Originally Posted by John Francis
I think spending a lot on development is easy but I also think traditional cost models are crazy too. Having finished a game with a 0$ budget I'm pretty convinced 100k could go an extraordinarily long way.
$100k won't even build a top quality Twitter app. Consider http://stackoverflow.com/questions/2...926493#3926493
Of course TinyWings didn't cost that. But it's severely less ambitious too.
But that is the audience; the enthusiast, right? I really have concerns (as someone who heavily invested in a quality story based experience in my own game) that casual gamers don't really want to support unknown intellectual properties that require a serious time commitment. If your hardcore gamers are your mavens and they don't want it, then who is going to spread the word? Infinity Blade is a good example but I think a lot of other high budget games have failed with similar aspirations. Oddly enough, that the sentiment of one of the Halfbrick guys speaking in an IGN article.
One thing that's certain about the iOS ecosystem is that it huge - larger than we're used to picturing. The size of market dwarves what we used to think of as hardcore gamers, enthusiasts and mavens. IGN readers don't even add up to a fraction of a percent of what iOS reaches. So, traditional ideas about market are out the window too. Republique can be massively successful and it won't matter if every IGN reader is a hater.
Top 10 games in iTunes App Store are bringing in upwards (and over) $100k per day. In the game market that's astounding outside of a very few AAA successes, no?