Adoption Rates, or Why iOS Over Android

When my iPhone 3G got insanely bogged down by poorly-optimized code in iOS 4 I got frustrated with Apple and decided to look into an Android phone. The results were horrendous, and I ended up getting the 4S to maintain my sanity. My temptation to go into the world of Android was dashed by Android and the mobile-makers that use it.

When I get an iPhone I know it’ll just work and I don’t need to pay attention to annoying numbers that only somebody who spends too much time with computers would know. I know what these numbers mean and I understand them, I just don’t want to deal with it – it’s a personal preference to not have to think about mHZ or cycles anymore. Android’s version naming after pastries* doesn’t help make anything clearer either. I’d rather think about what cool apps I can get instead.

Essentially I got turned off of Android because all of a sudden I went from thinking ‘phone’ to thinking ‘complex technology’ and had to pay attention to not only phone manufactures but what version of firmware that phone had on a carrier. No thanks. I know that people will think that I was lazy in my search and you know what I was.

If I saw a solution that clearly provided the most recent Android version and was a good build I would’ve got it. Instead every time I got close another ad, article, blog, would raise doubts and I suffered choice paralysis as a result.

That’s just my experience though, and a rant at that.

The reason I’m even writing this is that a recent investigation into adoption rates of new software makes Android look, well, not too good.

Essentially Apple has it’s users upgrade quickly and Android users take longer. This results in a clear OS version to build on for Apple whereas on Android you’d have to develop for multiple platforms.

This graph sums things up well:

Fortunately for us, the folks at The Next Web can summarize the findings with far less ranting than me. Their dissection of the above information can be found in their article about why developers love iOS.

They got a choice quote from a developer on why the developer dropped support for iOS 4 on the iPad.

Tapbots recently launched a new version of its popular Twitter app Tweetbot for the iPad. This was offered as a separate app from the iPhone version, allowing developer Paul Haddad to choose which
OS he would make the minimum requirement. Tweetbot for iPad launched with iOS 5 — the latest major version — required.

“iOS 5.0 works on all the iPads, there’s not much of a reason to support older iOS versions,” sayd Haddad. “There’s a few people who are still running iOS 4.3 on iPad but that number is minuscule compared to the folks who have upgraded. It makes very little sense to spend the development effort support 4.x on iPads.”

The gamble paid off too, with the app reaching #1 on Apple’s top iPad Apps chart and Haddad says that “we’ve gotten two people complaining about it, so it was a pretty big win.”

*I know it’s in alphabetical order, but that’s not very intuitive when they are listed in a seemingly random order throughout the net.



March 7th, 2012 by admin

Two Cool New Things for Mobile Game Developers

This past week there have been two really nifty things that have caught my eye that are relevant to people trying to get on iOS. The first is an augmented reality tool that looks easy to build for and the other is a platform that is like Zynga-in-a-box.

Aurasma is a tool for the augmented reality lover inside of all us to easily generate AR content. The future will in some way incorporate AR and the more tools like this that are bring finessed the better. Right now the company seems focused on marketing experiences to sell products but the gaming aspects that are possible with this technology are quite enticing.

But the thing is growing out of hand. Lots of people are using it in education, for example. We saw several clips, one showing a five-year-old girl holding an iPad up to pictures drawn by other kids and seeing the pictures of the subjects of these drawings. Another clever project was a puzzle, made by a teacher. When a kid puts the colored shapes together correctly, the app will then recognize it and show a short animation as a reward. Kids — apparently — love this thing

.

Read more about Aursama at the Cult of Mac.

Now, if you’re interested in making a Facebook-style social game on the mobile you’ll want to take a look at PlayHaven. They have updated their toolset to basically allow any company to do what Zynga does in terms of analysing their players and providing easy ways to inform players of in-app purchase opportunities.

With the monetization features, PlayHaven can help game companies maximize profits by segmenting and managing customers. The tools can generate real-time metrics and insight that are actionable. Yang said that these features can help sort customers into batches of “minnows,” who can be monetized with ads but never have to pay for anything; “dolphins,” who are regular customers who come back often; and “whales,” who make huge in-app purchases. PlayHaven says it can help convert users to pay via up-sell and cross-sell tactics.

Read more about PlayHaven at Venture Beat.



February 29th, 2012 by admin

App Store Myths and the Real World

tiny tower
There are a lot of great success stories on the App Store from people who made games in their spare time striking it rich to the small but determined company finally making it. When people see these stories and hear the market size of Apple’s growing iOS market they may think that they too can be a App Store millionaire.

Sure, they have the chance to have great success on the App Store, but if you’re thinking of throwing your hat in the ring then you’ll want to check out a great write-up on Money and the App Store.

Myth #2: Making an iPhone game is fast and cheap

Compared to making Assassin’s Creed or Red Dead Redemption, this one is actually true. Making an iPhone game shouldn’t cost $50M and take 4 years. (Well, neither should a console game, if you ask me.) But unless you’re aiming for a Doodle Jump clone, it’s still a bit of work. If you make it cheap, you’ll have a very small team (say 2 people), and it’ll take AT LEAST six months to get something polished out there.

A quick estimate of an iOS game budget:
2 salaries x 6 months

A freelance contractor for sound design

A trip to GDC or some other event to meet journalists

Hardware to work on (a new computer, or a hard drive, or an iPad)

Some software licenses, because software devs need to earn a living, too

Maybe a website or a Dropbox account

You’ll do the QA yourself? All right then…
All in all, you can’t be serious about making games and “earning a living” out of it without at least a $40k budget. (And I’m really being cheap here; I think to be competitive today on the App Store you need $100k.)

It’s worth reading the entire article – particularly the conclusion.

Link to the Gamasutra article.



February 1st, 2012 by admin

Fantastic Intro to HTML5 Game Development

HTML5Anyone who has been following HTML5 to any degree has probably gotten lost or confused at some point about what’s going on. I know I have and I know I will get confused again in the future. For now (end of Jan 2012) this wonderful blog post on HTML5 game development is great!

The post covers nearly everything one needs to know from the technology to some problems with HTML5 to how the heck one can monetize games made using the tech.

Here’s a snippet from the mobile web browser section:

Not to be mistaken with mobile apps, which you download and install onto your phone, the Mobile Web Browser is an increasingly important platform to target. Mobile browsing is catching up to Desktop fast with some predictions putting the overlap period to be as early as 2014. Take that figure with a pinch of salt of course, but no-one denies the rapid growth here. This is in part supported by the recent advances in mobile technology. It assumes the player is online and browses to your game via the browser installed on their phone or tablet. There is a rapidly growing market in mobile web games, with a number of high profile games portals already on board buying them and many more will follow. In terms of development you need to approach it from either the DOM or Canvas angle. Most smart phones contain dedicated GPUs and Mobile Safari will now use it to render DOM elements and under iOS5 Canvas as well. WebGL is also on its way. Enabled in Firefox on Android and a hidden option in Mobile Safari expect to see more of this soon.

Link.



January 27th, 2012 by admin

Mobile Stats from 2011 Show 2012 Will be Nifty

PocketGamer has a great wrap-up of key mobile industry statistics that will have an impact in the year to come:

7. RIM could lose its entire US user base by the end of 2012

What a year for RIM; at least 2012 can’t get any worse … or can it?

According to figures from comScore and analysis from asymco, if it continues losing US subscribers at the current rate of between 500,000 to 1.2 million per a month, it “could lose its entire US user base” by the end of the year.

6. Rise of iOS and Android halves Nintendo DS game revenue

Many of the headlines raised by app analytics company Flurry concerned the growth of mobile gaming versus the ‘relative decline’ of portable gaming.

Its key finding was that “…as smartphone game revenue has climbed aggressively, Nintendo DS and Sony PSP revenue has dropped precipitously”.

Of course, causality between these two trends wasn’t specifically proven in terms of user surveys etc., and the release of the PS Vita and Nintendo’s future strategy with respect to the 3DS means there’s likely to be much more to say on this subject in the coming year.



January 3rd, 2012 by admin