Nintendo games on iOS?


Nintendo Is “Experimenting” With Bringing Games To IOS

Nintendo_on_iphoneNintendo has been finding themselves between a rock and a hard place in recent years when it comes to handheld gaming versus mobile gaming, as is Sony with their PS Vita.

While the DS, 2DS and 3DS are great devices and are enjoying great sales, it could always be better. Smartphones and tablets have been taking potential profits away from their portable consoles little by little over the past few years.

The belief by many is simple, who wants to carry an additional device dedicated to gaming when our phones have everything we need already? Well I guess it really depends on the type of consumer/gamer you are and where you are going. If it’s a quick commute, maybe a quick round of Angry Birds, Candy Crush or my favorite Nimble Quest is enough but most gamers do not consider these types of games as true deep playing games along the lines of, lets say a Zelda or Mario Kart for 3DS on the go are.

To remedy (somewhat) this problem, Nintendo is looking at various experimental ways they can add their brand on mobile devices but, and here is the tricky part..not take sales away from their own devices. A catch 22.

In a recent interview, Reginald “Reggie” Fils-Aime, president/chief operating officer of Nintendo of America, suggested a shift in Nintendo’s current strategy. Fils-Aime explained that while the ultimate goal will be to draw gamers to Nintendo hardware, the company is aware of the need for expansion. “We recognize that there are a lot of smartphones and tablets out there, and so what we’re doing is we’re being very smart in how we use these devices as marketing tools for our content.” He went on to say, “We’re also doing a lot of experimentation of what I would call the little experiences you can have on your smartphone and tablet that will drive you back to your Nintendo hardware.”

Fils-Aime was also quick to point out “We believe our games are best played and best enjoyed on our devices,” so it’s unlikely that Donkey Kong 3D and Mario Kart 8 will be available in full mode on a future iOS.

Many consumers and analysts are suggesting that Nintendo get out all together from the console market and focus on the great games they make just as Sega has done. But as a writer for Cult of Mac suggests and I tend to agree:

“Many people will wonder why Nintendo doesn’t just give-up, and just start releasing games for iOS, but that’s too cynical. Nintendo is, in many ways, Japan’s Apple, tightly integrating hardware and software to create a magical experience. Telling them to just give up on hardware is like telling Apple to start licensing iOS to competitors and stop making iPhones. But Nintendo does need to be smarter about what a gaming console even looks like in a world saturated with smartphones, and it looks like they have finally started.”

Autodesk Scaleform offered free to Project Anarchy users


Users of Havok’s 3D mobile engine benefit from Autodesk’s UI solution.

Autodesk Scaleform offered free to Project Anarchy users

Development technology provider Havok has integrated Autodesk’s Scaleform UI solution in Project Anarchy, the company’s free 3D mobile game engine. Project Anarchy includes Havok’s Vision Engine alongside the company’s Physics, Animation and AI tools. Developers can use the engine to deploy games to iOS, Android, or Tizen devices without restrictions on company size or revenue.

“Project Anarchy was created to give mobile developers a complete solution for all aspects of the game development process, and Scaleform is the perfect addition to round out that package,” said Ross O’Dwyer, Head of Developer Relations at Havok. “We have an incredibly active community and their feedback is really important to us. We saw demand for an improved UI system and we’re happy to be able to deliver it and further empower our developers with the strength of the Scaleform toolset.”

“Scaleform provides a robust solution that allows developers to rapidly create high production value user interfaces for a wide range of game genres. Coupled with the comprehensive Project Anarchy toolset, developers are empowered to design innovative user interfaces seamlessly across many platforms,” said Marc Bennett, Director Interactive Display Solutions, Autodesk Media & Entertainment. “The Scaleform toolset and the robust functionality offered by Project Anarchy allow developers to give their mobile titles a level of polish usually reserved for big-budget console games.”

The latest version of Project Anarchy is available here.

 

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Developers Weigh In On End of App Store “Gold Rush” Era


App Store wall of icons

Mobile users are downloading more apps than ever before, but an increasing number of them are free — are developers out of luck trying to sell their apps for even 99 cents in the age of freemium?

Tapity developer Jeremy Olson delivered a crushing blog post Wednesday
for those of us who prefer to purchase our apps without having to contend with advertising or in-app purchases. Could it be curtains for paid apps?

“I have been talking to a lot of the most successful app makers out there — who many would assume are millionaires off their top apps — and I’m hearing the same thing again and again: people just aren’t buying as many apps anymore,” Olson writes.

“By piecing together a few anecdotes I have heard, the top ten best-selling apps are selling roughly 25 percent as many copies as they did a year ago,” the developer continues. “If a number five app sold 16,000 copies a day a year ago, number five might only sell 4,000 copies a day today.”

While those are still respectable numbers, the data does paint a disturbing trend in how mobile users “purchase” their apps. Without the ability to try before you buy, users are left with little choice but to stick to free apps, then purchase upgrades in-app for those they actually like.

The folks at productivity app maker Readdle have also chimed in on the subject, and they view the problem from a different angle: Developers should focus on building products, not apps.

“The value of a product goes beyond your device,” writes Readdle’s Denys Zhadanov. “It allows you to experience things in real world. Would you want to keep your passwords? Would you want to keep your notes or documents? Would you want to get your cash back by scanning and faxing the restaurant bill? The answer is yes.”

Both blog posts are well worth a read in their entirety, but the bottom line appears to be that the “gold rush” days of the App Store have wound down, and now developers must find new ways to thrive in a market filled with casual users looking for the next Candy Crush. Here’s hoping they do…

 

Game devs ditching mobile in favor of PC, console?


“I wouldn’t touch mobile with a ten foot pole” – we chat with several devs about the challenging mobile market.

The mobile and tablet market has grown tremendously in the last several years. The number of apps on Apple’s App Store and Google Play is downright mind boggling, and if you’re an app developer… well, best of luck to you. As the new survey from App Developer Conference organizers revealed this week, piracy and discoverability are making it incredibly hard to succeed. Nearly half of the app developers surveyed made no profit at all.

So the question has to be asked: after years of flocking to mobile, are developers actually retreating to the PC and console space? Devs GamesIndustry International spoke with were torn on this, but none would deny the massive challenges of developing apps today.

“I speak with lots of mobile devs regularly and most are moving away or at least thinking of it, either to other platforms or out of the trade completely,” Paul Johnson, managing director and co-founder of Rubicon, told us. “Having to give your game away for 69 cents a throw (after Apple’s and Google’s cut) and then competing with 1000 new apps each day is hardly a draw for anybody. We’ve reached a point now where even those slow on the uptake have realized the goldrush is over. It’s actually been over for a few years.”

Jeffrey Lim, producer, Wicked Dog Games, agreed: “The mobile space offers certain advantages, like having the largest customer base and relatively low development costs. However, there’s no doubt it is getting harder to be profitable with the ongoing piracy and discoverability issues.”

“We do think developers (especially indies) are considering going back to develop for the PC – and even game consoles”

Jeffrey Lim

“So yes, we do think developers (especially indies) are considering going back to develop for the PC – and even game consoles. The cost of self-publishing on these platforms has dropped significantly, and console makers are also making their platforms more indie-friendly now,” he added, alluding to efforts on next-gen systems like Sony’s PS4.

Chillingo COO Ed Rumley isn’t quite of the same mind as Johnson and Lim, but as a publisher, Chillingo has noticed that too many developers simply are failing to make high quality games, so it’s no wonder that their titles are being ignored.

“The number of games being submitted is growing, as is the number of developers contacting us. I’m not sure if some are being scared away, but we know from experience that some developers underestimate the time and quality it takes to make it in mobile now. Consumers are a savvy bunch and spot second rate games a mile off. You can’t just knock something together in your spare time, upload it and wait for the money to roll in anymore,” he warned.

Michael Schade, CEO, Fishlabs Entertainment, acknowledged the big challenge in mobile, but he doesn’t think developers are going to have to look elsewhere.

“Sure, mobile’s not an easy market to breach into, but then again, which market really is? No matter what business you’re in or what product you’re trying to sell, you’ll always have to work hard to gain your ground and make a name for yourself,” he noted. “So that alone shouldn’t scare you away from mobile, especially when you keep in mind that no other platform in the history of digital entertainment has ever evolved faster and born more potential than mobile! With more than a billion smart connected devices in use and hardware capabilities on par with current-gen gaming consoles, today’s smartphones and tablets constitute by far the most widespread, frequently used and innovative gaming platform the world has ever seen.”

Schade also remarked that the last few years of veteran developers getting into the mobile scene has made things more difficult. “The fact that more and more established PC and console veterans open new mobile gaming studios and more and more traditional publishers port their titles to iOS and Android, doesn’t make it easier for one particular company or product to stick out. But that’s not necessarily a bad thing, as it clearly shows that the trend goes towards mobile, rather than away from it,” he said.

For every developer we spoke with, the discoverability issue reared its ugly head. There’s no doubt that this is a major concern. While building a high quality game can help, it’s simply not enough. In the world of apps, you cannot let the game do the talking for you.

“I think many developers have the misconception that it’s simply enough to release the game and let it speak for itself. They underestimate the importance of a marketing/PR campaign leading up to the game’s launch,” Lim stressed. “As a result their games fail commercially; not because of the quality, but due to lack of visibility. Hence the marketing/PR campaign should be seen as an integral part of the game’s development. An appropriate portion of the overall budget and effort should be allocated to increasing the game’s visibility, and if developers do not have the experience or time in marketing/PR they should consider hiring professionals in this area to lend a hand.”

Gree vice president of marketing Sho Masuda concurred that marketing is becoming crucial to mobile success. “They have to spend more time thinking about marketing and post-launch efforts in addition to building the the games. Fortunately, there are a lot of tools and services available for devs of all sizes to ensure that they can get the direction and support they need in these areas. Additionally, the mobile dev community is a very, very tight knit community and there is an amazing level of information sharing and support,” he said. “We encourage mobile devs of all sizes to talk to their peers, take advantage of all the meet-ups and events, and get to know all the services available to help get eyeballs on their games.”

A number of devs also believe that platform holders have a larger responsibility that they’ve been shirking so far. “For platform holders (e.g. Apple’s App Store), they can start to curate apps released on their store because there are too many clones of existing games that are taking up the traffic. They could attempt something like Steam Greenlight; although it is still an imperfect system, it’s better than not having any curation at all,” Lim commented.

Paul Johnson agreed, telling us that he’d really like platform holders to have a much more active role, as the discoverability issue has “about reached terminal” for unknown devs.

“If Apple don’t pick your game out for a feature, and you can’t drum up enough interest before launch yourself, then I’d say you’re pretty much screwed. It doesn’t matter how good your game is if nobody ever sees it and downloads it. They can’t tell their friends about something they themselves don’t know about!” he stated.

If Apple spotlights your game, you’re golden

“The only thing I think the platform holders could do to help is stop allowing crap to be released. There’s only so much space for features and the end users only have so much effort in them to look under all the categories all the time, so I really don’t think adding more of them would help much. Maybe more apps for shorter times, but this is all a drop in the ocean really.”

“The one thing I’ve come up with that would make a real difference is for the platform owners to charge five grand for a developer license. All the utter crap would disappear and there’d be less apps fighting for space,” he continued. “And the end-users wouldn’t have to waste time downloading the crap as nobody who makes stuff they don’t believe in would dream of fronting that license fee. It’s Draconian but it’s really the only thing I can see having any noticeable effect. Anything else is just lip service.”

Discoverability issues aside, another major – and possibly growing – problem for devs to contend with is piracy. The App Developer Conference survey showed that 26 percent of devs had their apps pirated and a similar amount even had in-app purchases stolen.

James Vaughan told us, “Plague Inc. has a piracy rate of about 30-35 percent, which equals millions and millions of copies, but I don’t consider piracy to be a problem; it is simply a fact of life and I don’t get too worked up about it. Piracy is a byproduct of success and I choose to focus on the success which has resulted in piracy rather than the piracy itself. (The best way to stop your game from being pirated is to make a crap game!) I focus on continually improving and updating Plague Inc. which makes the game even more valuable to the people who have brought it (and encourages pirates to buy it as well).”

For those devs who actually do lose sleep over piracy, there are some ways to combat it, Lim said.

“If I was starting again now from a blank slate, without an existing fan base, I wouldn’t touch mobile with a ten foot pole”

Paul Johnson

“There’s no question that piracy is prevalent, and I think it will continue to be so for a long time to come. In fact, with high-speed Internet access and the wide spread use of file-sharing software nowadays I think this problem is going to get worse,” he observed.

“The first way to deal with piracy is to implement the appropriate business model, and I think free-to-download with micro-transactions is the right way to go. Making the game free for download can work to our advantage; it allows us to reach out a larger customer base. And if players are hooked by the game, they can be enticed to buy additional high-quality content for a minimal price.”

“The second way would be to build a strong rapport with our customers – e.g. through frequent interactions on social media, events or even email. Developers of notable games (e.g. Hotline Miami and Game Dev Tycoon) have addressed piracy in this manner. By having a loyal customer base which is appreciative of our efforts in delivering quality content, they would empathize with us and be more willing to pay for the games in support of our development efforts.”

The good news for iOS devs, at least according to Schade, is that Apple’s store is less prone to piracy. “Having lived through the ‘dark ages’ of Java and made it out of there with two black eyes rather than one, piracy has been a very delicate topic for us at Fishlabs ever since. Based on our own experience, however, it is not as much of an issue on the App Store as it is on other platforms,” he noted. “I guess that’s mostly because Apple still has a lot of ‘premium’ customers willing to pay for high-quality content. Of course, we’re well aware of the fact that neither the closed iOS environment nor the Free-2-Play model will ever be able to eradicate software piracy entirely, but at least they are doing a comparatively good job at containing it as good as possible.”

If developers can effectively navigate the problems of discoverability and piracy, there’s no doubt that the potential is massive. One look at the overwhelming success of Angry Birds, Temple Run, Clash of Clans and others proves what’s possible. But for the vast, vast majority of devs, that’s a pipe dream.

“From the consumer angle, it’s a golden age. The amount of good quality games that can be bought for laughable prices is fantastic and there’s a ton of money being spent on this platform as a result. The problem for developers is that each individual cut is tiny. This isn’t even remotely sustainable and I don’t know what the future is going to look like. If I was starting again now from a blank slate, without an existing fan base, I wouldn’t touch mobile with a ten foot pole,” said Johnson.

 

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App devs facing major problems with piracy, profitability


New App Developer Conference survey finds 26% of devs have had their apps pirated, and many struggle to make any profit.

Organizers of the new App Developers Conference (ADC) – taking place November 5th-7th at the Los Angeles Convention Center and co-located with another inaugural event, GDC Next – have revealed interesting data about the significant challenges facing today’s app developers.

While games clearly rule the apps world (69 percent of devs surveyed made games), the developers making the apps have numerous challenges to overcome in order to see success. Piracy in particular has become very prevalent. 26 percent of surveyed developers reported that their apps had been pirated, and even if a game is free, it’s not protected against piracy. For developers whose apps use in-app purchases (IAP), 26 percent also found that their IAPs had been obtained without any payment.

“Of our 8 million+ total downloads,” one dev confessed, “1.5 million+ have been pirated, mostly in Russia and China. 
Another dev commented that, on Android, “approximately 90 percent of in-app purchases were faked.”

Aside from piracy, the top problem for app devs remains discoverability. This was the top-cited obstacle to success in the ADC survey. Too many apps, crowded app stores, consumers’ expectations for free or $0.99-priced apps, and device fragmentation were all cited as contributing to the discoverability problem.

The bottom line is that app development isn’t the opportunity many think it is. The numbers on profitability are somewhat startling. 40 percent of all surveyed developers made zero revenue from their latest app, and nearly half made zero profit from that app (through all channels, including download fees for paid apps, ad revenue, and income from in-app purchases). That said, it’s important to note that roughly half of the zero-revenue devs are solo developers that don’t pursue development full-time. Even so, 26 percent of all full-time devs made zero revenue on their last app. Devs going it alone have an especially difficult time, as 70 percent of solo, full-time devs reported making zero profit on their latest app.

81 percent of the devs surveyed were targeting iOS as their primary platform compared to 68 percent developing on Android. Most, however, look to leverage multiple platforms; 72 percent of iOS devs also develop for Android, 36 percent for web, 32 percent for Windows, and 24 percent for Mac OS, while 86 percent of Android devs also target iOS, 42 percent target Windows and web browsers, and 26 percent for Mac OS.

 

[source]