Tech IT Easy

July 11, 2008

Three (4) reasons why you should be developing games, not apps, for the iPhone

Filed under: Apple, Business intelligence, Business strategy, Consumer electronics, Entertainment, Globalization, Software, Telecommunications, innovation, marketing, retail, user-generated content — Tags: 3G, Gaming, iPhone, mobile — Vincent van Wylick @ 15:10

SuperMonkeyBall4.pngWith both the launch of the app-store and the “global” (western) release of an affordable iPhone 3G, it is clear that the rules of the game are changing a little as far as adoptability of software is concerned. While, if you hang around the blogosphere, you’re exposed to a tech-crowd in a tech-world, many of which are anglophiles also, this is no longer so when you’re dealing with a consumer-targetted electronic device, like the iPhone, available in many countries, in all the major stores, and at a fairly appealing price & cool-factor.

No, instead you’ll be dealing with customers from countries like Germany, France, Spain, Italy, etc. many of which prefer to think in their own language. And you’ll be dealing with mainstream users of telephones, who are, let’s face it, often of a younger generation.

So the implication is: how do I, as an app-developer, reach out to both a global, non-english audience? And how do I appeal to the typical demographic (age, income, etc.) that will buy this phone?

The answer seems fairly straightforward: Games !

  1. Games have the advantage that they can easily bridge the language-gap, by mostly focussing on visual communication.
  2. Games appeal to the younger crowd.
  3. And, let’s face it, the iPhone is not (yet) a business-phone, and hence again not aimed at the typical blog-reader & app-user.

Addendum: a possible fourth reason is that I’m personally not so impressed with the iPhone/iTouch keyboard; i.e. I won’t be writing a blogpost on it any time soon. Games are another matter.

So, if you ask me, all you people aiming to create or invest in the next “productivity” app, I would think again and focus on what the lowest common denominator is between your skills and demand.

Inspiration for this quick post: Fred Wilson on the iPhone app-ecosystem.

Vincent

P.S. don’t forget to check out some of the smart comments this post is receiving.

7 Comments »

  1. Another reason, I think, is that unless you copy age-old games, your game will be unique. The App Store seems to be full of variants of the really non-innovative apps for solving problems people don’t care about (To-do lists, etc.)

    Comment by Kari Silvennoinen — July 11, 2008 @ 17:32

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  2. @Vincent : there’s another reason why you might develop games for the iPhone/iPod Touch : price.

    Have a look at the pricing range of the first gaming apps available on the iTunesStore : pretty affordable – less than $10. That means the customers will be tempted to buy… lots and lots of apps, games first.

    Comment by marc duchesne — July 11, 2008 @ 17:57

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  3. @kari: I’d say that’s a general problem with IT-ware. Many copycats out there. It’s always the better choice to focus on developing IP, like Bejeweled, vs. copying yet another Tetris or Pong. Of course that’s easier said than done, and sometimes it’s better to focus on cheap IP and a high turn-out (see point below).

    @Marc: I agree. Low price + high volume seem to be good strategy for games. For software-makers, on the other hand, I think it’s better to focus on high-price, “high-tech,” and not so much on volume. 37signals just wrote a little about this here.

    Comment by Vincent van Wylick — July 11, 2008 @ 18:42

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  4. Vincent, true, developing IP is difficult and making a good game especially difficult. The thing is, as someone has said, in software market you’re going to succeed if you’re the first, best or free.

    With programs it’s difficult to make variants or sequels, but just slap different textures and more levels and … you’re done. If you made the first one well enough.

    Comment by Kari Silvennoinen — July 13, 2008 @ 18:36

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  5. These are pretty much the three choices, though I call them being either the first, the best, or the nimblest/quickest. I really don’t see any profit in freeware, personally, unless you’re not doing it for profit but something else of course.

    There’s also a big problem in software with being first, if you ask me, as IP-protection is tricky in this industry, particularly with open source, piracy, and different legal systems all over the world. Of course the latter doesn’t really apply to our super-insulated Apple-world :)

    Comment by Vincent van Wylick — July 13, 2008 @ 18:48

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  6. [...] Picture the two innovations that Apple has essentially made mainstream. One, a camera in every electronic device. Two, training users to abandon the keyboard, through the iPhone and now multi-touch gestures. Repeating something I wrote before: this video-review, where a journalist compares typing on the EEE PC vs. the iPhone, at insane speeds in an all-terain vehicle was really eye-opening how well that “virtual” keyboard works on the iPhone. So much for my first post on the iPhone app-store, that “the iPhone is just for games“… [...]

    Pingback by A (Sci-Fi inspired) vision of Facebook’s (or equivalent) future « Tech IT Easy — May 14, 2009 @ 10:40

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  7. [...] no interaction whatsoever, e.g. listening to music. And it’s pretty consistent with my first post about the iTunes app store, where I wrote that developers should focus on developing games and other visual applications, [...]

    Pingback by The iPhone’s hardware and software capabilities are misaligned « Tech IT Easy — May 18, 2009 @ 21:06

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