iPhone's Game Potential As a Threat to Java Phone Games 260
Ian Lamont writes "In the runup to Apple's WWDC 2008, Chris Tompkins thinks that the iPhone's gaming potential 'might finally put the lackluster Java-based cell phone gaming market to death.' He cites the iPhone's use of Core Animation adapted for ARM processors, which he says allows for the advanced effects of OS X and now OpenGL-accelerated 3D games, as well as the importance of an on-demand store and Internet connection. Tompkins says that while certain genres lend themselves to the iPhone's touch controls, such as real-time strategy games (think StarCraft) the lack of physical controls will force developers to creatively approach the multitouch and accelerometer on the iPhone. His advice to Apple — make a compelling overture to independent game designers, and treat them like rock stars. Tompkins, incidentally, is one of several people who have recently pointed to Apple's mobile gaming potential."
And we know that ... (Score:2, Funny)
Umm, no. (Score:5, Insightful)
Apple has captured an impressive portion of the smartphone market, but their overall market share among all cellphones is minuscule.
Re:Umm, no. (Score:5, Interesting)
Re:Umm, no. (Score:5, Informative)
The phone market on the other hand is completely saturated. There is a lot of tough, long-standing competition offering phones which are much better value for money. In many markets, new phones are given away 'free' with contracts, something which is incompatable with the iphone's business model.
Re:Umm, no. (Score:4, Interesting)
The iPhone taps into that market in addition to the techies who want it for the geek factor, and the marketing dudes who want it for the cool factor, and the Mac-heads who want it for the integration. And the market for people who want a great phone that's easy to use is HUGE. If the rumours are true and Apple will allow subsidies, they could've trouble mass-producing iPhones fast enough.
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Re:Umm, no. (Score:4, Interesting)
Look at it this way: the smartphone gaming market is pretty much empty.
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The people who will become iPhone gamers are very unlikely to be the people who own PSPs or DSes. They are the mobile equivalent of the people who play Bejewelled and Slingo Quest on their PCs. Yes, there are dedicated gaming platforms that are better than your office PC for playing games, but the casual space is HUGE and those pe
Re:Umm, no. (Score:4, Interesting)
I don't expect technology people to see the problem. In general they are happy having to learn the various hoops you need to to get the best out of a device. The remaining people just want something that does the job as easily as possible. The iPhone fits these users. It may not have all of the features that the other phones have, it does execute the features it has better than the competing phones.
As an example of poor implementation I'm currently using a Nokia E61 with the latest firmware on it. It has a nice web browser, built off Web-Kit. If I select a URL from the messaging app it launches a WAP browser instead of the web browser.
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The iPhone/iTouch is a mobile computing platform. It's the new Newton. That's the (open) secret.
Other companies are attempting to come up with a phone that has a similar UI to the iPhone, and that is natural, since you will probably have trouble buying a phone that doesn't have multi touch in a few years.
Like Jobs said in another context: th
Uhm, yes (Score:3, Interesting)
The iPhone will do to the mobile phone market what the iPod did to the mp3 player market, albeit in a smaller fashion, because the market is already so saturated.
The iPhone is definitely not for everyone, and there will still be a market for other phones, especially smaller ones with physical controls as many people still prefer those.
But, in the smartphone seg
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When the iPod was initially released, one could argue the Mp3 player market was already saturated with no clear winner. One could argue the cell phone market today is pretty similar.
Except it isn't similar... at all. First, the iPhone is locked in with AT second, it's a GSM device and only 2 of the big US carriers are GSM; and third, an MP3 player needs to do only one thing: play MP3's. The smart phone market is rife with variations, each targetted to a different facet of the market. I guarantee you're NOT going to have Crackberry addicts or rabid texting teenagers going to the iPhone, with its predictive/presumptive bullshit "keyboard".
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Re:Umm, no. (Score:4, Interesting)
You'll get more teens buying it than blackberry-lovers, though, especially come tomorrow (?) when apps start becoming available. Money be damned, teens and early-twenties are the ideal market when it comes to spending disposable income, and it's an ideal device for that market (I'm not saying it's overpriced for what it is - I don't regret spending $600 a couple days after it came out - but the majority of cell phones are either provided by businesses to employees (blackberries) or cheap, crappy, free-with-contract types). It will end up as this little bizarre do-everything device at that point, though you can be sure that Apple makes sure that it's core features aren't neglected. The blackberry is too email-centric and if that's your #1 priority, you'll want the "real" keyboard. I'd buy one in a heartbeat if it were to become available, and certainly wouldn't say no to a slide-out version like so many crap phones have today if it didn't compromise anything else on the device (that's probably the one thing that would get me to buy iPhone 2.0, seeing that I have enough trouble getting any signal out here, let alone 3G).
Having played a few games on it of varying quality, it's a pretty nice platform if developers adapt to the interface. Trism is a great example. The NES emulators not so much, since you're just forcing games made for physical controllers in to a touch/accelerometer device (they work well enough, but are awkward as hell). And teens + games = profit. Again, not so much on the blackberry market.
Re:Umm, no. (Score:5, Insightful)
Re:Umm, no. (Score:4, Informative)
There is only one carrier here that is GSM, all the others are CDMA. I live in Canada.
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Reference: http://euc.jp/misc/cellphones.en.html [euc.jp]
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psst. [cdg.org]
also both CDMA and GSM carriers worldwide are moving to UMTS (spoiler: it's also CDMA)
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Re:Umm, no. (Score:5, Informative)
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Re:Umm, no. (Score:4, Informative)
http://www.zapp.ro/ [www.zapp.ro]
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Re:Umm, no. (Score:4, Informative)
Re:Umm, no. (Score:5, Insightful)
It's not open until you put RockBox or Linux on it, and as I understand it, that's no easier or harder than jailbreaking an iPhone.
Re:Umm, no. (Score:4, Interesting)
The newer ipods have their firmware encrypted so you cant even put rockbox on them. Open platform? Yeah right. Too bad as well, I love rockbox and all the extras it allows. I don't know why apple cares that much.
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Plus there's the difference that the ipod is supposed to play music/movies and thats it - where as the iphone is really a pda with a phone attached. Its easy to argue thats there's far more interest in developing apps for the iphone over the ipod.
Re:Umm, no. (Score:4, Insightful)
If it wasn't documented by Apple, it doesn't count as open. It counts even less because if it were up to Apple, the Linux iPod apps wouldn't exist.
Do you consider Windows open because Wine exists? Probably not.
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This is a very well documented interface - even though it wasn't documented by apple.
Erm... no. Does not count as "open" if it had to be reverse-engineered first.
Consider Microsoft's Office formats. The old binary ones, before they released official documentation. Yes, OpenOffice could open them, among others. It was a reasonably understood format -- but only because of reverse engineering. It absolutely is not what anyone would call an "open" format.
Plus there's the difference that the ipod is supposed to play music/movies and thats it
And as a so-called "open" platform, even if it's only supposed to play music/movies, it should be able to play Flac, Vorbis, and Theora, rig
iPod Back Story for Troll-Happy Moderators (Score:3, Interesting)
I do have confirmation that what I said was funny, because I received personal LOLs from Slashdot users. For those of you who didn't get the joke, I replied to a post which:
Cmd [slashdot.org]
From a futurist's perspective (Score:3, Insightful)
This entire discussion about the iPhone's new bling features, in 10 years time will read a bit like the bling new features of a calculator watch. I remember as a kid how everyone sat around comparing who's digital watch had the most buttons, or whether every watch will some day tell you your altitude and temperature and all sorts of other useless rubbish.
I smell feature-creep.
Real futurists look ahead, not behind (Score:2)
A long winded way perhaps, of saying that the iPhone game potential is "Lame"?
OK Mr. "futurist".
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Re:Umm, no. (Score:5, Informative)
Well, we tried to have a conversation with Apple for several years, and they never seemed to... well, we have this pattern with Apple, where we meet with them, people there go "wow, gaming is incredibly important, we should do something with gaming". And then we'll say, "OK, here are three things you could do to make that better", and then they say OK, and then we never see them again. And then a year later, a new group of people show up, who apparently have no idea that the last group of people were there, and never follow though on anything. So, they seem to think that they want to do gaming, but there's never any follow through on any of the things they say they're going to do. That makes it hard to be excited about doing games for their platforms.
Fixed it for you. (Score:2)
Nor do they need to.
Every time one of these stories surfaces some marketing "genius" proclaims that the Mac/iPod/iPhone will never be the "standard", and that Apple needs to drop prices in order to be "competitive".
Guess what?
They don't need to either.
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They don't need to either.
Ah yes, of course, because they already dominate the worlds home computer market, how silly of me.
Oh wait...
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If you ask me the smartest thing they can do is just keep on doing what they're doing, and let the other idiots fight it out in the $495 beige-box zero-margin marketplace.
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Not everyone is Bill Gates (must eliminate all competition!).
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They don't need to either. Ah yes, of course, because they already dominate the worlds home computer market, how silly of me. Oh wait...
Typical answer of a techie, you do not choose your price depending of your costs, you choose your price depending of various factors like: - how much your customers can pay for this type of products - what are the prices from your competitors in the same niche
... etc
...
...
Selling a 0$ will net you probably a higher penetration of the market but it is not probably something you should do
There are plenty of "niche" companies doing very well without having >50% of the market
Missing the point. (Score:5, Insightful)
Re:Missing the point. (Score:5, Insightful)
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Wikipedia says there are 70.6 million DSes out there. Nintendo is the handheld king and Apple will never touch those numbers cool as their games might be.
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Convergance (Score:4, Insightful)
Rumor has it that the price will drop, but you're missing the point. People won't buy a $399 game console. But they may well buy a $399 device that's a phone, and a text messager, and an email and internet browser, and camera, and music player, and movie player, AND a game player.
Further, if you have the iPhone, just how likely is it that someone is going to buy yet another portable device in any of those categories?
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Maybe so. Or maybe not. That's a matter of opinion, but either way it's certainly not going to HELP Nintendo.
BTW, did you read the article about how the inclusion of a GPS system in the iPhone has the world's largest dedicated GPS device manufacturer scared to death?
And they'll quickly regret it (Score:4, Informative)
This isn't something that is problematic if you use your phone a little bit, like playing 10 minutes while waiting for a doctor's appointment, but it is if you try to use it to replace other devices. If you listen to MP3s on your phone all day, watch a video on the train ride to work, then play a game for an hour at lunch time, well you are going to find that if you need to take a long call, you are fucked, especially if you don't remember to recharge every day (which many don't). Even if the processor is super efficient, those pretty active matrix LCD screens still suck a bunch of juice.
So I don't think you'll find people giving up their DS's and iPods just because they get an iPhone. Until we find a way to significantly increase the energy density of batteries, it just isn't a good idea. Phones already have a limited enough talk time, cutting in to that in any significant manner isn't a winning idea.
Re:Missing the point. (Score:5, Insightful)
Dear heaven no, we better cancel WWDC.
Re:Missing the point. (Score:4, Insightful)
I've played quite a broad array of current iPhone games (jailbroken phone). The ones that were designed for button-based input - the console emulators in particular - really suck. They're functional, but the input is awful, just as you would expect when the game wants buttons and all you have is a touchscreen. The games designed around the iPhone's input devices (accelerometer, multi-touch) are far better.
Of course, putting together some sort of RPG given those inputs would be a hell of a challenge. It's not impossible by any stretch of the imagination (I'm not so sure about accelerometer-based character movement, but multi-touch menus could still work quite well) but you'll really be looking at two completely different styles of gameplay that are centralized around the input device. I had an old GameBoy kirby game that had a primitive accelerometer built in that was used for character movement rather than the typical d-pad. It was kind of hack-ish and didn't lend itself especially well to the device, but perhaps if treated as an early proof of concept, it shows that there is potential.
The iPhone is NOT a traditional device, and no matter your opinion of Apple, you have to admit they changed the rules. If you try to develop for it while following the rules of traditional devices, you WILL fail. So porting over your DS/PSP games is right out unless you intend to give them away. If you want to develop games that need buttons, go right ahead - but keep them on the DS and PSP.
I don't think you'll see any real collision between the portable gaming and cell phone markets for quite a while, but rather see the two coexist with completely different styles and genres of games.
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And Legend Of Zelda: Phantom Hourglass, which is played without buttons.
The big question is, can these games be played without a stylus? An ordinary stylus won't work on an iPhone. Will a chubby finger/hand obscure too much of the screen, or be too wide to hit small targets?
cheap plastic buttons (Score:2)
Even a total interface noob could spend five minutes noodling and come up with the idea of near-transparent hot-zones near the corners that indicate buttons but without hiding much screen real-estate. Define some hot corners, use a context menu, and use the accelerometers for navigation (front/back turn) and doing a Doom/Quake interface would be relatively simple.
One might also mention that plenty of phone-based games have been produced that didn't need a d
Blue tooth buttons and video interface. (Score:3, Interesting)
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How is the iPhone going to kill Java-based games? (Score:3, Insightful)
Re:How is the iPhone going to kill Java-based game (Score:5, Informative)
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lackluster? (Score:4, Informative)
Maybe he's only talking about the US marked?
you must be (wait)... (Score:2)
At least here in (southern) Europe, Nokia and Symbian SIS games are the most common. Not bought though - probably leeched off e.g. gsmforum.
Andy
ROFL (Score:2, Offtopic)
Sorry, I didn't know those numbers, but if that's it, now I understand why they call it lackluster.
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Ummm, that's not much (Score:4, Insightful)
So yes, $2.6 million is rather lackluster. Not surprising, the games blow and playing games on your phone cuts in to your talk time, but that doesn't change what it is.
Java valley (Score:2)
There's someone writing a Java spec for every problem imaginable & no-one willing to program them. But outside Java valley, it's nowhere. People briefly switch to a cell phone game or a blu-ray game, say gee wiz, and that's it. Back to the native stuff that does what the product was intended for.
iPhone a threat to Java games? Fat chance (Score:5, Insightful)
1. The iPhone's market share is a tiny drop in the global bucket, even if all the Apple-loving tech media journalists would like to have you think otherwise.
2. iPhone game development restricts you to a MacOS development environment. This basically guarantees that even if the iPhone becomes hugely successful, its place in mobile game development will never capture more than a minority status among game developers.
3. Unless all of the other mobile industry players spontaneously decide to line up behind Apple, Java is not going to lose ground to C# anytime soon as the language of choice for game developers.
4. Java is a programming language and a set of industry standards for mobile hardware, not mobile phone hardware itself. Pointing to the cool new hardware features that the iPhone supports isn't an argument against java phone games, it just points towards Apple's decision not to play nice with the rest of the industry standard apps and developers out there. If anything, this decision will limit the scope iPhone-specific game development (who wants to waste their resources on such a small market segment when they can make games that will run on a much larger amount of phones out there), it doesn't pose any threat to the use of Java as a mobile game development standard. At the very least, it means that Java game developers will have to wait for Sun (or any other company) to provide a good set of translation tools that will let them develop for the iPhone's hardware in Java.
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2. iPhone game development restricts you to a MacOS development environment. This basically guarantees that even if the iPhone becomes hugely successful, its place in mobile game development will never capture more than a minority status among game developers.
Why would that be an issue? If a developer feels the market is worth going after, then buying a Mac is no big deal. In fact, I'd be surprised if there were many developers who didn't have at least one Mac in their business, even if they don't use it to develop on or for.
Re:iPhone a threat to Java games? Fat chance (Score:5, Insightful)
The other option is to just do iPhone-exclusive game development from the start, which right away corners you into an extremely niche and unproven market. You'd be better off developing for the portable consoles (DS, PSP, etc) which have markets large enough to actually justify this sort of device-specific exclusive game development.
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Re:iPhone a threat to Java games? Fat chance (Score:4, Insightful)
Re:iPhone a threat to Java games? Fat chance (Score:4, Interesting)
Further, you get an added bonus. Develop a game for the iPhone and you're probably close to having a game that could be upgraded and sold to the entire Mac audience. Develop for Symbian, however, and... well... you have a game for Symbian.
Sorry about that.
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iPhone sales numbers... (Score:2, Insightful)
Five million in the overall world wide market is nothing. It's great for the smart phone market (as Apple keep telling us), but the gaming market isn't aimed at smart phones. The money is in small, casual games that you can play on a five minute break.
What you're going to get is a repeat of the current computer market where Apple gets thrown the gaming scraps because no-one wants to pour development money into something t
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No. Your whole argument is a series of assertions that Java is big today (its not) and that therefore it can never lose market domination (it can). It's so wrong that it's irritating.
So is the mobile Java market. Who the hell plays a mobile Java game on purpose? People either buy them by accident when they click the wrong thing with their phones nu
Non-Button Gaming (Score:3, Insightful)
the iphone looks like a sweet psp, but it definitely doesn't feel that way.
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People play Java games? (Score:4, Insightful)
Treat them like rockstars? (Score:2)
Why would the developers be needed to treated like rockstars? Surely, if they are any good - they will see the platform based on its merits, and decide to develop or not develop for it based on rational metrics?
If a developer needs to be given cocaine, or have the red M&Ms separated from the other colors by Apple, then I question the value of that developer's input. Someone like that can't be far from the drug-fuelled implosion of their career. When people with egos like that go down, they tend to caus
Apple isn't interested in gaming (Score:5, Interesting)
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http://www.engadget.com/2008/03/06/apple-announces-first-iphone-sdk-games/ [engadget.com]
Java Mobile Here To Stay (Score:3, Insightful)
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Well, you're forgetting the iPod Touch, of course. Plus that iPhone development = Cocoa development = Mac development.
Or about 30-40 million or so Macs.
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Good (Score:2)
Chopper (Score:2)
Now I just need to get a stinking iPhone.
Apples and oranges (Score:3, Interesting)
Signing (Score:3)
No platform that incorporates the need for the vendor (or someone equally expensive) to "bless" your application by signing it will ever, ever enjoy the wide-spread adoption that common PCs do.
Surprisingly little people know this, but to deploy an application in J2ME, Symbian or iPhone, that does anything outside the trivial ("hello, world"), the application needs to be digitally signed (think SSL certificates) by a company the phone firmware "trusts". If you're lucky, this is one of the big authorities like Thawte, if you're unlucky this means every single mobile provider that sells phones as a part of their contracts or service.
What this means in practice is a significant monetary barrier to entry, at least compared to the Windows and Linux platforms, because every company that wants to deploy mobile phone applications needs to buy expensive certificates every couple of years (because they expire). This is also the reason why the open-source and freeware smartphone applications are a) few and far between and b) mostly very simple and crappy since they can't use the advanced APIs.
The official reason for the signing requirement is to protect users from viruses, etc. - which is completely wrong since it's obviously a failure (as demonstrated by the appearance of anti-virus software for smartphones). The real reason is the greed of phone companies and manufacturers. In the very unlucky case, an application developer needs to have his application signed by every single operator on whose phones he wants to deploy the application.
References:
There's a large number of similar rants if you Google them.
Re:Do you guys seriously believe this? (Score:4, Insightful)
Nobody really buys a Blackberry for the express purpose of gaming, and it's not at all a gaming platform, but games are very popular on them. Same goes for other phones. Though gaming is never going to be the focus of the iPhone, games could be the thing that pushes some people over the edge to get one.
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I'd like to see you play Megaman with your finger
And I'd like to see you play Doom with a D-pad. It's got nothing to do with it being a better or worse control system -- it will be better for different games, like just about every game interface.
Not every game interface -- I strongly suspect the PowerGlove is worthless. It's so bad.
Virtual buttons have no tactile feedback
Actually, they do. [redferret.net] Not the iPhone, of course... yet. No reason to think it never will.
They take up screen space, and what you have left is a graphically superior Gameboy Color. Gratz, you beat Nintendo c. 1998
I didn't realize Nintendo had 3D this good [tuaw.com] in 1998 -- or at all in a Gameboy.
A bluetooth addon would either drain the iPhone battery faster, or require its own power source
Am I missing something? Because I thought Bluetooth was a wi
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Yes you are. Something pretty simple and important. It costs power to receive and transmit wireless via Bluetooth, just as turning off WLAN on your laptop will give you up to an extra third battery life.
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Back when Doom came out, strafing was an option, not a requirement. As was mouselook.
Then I rephrase the comment to reference Quake, or Half-Life. Even Doom is still a valid analogy -- I absolutely could play Tetris with the interface I described, just maybe not as well as with a keyboard.
Having a button click back at you isn't the same as being able to rest your finger on a button and feeling it move up and down as you press it.
From the article I linked to:
Donâ(TM)t be fooled by simple vibrational imitations folks, this is the real McCoy â" you press a key on the screen, and it clicks under your finger with exactly the same sort of fingertip feedback as if youâ(TM)d pressed a conventional keyboard key.
I don't know if it's possible to feel the edge of the button without pressing it.
What part of "graphically superior" did you not understand?
Fine, how about the wireless? I don't remember 802.11 being an option on the Gameboy in any form, ever -- and I believe I linked to an online game.