Spore and Monkey Ball coming to iPhone
Carmack and Team 17 up for it too.
Apple has announced plans to bring gaming to the iPhone, allowing developers to use the relevant SDK and APIs for free.
The announcement came straight from CEO Steve Jobs, speaking at a conference live-blogged by News.com.
EA's already been hard at work adapting the Mac version of Will Wright's Spore for the iPhone. Meanwhile, SEGA has unveiled a new version of Super Monkey Ball, complete with spanky updated graphics.
The "first official game for the iPhone", however, will be Touch Fighter. You'll use the iPhone as if it were a steering wheel to control a spaceship. Apparently the game took just two weeks to develop.
So what's in it for Apple? Well, they'll get 30 per cent of all sales from the iPhone's App Store - the only place you're able to upload and download third-party applications for the handset. Developers, however, won't have to worry about hosting, distribution or retail issues, as Apple will take care of all that.
According to News.com the App Store is a bit like the iPhone's Wi-Fi Music Store. It allows for direct downloads via Wi-Fi or phone networks so you don't have to muck about with hateful old iTunes.
It's not just EA and SEGA who are keen to produce iPhone games. As reported by Slashdot, John Carmack says id Software has already applied to do the same. He's worried that "Steve is still pissed at me over some negative comments I made about iPod development tools a while ago".
He's more positive when it comes to the iPhone stuff though: "Just based on the blurbs, it looks very good - a simulator plus debugging on the native device is the best of both worlds, and a 70 per cent royalty deal for apps over iTunes is quite good."
Meanwhile, TechRadar reckons Worms developer Team 17 is rather keen too. Studio director Martyn Brown described Apple's decision to open up iPhone development as "a fantastic and positive move", adding. "It is a potentially tremendous device for casual games."
Can you guess what Team 17's plans for the iPhone might be? "We'll certainly be looking at ways we can bring something like our own Worms titles to the device," Brown revealed.
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Comments (22) Latest comment 4 years ago
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It seems that all the App programmes will be ipod touch compatible too.
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Back on topic, I'm not too sure how responsive the touch screen will be for gaming, though...
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It's the return of the spadge (here it is)
return of the spadge (yeah it is)
the return of the spadge (here it is)
you know that he'll be game game game.
/ mark morrison mode
6/10?
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Right now I'm using the Samsung i600 (company phone) and that's such an incredibly poor piece of hardware with awful software. I'll gladly pay a couple of hundred euro to be able to let that one go... If only my old, trusted Nokia would properly support Outlook contacts (or Plaxo) I'd still be using that.
* But of course less relevant on this site...
edit: some spelling
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It's got a touchscreen! It's a strategy game based on short fast paced skirmish matches, perfect for portable use!
EA seem willfully oblivious to the potential for this on DS, but by god, please do it on at least one mobile platform
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Platforms aimed at the gaming community need established and popular franchises if they are to succeed. The last device pointed at the gaming audience with wholly original titles was pretty much a disaster (Gizmondo anyone?). Once a platform is established, it's possible for publishers to take more risks with original products. Given that the SDK is open, you may well see wildly original games cropping from the Indy scene, which is a very good thing in my mind.
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Don't get me wrong, I've many a fond memory of hours spent glued to a game of Worms down the years, alone and with friends. But I think a lot of gamers feel you maybe should have had the courage at some point to be a little less indulgent with regards to the 'commercial opportunities' that came your way and decided to have a go at making something new. I mean, let's face it, rereleasing the same game year on year with a couple of new weapons and uninspired 'game modes' qualifies as a 'commercial opportunity' - it's little wonder Epic are smarting this year from the backlash of consumer disinterest having released Unreal Tournament for the sixth time. It's not that I don't see the mutual dependency between financial clout and the capacity to innovate - would anyone be playing a wii without all those zeldas and mario parties? - but surely the [mad] cash cow has churned enough cream over the past 8 years for you to dabble with the idea of releasing a game with a vertebrate protagonist?
Lemmings don't count.
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Prior to the last few years (namely 2002-2005) it was simply about survival in an extremely tough environment where anything original was deemed high risk. When you grow to a studio size of 80+ you can't take as many risks as you did when there was a dozen of you and projects were (a) under your entire control, including the publishing (b) relatively low-risk in terms of revenue.
I realise that established and hard-core gamers may have had their fill of Worms over the years, but the market is expanding and much like people wish to play the likes of Poker, Scrabble etc, quite a few wish to play Worms if the sales are anything to go by. I'd also suggest that as a "tired old brand" it did well to be the 'most played title on XBLA in 2007' - a nice ornate glass award sits proudly amongst the others at our office as testament to that.
As for original titles, I'd simply have a look at all the indy devs out there and who's producing a lot of original IP on major platforms; it's not very many - there's a reason for that, based on risk, time, opportunity cost and more besides. The most originality comes from teams who have much less financial and time-related pressures - and that's obviously a place where all indy developers wish to be, but the truth is very very few can afford to work that way. It's also the reason why many went to the wall - I don't intend to join them.
Incidentally, whilst you're enjoying poking fun at Epic, is it me or did they release a multi-million, system-selling title not so long back that was a completely new IP? Course they did, but I guess that doesn't count either... although it might do now that they're so very obviously beavering away on a sequel - success begets sequels, that's just how it works.
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Evidently Worms is something perfectly suited to a platform like XBLA - starting from the base point of a fun multiplayer game, you've also got quick easy access to opponents the world over, a network purpose built for distribution of such games, and a nice affordable price - what's not to like? And of course the whole service is centralised for and dedicated to (and marketed at the patrons of) gaming. I'd be wary to anticipate similar success on something like a phone or an mp3 player, where these benefits aren't so readily apparent, but what do I know?
It is very exciting to hear that there are original projects in the works. Best of luck with that - and I hope when they arrive, they'll fully justify the years of incremental sequels. As someone who dozes into occasional daydreams of forging a career in the games industry - I've one year left before York uni ushers me, squinting, into the wide world outside the warren - I certainly do hope established developers attract punters to outlets where smaller teams can profitably put out games, while retaining the luxury of control over what they're making. Hopefully the likes of XBLA, the PSN, Wiiware and Steam will come to provide such havens.
I don't know what really happened at Core, but all that we gamers saw was the same game being remade, time after time, until consumers lost interest, sales dropped, and they were stripped of the license - unquestionably a big blow for the UK games industry. Would you say that for having so similar a model - a timeline of releases for your games and theirs between the originals and up to Worms 3D/Angel of Darkness (where they lost the license) is practically a mirror image - you're at all surprised that the result for you has been so different: your team now in a position secure enough to finally push into taking risks and making new games; and the unstaffed, futureless husk that was once Derby's foremost devs?
Edit: regarding Gears of War, I'll hold my hands up on that one. But I'd dare speculate that it was more Microsoft's demand for a new IP they could put alongside Halo and, um, Halo as a reason for gamers to cough up £300 for an Xbox (and then, you guessed it, duly mine for sequels) as it was Epic's burning desire to step out of the comfort zone.
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As for the iphone opportunity, we know it's not got the same business potential as mainstream console formats, but its a great way to expand our market, players, into the USA, on a hot and popular device. For us its little to no risk to get a great version up and running on that (even if we don't handle the work ourselves - as is what usually happens with our titles licensed in the mobile games field).
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Spot the PC user.
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Finally, Audiosurf for iPod touch. I don't care how, just someone please make it happen.
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That's to say, as opposed to platforms aimed at .....er, what exactly? The moon? Farmers? Pets? But onto the more key statement above that a platform needs established franchises to succeed, let's review the evidence with regards to some recent successful consoles:
PlayStation: WipeOut, Tekken et al. All new.
Xbox: Halo, Project Gotham Racing et al.
Xbox 360: Gears of War
Wii: Wii Sports
Obviously there are exceptions, but where we're talking failed (handheld) consoles, the key fact has been the games have sucked and the device hasn't been up to much. That's where the divide between success and failure comes; not whether or not they've licensed five EA, Sega and Ubisoft IPs...
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