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Posts tagged with "games"


Circles Memory Game

Delightful new Universal game by Snowman, makers of Checkmark.

It’s clear to me that this is a post-Letterpress game: the menus and navigation are reminiscent of Brichter’s word game, and the multiplayer component is based on Game Center. There is, however, a single-player mode as well where you can practice or try to beat the 120 levels. If you have an iPhone and iPad, Circles will sync using iCloud.

I love Circles’ animations, sound effects, music, and overall flow of interactions within the game.

Plus, a percentage of each sale will be donated to help fund Alzheimer’s research and support programs. Buy a great game and support a good cause.

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The Cost of Launching a Mobile Game

Edge:

This is in no way atypical for some of the more successful game developers, and all of that is done in hopes that the new games get featured on a variety of app stores, causing that oh-so-important spike in early sales.

The post refers to Jessica Lessin’s article on The Wall Street Journal about the launch of ZeptoLab’s latest game:

Overall, ZeptoLab says it will spend around $1 million launching “Cut the Rope: Time Travel,” which traces the adventures of the green monster Om Nom as he meets versions of himself in time periods like the Renaissance and the Middle Ages. On top of that sum, which includes the costs of animation, the company is counting on some free help by promoting the game inside its other titles.

After nearly five years, the App Store is a huge market and game developers are throwing big money at it. In ZeptoLab’s case, add the fact that the game has also launched on Android – it doesn’t always happen, though – and you understand why large companies are capitalizing on the installed base of mobile devices.

There’s another side of the coin: indie developers with great ideas but limited budgets. Take this Polygon article about Ridiculous Fishing as an example:

We did everything…I literally didn’t sleep for three days before the launch, just working and making sure that every reviewer and every website and every person that I could send the game to had the game.

Different games, different needs. Vlambeer doesn’t have the same resources of ZeptoLab and they opted for a different pricing scheme.

Smaller indie developers aren’t “less important” than established, popular game companies: because of the freedom that generally comes with independent creation, indie games tend to explore concepts and game mechanics that larger studios are more skeptical about. With the rise and consolidation of app stores and digital delivery platforms, indie games have become a fundamental piece of any device’s catalogue. Ask Sony. Ask Nintendo. Take a look at Kickstarter, with well-funded game and hardware projects.

On our end of the spectrum, I’d say that Apple is doing a good job overall. The App Store’s front page is skewed towards free-to-play games from large studios and publishers, but, on the flip side, Apple has featured indie titles numerous times in the past, and it also differentiates between “big name publishers” and smaller titles in their curated sections.

And yet, for a successful Ridiculous Fishing, there are hundreds of indie games with solid, original ideas that don’t get the recognition they’d deserve, either for a lack on the developer’s side (poor marketing skills is a common culprit) or an obvious inability to get noticed on the App Store. Other times it’s because the market is simply saturated, but, again, indie games tend to innovate and explore new ideas.

There’s a variety of improvements Apple itself could consider to help indie game (and app) developers, many of which I elaborated upon last year. Let developers offer videos alongside screenshots for those game/experiences that are hard to grasp in a couple of images; give more prominence to human curation and weekly sections; protect game makers against scams and rip-offs that are still far too present on the App Store.

Launching mobile games is expensive, especially for large companies. I hope Apple will keep working on finding the right balance between “big name games” and indie gems on the App Store.

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iPad and MacBook Running Nintendo DS Game with OpenEmu

Cool demonstration of the capabilities of OpenEmu for OS X using the iPad as a second monitor. (via)

I’m looking forward to OpenEmu, which is still in private beta (though you can compile the source). I haven’t played my old GameBoy and SNES games in years, but, in the light of recent Nintendo announcements, I’d like to play them on a computer today. OpenEmu is promising:

Open Emu is an open source project to bring game emulation to OS X as a first class citizen, leveraging modern OS X technologies such as Cocoa, Core Animation and Quartz, and 3rd party libraries like Sparkle for auto-updating. Open Emu is based on a modular architecture, allowing for game-engine plugins, this means Open Emu can support a host of different emulation engines and back-ends while retaining a familiar OS X native front-end.

From what I’ve seen so far, OpenEmu will support both hardware controllers (with lots of configuration options) and software solutions like Joypad (which we reviewed).

Matt Gemmell had an excellent article a while back on playing Nintendo games on a Mac, with lots of great photos as well.

Update: In case it wasn’t clear enough, we don’t condone piracy here at MacStories. Either for apps or games, don’t be greedy. Support developers and buy original games. As Matt also says, most second-hand consoles and games are cheap on eBay these days.

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Bungie’s “Pathways into Darkness” Re-Released For Free On The Mac App Store

In August of 1993, Bungie Software released Pathways into Darkness the most advanced and ground breaking First Person Shooter for the Macintosh.The game broke new ground combining Adventure gameplay with the new First Person Shooter game that was just emerging onto the scene. As time passed, the Macintosh hardware and software changed and the game Pathways into Darkness was no longer playable on a modern computer… Until Now.

Pathways into Darkness was a critical success, and it’s widely regarded as Bungie’s first commercial success as well. As Bungie’s Jason Jones said in an interview in 1995, it was “the game that launched the company”. The same company that would show, four years later, gameplay footage of Halo at Macworld.

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Year Walk Review

Last night, I finished Year Walk – the latest game from Simogo, creators of Bumpy Road and Beat Sneak Bandit – and even if games don’t belong in my usual area of coverage here at MacStories, I think Year Walk deserves a special mention.

Calling Year Walk a “game” is actually reductive. Even though it plays like a game, Year Walk is an experience spanning various aspects of storytelling, Swedish folklore, multitouch interactions, sound, and additional reading material available in a Year Walk Companion app.

Year Walk is the most unique “game” I have played on iOS in years. I’ll try my best to describe its appeal in this post. Read more


Temple Run 2: 20 Million Downloads In 4 Days

Temple Run 2: 20 Million Downloads In 4 Days

Imangi Studios has today announced that Temple Run 2, the highly anticipated sequel to Temple Run, has been downloaded over 20 million times in four days on the App Store. The original Temple Run was downloaded 170 million times across the App Store, Google Play, and Amazon Appstore.

Temple Run 2 generated 6 million downloads in the first day, making it one of the most successful iOS launches to date. Looking back at previous record-breaking numbers for iOS apps and games, Rovio reported 10 million downloads in 3 days, but on several platforms; the Google Maps app (also free like Temple Run 2) was downloaded over 10 million times in 48 hours. Imangi Studios also announced that Temple Run 2 is currently the #3 Top Grossing App on the App Store.

It’s no surprise that Temple Run 2 is doing well as far as in-app purchases are concerned. The game is clearly more optimized for IAPs, with unlockable upgrades, virtual items, and re-plays: if a player loses, he/she can choose to continue the same run using “gems”. Gems can be collected in the game, but they’re quite rare; the easiest way to get gems is to buy them. The “play again” menu is named “Save Me” and it appears in the middle of the screen every time a player reaches Game Over: it’s a very easy target to tap, it’s worded in a way to entice players towards continuing a run, and it mixes IAP with items that can also be collected in the game, albeit less frequently. For the developers, I believe it’s a very intelligent implementation of IAP (a subject we covered last year); for the players, it can become annoying because – as far as I can tell – there’s no quick way to dismiss the “Save Me” screen, which disappears after ~2 seconds.

Temple Run 2 is optimized for IAPs in other ways as well. Users can “like” Temple Run on Facebook or follow the game on Twitter to “get free stuff” (again, gems). In the in-app Store, they can buy coin packs, a “coin-doubler” upgrade, and gem packs that go from $0.99 for 5 gems to $19.99 for 500 gems. Unsurprisingly, the App Store page of the game reveals the top in-app purchases so far: the $0.99 5 Gem Pack, the $0.99 5,000 Coin Pack, and the $4.99 50 Gem Pack. I’d be curious to know the percentage of users who bought gem packs by following the “Save Me” button.

Speaking of Temple Run, make sure to check out The Telegraph’s interview with Imangi’s Keith Shepherd. In the interview, Shepherd talks about the history of Temple Run and their decision to rely on IAPs, but the first answer is my favorite. Making a game feel like a natural “extension of the player” has always been a top priority of another company that knows how to make games.

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SketchParty TV

SketchParty TV

I don’t usually write about games here at MacStories, but SketchParty TV is a real gem that I’ve enjoyed playing with my friends a few days ago.

To properly celebrate the end of 2012 and the arrival of a new year, we organized a dinner with a few good friends at my place on December 31st. As we waited for midnight with the company of good Italian food and wine, we took a couple of photos, shot some videos for future memory, and eventually got past midnight, unable to go out because of the aforementioned overwhelming quantity of food that forced us to sit down and rethink our New Year’s Eve strategy. Out of curiosity, I took my iPad mini and decided to try SketchParty TV, a Pictionary-like drawing game that uses AirPlay Mirroring to split the gameplay between the device (where words you have to draw appear) and the big screen (where drawings are shown alongside scores and team information).

We ended up playing SketchParty TV until 6 AM. At one point, I was laughing so hard at my friend’s attempt to guess a platypus (I’m terrible at drawing) that I dropped wine all over my elegant New Year’s Eve outfit (I’m also terrible at laughing without causing things to fall off desks and/or tables).

Because I don’t have an Apple TV connected to my living room’s old CRT television, I used Reflector for AirPlay Mirroring on my MacBook Air. With Reflector and my local WiFi network, SketchParty streaming quality was great, but we had to restart Reflector a couple of times. The app is extremely simple and, for that reason, insanely fun: you just need to set up two teams and start drawing. The app has a built-in timer for turns, and it correctly hides the word your teammates have to guess on the mirroring screen (so only you can see it). There are colors to choose from, three brush sizes, and Undo buttons; there’s also a Clear Page button to erase an entire page when your attempt to draw a woman’s stylized figure are backfiring. The app automatically keeps track of scores and saves an archive of games that you can re-watch at any time from the main screen.

SketchParty is a good example of how modern devices and software can make our lives even slightly better. It’s a simple and fun game, but I didn’t have to waste any paper to play it with my friends; furthermore, we now have an archive of our platypus drawings to go through for a serious amount of quality mocking. SketchParty TV is Universal and available at $4.99 on the App Store.

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Nintendo Launches First Paid iOS App with In-App Purchases

Nintendo Launches First Paid iOS App with In-App Purchases

Pokemon iOS

Pokemon iOS

As reported by Serebii (via Eurogamer), Nintendo has today launched its first paid iOS app: a universal version of its existing Pokédex app for the Nintendo 3DS.

Once downloaded you’ll find a version of the Pokémon encyclopaedia which covers all of the latest generation of critters (from DS games Pokémon Black and White). This costs 170 yen (about £1.30). Four extra packs with monsters from previous generations are then available to download for 500 yen (£3.90) each - meaning users will pay around £17 for the whole thing.

This is not the first iOS app for Nintendo (Pokémon Say Tap was available for a limited time last year), but it is the first time the Japanese videogame company is trying its hand at paid App Store downloads. The app is developed by creators of the main Pokémon series Creatures Inc., a studio owned by Nintendo.

Nintendo aficionados have long wished for the company to start bringing its most popular franchises such as Mario and Zelda to the iPhone and iPad. Historically devoted to creating games only for its own hardware (home consoles and portable), Nintendo has, in recent years, started allowing other platforms and devices to use its brands and characters. Aside from this new Pokémon app, it’s worth noting how the new edition of Tekken for the Wii U console features exclusive Nintendo-themed costumes and gadgets. It’s also worth noting how Japan alone represented 7% of Apple’s revenue in Q4 2012.

It’ll be interesting to see if Pokémon will remain an isolated experiment, or if Nintendo will consider more paid iOS apps in the future.

 

 

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