Posts Tagged ‘ipod touch’

Gameloft launches eight iPad specific titles

Tuesday, April 6th, 2010

With the Apple iPad making it’s triumphant splash on the market, it’s time to take a look at the social games developers that are undoubtedly lining up in droves to cash in. One such games maker is Gameloft, who last Friday announced not one, not two, but eight specific titles that are ready and waiting for new iPad users to dive right into.

Gameloft iPad

Keeping in mind that the iPad is (arguably) just a giant iPod Touch, at least in respect to the (modified) operating system, games developers are poised to make a killing with social apps. Remember, the current iPhone OS incorporates microtransactions, as does the iPad. While there’s no specific mention of microtransactions in Gameloft’s releases, a number of them are ripe for the option. Gameloft’s lineup includes: N.O.V.A. Near Orbit Vanguard Alliance, Modern Combat: Sandstorm, Dungeon Hunter, Asphalt 5, UNO, NFL 2010, Let’s Golf, and Real Football 2010.

Currently, Gameloft is riding the “new” wave, capitalizing on a number of the iPad’s unique interface. Noting that the screen resolution of the iPad is 1024 x 768 (remember that one?), HD gaming has now come to the portable platform. All of Gameloft’s iPad specific applications have a much higher level of detail. For example, their Real Football 2010 has been completely remastered to include HD resolution grass, textures, characters, and animations.

Likewise, Gameloft’s N.O.V.A. Near Orbit Vanguard Alliance App utilizes the iPad’s control features, allowing users to open an airlock door by rotating three fingers, as well as sliding buttons to make various object move, elevators for example.

Where Gameloft expects the iPad to excel is in level of complexity now available. That’s not to say that a number of iPhone apps are not highly detailed, but rather the more powerful iPad allows for greater flexibility. Increased depth of field, complex map layouts, and more intense action sequences can be found in their iPad specific applications. For example, the N.O.V.A. title allows for multi-target acquisition, activated via a user-drawn grid that serves as the targeting method for an in-game rocket launcher.

Finally, we all know that gaming is fun, but even more so when doing it with friends. Gameloft’s iPad titles will be easier and more attractive for multiplayer gaming. One of my personal favorite casual/social games produced by Gameloft, UNO, allows for up to four players to compete against each other on one iPad by selecting “One Device Multiplayer” mode. Likewise, for multiple device play, UNO also allows friends on different iPads or iPhones to connect for local and online Wi-Fi gameplay.

“With iPhone and iPod touch, Apple changed the way consumers perceive and interact with their devices and created a revolutionary era for the mobile gaming industry,” said Michel Guillemot, president of Gameloft. “We are taking full advantage of all the new possibilities and features iPad is bringing to developers with games that will once again transform the digital gaming experience.”

 

Digital Chocolate uses OpenFeint to produce first free-to-play iPhone title

Thursday, April 1st, 2010

OpenFeint, a leading social networking platform solution provider, recently announced a partnership with game developer Digital Chocolate to help produce the company’s first free-to-play title for iPhone and iPod Touch. Titled Fantasy Warrior Legends, Digital Chocolate’s game is now available for free at the App Store.

IMG_0040Only about a month and a half after Open Feint’s announcement of their social features for free-to-play iPhone games, Digital Chocolate is utilizing these tools, and providing players with the options to post scores on leaderboards, track their progress, access live forums and chat with other OpenFeint players to share tips and tricks about the game.

“We’re excited to launch Digital Chocolate’s first freemium game on the OpenFeint social gaming network. With an engaged community of more than 17 million players, OpenFeint is the perfect platform to launch a social, RPG game,” said Jason Citron, Founder and CEO of Aurora Feint, Inc.

Fanstasy Warrior Legends is Digital Chocolate’s fourth title using the OpenFeint technology, but the first to be offered as a free-to-play. Players engage in a heroic battle as “Rento”, and must ultimately destroy the evil Demon Lord. The title was specifically designed with iPhone and iPod Touch features in mind, players use the multi-touch feature to navigate and fight monsters by touching and tapping screen controls. Likewise, Digital Chocolate is also using the microtransactions feature of the Apps Store, with a digital market built in that will allow players to make RMT’s for virtual goods that will enhance their game experience.

“Fantasy Warrior Legends is our first free-to-play game that will contain an in-game social platform, and with OpenFeint’s collaboration, we will be able to give users a sense of community,” said Trip Hawkins, Founder and CEO of Digital Chocolate (formerly founder of EA). “This allows us to give consumers an even more engaging RPG adventure.”

OpenFeint will feature Fantasy Warrior Legends in the exclusive “Free Game of the Day” spotlight on Sunday April 11th, 2010. During the promo, users will be able to download 400 in-game gems for free to beef up their action-adventure gameplay.

 

Blizzard announces AH services – hints at Premium Accounts

Wednesday, February 3rd, 2010

Blizzard announced a new service yesterday that will allow World of Warcraft users to access and manage their Auction House items while outside the game. The interaction builds upon the success of Blizz’s Armory and associated iPhone and iPod Touch apps. Blizzard official forum moderator Bornakk posted the initial details to the North American forum:

…This is a fairly complex service to develop, due in large part to its unprecedented integration with the game, so we don’t have an exact release date yet. It’s important to note here that certain elements of the service will be premium-based, which we’ll go into more detail on once the service functionality is finalized. As with all of the services we offer, we plan to integrate the Auction House and Armory in a way that won’t disrupt the gameplay experience, and we won’t release it until it meets the quality standards that we’ve set for our other features and services. You may be seeing bits and pieces of the Auction House service pop up in the test builds we use for the public test realms as we go through the process of internal testing. …

blizzard-logo-whiteOutside of virtual currency earned in-game through quest or dungeon run rewards, Blizzard’s in-game Auction House is widely regarded as one of the best ways to make money within the game. By opening up this service to external use, Blizzard is giving users tools not unlike what daily traders on Wall Street have access to. With this external management tool, I wouldn’t be surprised to see a number of enterprising players buying and selling around the clock.

There are two things to highlight about this feature.

  1. How will this external access to virtual currency trading, buying, and selling effect the overall in-game economy?
  2. What’s this about the service being ‘premium-based’

Granted, allowing external access to the virtual market is nothing new, and browser based management of sales can be found in a number of online game, but none that compare in size, scale, and overall numbers as World of Warcraft. And again, external access is nothing more than a whole lot of players all hitting the auction house all at the same time. However, giving players around the world a method to constantly monitor their auctions around the clock could result in some very interesting results. Will this buy/sell/trade effect price rates? There are already a number of players that apply real-world financial practices in place in the in-game auction house, and now they’ll have access to even more real-life tools, with which they may further apply out-of-game financial principles.

And now for that interesting pig in a blanket. If this is Blizzard’s attempt to subtly introduce the community to the idea of a Premium Service; it hasn’t gone unnoticed. To my knowledge, this is the first appearance of the idea. Blizzard has long been one of the last remaining stalwarts of the ‘subscription’ based model. However the company hasn’t ruled out microtransactions completely, and have already implemented a few via in-game special pets. And while it’s too early to clearly know what Blizzard has up their sleeve(s), the ‘Premium Based’ service might be an early foray into expanding the ‘subscription’ model. I.e. those with ‘premium’ features may have the option to simply buy an item that they’re after with RMT’s. Alternatively, Blizzard could play the option that Premium players would have access to all game features, areas, etc., while others might have to make microtransaction payments to access the same services. Again, at this point this is only conjecture.

Blizzard released it’s newest expansion pack, “Wrath of the Lich King” back in November of 2008, and have started to tease their upcoming expansion pack, “Cataclysm”, which currently has no release date. It should be quite interesting to see if, how, where, and with what Blizzard may or may not option in some form of microtransactions.

 

Facebook overtakes Google this Christmas

Tuesday, December 29th, 2009

facebook

Christmas 2009 is shaping up to be a season of change, and perhaps a harbinger of things to come in the next decade. As we reported yesterday, Apple’s iPod Touch overtook the iPhone in terms of App Store Christmas Day usage, the very same ‘huh?’ happened on Christmas Eve and Christmas Day in regards to Facebook and Google. For the first time ever, on Christmas Eve and Christmas Day 2009, according to internet research firm Hitwise, Facebook became the number 1 destination in the US, overtaking Google.

Christmas is traditionally a peak time for the social networking site, as users use the platform to connect with friends and family, with their previous peak usage coming on Christmas day in 2008. And it wasn’t just Christmas Day that saw a massive increase for Facebook. The social networking site has seen a steady increase over the past year, recently topping 350 million users, and Hitwise data shows that facebook climbed from the number nine most visited websites in 2008, to the third most visited sites in 2009.

However, while this report of increased usage bodes well for the social networking platform, a number of the popular apps and social games that it serves as a host for saw a decrease in activity. It can only be surmised that the ‘social networking’ served it’s original purpose of connecting with friends and family that couldn’t be physically present.

 

Christmas Day: huge surge in iPhone and iPod Touch app downloads

Monday, December 28th, 2009

In case there was any concern whether or not Apple’s iPhone and iPod Touch were to be a seller this holiday season, new data from app analytics firm Flurry shows Apple still clearly dominating the app download market.

The data released shows that the App store saw a 51 percent increase in activity between the 26th of November and the 26th of December. In comparison, the Android Market showed only a 22 percent growth rate over the same time period. According to Flurry, the App Store delivers a whopping thirteen times as many downloads as their nearest competitor, Google’s Android Market.

iPhone App Store vs

In terms of usage, Christmas Day saw an increase 10x of Apple app downloads when compared to the previous Fridays in December. Interestingly, it wasn’t just the iPhone that was driving activity. The big winner this holiday season might just be the iPod Touch. According to Flurry, Christmas Day saw a 10x increase in iPod touch activity, including present and past generation models. Flurry attributes the jump in activity to iTunes gift cards ranking high on shoppers’ lists. However, this spike in iPod Touch activity indicates the first time ever that the Touch has overtaken the iPhone in downloads. And not only did the iPod Touch beat the iPhone, it blew it away, with the iPod Touch seeing 3x the activity that the iPhone saw.

While this increase in iPod Touch activity overshadows iPhone app downloads, it’s most probably a fluke, as excited new iPod Touch users were eager to being playing with their shiny new toys. However, this activity does fall nicely in line with Apple’s commitment to taking a foothold in the hand held gaming market. Apple did sell a lot of ‘handheld gaming devices’ this Christmas season, and the question remains: can they capitalize on it (in time) in 2010?

 

Tap Tap ka-ching! Tapulous pulls down over $1m per month

Tuesday, December 22nd, 2009

It’s a fair statement to make that developers of successful iPhone apps stand to make a pretty penny. Until now, it’s not been known just how big that penny may be. Recently, iPhone app developer Tapulous stated that they’re approaching $1 million in sales per month.

Tapulous CEO Bart Decrem

Tapulous CEO Bart Decrem

Based in Palo Alto, CA., Tapulous is staffed by a mere 20 people, and has had a string of hits, most notably “Tap Tap Revenge”. This title alone has been installed over 20 million times, and clocks a hefty 600 million total games played. And if these massive numbers weren’t enough, earlier this year comScore reported that “Tap Tap Revenge” has been installed by one-third of all Apple app users, iPhone and iPod Touch combined.

The companies’ newest iteration, “Tap Tap Revenge 3” costs only $1 from the App Store. The company employs a successful microtransaction business model to garner the $1 million per month in sales. Players have the option to download additional songs for the game from major artists for $.50 a piece. In addition, Tapulous also generates revenue through in-game advertising spots.

This new figure highlights the growing importance (as well as Apple focus) of the iPhone and/or iPod Touch as a gaming platform, as well as the App Store itself. Bart Decrem, CEO of Tapulous said that he expects the company to ride the wave of “exponential growth” in mobile app commerce in the coming years. “It’s going to be big and all of a sudden people are going to say, ‘Holy cow, where did those guys come from?’,” he said. Given these recent sales numbers, the day may have already arrived.

As we’ve seen over the past year, social gaming on the iPhone and iPod Touch has exploded with Zynga, Playdom, and Playfish all garnering massive exposure, downloads, and associated revenue. With Playfish being acquired by EA for $275 million this year, Playdom generating $50 million in annual revenue, and Zynga’s juggernaut seemingly unstoppable, Tapulous’ stock (figuratively, not literally) in the social gaming space just shot up 10 fold.

With Christmas just around the corner, Apple is expecting a boost to it’s already healthy iPhone and iPod Touch sales numbers. Apple claims over 50 million devices in circulation already, and since launching the App Store in July 2008, users have already downloaded over two billion applications.

 

Ngmoco’s free-to-play/microtransactions supported iPhone game Eliminate now available

Tuesday, November 3rd, 2009

Ever since Apple gave the green light to microtransaction purchases via free games, developers have been scrambling to cash in on the monetization model. Not surprisingly, Ngmoco, who had already been developing a new FPS title quickly announced that they’d take the plunge, and decided to put Eliminate first on the scene with a free-to-play, free to download, microtransaction supported game.

That day has arrived, as Eliminate is now available on the App Store. As shown in the video below, the 3D game play is quite developed, especially for an iPhone game, and a free one at that. Collaborative play can be done on both wi-fi and 3G networks, and players earn credits as they level up. These credits are the gateway to better weapons and gear. Credits are purchased through in-game ‘energy’ that’s gained through play. However, and here’s the sell, players may only gain a certain amount of energy per day. If they want to continue play, they have the option to purchase additional energy. Players may wait another day to continue their fragging, as the clock resets every 24 hours, but Ngmoco is banking (literally) on players being so engaged in game play that they’ll want to purchase additional enegery.

Part of this driving strategy is utilization of Ngmoco’s own Plus+ social interface which tracks leaderboards and accounts. In other words, top players will undoubtedly be those that play the most. And in order to play the most – they’ll no doubt be purchasing energy via the newly approved Apple store microtransactions for free titles. Additionally, utilizing the OS3.0 technology, Eliminate players can ‘push’ challenges to friends and set up battles at the touch of a button. And really…who wants to be the guy that can’t join the game because he’s used up his ‘energy’ for the day. Yet another opportunity for a microtransaction purchase.

“We are very excited to offer the Eliminate experience as a free download for all iPhone and iPod touch gamers,” said Neil Young, CEO & founder of ngmoco. “The intense multiplayer action is complemented extremely well by a unique leveling and upgrading system plus our online matchmaking service ensures players of similar skill will be matched on our global servers.”

 

Confirmed: Apple getting serious about games

Monday, September 14th, 2009

It’s that time of the year again: Apple starts off the holiday shopping season with announcements of their new (or significant upgrades to) products. True to fashion, late last week, Man-at-the-helm Steve Jobs and other Apple execs rolled out a number of new features and additions to existing lines, but interestingly, Jobs himself confirmed that Apple is now seriously committed to getting into the games field.

applegamingIf computer hardware/software making companies getting into gaming sounds familiar, the most obvious example is Microsoft’s Xbox console, but one can’t count out Dell and or Alienware’s commitment to addressing what gamers are after. For decades Apple has been doing things a differently (remember the Think Different advertising campaign?), and their committed entry to the gaming market is no different.

Following the event announcements, the blogosphere was awash with speculation about why the iPod Nano got a video camera, and the more expensive iPod Touch was passed over. In a NYTimes interview with David Pogue, Jobs explains that it came down to a question of cost. By not adding video capability to the iPod touch, Apple has clearly signaled that the costlier brother is headed in a different direction than it’s slimed down siblings.

“Originally, we weren’t exactly sure how to market the Touch. Was it an iPhone without the phone? Was it a pocket computer? What happened was, what customers told us was, they started to see it as a game machine,” he said. “We started to market it that way, and it just took off. And now what we really see is it’s the lowest-cost way to the App Store, and that’s the big draw. So what we were focused on is just reducing the price to $199. We don’t need to add new stuff. We need to get the price down where everyone can afford it.”

And therein lies the reasoning, plain and simple: The App Store. Apple senior VP Phil Schiller spoke to the App Store at last Thursday’s San Francisco event, stating that currently the App store has 21, 178 game available for the iPhone and iPod Touch, and growing everyday. To put that in comparison, Nintendo’s DS has approximately 3,700 titles available, and Sony’s PSP comes in with a paltry 607. “They don’t really stack up anymore,” Schiller said. Adding another nail to the aging handheld’s coffin, Schiller pointed out that neither of these platforms have multitouch screens, anything even close to the scope of the App Store, and titles remain relatively expensive (on average $25 – $40) when compared to the Apple cost – ranging from free to $9.99.

Although not specifically addressed, it’s also important to remember that with the iPhone (and iPod Touch) OS 3.0 introduced microtransaction capability. Obviously, this option remains incredibly attractive to developers, who are looking for not only a hit, but a hit that they can monetize. Apple is also clearly taking steps to make making a hit more of a reality for games developers. The latest iPhone 3g S is more than capable of handling complex graphics, and supports the OpenGL ES 2.0 graphics standard. In other words, this hand held device is (technically) capable of reproducing graphics we’ve come to expect from ‘desktop only’ graphics processors of just a few years ago. While the 3g S still lacks bonafide OpenGL ES 2.0 compliant games in the App Store, Apple said that they’re slowly but surely making their way there, and will be available later this year.

All of this is fine and dandy, but until there’s developer backing, it’s all just words, no? If that be the case, Apple has received their first official handheld gaming device vote of confidence from Ubisoft. The sequel to their hit Assassin’s Creed is slated for a Nov. 11th release on consoles. Bucking the traditional trend of ‘wait a bit for the handheld version’, Ubisoft has stated that they’ll launch the iPhone/iPod Touch version of the game the very same day.

Many industry vets have long wondered what Apple’s stance on gaming was, and if and when an answer to the Xbox might even make an appearance. As with many of Cupertino’s greatest triumphs, Apple let consumers tell them what they wanted, and appropriately responded. I feel it’s fair to say that Apple revolutionized the portable music industry with the iPod, and arguably introduced the North American market to the microtransaction method. If they plan on attacking the gaming industry with the same fervor, mobile gaming might just be on the verge of another major leap.