. :)
  • synthesissynthesis Member Posts: 1,693
    Photics said:
    ...One of my house ads would be about the textbook.

    "Do you like this game? Learn how to make it with the Unofficial GameSalad Textbook."

    You don't need iAds to make internal house ads. Just put them in yourself as a splash card or on a "more stuff" page in your apps. You can't href them without pro...but its a matter of exposure anyway...not convenience linking.
  • TymeMasterTymeMaster Member Posts: 527
    synthesis said:
    I don't think you need to even spend $100.
    You can learn a lot from the top free apps too.

    When I have a new game concept...I search iTunes for similar games (if any...and there usually are several). I download all the free ones and look for pros and cons. I also buy a couple of the paid ones. I play them...read their reviews...and then try to figure out which ones work and which ones don't. I also look at their sales numbers on App Annie (if any).

    Then on top of that...I generally buy 2 or 3 games a week in the top 100...if there are new ones. I usually buy the $1 games but have also bought $6 games. I want to see what makes a game worth $6 (which is usually only the name...as the games usually suck). If I see a AAA game on sale...I buy it too.

    I basically play the top 100 to try and learn what makes people buy them. after you do this for a while...you start to see some consistency in what makes up a top iPhone game.

    What I don't do is buy games I WANT to play. I buy games that other people ARE playing. You have to keep your mind open. If you think the app sucks...then why do 100s of 1000s of others not think so (more cupcake comes to mind).

    My frustration to date as only been the limitation of GS to deliver the goods to be able to achieve the results those games are able to achieve natively. My primary hurdle has been performance to the GS game engine...not its features. The tools are there...Gendai just needs to get them working correctly and get the overhead of the apps lighter on the device hardware. If they can do that...then GS will be golden. Pray this next update gets us closer to that.

    Very good advice!
  • jessicaleahyjessicaleahy Member Posts: 144
    Yes, the SNES is the best system ever made..:D
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I think you'll find the Mega Drive and Commodore 64 are tied equal as best systems ever made ;-)
  • TymeMasterTymeMaster Member Posts: 527
    POLYGAMe said:
    I think you'll find the Mega Drive and Commodore 64 are tied equal as best systems ever made ;-)

    VIC 20 !
  • StusAppsStusApps Member, PRO Posts: 1,352
    POLYGAMe said:
    I think you'll find the Mega Drive and Commodore 64 are tied equal as best systems ever made ;-)

    For me I think the best (as in the most played) would have been Mega Drive, Spectrum 48K, Amiga, N64 and the Dreamcast.

    In more recent times the Wii and the xbox 360 both have some fantastic games (lots of crap ones) but some real classics. My current main games player is actually the iPad, screen is just perfect for so many different genres.
  • TymeMasterTymeMaster Member Posts: 527
    Speaking of XBox 360, do any of you guys do XNA apps?
  • butterbeanbutterbean Member Posts: 4,315
    Mega Drive was great too... I think out of all the systems, the most memorable for me are Mega Drive aka Sega Genesis, and SNES

    I also love anything handheld Nintendo makes, and love the gameboy, GB color, advance, and DS

    Dreamcast was a gem of a system too... too bad it failed in the U.S

    Saturn was also another great system that failed too soon.... was alive and well in Japan though, and most of the games I own are imports
  • quantumsheepquantumsheep Member Posts: 8,188
    StusApps said:
    For me I think the best (as in the most played) would have been Mega Drive, Spectrum 48K, Amiga, N64 and the Dreamcast.

    You might enjoy my upcoming retro shooter (and you may be the only one that does!)

    I'd love your opinion on it if you have the time to give it a go when it's ready?

    But back on (the off) topic, Spectrum and SNES were what did it for me :D

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • StusAppsStusApps Member, PRO Posts: 1,352
    quantumsheep said:

    I'd love your opinion on it if you have the time to give it a go when it's ready?

    Love to, drop me an email at mail (at) stusapps(.com) when you're ready.
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