[QUOTE=John Francis;2222521]
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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.
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$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.
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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.
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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?