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Game Center usage ratio in your application?

12-26-2010, 12:26 PM
#1
Joined: Apr 2010
Posts: 500
Game Center usage ratio in your application?

Hi,

I've implemented GameCenter into my product for the first time and was wondering what percentage of users actually utilise GameCenter on average - as I'm considering putting a more indepth implementation of it into the game in the future and obviously thats somewhat dependant on whether people do actually use the system or not ...

There's an interesting article on this here:
http://www.mobile-ent.biz/news/39102...-Center-anyway

Whats the ratio for your app? - most seem to be around 25% of users in the reports I've seen .... but these appear to (in the main) be a few months old and this might have changed somewhat recently ...
12-26-2010, 03:29 PM
#2
Joined: Oct 2008
Location: Toronto Canada
Posts: 863
Couple things seriously wrong with that article: Most of those sales figures are wild guesses at best, and I don't think any of those games actually shipped with Game Center - it was added in an update. I'd bet a lot of users trashed those games long before Game Center was available and never looked back.

All I know is that my game Silverfish has 6000+ Game Center users, and nowhere near that many sales. Conclude from that what you will.

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12-27-2010, 05:29 AM
#3
Joined: Oct 2010
Posts: 307
Quote:
Originally Posted by Frank Condello View Post

All I know is that my game Silverfish has 6000+ Game Center users, and nowhere near that many sales. Conclude from that what you will.
Hmm, sort of unrelated, but apple could use game center as an anti-piracy method. Verify if the player signing into game center actually has bought the app, that is.
12-27-2010, 05:44 AM
#4
Joined: Dec 2008
Location: Sacramento, CA
Posts: 4,568
Quote:
Originally Posted by Xapped View Post
Hmm, sort of unrelated, but apple could use game center as an anti-piracy method. Verify if the player signing into game center actually has bought the app, that is.
A single iTunes account on multiple devices can download the same app again for free multiple times. And then be signed into different Game Center accounts on each device.

Which means it'd be impossible to verify that. And I am not saying this alone will cause inflated numbers as high as you guys probably see, but it's a factor.

Twitter: @Zincous
12-27-2010, 02:18 PM
#5
Joined: Oct 2008
Location: Toronto Canada
Posts: 863
Quote:
Originally Posted by Zincous View Post
A single iTunes account on multiple devices can download the same app again for free multiple times. And then be signed into different Game Center accounts on each device.

Which means it'd be impossible to verify that. And I am not saying this alone will cause inflated numbers as high as you guys probably see, but it's a factor.
You can also use more than one GC account on the same device - but on the flip side Silverfish runs on OS 3, iPhone 3G, and has a GC opt-out switch. I have no doubt there are some legitimate multi-GC users out there, but I also know (for a fact) that a lot of my users are on devices that don't support GC at all. It'd be a huge stretch to assume the multi-GC cases are responsible for the numbers I'm seeing, especially given the Game Center adoption rates of other games.

SHREDD GO FAST! FREE!
Nozoku Rush Kick Math's Ass!
Critter Panic Break yer brain! FREE!
Silverfish & Silverfish MAX Hardcore arcade insanity!
Nozoku A casual game of math & logic.
More: cbox.me Twitter YouTube