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All-In-One Games

01-19-2010, 03:05 PM
#1
Joined: Sep 2009
Location: Vancouver, Canada
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All-In-One Games

I am seeing more and more of these "all-in-one" game packs lately.

It got me wondering how exactly they are creating them.

Does each game's developer have to turn over source code, etc. and let one person build everything?

Or is there a way to take multiple compiled apps and merge them together, add a menu, and code sign the resulting FrankenApp?

I would suspect the latter, but I have no idea how one might go about that. Ideally it would be something where the master menu app loads a specific app when the player selects it, so only the required code and assets are loaded.

Anyone have any information on this?

Also, the games seem impossibly small to me. This one has 72 games in it with a total size of a 18.9MB (avg of 0.262MB each).
01-19-2010, 03:16 PM
#2
Joined: Oct 2009
Location: the 56th realm of existence
Posts: 5,948
the one with the 72 games has very underdeveloped games

this is the best selling and perhaps best quality example http://itunes.apple.com/us/app/all-in-1-gamebox/id330759313?mt=8

Beta tester of 54 games
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Originally Posted by crex View Post
Thats a nice lookin gun.

01-19-2010, 03:20 PM
#3
Joined: Jun 2009
Posts: 10,963
All the ones I've downloaded have been pure crap, except for the Trinity Gamebox that jak56 mentioned - which is a decent sized pile of mediocre games.

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01-19-2010, 03:23 PM
#4
Joined: Oct 2009
Location: the 56th realm of existence
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Quote:
Originally Posted by drelbs View Post
All the ones I've downloaded have been pure crap, except for the Trinity Gamebox that jak56 mentioned - which is a decent sized pile of mediocre games.
exactly what he said. the games are ok-ish, and some are actually quite enjoyable! (prison break or whatever- a really nice 'Run!' like game)

they take up quite a lot of space though!

Beta tester of 54 games
Quote:
Originally Posted by crex View Post
Thats a nice lookin gun.
01-19-2010, 04:00 PM
#5
Game Packs..

We'll be adding the quality you crave to these types of application packs soon.

In most cases, the packs like this we've seen in the past have all been made up of apps from a single company. That makes the integration much easier. However, we've developed a platform that allows developers to easily integrate with our framework, giving each app it's own sandbox to run in.

We'll be announcing our first pack very soon, and these won't be simple j2me ports, but rather games you've seen favorably reviewed on this very site.
01-19-2010, 04:23 PM
#6
Joined: Sep 2009
Posts: 330
all in all its bad product design.

i bought all-in-one gambox, only to find jailbreaker was the best game on there -- i didn't play any others more than 5 minutes.

So, now when I want to play jailbreaker I have to run two apps to get to one. so its kind of inconvenient.

The only benefit is it makes it easier for customers to decide on the purchase or not, because they are getting so much for so little. Once they get into it though, if there are a few apps in the bundle that they don't like, it is now representing your product. In the end, you can't expect a 5 star rating.

Personally, slipster, I think if you are going to have all these "great quality" apps, you can make more money by selling them separately. The reason all-in-ones are profitable is because without being in a bundle they would make close to no money off them.

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01-19-2010, 04:50 PM
#7
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Originally Posted by bravetarget View Post
The reason all-in-ones are profitable is because without being in a bundle they would make close to no money off them.
I'd say that's true for many of the bundles we see now, but not in the future. Simply having a great game doesn't get you much in the app store anymore. When we started looking at this idea, we were actually quite shocked by the quality of the games we were able to get. To me, this says very sad things about the app store as a development platform for indi developers.

The fact is that there are *maybe* a thousand apps selling more than a hand full of copies a day at any given time on the app store. If your not on a top-100 list and your not being featured, you simply are not selling many copies. Of those, a few hundred are games at most. And of those, only a few dozen are selling enough to pay for a meager living. And of those, a very small few are raking in a fortune.

So if we believe what your saying, then you are arguing that there are only a few dozen games worth having on the platform, and everything else is of mediocre quality. I don't buy that. Just look back 20 or 30 pages on this site and you'll see tons of good games that I can guarantee aren't selling anymore. This doesn't make them bad games, this makes them games that are invisible for all intensive purposes.
01-19-2010, 05:09 PM
#8
Joined: Nov 2009
Location: Vienna
Posts: 1,099
Overall not a bad idea, but with the option of DLC a developer can breath new life into his app himself. It seems to work, as it got "The Creeps" a "What´s hot" spot after all.

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01-19-2010, 05:38 PM
#9
Joined: Mar 2009
Posts: 1,090
^ true, but when The Creeps first came out, it was featured prominently for a long while. It had it's own artwork background on iTunes too, so it's followers and popularity were over a year in the making.

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01-19-2010, 05:44 PM
#10
Quote:
Originally Posted by tblrsa View Post
Overall not a bad idea, but with the option of DLC a developer can breath new life into his app himself. It seems to work, as it got "The Creeps" a "What´s hot" spot after all.
Color me shocked that Apple hasn't feature you before! I'd imagine you have a pretty solid userbase to work from; can I ask what % of your users are responding to DLC?