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Warp wrote:
> It's not "my" revenue flow. I don't own that game, I just programmed it.
> The company I work for owns it. I just get paid for my work.
Presumably this means if the game is an utter failure, you still get
paid. And if the game is ludicrously successful, you don't get paid any
extra... ;-)
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Warp wrote:
> I'm not sure it's completely appropriate to advertise a commercial game
> here, but at least it's one of those really cheap iPhone games:
>
> http://www.hopido.com/
>
> What's so special about this game in question? Well, it's completely
> programmed by yours truly... :P
>
> (Just the program code, of course. I'm not even nearly such a good
> graphics artist or musician.)
>
Nice, but why iPhone exclusive? You're selling a $1 game exclusively to
those who pay $200 for decent hardware and $70 a month for poor service.
I never understood that model.
Anyway, I'd like to try it just to give you a boost, but I'm unable to
afford electronics from Apple at the moment. Too much other debt to pay
off :(
...Chambers
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Chambers <Ben### [at] gmail com> wrote:
> Nice, but why iPhone exclusive?
Because implementing the game for another platform is, more or less,
implementing two different, separate programs. And because that kind of
game doesn't sell eg. on the PC, but it does sell on the iPhone.
You could make eg. a Flash version of such a game, but nobody buys such
a thing.
--
- Warp
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Warp wrote:
> game doesn't sell eg. on the PC, but it does sell on the iPhone.
Popcaps ported Bejeweled to the XBox360. I wonder how much that sort of
arcade came can earn.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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Darren New <dne### [at] san rr com> wrote:
> Warp wrote:
> > game doesn't sell eg. on the PC, but it does sell on the iPhone.
> Popcaps ported Bejeweled to the XBox360. I wonder how much that sort of
> arcade came can earn.
A game like bejeweled is in a bit different category of casual games,
and requires quite a lot more work.
I'm not saying that Hopido wouldn't sell if implemented for the Xbox360.
But it would be, effectively, writing a completely new program almost from
scratch (the puzzle data can be shared among the two projects, but that's
about it).
--
- Warp
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Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> Warp wrote:
>>> game doesn't sell eg. on the PC, but it does sell on the iPhone.
>
>> Popcaps ported Bejeweled to the XBox360. I wonder how much that sort of
>> arcade came can earn.
>
> A game like bejeweled is in a bit different category of casual games,
> and requires quite a lot more work.
>
> I'm not saying that Hopido wouldn't sell if implemented for the Xbox360.
> But it would be, effectively, writing a completely new program almost from
> scratch (the puzzle data can be shared among the two projects, but that's
> about it).
>
Sure. I just wondered how much an arcade game like that pulls, compared to
(say) bioshock or GTA or something. If it's 1/100th the work for 1/50th the
income... Stuff like Bioshock, you can probably reuse a huge amount of the
infrastructure when porting it - most of the AI, most of the models and
artwork and voice acting and sound effects and level design... But then you
have to create all that to start with.
Why do you say bejeweled is a different category of casual games? It seems
like it would need even *less* work, as there doesn't seem to be a whole lot
of thinking going into the puzzles (at least on standard bejeweled). Maybe
the random results aren't as random as one would think? This higher levels
seem "harder", but that could be my imagination or something.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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Chambers wrote:
> Nice, but why iPhone exclusive? You're selling a $1 game exclusively to
> those who pay $200 for decent hardware and $70 a month for poor service.
> I never understood that model.
>
> Anyway, I'd like to try it just to give you a boost, but I'm unable to
> afford electronics from Apple at the moment. Too much other debt to pay
> off :(
I have an iPod touch but no payment method that Apple will take.
And my dad has an iPhone but refuses to give Apple his credit card number.
He'll start buying apps the day they support Paypal.
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gregjohn wrote:
> I'd heard that Apple had some draconian terms for refunds that imposed an
> unfair
> penalty on the coder if an app were returned. Instead of +$0.99 or +$0.00
> in profits, you only got a $0.20 penalty. Do you foresee this impacting
> your revenue flow?
What? Apps have refunds?
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