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TUAW @SXSW: The iPhone Gaming Panel

Panels at SXSW range from touchy-feely to nuts-and-bolts. This panel was the latter. The panelists came armed with data and didn't pull punches when it came to criticism of the store or other apps.The panelists: Stephanie Morgan from ngmoco, Danielle Cassley from Aurora Feint, Raven Zachary (moderator) and Brian Greenstone from Pangea Software.

Raven Zachary is the guy responsible for the Obama campaign app, and he started off with some stats from Pinch Media around how many devices are out there: roughly 20-30 million. We don't know exact iPod touch numbers because Apple doesn't publish those, but there was a huge jump in iPod touch browser detection after the holidays.

Thus, factoring in iPhone numbers and an estimate of iPod touches, we get upwards of 20 million devices. Another interesting point: 70% of mobile browsing is done via iPhone or touch. That's a staggering amount, especially in comparison to other platforms, with Java only accounting for 8%, Windows Mobile about the same, and it goes south from there. Plus, games account for most App Store downloads, with puzzle games being the most downloaded genre.

Next up was Stephanie Morgan from ngmoco, who discussed some things we all know: the iPhone is unlike any gaming platform or handheld. She explained a sort of tiered approach to ngmoco's efforts: starting with free apps to build awareness, moving up to building a platform for good games, and ultimately expanding into the paid apps -- where the money is, of course. Stephanie did put some stats on the board, however.

For one, we found out that iPhone games don't have to be designed for McNugget-sized attention spans. According to ngmoco, the average time spent playing Rolando is over 20 minutes each time it is played. Of course, there are lots of levels in Rolando. By comparison, MazeFinger average play time was around 6 minutes.

To find out about Aurora Feint's asynchronous gameplay efforts and Pangea sales numbers, keep reading.
While Stephanie mentioned bite-sized time chunks, Aurora Feint's Danielle Cassley also pointed out that a game can be interrupted at any time. This poses a huge problem for her, as Aurora Feint Arena relies on a networked gameplay experience. As she explained, due to latency and possible disconnections, the OpenFeint platform had to support asynchronous communications, and games must provide a way to store the data and upload or download it when the network becomes available again.

This is a similar sort of system that the ill-fated N-Gage tried, and Nintendo has used in Mario Kart Wii: shadow players. You and your friends can compete online, but the gameplay you are seeing isn't live, it's a recording. Plus, Danielle said that OpenFeint 1.0 would allow some form of cross-promotion for other games using their platform. OpenFeint should be available "soon."

Danielle provided a few stats around their apps as well. The original Aurora Feint launched July 11, 2008. In the first month it received one milion downloads. Of course, it was a very early entrant and it had a compelling experience and it was free. Aurora Feint II has proven successful as well, with tens of thousands of daily users.

Brian Greenstone of Pangea had some compelling stats around the sales and development of his apps. Of course, Pangea had a pretty easy route since they had a nice library of Mac-native games to begin with. According to Brian, porting those games took "a couple of weeks a piece" and "zero cost" since he took his own time to tune them for the iPhone. Now, bear in mind that these games already existed.

The Pangea team took months to originally develop those games. But Brian's model is to use profit-sharing to cut his up-front costs. That's a smart bet, for he explained (and as many of us know), there's absolutely no way to know if your app will be a smashing success or relegated to the bargain bin of page 126. His designers only had to tweak things a bit to cram those games into the iPhone -- but don't let the "2 weeks and zero cost" fool you, there's a LOT more to making a title like Bugdom 2 for the iPhone.

Brian's sales data was intriguing. Enigmo, arguably the least "flashy" of Pangea's games, has thus far made $1.5 million in profit. That's profit, after Apple took their 30%. That's 810,000 downloads from July to January. By comparison, Nanosaur 2 has been downloaded 133,000 times and has made only $77,000. Not bad, but also a good deal for the designers who helped him as they are sharing in those profits. Given the success of their games and ease of developing for the the iPhone, Brian said Pangea won't be developing any more Mac games and will focus solely on the iPhone and iPod Touch.

During the Q&A I thought two questions were really important: how to determine price and is anyone concerned about piracy. Everyone agreed that determining pricing was a challenge. There's not a good metric for what the market perceives and what it will bear. In the case of Aurora Feint, having a free game to introduce players to the brand was critical. Same story from ngmoco, although Stephanie also suggested that gradually increasing price can help, once a lower-priced version has achieved enough traffic to boost the ranking.

Pangea had an early advantage, since their games were easy to port and had already been created. So, Brian explained, around WWDC he and some other developers were trying to figure out what the right price should be. In the end, he said that when a person saw Enigmo, they said they would pay $15. When they read the description, only $10. When Super Monkey Ball was set to debut at $9.99, Brian said that the consensus was that $10 seemed like a good bet. And to this day many of the bigger games cost $9.99.

As for piracy both Pangea and ngmoco had discovered (through code that alerted them when an app was first launched) that when an app debuts, there could be as many as 3 pirates to every legal downloader. But they also agreed that within a week or two that number falls off dramatically. Pirates, they said, aren't a long-term issue -- yet. However, networked games carry a shadow cost because a pirated app accessing the server still costs in bandwidth, something Aurora Feint continues to deal with as they roll out more networked games.

Everyone on the panel agreed that the iPhone provides the best experience for users and developers, which accounts for its success and the success of talented developers.

Coming up later we'll have a interview with Brian Greenstone of Pangea, so stay tuned!

Panels at SXSW range from touchy-feely to nuts-and-bolts. This panel was the latter. The panelists came armed with data and didn't pull...
 

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meregistered

Why are we talking about Xbox & PS3?
There is far more buss for the iphone, far more consoles in the Wii and the Nintendo & Sony handhelds.
Doesn't it make the most sense to make games for the widest audience first then focus on what's easier to make them for...
Oh and I recommend not forgetting about the PC...
(speaking of, if you want to write for Xbox, then port to the PC everytime since the Xbox is utilizing a subset of directX and is a non-upgradeable 3 yr old PC in terms of the hardware)

March 24 2009 at 2:45 PM Report abuse rate up rate down Reply
Izzy

My attention span is too short to read that entire blog :-(

March 15 2009 at 3:02 PM Report abuse rate up rate down Reply
Huck

Brian Greenstone doesn't get it.

No one would be interested in any of Pangea's iPhone/iPod Touch apps if they hadn't first been introduced as Macintosh titles. He and his company had the goodwill of the Mac community because they had developed and produced games for Macintosh through thick and thin (mostly thin, as it turns out). People who had purchased Cro-Mag Rally bought the iPhone version because they had enjoyed the game on their Macs—or because they wanted to support Pangea.

Pangea hasn't produced a decent title since Nanosaur 2 (they should have been working on a follow-up to Otto Matic instead of garbage such as Billy Frontier, Enigmo and that ridiculous QTVR thing) so I'm not surprised Brian wasn't raking in the dough prior to his recent app store bonanza.

Good luck to Pangea because I think they are going to need it once they stop developing for Macintosh.

Honestly… does Brian Greenstone really believe he would have been so successful if he wasn't simply porting titles people had already used on their Macs? Sheesh.

March 15 2009 at 1:25 PM Report abuse rate up rate down Reply
Oliver

doesn't this mean that we're going to start seeing mobile games that pit, for example, groups of iPhone players against groups of Android players, all playing against each other in platform v platform challenges? it's not hard to imagine what leader boards would look like. it seems like the inevitable progression for spirited competition across and between platforms. and developers could make different platforms have different abilities (character balancing) that would add a whole new dimension to things.

anyone doing anything like this yet?

March 15 2009 at 11:56 AM Report abuse rate up rate down Reply
David

That is disappointing news from Pangea. Just what we need great Mac devs dropping the Mac and developing strictly for the iPhone :(

March 15 2009 at 9:20 AM Report abuse rate up rate down Reply
Shaun Murray

"Another interesting point: 70% of mobile browsing is done via iPhone or touch. That's a staggering amount, especially in comparison to other platforms, with Java only accounting for 8%, Windows Mobile about the same, and it goes south from there."

Are those US stats? because it misses out Nokia which accounts for about half the world's smartphones and doesn't use Java or WinMo. Even accounting for tens of millions of iPod Touches, those stats look iffy to me.

March 15 2009 at 5:44 AM Report abuse rate up rate down Reply
zato_3

Ed commented: "and just the complexity of developing for PS3 compared to Xbox means that basically all development is done on the Xbox 360"

That's nice work, Ed (I assume you work for Microsoft). Using a story about gaming on the iPhone to slip in a kill for the PS3.

March 14 2009 at 9:42 PM Report abuse rate up rate down Reply
1 reply to zato_3's comment
Ed

I certainly don't work for Microsoft, and have absolutely nothing against the PS3. It's a great console, with a good online system (arguably better than Live) and a number of games that are much more interesting than any that are available for the Xbox (Little Big Planet for example).

I'm purely talking from a developer's point of view - which is not the same as a consumer's point of view. I'm saying how it's vital for these companies to keep both sides happy as each feed off each other. When one side gets let down, the other side suffers.

I'm not trying to turn this into any discussion regarding PS3 vs Xbox, I'm just using that as an example, as this is where I have (some) experience.

I don't develop for phones, but you can see the same applying here. Apple have come out with a phone API that's hundreds times better than anything else available - a good IDE, a good simulator, a good link to the IDE and a good App store. Apple is currently doing great compared to the competition, but they have to remember that they need to keep ahead of the competition with developer tools, documentation, communication and support etc. The only time I've tried to develop for a phone has been on Windows Mobile, and the tools available for that are inferior to the ones available for the iPhone. Plus, Windows Mobile is an ugly OS to code for...

March 15 2009 at 3:25 PM Report abuse rate up rate down Reply
Ed

It's vital not to underestimate the importance of how developer-friendly a platform is.

I'm a game developer (consoles), and developer games for both Xbox 360 and PS3, and just the complexity of developing for PS3 compared to Xbox means that basically all development is done on the Xbox 360 and then tested for compatibility with the PS3. Microsoft have a good IDE (visual studio) which links well (one button) to the Xbox. Sony have a huge devkit that's the size of about 3 VCR players put together and weighs twice as much, plus a variety of arcane tools that require random options to be set to work properly. All this negates the fact that the PS3 is technically a much better console, because the vast majority of developers produce for the easier to use platform.

This is why Apple need to really be careful to keep their developers happy. They need to be providing the #1 developer platform so that people don't want to have to develop for other platforms (e.g. Android), and if they do, they produce inferior ports!

March 14 2009 at 8:39 PM Report abuse rate up rate down Reply
2 replies to Ed's comment
Izzy

Good observation Ed. I have heard that the PS3 is harder to program, but I can't say from experience.

Yes, I own a PS3, and not an X-Box.

March 15 2009 at 3:04 PM Report abuse rate up rate down Reply
Ed

The PS3 is harder to code for because it's more powerful - it has many parallel processors and nobody in the industry has really worked out how to best use these yet. I think games like Little Big Planet can really take advantage of this superior hardware as they've got a large amount of code that can be fairly easily parallelized - physics. This can give much better simulations of things like liquids, cloth etc than the Xbox can manage, in theory at least.

When it comes to it though, many games are cross platform, so it makes sense to develop for the weaker hardware and then port to the stronger one - if the Xbox 360 can do it, so can the PS3. Do the reverse and you end up having to cut things out in the Xbox version.

March 15 2009 at 3:29 PM Report abuse rate up rate down Reply
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