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  #11  
Old 04-09-2012, 12:45 PM
squarezero squarezero is offline
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Quote:
Originally Posted by SkyMuffin View Post
Actually, they don't have to be. Pirated apps still use Gamecenter even without an official purchase.

I can think of two Devs that have really done well on the appstore: Rocketcat and Halfbrick. It is very possible. The main limitation i've noticed is that most games just don't reach the same level of fun and polish that these do. I really don't think it's about "getting lost" in the market...there are just not that many games that stick out above the rest.
Good to know about GC -- thanks.
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  #12  
Old 04-09-2012, 12:49 PM
Dazarath Dazarath is offline
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Using Swordigo as an example is pretty silly. Clearly premium games can make money. If you look at the top X apps, there are a non-zero number of premium games. The 100k sales for Swordigo seem like a pretty good figure to me, considering it's not the type of game that you'd expect to be able to hold a top spot on the charts for a prolonged period of time. I don't mean this as an insult, as I do like Swordigo, but it's clearly not something like Angry Birds or Tiny Wings which can be enjoyed by anyone, including non-gamers.

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Originally Posted by squarezero View Post
All games in GC should be legal, since they need to be purchased through iTunes in order register under your GC account.
I really wish Apple did this, as I think it would also reduce some of the cheating, but alas, they don't. If you read the developers sub-forum on TA, you'll see a lot of them mention their games having X sales and 5X Game Center players, with the difference obviously coming from pirating. Of course, for popular games, it might be more like X and 1.1X (I'm just guessing; I don't actually have the numbers), but for games with poor sales, it's not hard to have a few hundred sales and a few thousand pirated copies.
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  #13  
Old 04-09-2012, 12:58 PM
DigitalB33R DigitalB33R is offline
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1. You have to sign up for gamecenter in order for them to start tracking games and stuff. I would assume there are lots of people that dont use it. Game Center is pretty much for gamers and for like teens.

2. Most apps aren't made with a lot of people. Anomaly Warzone Earth was made by 1 person, so thats pretty good. A lot of them are indie devs and they usually start on iOS because its the easiest and when there games get popular they move it to other platforms.

3. InfinityBlade II, Batman Arkham City, MC3, Minecraft all have the $5+ price mark but have made a lot of money.
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  #14  
Old 04-09-2012, 05:20 PM
Darth Ronfar Darth Ronfar is offline
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Originally Posted by klarence View Post
3 people?then how many days thay took to make the game?
I can never imagine such a masterpiece---lack of polish but still great---could be accomplished by only a threesome.
Well that's all it lists in the credits... It's kind of funny it takes so long just showing their 3 names and then it just loops again...

I'm sure other people probly helped, just not enough to be mentioned I guEss.?
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  #15  
Old 04-09-2012, 07:30 PM
EvilArev EvilArev is offline
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Quote:
Originally Posted by DigitalB33R View Post
(...) Anomaly Warzone Earth was made by 1 person, so thats pretty good.
Where did you get that information?
Their team is actually pretty big, compared to the AppStore average I'd estimate at ~2-3 team members. Just scroll through the credits, there's at least a dozen of them.

Anyway, yes, developers can still profit from premium games. As was said before - it helps if the game is not an Angry Birds clone or if it actually looks like made by someone who's over 14 yrs old. Generally the quality matters a lot. But has to be present within all the aspects of the game. Nice graphics won't make you money if the gameplay is crappy or the game has tons of bugs.
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  #16  
Old 04-09-2012, 09:13 PM
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PikPok PikPok is offline
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The App Store being increasingly crowded and the quality bar getting ever higher does make it hard for new premium titles to make money on that model alone.

Free to play with ad support and/or IAP is the model a lot of titles are gravitating towards, and one where a game might more easily succeed or die on its merits alone. Though even then you need a lot of downloads in order

While PikPok is still going to release premium titles, a much higher percentage of our future titles will be free to play from the outset (ad supported and with IAP) and we are retrofitting our more successful premium titles with IAP.

The App Store is a fickle mistress, but with a quality game, the right business model, and a plan you can make money. Just don't toss your game out there into the wild and expect it to do well without promotion or support.
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