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Game developers bullish on iPhone
Thursday’s introduction of an iPhone Software Development Kit (SDK) has
game developers everywhere excited about the possibilities of iPhone
game development, especially after seeing game demonstrations during the
event. Developers agreed that Apple is pushing the iPhone as a major
portable gaming platform. “This is the coolest thing I’ve seen in game
development in 15 years, except maybe for the Nintendo Wii,” said Glenda
Adams, director of development for long-time Mac game publisher Aspyr
Media.
Adams said that iPhone development plays uniquely into Aspyr’s
strengths: their in-house developers have experience with the core
technology that the iPhone uses, such as OpenGL, Cocoa and Apple’s user
interface. They also have experience developing applications for the
mobile space. Electronic Arts (EA) and Sega both showed off iPhone games
in development. EA showed off an iPhone-specific version of Spore, the
forthcoming game from Will Wright, maker of The Sims and SimCity, while
Sega introduced an iPhone version of Super Monkey Ball, a game that
first appeared on Nintendo’s GameCube console. Helping to separate
signal from noise With giants like EA and Sega already staking claims to
the iPhone ecosystem, Adams expects that the iPhone game market will
quickly fill with titles. She anticipates it’ll be a combination of
original game development and ports or adaptations of existing
intellectual property.
That sentiment was echoed by Brian Greenstone, president of Pangea
Software. Pangea’s best known for Mac games like Nanosaur and Bugdom.
“Everyone who I talk with wants to write iPhone applications right now,”
said Greenstone. “The market is going to be flooded with stuff.”
Familiar surroundings for Mac developers
The iPhone SDK introduction has revitalized Greenstone’s interest in
developing for Apple platforms. He said he’d put new Mac game
development on the back burner for the past couple of years, partly
because of what he perceived to be a lack of interest or support from
Apple itself for original game developers. “This is the best thing I’ve
seen Apple do in recent history,” said Greenstone. “I’m elated that
they’re actually doing it right.” Greenstone anticipates that developing
for the iPhone should be a pretty smooth transition for developers
already experienced with creating products for Mac OS X, which will give
him and other Mac game developers a leg up on the competition.
“The SDK has most of the basic functionality that programming in Mac OS
X does,” he said. A fair deal Another aspect of iPhone development that
won praise from many Mac game developers is the App Store, Apple’s
method for offering users iPhone applications. Steve Jobs indicated that
developers will be able to sell their games or applications through the
App Store for a 70/30 split — Apple will retain 30 percent of the
revenue, and won’t charge developers anything additionally for
bandwidth, credit card processing or marketing.
“I’m amazed they’re giving developers that much,” said Bruce Morrison, a
producer at Freeverse Software, which has already sketched out in broad
strokes its initial plan for iPhone games. “Other systems like that
aren’t nearly as generous.” Greenstone also said the 30 percent cut
seemed reasonable, especially compared with the exorbitant costs and
extraordinary risk associated with getting Mac software on retail store
shelves. Other developers posting their thoughts in blogs and social
networking services weren’t quite as laudatory, but most felt that the
split was acceptable.
Another aspect of the App Store anticipated by Morrison is the prospect
of built-in copy protection managed on Apple’s side, rather than a
home-grown system that developers have to rig — the situation now with
Mac applications. “We’re hoping it will help cut down on piracy quite a
bit, and put independent developers on equal footing with the big guys,”
said Morrison One aspect of iPhone publication that developers did have
questions about involved getting applications onto the App Store itself.
Jobs left out any details about the certification process from the
presentation on Thursday, except to say that Apple would be weeding out
applications that presented security hazards, were bandwidth-hogs or
were pornographic. Freeverse has developed games for Microsoft’s Xbox
360 “Live Arcade” system, which enables users to download games over the
Internet onto their video game console rather than relying on a
store-bought DVD.
“It may be a bit daunting, but I don’t think it’ll be anything to worry
about,” said Morrison of the App Store certification process. What to
expect Morrison, Adams and Greenstone all expect that at least
initially, the market will be flooded with games, and many of these will
probably be “me-too” copycats of each other, or retreads of
tried-and-true genres that now work on iPhones. Still, everyone expects
there to be a lot of innovation, too. The iPhone’s three-axis
accelerometer and touch screen is earning the most comparisons to
Nintendo’s Wii and its remote. To that end, Adams suggests that game
publishers — and consumers — may want to take note of what’s happened in
that market. “There are a lot of fun, innovative games for the Wii,” she
said. “But if you go into a retail store and look at their Wii section,
there’s a lot of ‘shovelware,’ too.” “Shovelware” describes software
that’s just pushed into distribution with little thought as to its
utility or quality. In this respect, Adams is referring to
mediocre-quality ports of game titles that have made their way to the
Wii. “Some companies are probably going to license existing brands just
to help get above the fray,” said Adams.—Agencies |