Posts Tagged ‘Mac’

Q3 sees record results for Apple

Thursday, July 22nd, 2010

Announced earlier this week, Apple reported their financial results for Q3 2010. In total, the company saw a record $15.7 billion in revenue, resulting in a net quarterly profit of $3.25 billion. When viewed from a YoY perspective, these numbers compare to $9.72 billion, with a net quarterly profit of $1.83 billion.

apple_moneyBreaking it down by products sold, Apple’s numbers look like so:

  • 3.47 million Macs were sold in Q3 2010 – this is a new quarterly record for Apple, and a 33 percent YoY increase
  • 8.4 million iPhones moved out the door in Q3 – a massive 61 percent increase in Year over Year growth.
  • 9.4 million iPods also found new homes – an 8 percent decline, however, remember that each iPhone sold includes iPod functionality inside.
  • 3.27 million iPads left the Apple warehouses – while the company only began offering the device to selected markets late in Q3.

Apple also notes that over half of corporate revenues arriving from international sales, clearly indicating that it’s not just The United States inhabitants that love Apple.

“It was a phenomenal quarter that exceeded our expectations all around, including the most successful product launch in Apple’s history with iPhone 4,” said Steve Jobs, Apple’s CEO. “iPad is off to a terrific start, more people are buying Macs than ever before, and we have amazing new products still to come this year.”

“We’re really pleased to have generated over $4 billion of cash during the quarter,” said Peter Oppenheimer, Apple’s CFO. “Looking ahead to the fourth fiscal quarter of 2010, we expect revenue of about $18 billion and we expect diluted earnings per share of about $3.44″

The Apple Q3 financial results call can be listened to here, and will remain online for the next two weeks.

If there was any question about Apple’s dominance in today’s computing world, these Q3 results should quell any ney-sayers. And while Apple’s news alone is quite outstanding, I personally would love to know what percentage of these record breaking results arrived via Apple’s cut of all app, and their associated downloadable content, sales. With 21.07 million devices capable of app installations (assuming the iPods are all of the Touch variety), not only is that in itself a massive chunk of cash, but thanks to the longevity of the potential revenue streams derived from all app store purchases, these Q3 numbers are, in fact, much larger than they appear.

 

GamersFirst to release first Mac free-to-play

Thursday, June 17th, 2010

As an owner of an OSX based system, I’ve gotten pretty used to boot camp and playing PC based titles in this fashion. And while everything works (more or less) just the way that it should, there’s always that nagging feeling of – I bought a mac because I don’t like windows, why oh why can’t I play this title on my beloved OS? Well it seems as though games publishers are starting to come around to the ‘other’ side of the table. Mac gamers undoubtedly are tapping into Steam’s offerings, and others are beginning to follow suit.

taikodomGamersFirst announced that they’re making their first Mac title available: Taikodom: Living Universe. Developed by Brazilian studio Hoplon Infotainment, Taikodom is a real time space action MMO set in the 23rd century. A free-to-play EVE perhaps? GamersFirst promises to serve up jaw dropping graphics as players determine the fate of humanity in an RPG style progression space fighter.

Taikodom was originally developed for the PC platform (boo), and GamersFirst will provide the beta client sometime this year.

“The Mac platform has been in Hoplon’s plans for a while now, so we are very excited continue working with GamersFirst and offer Taikodom on Mac,” states Tarquinio Teles, CEO, Hoplon. “We want to offer options to GamersFirst’s diverse Free2Play community and presenting Taikodom across multiple platforms will expand beyond GamersFirst’s existing player base and further expand our relationship.”

While GamersFirst isn’t the very first free-to-play title available for Mac, it does look to be one of the most promising thus far. If it’s anywhere close to what EVE delivers, and at a fraction of the cost (before a shopping spree in the in-game store), I’m all for it. The more titles that OSX users have in hand now, only means that the industry as a whole will have to start taking the mac platform seriously. That is, if Apple themselves don’t beat the others to the punch.

 

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.

 

Can the iPhone OS 3.0 do for games what iTunes did for music?

Monday, May 11th, 2009

Late last week MacLife ran an article that brought to light a whole lotta interesting insights and future plans from some of the top developers for iPhone apps, specifically regarding the upcoming OS 3.0 release. While a lot of these developers discussed a number of their plans relating to the new features peer-to-peer, wifi and Bluetooth multiplayer gaming, push notifications, etc., there were a number of standout quotes regarding the ability to utilize microtransactions, or rather, I should say, in-app purchases.

Bruce Morrison, senior producer at freeverse (Days of Thunder!) wasn’t able to reveal much information about the company’s upcoming products, but they’re clearly up to some big things.

“I can’t talk about our upcoming titles in full yet, but we are very excited about the iPod access, micro transactions, push notifications and a huge slew of other things,” he said. “That, in combination with the new Facebook APIs (which, while not part of 3.0, feel like they almost are), are giving us some very exciting possibilities.”

Likewise, Brandon Barber, VP of Marketing with runaway success story Zynga says, “Obviously, we’re also excited about the micropayment platform. For games like Live Poker, the ability to make smaller purchases of chips and gifts will allow us to normalize pricing, and give gamers more options to play and customize their experience.”

Bolt Creative (Pocket God) president Dave Caselnuovo has this to say about the OS 3.0 update, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

Looking down the road to users’ reactions and how best to approach in-app sales, Simon Edis, head coder and president at ezone (Crazy Snowboard) comments, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

So it sounds to me that developers are a bit more than excited about being able to offer users additional content, gear, levels, etc., and naturally, being financially rewarded for these additional developments. And why not? Now, with that said, this flood of information and sneak peaks at what a lot of developers have brewing under the hood got me to thinking about microtransactions in general.

Last week I had to pleasure of having someone else sum up the microtransaction concept better than I could, one Mr. Beau Turkey. In this article he makes a strong, valid, and very logical case comparing music listeners that purchase CD’s vs. those that pick and choose titles via iTunes. At it’s core, iTunes is one of the biggest example of how microtransactions work, what they’ve done for an entire industry, and what potential they hold.

So the question begs to be asked; can the iPhone OS 3.0 update do for gaming what iTunes has done for the music industry? And in saying that, what I’m getting at here is introducing the concept in a plain and easy to understand format that doesn’t chafe the end user. For years and years the vocal core gamers have been screaming about microtransactions, the nickel-and-dime me to death, and pay-to-pwn concept, but something tells me all the while they were very happy not to have to buy the entire CD, and just picked and chose the songs they wanted to load up on their iPod, or generic mp3 player for that matter.

Does this mean that the entire world is purchasing their music via iTunes or Amazon? Of course not, there are still the CD buyers, and naturally the pirates. However, while iTunes hasn’t necessarily saved the music industry, they have made leaps and bounds in getting people off the Napsters of the world, and actually owning up and paying for the music they enjoy. When purchasing music via iTunes, the end user knows exactly what they’re getting, an officially licensed, full (and consistent) quality audio file with all the tags and cover art included. Not to mention in an easily searchable, organized collection that is easily transferred to a portable device. The point here is that through creating an easy to access, navigate, safe and secure point of purchase, iTunes has revolutionized the way we look at purchasing music.

By introducing microtransactions, or in-app purchases as the current buzzword dictates, is Apple setting the casual, and core to a point, gaming community up for the same revolution? Granted, not all developers are going to come in with the same standards of pricing, (perceived) usefulness, and bang for the buck, but they all still have to pass Apple’s stringent standards of quality and functionality. If in-app purchases deliver on their promises; providing new, exciting content with a bona fide entertainment value to the end the user, and the new OS provides a frictionless platform to do it, how long will it take before the gaming community at large starts to truly rethink these ‘microtransactions are bad…mmmmkay?’ preconceptions?

 

Fallout goes free-to-play at GameTap

Thursday, October 2nd, 2008

In anticipation for the October 28th release of Fallout 3, GameTap has recently added the classic Fallout to it’s line up of subscription free games.  GameTap currently offers around 150 games free of charge on a rotating schedule that entices players to convert their free-to-play game into a full blown subscription.

The now classic Fallout is set in a post apocalyptic America.  A world overrun by outlaws and mutants where nuclear survivors live like hermits in sealed shelters known only as ‘Vaults’ and rarely, if ever have contact with or visit the outside world.  Fallout’s hallmarks include it’s mature story narrative, dark humor, gory images, and a retro-futuristic style.  Considered by many as the unofficial to Wasteland, Fallout relies heavily on a post WWII nuclear paranoia of 1950’s America.  The original Fallout was produced by Tim Cain at Black Isle Studios, and published in 1997 by Interplay.

Gameplay involves you setting out from Vault 13 with a mission to recover a crucial piece of equipment from the post nuclear fallout world, all the while evading said mutants, scorpions and enslavers.  The initial goal, while not extremely easy, can be completed with some trial and error, and the gamescape unfolds to reveal some rather interesting choices that you must make that will ultimately effect the future survival of the human race.  You might be able to think of it as a 1950’s Battlestar Galactica while humans are inhabiting New Caprica.

While the original Fallout goes free to play, in all it’s 2D goodness, Fallout2 will be available to GameTap gamers that upgrade to  a Gold Subsciption ($9.99/month).  No word on whether the game will continue to stay in the free-to-play list in November, but 1 month should be just about enough time to beat Fallout.
Other noteworth free to plays on tap at GameTap include Psychonauts, Tomb Raider: Legend, Deux Ex, and Hitman2: Silent Assassin .  A client download and free membership signup are required.  For more info on GameTap’s free-to-play Fallout, have a visit to the site, and get on with saving the human race!

Note: Sadly, GameTap is offering Fallout only as a PC platform game, which is slightly surprising as way back in ’97 there was a Mac version available as well.

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NextGenBooks titles relaunch as free-to-play – console gamers flock in record numbers

Tuesday, September 9th, 2008

Since the relaunch of Warrior Quest two weeks ago, publisher NextGenBooks.com has seen a massive influx of console gamers to the already popular RPG.  Not just a random blip on the radar, NextGenBooks reports that the console audience has now outgrown the number of players accessing the title via PS and Mac.  Lead by Playstation 3 gamers, console plays have far surpassed the number of players accessing the game via home gaming consoles in any previous month(s).  Not to be outdone, Wii owners are in a strong 2nd place.  Both platform gamers may access the game via their in console internet browser.

Warrior Quest is a traditional RPG the provides a healthy mixture of card based battles, monster collections, and turn based combat to provide a rich and accessible RG experience.  The game is playable on a variety of platforms including PC, Mac, Wii and PS3 via their respective browsers.  In addition to the traditional RPG gaming experience, Warrior Quest also features online leader boards and scoring that allow players to compete in weekly, monthly, and all time charts, regardless of which platform they choose to play on.  Again, the title is free-to-play, with premium content due out in the coming months.  No official word yet, but we’re banking on premium content, features, and in-game items to come via micro-transactions.

Providing a perhaps needed boost, the sudden upswing in players comes just days after the publisher, NextGenBooks.com announced that it will be changing it’s name and rebranding as mikomi.info.  Mikomi.info is now live, but NextGenBooks.com URL’s will continue to redirect for a some time.

NextGenBooks/Mikomi’s other now free-to-play title, The Half Broken Crown: The Broken Kingdoms has also seen a massive upswing in plays since it’s recent relaunch.  Like it’s sibling, it too has seen a dramatic increase in use via gaming consoles, outnumbering plays on both PC and Mac.

The Half Broken Crown: Broken Kingdoms is a point and click adveture title with cross platform live chat abilities.  This title also has available versions for PSP and Nintendo DS via the browser interface.  Keep your eyes peeled for a special re-release of The Half Broken Crown: The Broken Kingdoms due out later this year.  Another major influx of console gamers?

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Paul Thelen presents Big Fish findings on casual gamer profiles and the casual game industry

Monday, July 28th, 2008

At least week’s Casual Connect Seattle, Big Fish Chairman and CSO Paul Thelen presenting some outstanding data regarding the casual gaming market.

The outline to Mr. Thelen’s presentation reads:

The terms “Casual Games” and “Casual Gamer” are very broad terms that mean different things to virtually everyone involved in this area of the overall games industry. The complexity of defining casual games is due to the evolutionary and revolutionary changes that occur each year and the diversity of products and services, breadth of consumption methods and wide variety of business models that have emerged. In this keynote address, Paul Thelen presents the results of new study performed by Big Fish Games, in collaboration with NPD Group, of the US games industry with an emphasis on the casual gamer. The study profiles distinct casual segments of the market and the resulting business opportunities as well as comparing and contrasting these casual segments with the traditional core games market.

Some of Big Fish’s findings include:

Segmenting gamers into two buckets is misleading

Combining Casual and Core gamers, there are 14 distinct segments

This business is complex

  • 14 customer segments
  • 17 Platforms
      PC, Mac, Mobile Phone, Touch Phone, PDA , Xbox 360, XBLA, Playstation 2/3, PSP, Wii, Gameboy, DS, WiWare, IPTV, In-flight entertainment, Basic Browser, Social Networks
  • 10 business models
      Pay-per-day, Try-and-buy, Multi-game subscription to won, Multi-game subscription to rent, Advertising supported, Advergames, Micro-transaction item sales, Single game subscription, Skill game wagering, Bricks and Mortar sales

With this massive amount of data, Big Fish and NDP have clearly presented us with a picture of complexity.  14 different customer segments to contend with.  17 different platforms for you and your developers to wrangle with.  10 different business models, all having their own merits.  Getting your game off the ground and to market is complex enough.  Why not take one worry right off the list?  How are we going to monetize the game?  Simple.  If you’re heading towards the growing trend of micro transaction based, free to play games, you’ve landed in the right spot.

fatfoogoo is a full service provider and offers you a turn-key solution to operate a marketplace including payment, clearing, settlement and in-voicing; all within your game’s environment.  fatfoogoo does what we do best: monetize your game, allowing you and your team more time to focus on what’s important, the game itself.

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Blizzard: Diablo III “Theoretically possible” for consoles

Tuesday, July 8th, 2008

Blizzard’s VP of game design Rob Pardo admitted to Eurogamer in their Diablo III Preview that a console version of Diablo is “theoretically possible”.

While Blizzard told fans at last weekend’s Worldwide Invitational that Diablo III is being developed exclusively for PC and Mac, and had no plans to bring the game to a console platform, Pardo said, “I think it’s theoretically possible. It would have some control changes that I think you’d have to make… But it’s probably, of our major franchises, the one that’s most console friendly, for sure.”

Pardo previously worked as the lead designer for World of Warcraft, and now oversees design for all of Blizzard’s titles.  He was quick to point ou the practical and design issues with bringing a Blizz title to a console version.

“You’d need to think about a lot of the point-and-click spells, like point to area-of-effect, or things like line-damage in this direction,” Pardo said. “Target selection is something you’re going to lose on console, you’re really going to be able to do targeting direction, but not specific targeting.”

All hope is not to be lost though.  When asked if a console version would require a ‘from the ground up’ redesign, Pardo responded, “Oh, I don’t think it would be a redesigned game. Out of StarCraft, Warcraft or WOW, Diablo would be the easiest game to translate. But it would still take a bit of work”.

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Audio/Videophiles rejoice – Blu-ray audio released!

Friday, May 30th, 2008

While Blu-ray has been making waves far and wide for it’s video clarity and quality, the less touted aspect is its outstanding audio quality.  Well hang on to your hats (and if you haven’t already, maybe it’s time to think about ebaying that SACD player), as Norwegian record label 2L released the world’s first Blu-ray record yesterday.

While technically to be a record, media must be fashioned from vinyl plates and contain grooves, we’ll let this one slide.  If classical music symphonies are your deal, you’re gonna want this disc. The first ever blu-ray audio is a recording of the Divertimenti as performed by Trondheimsolistene – the Trondheim soloists, one of Norway’s finest orchestras.  If not, no worries…it only takes one, and you can bet the family dog that we’ll be seeing plenty more blu-ray audios in the near future.

Blu-ray technology makes use of five separate tracks which requires complex mixing and recording processes, as well as an equally equipped blu-ray player.  2L worked in close conjunction both with manufacturers and recording artists to achieve this spectacular new release.  Using Blu-ray technology, the audio is just like the video; like nothing you’re ever heard before.  Each instrument is perfectly positioned thereby creating a multidimensional listening experience that makes your cd collection look like child’s toys.

For those of you that already own a PS3 or are planning on buying a mac, no sweat, this Blu-ray has been confirmed 100% compatible and simply, “awesome!”

 

Best Gaming Mouse? Logitech vs. Razer

Friday, May 23rd, 2008

So here’s the thing, how are YOU controlling your gaming experience? I ask only because I recently got a new rig, and of course I had the “shiny new toy, let me buy some other toys to go with it’s shopping” experience afterward.

That being said, I use my machine not only for pwning some n00bs, but also for graphics (photoshop and illustrator) and purchased a wacom bamboo graphics tablet. I also like to edit video, and purchased a NuLOOQ to rapidly scrub through unedited video (it also makes for a very handy iTunes controller).

But when it came time for a main HID, I really started to look around. I’ve had the Logitech MX Laser pretty much since the first day it came out (before it was even labeled the MX1000 laser) and have been very happy with it. But lets face it, we’re all techno junkies, and if there’s something better out there: well goddamnit, I gotta have it!

So I started searching various other forums and pages, reviews and corporate homepages. The two names that I saw over and over were Logitech and Razer.

Logitech:

Logitech offers 5 ‘Gaming Grade‘ mice with only one cordless option. Sure, everyone tells me that I’m going to get a better response from a corded mouse, but personally, I’ve used a wireless mouse for so long now, I’m not sure I could really go back to giving up another USB port. But hey, maybe I really don’t know what I’m missing.

The two Logitech that showed up most often were the G7 (cordless, btw) and the G5 (corded, but with a swanky skin over it). While the G5 offers a custom weighting option, it looks as though the G7 does not. Similarly, Logitech’s newest offering the G9 also offers the included weights that you can either insert or remove from the mouse to fine tune you playing style. Neat concept, but I haven’t read any “OMFG u gotta get the G9, FTW!” reviews. It also looks slightly odd in my opinion. And alas, none of these mice have Mac support, which may not be the death bell, because technically, the MX1000 Laser doesn’t offer mac support either, but yet, a quick trip to the support downloads does offer a Mac OSX driver. Again, I know it’s time for a new mouse.

Razer:

Razer’s got 10 offerings currently available for your pwning pleasure. Until recently, Mac users were forced to deal with the (in my opinion) cheesy cousin of razer’s badboys. But, as of April 29th, Razer’s added the DeathAdder Mac edition for those of us playing on Jobs’ OS.

What can’t be said about Razer? I had the opportunity to use the Boomslang Collectors edition at a friends place, and I can honestly say that it’s the smoothest, most comfortable, most responsive mouse I’ve ever used, gaming or no gaming. Alas, no mac love for the collectors edition. Sure, I’ve read the forums where I can try and trick the mac into believing that it’s a mouse (as it normally shows up as a keyboard upon a simple plug in), but really, it’s just not as good as original drivers.

Fair enough, I’ll grant that Razer is not offering a cordless option, and maybe I should be taking notes on this one. Razer offers a wide variety of mice each with it’s own twists and quirks, sizes and weights.

So really: now it’s your turn *peeps* hit me back in the comments, what’s your personal preference when it comes to the mouse FTW!?