Wednesday, August 24, 2011

8 reasons why Apple's iOS will continue to reign over Android as the best platform for making games.


Google recently claimed that 500,000 Android devices are getting activated every single day! At this rate, there will be more phones than people in the next few years. 

But does that mean it's time game developers started focusing their energies on building games for Android, and focused less on Apple? I am not sure if that's a good idea. Atleast as of now. Here are 8 reasons why:

1) Screen Sizes: One big advantage of Apple devices is that there are only 2 screen sizes that game developers have to deal with; the 3.5 inch screen size for the iPod/iPhones and the 9.7 inch for the iPad. This makes it easier and cheaper for developers to focus on building out UI and graphic assets that cater to only these sizes.

Android devices on the other hand, have an average of 20 different screen sizes! There are about 14 different screen sizes for the phones and another 5-6 screen sizes for the tablet versions. Building out art assets that don’t get distorted on such a large variety of screens can be a hard if not futile task. A lot of developers talk about using vector images so that the image can automatically adjust to the screen size without losing much resolution. However, based on my personal experience, this does not always give you the best results. The biggest problem I have faced is that the images on the screen tend to get displaced or lose their proportionality. This can look odd making the game lose credibility.

2) Playable on tablets: Almost every iPhone/iPod app can be played directly on the iPad. This feature is almost native to Apple and will most probably be hard to implement on Android. People who have used the iPad must have noticed the 2x button which enlarges the app window to somewhat fill the iPad screen. Even though the resolution goes down, in many games, it’s not a big deal.  This is one of the crucial reasons for iPad’s success: A user can port all his apps from his iPhone/iPod to the iPad and continue using them. So, a game developer who builds games for the iPhone/iPod automatically makes it available for the iPad too.

Doing this on an Android will be very hard because of the variety of sizes it offers.

3) Varying hardware specs: This is another issue that Android developers often face. Android phones are offered in many different hardware configurations. Simple flash games can pretty much run the same way on any phone. But, as the games get more sophisticated like the ones Gameloft makes, it gets harder to build a game that can give you the same gameplay experience on so many different Android phones with varying hardware specs.  Try playing a high-end Gameloft game on the dual-core HTC EVO 3D and then play the same game on a Motorola Droid X and you will know what I am talking about.

Apple, for that matter only upgrades its hardware once a year. This makes it easy for developers to build a game that’s optimized for that hardware configuration. It also helps maintain a more consistent gameplay experience across its phones.

4) Pricing confusion: This one may surprise you, but figuring out how much to charge for a game/in-app purchasing is a headache for most mobile game developers. The reason is that a lot of mobile games are being developed by independent/garage developers who are more technically sound but have limited understanding of how marketing/distribution/monetization works. They live under that notion that all they have to do is build the game and put it up on the app store and Apple will make them a millionaire the next day.

These developers often struggle to figure out what’s the best price to charge for their games and what’s the best way to market them. There are so many developers who end up putting their games up for free and rely solely on ad revenue only because they are not sure how to price their apps. This ‘strategy’ can sell their games well but it does not help them financially. They end up losing big time in the long run, especially if the game is good and becomes successful.

There are a ton of companies that have mastered the marketing/distribution model of the Apple App Store. Companies like W3i technologies (www.w3i.com) have done exceedingly well in this space. Such companies can be a big help for all types of developers, new and seasoned. But, there are only a handful of companies that even understand how monetization on Android works best. It will take a while before companies build their expertise for this platform. 

Apple makes it easy for young and upcoming developers by offering them a standard pricing model. It’s known that the magic number on the app store is 99 cents with dollar increments. This makes it easy for developers to stick to a standardized price tag which is proven to be a successful revenue generator if the app does well.  On top of that, Apple’s in-app purchasing model is a boon for free games.

On the other hand, Android has no structured pricing model attached to it. An app can be priced anyway the developer wants. (There are apps for $1.26 (Who charges like that?!). As simple as this may sound, it can be hard for a garage developer to figure out what’s the best price they can charge in order to stay competitive. Especially when a game is charged at $1.49 and another developer charges a similar type of game for $1.26 or $1.33. It leads to a lot of unhealthy competition.

Due to the highly fragmented pricing model of the Android, it makes sense for young studios to stick to iOS initially and then branch out to Android once the game takes off.

5) Resolution: This can be a real pain in the neck to deal with. I am currently building out a game for iOS and I only had to contract a graphic designer to build two different resolutions of each art asset. One was for the earlier screen res of 320*480 and the other was for the Retina Display. The designer only charged about 10% more for building two different resolutions.

Let's talk Android now! This beast has so many screen resolutions to deal with that it is going to cost a whole lot more if I had to build graphic assets for an Android game. Again, the standard of vector images does not always work too well because these are games with constantly refreshing pixels/screens and not a static app.

The way my earlier company ended up handling this is that we stuck to the top selling Android phones and only built art assets that catered to those devices (HTC EVO 4G, Samsung Epic, Droid etc). One problem with this approach is that most manufacturers don’t give out exact data on how many smart phones they sell. So, game developers are really just shooting in the dark here.

6) Demographics: Guess which is the best customer base for monetizing social/casual games? Its middle-aged/older women between the ages of 35 to 55! This is the demographic that has the time to play such games especially freemium/paid games. This is the demographic that has disposable income, uses credit cards and is fairly open to online transactions. The other positive aspect of this segment is that they are willing to consume lots of content in their favorite genres. If they bought one game and liked it, they are likely to buy more of the same.

Because of this same reason, this demographic is targeted by every gaming portal too. Companies like Hi5 and IWON have thrived in this space. Other than that boys and girls between the ages of 6 to 15 are considered an excellent demographic for free games.

Here is a question (Quick hint: Don’t think too hard). What phone or mobile gaming device do you think the majority of these 2 demographics will want? iPhones and iPods! Apple literally rules this demographic and Android does not even come a distant second. Most people in these two demographics who even have Android phones only have it because their carrier does not support iPhones yet. A recent survey claimed that even the ones who currently use Android phones are more than likely to switch to an iPhone once their carrier supports it.

This is the biggest reasons why games on Apple devices do far better than Android devices even though there are more Android devices in the planet as of now.

And Android phones actually have a learning curve and tend to be more geeky in nature. My mom still hasn’t figured out her phone even after months of using it. But it took her literally minutes to start using the iPhone. That's the beauty of the Apple OS. It's made for everyone.

7) Low quality apps: The Android app store has made it so easy for developers to build and distribute games/apps for this platform that a lot of low quality (shitty) apps have creeped into the store. I saw an app a while ago that was retailing for $10,000! And the description of the app was something like "I just wanna see who is dumb enough to buy this app".  It had 5 installs.

Google has been very supportive of the games industry by offering an open system but it has to tighten the screws here if it wants its apps to reach a certain threshold of quality. This is the reason why it is struggling with its mobile operating system too. There is so much segregation going on because each phone maker like HTC, Samsung, Motorola etc has built its own UI, that Google had to put the brakes on this and focus on building a unified Android experience with its upcoming Ice Cream Sandwich OS.

In contrast, Apple’s strict approval policies are actually good for the industry. Apple tries hard to maintain a certain level of quality in its apps and this benefits developers.

8) Resource Intensive: Ever noticed how almost every Google smartphone/superphone has battery problems? There is a good reason for this. Google products tend to be very resource intensive in nature. For example, the Google Maps navigation tool is one of the best navigation software I have come across. It’s an excellent substitute for GPS devices. But, this app absolutely kills battery life. Even other frequently used features like corporate email, gmail and the notifications bar can drain the battery out a lot faster than similar apps that Apple has built.

Google’s support for Flash games has not helped its case either. There is a solid reason why Apple hates Flash. Flash based games/apps can be a drain on battery life and graphics. They are rarely very robust or fast to load and almost all of them tend to crash often. Due to this, most of these Flash games on the Android cannot be played for too long before a user has to start snooping around for a charger. The whole notion of ‘truly mobile’ gaming is lost here. Whenever I am traveling and feel like playing a game on my Android, I normally have to shut off the game after about 30 minutes of playing because the battery literally goes down from 80% to 30%. My point here is that most avid gamers would not find the gaming environment too satisfactory in an Android device.

I had the iPhone for a long time and though the battery power wasn’t stellar, I didn’t have trouble playing a game for a satisfactory period of time. This is because of HTML5. It’s a simpler, less resource intensive, yet a very robust platform for developing games.

HTML5 is seeing widespread adoption because of this very reason. Even its arch-nemesis Adobe (creators of Flash) has finally given up and is now supporting HTML5 with its own set of HTML5 builder toolsets.

In summary, I don’t see how Apple will be beaten by Google anytime soon. There is just too much clutter surrounding Google’s Android offering in order for it to become a financially viable platform for game developers. Once Google tweaks its offerings to have a more unified UI experience, fewer screen sizes and resolutions, better pricing models and tighter control over its app store, only then will it become a lucrative platform for game developers.

Monday, August 15, 2011

10 reasons why Google+ is a better platform than Facebook for game developers as well as for gamers.

1) Soured relationships:

Facebook created a lot of bad blood with smaller game studios early last year when it started throttling its notifications sharing feature. According to the newer rules, a player could only view a specific game notification on his/her Newsfeed if he/she had already logged in and played the game before.

Most smaller game developers relied heavily on the original version of the notifications sharing feature because it helped their games go viral without investing heavily in marketing. Many emerging games failed miserably and studios either shut down or started focusing more on other platforms like mobile, browser games etc. I know this because I was one of them.

The Google+ service (atleast as of now) is universal in nature. The beauty of this service is that you can not only publicly share your notifications but can also notify only a select “Circle” of friends about your activity. This gives a lot of control to a user on how he wants his profile to look to any specific person.

This also gives smaller developers a chance to start building social media games again without worrying too much about big investments in marketing. As a former Facebook game developer, I know that the biggest hindrance we face is funding for marketing our games. It’s a win-win situation for both parties.

2) High cut of revenues:

Facebook takes a whopping 30% cut of game revenues from a publisher. Apple does the same too, but it’s far more easier to go viral on the app store than it is on Facebook because of Apple’s popular ranking system and the excellent segregation of its apps. And the Apple platform has been a boon for many smaller developers because of its low costs related to marketing and distribution of an app.

In comparison, Google+ is breaking ground here by initially charging only 5% of game revenues. This move has been welcomed by studios and there is a lot of excitement in the industry, especially among fledgling game developers eager to build the next great social game idea.

3App Store:

Surprisingly, Facebook never built out an app store like the rest of its competitors like Apple, Google, Amazon etc. An app store could have helped Facebook build a very powerful platform/ecosystem for the industry to build apps and market them prominently on this store.

Google already has its Chrome App Store live in its browsers and on its Android mobile OS. It’s a no-brainer that eventually it will make the app store available on its social networking system too. And due to the universal sharing feature and ranking system, it will make it far more easier for apps to go viral and get shared among the larger demographic. And since Google pioneered Search Engine Optimization (SEO), game developers could eventually build out optimized apps in order to feature more dominantly in Google’s rankings, thereby reducing costs related to marketing and distribution.

4) Favoritism:

The high level of favoritism that Facebook has shown for Zynga is becoming a PR nightmare for the social network. The whole world now knows the special privileges that Zynga enjoys with Facebook. Most studios have sworn off this platform due to this.

Atleast as of now, Google has shown a solid commitment to the industry by making its platform equally accessible to all. And it makes sense for Google to continue the same way.

5)  Intentions:

Facebook always modeled itself as a social networking platform and was not too serious about gaming initially. It was only after the success of games like Farmville, Mafia Wars etc that Facebook started concentrating in this segment.

For that same reason, Facebook was never the most game developer friendly platform in the social networking space. And from the way things have gone, its gaming system has only benefited the biggest companies like Zynga, Crowdstar, Kabam etc. Game-specific portals like Hi5, IWON, Mindjolt, Miniclip etc are extremely developer friendly. Hi5 is still considered one of the best platforms to market independent games because of their easy integration methods and a very strong marketing support system.

Google, for that matter has made gaming a very strong priority. It’s launching its gaming service at almost the same time as the public launch of Google+ itself and has shown a lot of commitment to building out a robust, no-strings-attached platform for game developers. If it continues to operate in the same way, it will easily surpass Facebook as the leading destination for all game developers, and eventually all browser app developers. The top gaming portals today command a user base of about 50 million monthly users. So even if Google+ can’t beat Facebook in terms of total number of users (750 million+), it’s already built out a big enough audience to succeed as a gaming portal.

6)  Innovation:

A lot of the newer games are incorporating innovative features like location-based gaming, voice activated menus, live game-room chats, video streaming etc. In each of these segments, Google+ can provide a much more powerful platform than Facebook. Here is why:
a)      Location based gaming: Google Maps is one of the most advanced mapping tools in the world and most game developers rely on this API to develop location-based games. And Google is known for providing the latest features and functionality of its tools to its own customers first (Think Stock Android on Google Nexus). It will obviously do the same for Google+ games too that use this feature.
b)      Voice activated menus: Google has invested a large amount of money in voice recognition technologies and can provide a ton of resources to developers who wish to use this feature for their games.
c)       Online video chats: Unlike Facebook, which partnered with Skype to offer live chatting, Google has its own internal tool on Google+ called Hangouts. This feature is a boon for MMO games because they can use this service to chat with other players inside a game-room.
Facebook can never be too flexible with its video chat system because it’s not internally developed and is a partnership with Skype.
d)      Video streaming: When you think of video clips, what comes to mind? YouTube right? And guess who owns YouTube? Google! As games get more sophisticated and start including live game streaming and video recording capabilities, like for example, being able to record a clip of your performance on a game and then sharing it with your friends, or being able to actually broadcast your game activity live to your friends, both of these features can be easily handled using YouTube. And all Google+ has to do is include a little icon on its browser window that allows this functionality.

7) Presence of an excellent games catalogue:

Google has launched its gaming service with a bunch of extremely popular games like Angry Birds, Diamond Dash, Bejeweled Blitz, Crime City etc. The fact that it has Angry Birds is gonna play a huge role in the initial excitement surrounding its gaming service. Farmville and Cityville are enjoyed by a huge population but still there are millions of people who can’t stand these type of games. Angry Birds has universal appeal and is the only game that can truly rival or even beat the likes of Cityville and Farmville.

Interestingly Google has already started featuring its games much like how it features them on its app store. It has a cute little games icon on top which automatically shows you its existing games catalogue.

8) Cloud gaming:

As games get more and more sophisticated and start offering much more powerful graphics and playability, all these games will start functioning more predominantly from extremely powerful cloud-based servers. Companies like Onlive, Gaikai, OToy are already doing this.

Google has always been at the forefront of Cloud Computing and has a much better understanding of this technology than most of the competition. It already has built out a cloud based OS and offers it on the Chromebook. Some of the largest server farms are owned/operated by Google. It won’t be long before games like Call of Duty, Infamous, Portal 2 etc will be available directly inside a social network. And Google has the resources, knowledge and capabilities to implement the infrastructure to cheaply and effectively handle this.

9)  Facebook marketing:

Advertising on Facebook is a funding nightmare. The costs per acquisition have skyrocketed in the past year from a low of a few cents per acquisition to close to $10 as of now. It’s no longer a feasible platform for many studios. 

Google, on the other hand has two methods of advertising that it can leverage to help smaller developers. The first one is the CPA, CPM model itself which for now is very low on the social network. The other model that Google has pioneered and can easily make accessible for developers is Search Engine Optimization. Developers could optimize their games in order to feature more predominantly in its search rankings. And if Google integrates these results into its regular Google search feature (www.google.com), then this will also help developers in increasing the brand visibility of their offerings.

10) Tight integration with mobile, tablet and browser OS:

This is probably the most important aspect of Google+. 500,000 Android devices are getting activated every single day. The Android mobile OS is now the most popular platform on earth. The Android tablet and laptop OS’s are slowly catching up. And companies like Wild Tangent are already launching gaming portal systems designed specifically for Android mobile.

Most of the games that are being launched on Google+ already have a presence on Android mobile and tablets. Google+ has made it clear that it wants to integrate all these systems into one cohesive ecosystem. For example, you could start playing Angry birds on Google+, then midway through the game go to your Android phone and continue playing from where you left off. And then stop playing on your phone and continue playing on your Android tablet PC from where you left off on your Android phone!

That’s the beauty of integration. It helps in keeping a consistent leaderboard across multiple platforms, and leaves out the frustration that many gamers face today when they have to play the same game with different overall scores on every device.

Summary:

As time passes and Google+ becomes more prevalent, its advantages will become more apparent to developers as well as gamers. Google may or may not surpass Facebook in terms of the total number of users, but it’s definitely poised to become one of the leading destinations online for casual games. Facebook is extremely popular in the US but outside of the country, it hasn’t exactly become a phenomenon. Google owns another social network called Orkut that’s extremely popular in South America and in countries like India, the Middle-East etc. These are all high growth countries and Google can easily integrate its games functionality on both platforms thereby offering better revenue making opportunities for game studios.

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