Mobile Revolution
iPhone's success has changed the landscape forever.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
Nobody denies that the iPhone has had a major impact on the world of mobile gaming, but opinions differ as to what, exactly, that impact has been. Apple's sudden (albeit widely predicted) emergence as a platform holder of note has certainly changed the landscape - but speaking to people across the industry, there's little consensus on where the company, and the market as a whole, goes from here.
Those who have been labouring away in the mobile gaming market for years would be forgiven for feeling a little bitter at all the attention Apple is garnering. Mobile game development and publishing has been a thankless task since its inception, and the few companies who have managed to eke success out of this market have done so by overcoming extremely tough challenges. They have built systems to support literally hundreds of handset and software combinations, worked through a complex and unfriendly landscape of distributors and network operators and battled to convince consumers that their mobile phones were valid devices to play games on.
Then, suddenly, Apple enters the market - and within a mere 12 months, the iPhone has an attach rate for game sales that's an order of magnitude higher than the rest of the mobile phone market. It still doesn't account for a majority of mobile game sales, but it's unquestionably the most successful device on the market in that regard - and it's just about the only device that the rest of the industry wants to talk about.
There's a good reason for that, and it's not just the shine and glow of Apple's product design and marketing. The firm's muscle has allowed it to tear apart the barriers to entry which have previously frustrated mobile application creators. iPhone developers have a single hardware platform (with minor variations, admittedly) to develop for - and moreover, the App Store cuts straight through the question of network operators or distributors. It's just another data service, and the network operator gets no say in what products are featured and no cut of the revenues.
A new iPhone range is expected to arrive next month, boasting larger memory capacity, a faster processor and a handful of new features - most likely an upgraded camera (with video functionality, at last) and better GPS navigation, including a built-in compass, which is useful for providing turn-by-turn navigation. However, as the phone's third iteration approaches, questions are being asked about what happens now to the mobile content industry - a market which has been turned on its head by Apple's entry.
Apple, and some within the industry, see the company as being a long-term dominator of the high end of the market. While RIM's Blackberry range continues to hold relatively firm as the choice of large enterprise, and Palm's new Pre handset is generating some buzz as a likely iPhone competitor, right now Apple doesn't seem to face any serious challenge for the consumer high-end market - which is, of course, exactly the market game companies want to tap.
This won't last. Whether Apple can build the iPhone up into a stranglehold position similar to the one it enjoys on the music player market with the iPod is extremely questionable. That being said, few would have believed ten years ago that Apple was going to thoroughly trounce electronics giants like Sony in the portable music space - so there's certainly no guarantee that companies like Nokia or Sony Ericsson will be able to effectively compete with Apple. Given the line-up of rivals, however - which also includes Palm, RIM, Motorola, HTC and, indirectly, Microsoft - it seems unlikely that Apple will be unchallenged for long.
However, the changes that Apple has made to the market will persist even if the iPhone's own dominance wanes. Aside from the touch-screen and the design of the device, both of which are being widely emulated already, the App Store and the iTunes Store are the two most dramatic changes to the mobile content landscape since phones first became capable of downloading media and applications.
What Apple has done, in a nutshell, is what mobile content providers have dreamed of in secret for almost a decade - the company has finally put network operators in what the content firms view as their rightful place. Operators have spent years trying to be directly involved in every content transaction that takes place over their network - positioning themselves as publishers and distributors, the gatekeepers to the mobile market.
With the muscle provided by hawking an exclusivity deal for the iPhone, Apple has completely rewritten those terms - and turned operators into little more than pipeline providers, similar to your broadband company. You can buy music, games and applications over the air for your iPhone, and your network provider has nothing to do with it - it just provides the data pipe which enables the transaction.
This was unthinkable a few years ago, but since Apple's arrival, it has become the basis for the new structure of the market. Nokia has been able to push through its ComesWithMusic handsets and infrastructure, which similarly bypass the network operator. Google's Android handsets, presently the realm of a somewhat geeky minority but widely tipped as an iPhone competitor in future, have a similar store for third-party applications. New versions of Windows Mobile devices will follow suit (and are widely expected to plug into the Zune Store for music and video as well).
The idea of the network operator as a content provider isn't dead, but it's on its last legs. Increasing numbers of operators are seeing themselves as providers of network infrastructure and leaving content provision to the handset manufacturers and the internet, and it's hard to see how any other model will be workable in future.
This is Apple's legacy, regardless of whether the iPhone continues to be successful - and the consequences are far-reaching. One of the most interesting outcomes is that it's no longer important to develop a game for every handset on the market. You can create an iPhone-only, or Android-only, or Windows Mobile-only title, and simply place it on the store for that device - perhaps thinking about porting it if proves to be a success. As a result, platforms will strive to be as developer-friendly as possible, since the availability of games and applications is likely to be a major selling point - already, top applications and games feature prominently in Apple's marketing for iPhone.
As for all those companies who have struggled manfully with the challenges of mobile gaming in the past five to ten years - well, there's still money to be made in that market. The iPhone's huge success is still dwarfed by the availability of other handsets; selling games on them may be harder and less rewarding, but it's still a market, and will continue to be so for some time. In the coming years, however, the model exemplified by the App Store is where the entire content business on mobile will end up - while the rest of the industry, intrigued by Apple's recent hires of games industry executives, will be wondering how long it will be before something like the App Store appears on a re-imagined AppleTV device.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
You may also like...
-
Happy Action Theater Review
-
Motorola Xoom 2 Tablet Reviews
-
ModNation Racers: Road Trip Review
-
Sony confirms PS Vita 1st Party digital only game prices
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Sony explains PlayStation Vita game price strategy
-
Why Devs Owe You Nothing
-
Rockstar mulling LA Noire 2 development
-
Mass Effect 3 Demo: The First 20 Minutes
-
3DS Ambassador Super Mario Bros. game updated
-
DICE working on multiple Battlefield 3 fixes
-
Mojang: no plans for Minecraft on Vita
-
The Witcher 2: Enhanced Edition Xbox 360 trailer
-
EGTV: Eurogamer playtests PlayStation Vita
-
Halo 4 Master Chief action figure flaunts new suit design
-
Tim Schafer: publishers aren't evil
-
Face-Off: Final Fantasy 13-2
-
Apple begins Foxconn factories inspections
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Who Killed Rare?
-
App of the Day: Monkey Bump
-
Kingdoms of Amalur: Reckoning Review
-
Retrospective: Star Wars Episode I Racer
-
UK Top 40: Kingdoms of Amalur: Reckoning beats Darkness 2
-
Metal Gear Solid 5 expected between April 2013 and May 2014









Comments (27) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Now look at, say, WinMo devices. They're all over the place with a massive variation in scree size, resolution, hardware controls, processor speed etc etc etc. Delivering an app store for that platform that's as simple to use as Apple's without needing to know any technical details about your device seems like quite a challenge.
It'd also be interesting to see the knock-on effect Apple's success is having with the traditional portable gaming consoles. Is it going to push both Nintendo and Sony further towards the digital download route and how well will it work on dedicated gaming devices. Not to mention what games we're going to start to see now that the iPhone has proven its worth as a platform and developers have had time to develop longer and more in-depth games.
Comment below viewing threshold Show
When you don't know up front what screen resolution you can expect your software to run on, you hit an almightly wall of confusion. Your assets need to be good looking on small, medium and large screens which means bundling them all in the same deliverable or having users select their device and delivering an app targetted for that platform. From experience, its a pain.
Also, when different devices have different input mechanisms or buttons in different places, you need to write your app with that in mind. All these considerations make mobile development a chore.
What Apple have done is bring the portable gaming sensibilities of Nintendo, Sony and Sega and created a single platform to sell. No different screen resolutions, no different input methods, just one platform. This is fine for now, but the first time they decide to upgrade their machine and include, say, a higher resolution screen and input methods to replace the woeful touchscreen, they will find that things start to get a little more complicated.
Comment below viewing threshold Show
Comment below viewing threshold Show
Talk about competitor, I am looking forward to the next PSP.. Let wait and see
Comment below viewing threshold Show
Comment below viewing threshold Show
I consider Wii sport and Wii Fit are triple AAA titles that sell Wii. If you consider their sales volume > 15m each.
What is the best selling game for IPhone? Tower defense? I don't think there is a free games on Iphone outsold Wii Fit that cost $99 dollar per piece.. I can bet on that
Comment below viewing threshold Show
When i want hardcore I go on my PS3 and Xbox (I have a wii also but lets not talk about that..lol), the phone is a device i need to call people and contains apps that I can use to help me get things done better and quicker.
I suspect in the future the iphone and other phone devices will continue to get more powerful, but other phone developers have created a problem with themselves by having different specifications etc.
I am alittle peeved with myself that i didnt know there was a new phone coming out though, only just got my iphone...lol
Comment below viewing threshold Show
Comment below viewing threshold Show
But it's not just about developers, this market is inherently skewed towards the more 'casual' (yeuch, I hate that word) market. They're not likely to know the spec of their device so the store itself needs to filter those apps that won't work properly on their device. That's a very tricky thing to do but even if they do pull it off there's the issue of how a piece of software will run on different devices considering that WinMo devices tend to not only have different processor speeds but performance is influenced to a great degree by different skins and other functionality loaded on top of the base WinMo OS.
Don't get me wrong here, I hope that it all works out but I can just see major problems ahead for WinMo, Android and even Symbian trying to not only get their app store equivalents up and running but in making it simple to use. It's the last bit that's the key and it's where Apple's traditional approach of controlling both hardware and software pays massive dividends.
Comment below viewing threshold Show
Thing is, this isn't an either/or decision. I have a DSi and an iPod Touch and I use them for different styles of gaming at different times. And then downstairs I have all three consoles. Tell you what, though, the iPod gets a ton more use than the bloody Wii...
Incidentally, I bought the DSi for the download store but so far it's a huge disappointment. On that front Apple has it utterly sorted.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
No, the iPhone/touch is perfect for little puzzle games. You can build up a "42 All Time Classics"-like collection of word games, card games, board games and other puzzles. And Peggle. God, Peggle. Games that can make any PDA/smartphone a much more pleasurable device to carry around, but will never actually make it a true gaming platform.
Comment below viewing threshold Show
That's exactly it. Add the convenient AppStore with its low prices where I can download a couple of games for a weekend trip without having to go to a shop and pay 40 notes , and it's not hard to see why my DS hasn't seen any use lately, either.
Comment below viewing threshold Show
I got mine to be my phone first and foremost, the fact that it's also an iPod was brilliant, then it became apparent with all the apps and browser that it would essentially be a mini laptop for me, and then you have a play around with the games and find some cracking cheap games.
Likewise, I don't get people's problems with the App Store that "it's hard to sift through all the crap". Well, does that mean you go into GAME and buy something due to the back of the box? Like anything it's all about recommendations, reviews, word of mouth. The App Store doesn't need to change, there needs to be better marketing by the developers/publishers rather than stick it on the store and hope for the best.
Comment below viewing threshold Show
Iphone's main selling point is not games.. The main selling point is a phone with multi-media functionality with sexy style. As a game device, I think is so-so.
Comment below viewing threshold Show
The article makes some good points. Most mobile games are still sold on platforms other than the iPhone, because a sizeable chunk of the market 1.) don't have a credit card or aren't willing to link it to their phone, 2.) don't want to pay an expensive contract, 3.) live in countries where the iPhone and/or App Store aren't available or 4.) prefer a phone with non-gaming capabilities that the iPhone doesn't offer (e.g. keyboard, decent camera, swappable battery, form factor, etc.). There's always going to be some degree of device fragmentation if you want to reach the whole market.
Hendo: The App Store could be improved. If you walk into GAME (or browse Amazon or Play.com), you're being presented with games which they think have the broadest and strongest appeal (and usually which publishers have backed with marketing money). If you take out any editorial guidance from how a shop is presented and rely entirely on customers looking to external reviews, this can still work, but it is much more risky for developers. You could have a perfectly good game which just doesn't go viral, while a game with a gimmick (that has little bearing on its overall quality) might do massively better. The more that quality is consistently rewarded, the healthier the platform will be.
Comment below viewing threshold Show
that is all
Comment below viewing threshold Show
Comment below viewing threshold Show
Look at the mobile phone/media player output of the other major players like Sony. They seem to release a new handheld every week, only marginally different to the last one, with a catchy name like the i90986789809 Pro Media Buster, which does little except make buying a phone hard - and ensure that every single person in the world has a different handset with subtly different requirements.
So while these companies have been producing the same, marginally upgraded handsets forever - while all the tech required to make something as awesome as an iphone has been lying around untouched(haha, notice the pun?) Apple just came out and released something that, actually, was pretty good.
It's not necessarily that Apple are so great. It's just that everyone else sucks so bad.
Comment below viewing threshold Show
Comment below viewing threshold Show
Ditto. One of the best games I've played in the last years all platforms considered. Don't care whether it's AAA or not. It's amazing fun and that's all that matters.
Big budgets and long turn-around cycles are not the right business model for iPhone games. Small games which you can doodle around with 'in between' (on a subway ride, for example), priced at or around 1 to 5 bucks is the way to go. And I actually like the way the platform has given independent and small-scale developers a way to distribute their stuff (and earn some money with it). It means a lot of shovelware, but also a good range of fresh ideas and concepts.
Comment below viewing threshold Show
"It is not the fricking app store. It is the fact that games on other devices were unplayable and crap."
Erm, no they weren't. Which just goes to show it absolutely is the App Store (and the unlimited data plan) that is the differentiating factor. It greatly reduced the complexity of finding and downloading games.
Comment below viewing threshold Show
I bought my ipod touch a couple of weeks ago. I own every gaming latform out there, but in the last two weeks I have spent 60% of my game time playing galcon! Novelty will wear off, but the accesibiulity of app-store, and the bargain prices are a major draw for me.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
So you think no caution should be used in the article because Apple cannot be beaten?