iPhone Gaming
Apple's unexpected gaming platform.
Mobile gaming has always, despite the best efforts of a few pioneering developers, been the black sheep of the market. Those who own consoles, PCs and handhelds tend to look down their noses at any attempt to shift the hobby onto mobile phones - and not without some justification.
We've all enjoyed the odd game of Snake to pass a few dull minutes, but it still didn't sit well with most gamers when Nokia tried to claim that it was one of the world's most successful gaming companies as a result. Mobile phone hardware has traditionally been awful for games - dreadful controls, weak graphical abilities and uncooperative operating systems have made for terrible user experiences. Even gaming-focused mobile phones like the N-Gage have turned out to be high-profile flops, with a winning combination of phone and gaming features proving elusive.
It's not just the hardware that makes mobile gaming into a minefield, though. There's also the distribution network - a byzantine maze that mostly seems designed to raise prices by diverting big slices of revenue to meaningless middlemen, while simultaneously making it practically impossible for half-decent games to get in front of consumers. Not that anything ever really gets in front of consumers, since the process of finding, paying for, downloading and installing a mobile game remains one best suited to those with infinite patience and a love of obscure puzzles.
In short, mobile gaming is a bit rubbish, and its promise of providing another platform for games - one with a broad reach and a huge installed base - has never been delivered upon. Moreover, the hurdles standing in the way of mobile gaming's ascendancy don't look easy to overcome. Recalcitrant networks, a convoluted path to market, hidden data charges, awful distribution methods, dreadful control methods, hundreds of handsets of varying gaming prowess to support - not, surely, a landscape that's going to change any time soon.

Developers are still finding their feet on the new platform - mostly by experimenting with casual games.
Except that it did change - and it changed because of a company that hasn't traditionally been any kind of friend to videogames. Apple's iPhone has shifted the landscape of mobile gaming dramatically, suddenly - and probably mostly by accident. In attempting to build a hardware platform and a distribution network for its new mobile phone, Apple has coincidentally created the most interesting new entry to the videogames market in several years.
Before we start talking about the iPhone as a gaming device, let's make one thing clear - this isn't going to be a debate about the relative merits of the iPhone itself. We're sure many of you are delighted with your present phone, desperately in love with Symbian, and would happily marry Windows Mobile if only it were a real person. All of this is fine, and it's not what we're here to talk about.
However, to ignore the potential impact of the iPhone on the phone market as a whole would be as ignorant and foolish as those who dismissed the iPod (and, closer to home, the Nintendo DS and the Wii). The same stars are in alignment for the iPhone as for its older sibling. It's got a slick, appealing and supremely user-friendly interface, a hugely attractive physical appearance, straightforward connectivity with your computer (which will be a first for most phone users, who have never previously even tried to connect to their PC) and, of course, fantastic marketing and media exposure. Never underestimate the importance of that last factor to Apple's success.
As a hardware platform, iPhone is a success already. Before the launch of the latest version of the phone, it had an installed base of over six million units. Estimates suggest that in the weeks since launch, the iPhone 3G has sold three million units - bringing the total installed base to over nine million in under a year. (This doesn't even count healthy sales of the iPod touch, which can also run much of the software that's aimed at iPhone.)
IPhone has even managed to crack a notoriously difficult market - Japan. In the month of its launch there, the iPhone drove a mass exodus of phone users to exclusive provider SoftBank Mobile. Rival KDDI saw its subscriber numbers fall for the first time in its history as a result. If the trend continues, Apple will enjoy something many games companies covet - a thriving installed base in North America, Europe and the Far East alike.

The iPhone can apparently run a full version of Spore,which will hopefully release this Spetember.
As a software - and a gaming - platform, however, iPhone is in its infancy. Until a few weeks ago, it was strictly a closed system. Unless you cracked your phone, no third-party apps would run. Now, however, Apple has opened up the platform with the launch of the App Store, an online distribution system for iPhone and iPod touch applications (including games) which allows developers to set their own prices and upload their applications directly, with only a brief quality control system in place to ensure that applications don't break the phones on which they're installed.
In its first month, the App Store has seen about two million software downloads a day. The bulk of those are free - but the store still turns over around USD 1 million in revenue a day from its paid applications. That amounts to over USD 350 million in annual revenues, and can be expected to run a lot higher than that as more users come onboard and more developers start working on the platform. Apple boss Steve Jobs expects to see the App Store becoming a half-billion dollar marketplace "soon" - and reckons that its growth could eventually propel it past the billion-dollar mark.
Using the App Store, unlike almost every other mobile gaming experience, is straightforward and intuitive. It can be browsed either on your PC (applications you download are synced to the iPhone next time you plug it in) or on the phone itself. For the most part, you'll discover applications by searching for specific things, or by using the fairly comprehensive user review and rating system to allow great applications to "float" to the top of the lists.
One touch of a button and the application or game is downloaded and automatically installed, ready for use. Apple bills your credit card directly and emails you an invoice within 24 hours, and there are no data charges - so no nasty surprises on your phone bill at the end of the month.
The advantage for developers is obvious. Not all iPhone users are interested in playing games, of course - PCs have the same problem, in that it's impossible to get a sensible figure for the installed base, because so many of them are bought for offices and the likes. However, the simple fact remains that for the first time, game developers have a mobile platform which is as open to developers as the PC, and which has a built-in Steam-style digital distribution system with a healthy revenue sharing model (70 per cent goes to the developer).
Moreover, it's actually quite an appealing platform for games. There's no way we'd have said that a few years ago, we confess - but the DS and the Wii have forced us to recognise that not every game is going to need a D-Pad and face buttons to be playable. What the iPhone brings to the table in place of buttons is a motion sensor (not dissimilar to Sony's Sixaxis technology in practice) and a multi-touch screen, which can register and track multiple fingers moving on the screen at once. In addition, it's got a built-in camera, GPS, and internet access - and, of course, access to your music library, which some rhythm games are already using to good effect.

Two million downloads a day isn't a bad start.
The limits of what can be done with this technology will take years to explore, but the potential is vast. From the existing library of genres, it's obvious that puzzle games, strategy games, board games, word games, rhythm games and their ilk will all translate to the platform rather nicely. Curiosities such as flOw would play very well on iPhone, too - and while promising early examples like Monkey Ball fall slightly short (see our review), they have enough merit to draw some praise and have performed well enough to encourage their parents to make a greater effort going forward.
More importantly, there's potential for games that break existing conventions completely. The things developers could do with GPS, a camera, an internet connection and the assumption that you're mobile and moving around are limited only by imagination - and thanks to the lack of conventional controls, we'll hopefully see plenty of that imagination, and not so much in the way of cheap, tacky ports.
Equally, the iPhone is no slouch when it comes to processing power. Estimates from developers suggest that it probably packs about as much punch as the PSP - which puts a bit of a dampener on Sony's rumoured ambition to launch a phone based on the PSP hardware in the future. Despite this, the unique nature of the platform means that there is an opportunity for small teams (even just a coder and an artist, as id Software's John Carmack recently suggested) to make big hits.
We're not going to engage in speculation about whether iPhone could be a "PSP-killer", let alone a "DS-killer". It's neither of those things, and it never will be. What it could be, though, is a "killer" for the ambitions of many firms in the mobile gaming business - and simultaneously, the saviour of mobile gaming itself. IPhone is everything that mobile gaming should have been for years. It's easy and accessible to develop for, and teams can take their creations directly to the public via the App Store without having to navigate the murky world of content aggregators and network operators. It's powerful, it's feature-packed and it's got a control system that could drive innovation and originality. Moreover, it's cool, it's popular, and it's heavily marketed.

Apple's generous profit distibution is encouraging developers.
Right now, of course, it's waiting for killer apps - but it may not be waiting for long. Freeware rhythm game Tap Tap Revenge has already seen a million downloads on iPhone, and there's talk of a commercial version full of licensed music. Other software by small teams is riding high in the charts - and some larger publishers saw multi-million dollar revenues from their games on iPhone in the first weekend on sale, with estimates placing Super Monkey Ball at the top of the revenue chart with over USD 4 million in sales.
The signs are clear. After years of turning up our noses, we could all be playing games on mobile phones sooner than anyone expected. We wouldn't advise anyone to take the plunge on an iPhone for gaming purposes right now - but if the device really lives up to its potential, this could be the most exciting (and unexpected) newcomer to the games market for years.
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Comments (57) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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That is all.
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Me, I'd like an "eye of the beholder" kinda RPG thingy too. So devs, make it happen!
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Me, I'd like an "eye of the beholder" kinda RPG thingy too. So devs, make it happen!
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@krudster
there isn't a mention of the ipod touch in the article as far as I can tell.
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True.. luckily I have a Mac around the house for this kind of stuff
It is a pity that they don't support developing this on PC.
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Those figures are not neccessarily correct unless you assume that nobody with the original iPhone upgraded to the new 3G one.
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"(This doesn't even count healthy sales of the iPod touch, which can also run much of the software that's aimed at iPhone.)"
I was just on the cusp of buying an iPod Touch myself, but rumour has it a new one may be along in September.
Then I thought I'd buy a SatNav instead, but the latest rumour says the new touch will include GPS!
As a device I'd always have in my pocket, it would be good to have a few games on there, but I'd always have to have the DS close by!
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http://gi gaom.com/2008/08/10/iphone-app-...
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Btw EG, you can capture iPhone screenshots easily by pressing the Home button and Sleep/Wake at the same time.
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Anyway, making games for the iPhone is now one of the primary reasons I would want one.
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BUT THERE'S NO SUCH THING AS CASUAL GAMES!
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That is all.
It looks ace and is technically impressive, but the controls are a bit pants, in my opinion. Better than in the awful DS version though, mind.
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Aurora Feint is fantastic, free, is continually updated and will eventually become a sort of puzzle game MMO, apparently.
There's some free and not bad games too like PearMe, Hangman, Spinner Prologue and Labyrinth.
Enigmo is almost fantastic, but is let down by no tutorial mode, no explanation of what each piece does, and no way of re-doing levels you've completed to better your score.
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And yes, the iPod Touch runs everything the iPhone runs with the exception of anything requiring use of the microphone, obviously. Even the location-aware stuff works, although only via WiFi.
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[sarcasm] Apple has invented the mobile gaming platform [/sarcasm]
(not necessarily true, but everything they touch seems to have been "invented" by them, even though it has been around for ages)
and I am sure that all the apple lovers will say that it's due to the revolutionary UI. yes, it probably is... but gaming. not sure how you can play an FPS on it without buttons? Hit the screen nonstop?!
edit: sarcasm
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So is this like the itunes store in that if your hardrive dies or you lose your data for whatever reason you have to re-purchase anything you've bought? That's the sole reason I don't use the itunes store anymore, after I lost several cds worth of stuff after assuming it would be like Steam and I could re-download it whenever I wanted.
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And those people who upgraded, they just threw away their original iPhones? Everyone I know who has upgraded has passed their original model iPhone on to a family member or friend.
c'mon, there's no buttons except the home button, and no direction pad and no joy pad.
If the DS and Wii have shown us anything, it's that control systems can be innovated upon. We could find ourselves looking back in ten years at "primitive" games which we played on joypads, rather than using gestures, multi-touch, motion sensitivity or location-awareness, and wondering how the hell we managed without them.
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The hardware itself makes playing the games a real pain. Monkey Ball was rendered unusable for me with all the tilting and inability to see the screen when moving the device.
Give it a bluetooth joypad and it may start to become a real gaming proposition, but until then it is a novelty.
I imagine when Nintendo decided to have a touch screen gamign device, they had many discussions about dropping the face buttons and d-pad altogether. They sensibly chose to keep them knowing that many games work much better with d-pads and buttons. I doubt the DS would have been quite the success it has become if it was launched without face controls.
Also, the initial sales spike for these games will drop off once the novelty factor has vanaished. Many of my colleagues bought the game to see how they run and show off to other people. They don't actually play the games that often and are unlilkely to be buying anymore in the future. It seems that a lot of the interest in these games is for pure novelty.
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I haven't heard anything which suggest that the App Store changes this behaviour. I agree that that aspect of the iTunes store is really, really awful. Granted, we should take responsibility for backing up our own stuff, yadda yadda - but redownloading seems such a basic bit of functionality to offer, and it's rubbish that they don't.
Hopefully as more high-value apps appear on the store, Apple will recognise the need to fix this glaring flaw in their distribution.
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Except on a PC you won't find that someone has remotely disabled one of your applications. And Apple has a load of rules about what is and isn't allowed on the app store. And they'll remove programs without telling the developers why.
Microsoft may be shit, but at least Steve Balmer can't just shut off your access to an app.
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There's also the distribution network - a byzantine maze that mostly seems designed to raise prices by diverting big slices of revenue to meaningless middlemen, - total rubbish, and i mean TOTAL rubbish
as one of those meaningless middlemen, we have zero control over pricing. We can no more ditcate a price, than we rename a product. Further to that, our slice of the EUP is MINUSCULE. If a game sells for 5 quid, you can bet we see about 15 pence, with the majority of the money going to the phone operators and the games developers.
while simultaneously making it practically impossible for half-decent games to get in front of consumers. -
What gets picked is up either the mobile operator, or the channel it gets sold on. To be quite frank, most of them have no clue what they're doing. This is no reflection on the games themselves, rather an industry that is still trying to find its feet.
Not that anything ever really gets in front of consumers, since the process of finding, paying for, downloading and installing a mobile game remains one best suited to those with infinite patience and a love of obscure puzzles. -
Again, some of this is TOTAL rubbish. If you order a modern game on a modern handset, you'll be sent three of four texts for billing purposes, and then a link to click, bam, its begins installing. There are no complicated tricks, no hoops to jump through. Its installed.
What i will agree on, is that on many operators decks, and on the direct to retail channels, finding games is difficult. Again, thats a sign of the markets immaturity, not its future potential.
I'm a hardcore gamer, and i have high expectations from what i expect from games. But i see people pissing on the mobile market with zero understanding of it. This poorly researched article for example
On its most basic level, lets take the graphical side of it. Since most games were not originally manufactured with games in mind, complaining that the graphics are shit is hardly a fair argument. No one expected gears of wars level graphics on a nes. But even the graphical argument is fading. I dare you to have a look at Alpha Wing 2, by GLU for example, and not come away impressed.
Further to that, i see things like data charges mentioned. Really, theres nothing that can be done about that. Mobile operators charge for data, thats not up to a games developer. Quite frankly, its a stupid argument. You pay for the delivery of your games to stores as part of the RRP. Apple are only getting around it, by side loading directly on to the mobile phone. Side loading itself on mobile phones is something is growing, and if given a chance could become a major way of delivering games to handsets.
Anyway, this is probably already past the point where people will read it. I'm jsut saying this was a poor article. More to the point, the Iphone will NEVER give gaming the kudos it is due, as jobs has ZERO interest in gaming.
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But then wtf do I know.
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X-com
Any RTS
Elite (pretty please!)
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@Katsumo
At the moment you seem to be able to download them as much as you want. However I'm sure I was able to do this on iTunes with music originally.
Simple answer is do what you should be doing with all your data and back up! (can you tell I work in tech support?)
@dryden and anyone else who dismisses the lack of controls
Unless you've tried it then don't bother commenting. I was skeptical of the way the controls would work when I was first downloading some free games but was really surprised at how sensitive the tilt sensor is. Sometimes the touch screen is not so hot due to someone already mentioning it seems more designed for pudgy fingers but in games like Aurora Feint and other Bejeweled clones you can't imagine going back to even using a stylus. You are given DIRECT control of the game and it sucks you in like nothing else. Maybe someone who has seen the devkit can say if the touch sensitivity is due to the hardware or software.
The tilt seems much better implemented than in most (if not all) PS3 games, I wonder if its due to the fact they have to get it right as there is no alternative control or just because they don't get tied down by a control method that hasn't changed in... well god knows how long. Also I found it remarkably easy to steer with the tilt in the kart racing which I didn't expect at all.
@ps3owner
Search around for videos of Quake 3 running on a hacked iPhone. Will be interesting to see if it actually works as a proper game or if they find another control method but it does show if you can think it you can bet your arse someone already has the code at least half finished.
My own notes on it:
Have lost a few apps now and then, they just seem to stop working and you have to remove and install them again, sometimes I've lost data as a result. Battery life can indeed be short when you've been playing a while, I recommend reducing the screen brightness for any place except in sunlight, most of the games use enough contrast between objects it doesn't need to be too bright.
They aren't cheap but make sure you get a screen protector from an Apple store and remember the area to protect on an iPhone and a Touch are different so get the right one.
Galcon does indeed rule. The free Subway game is oddly compelling and there have even been signs of MMOs (which has mysteriously disappeared again).
Not games related - for messing about with sample loops you have to get beatmaker!
Finally all the mac sites I've been seeing recently are talking of a slight iPod Touch redesign in September
which will either result in a larger drive or cheaper price so could be worth hanging fire until then before splashing out.
*edit - said MMOFPS's which as yet is a typing mistake
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ok... so this then: Quake3 on iPod Touch
I know it's the touch, but I suppose it will be the same on the iPhone.
sorry, but that's even worse than FPS on a console
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Also I would disagree the App Store has a decent user review system, it does little to elevate the good [worthwhile] games above the sea of dross that exists there. Too much noise to signal. What we need is a proper games review site to sort the wheat from the chaff ... Eurogamer ??
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Networked Quake 3 running on iPhone / iPod touch is pretty cool, albeit not quite as beautiful as God of War on PSP -- one of only half-a-dozen good games on the PSP platform (to my despair).
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I see what you are saying, but having worked in the mobile games industry for 5 years, there is no comparison between the operators and the app store. I agree that both have fragmented value chains with too many middle-men, but that is the nature of mobile as a young platform and industry.
In a way, the lack of interest of Jobs in gaming means that the iPhone is even better for games than we all thought; 30% of apps downloaded on launch day for the 3G iPhone were games. No operator has seen that kind of demand, so you can only conclude that the way in which Java and Symbian games are sold has been a fundamental problem. Yes, SMS and WAP billing is in theory very simple, but there can still be a failure rate of 20% or more per transaction. Plus, have you ever tried to explain to a consumer that certain games only work on certain handsets? The iPhone has shown the value of a nice, neat - and totally closed - ecosystem.
Thanks for the kind words about AW2 - one of the last titles I worked on before changing jobs
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<a href="http://icontrolpad.com/ ">http://icontrolpad.com/ </a>
could this be the answer to all the control issues? Maybe....
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Oh look, I've just hit a top score, and now I can't make any calls and am knowhere near a plug socket. Mobile providers wont make much money from gaming.
Anyhoo, the iPhone ridiculously still doesnt support A2DP bluetooth so it's off the menu for me and my fabulous BH-503 headphones.
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If you can use a thin stick which a) is a lot more exact than your fingertip and b) let's you see the screen while you use it, then yes. Both isn't the case with the iPhone, and it seriously limits its gaming capabilities.
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