No offense intended, but it sounds to me like you're asking Henry Ford to build you a faster horse.
Originally Posted by nikon133
Price: iPad games are $10 today, but if they ever get close to Tier A of console games, they will get close with price as well. You can't develop that sort of game and sell it for $10 and survive. It is like expecting someone to make MBPro type of laptop for an Acer netbook price.
A major change between then
is the "impulse buy". Back in the good ol' days, if you wanted a game, you'd have to get in your car, drive down to the store (with cash or credit card in hand), select the game you want, pick it up, take it to the counter, and buy it. Many, many
opportunities there to change your mind. More recently, you could order online--but you're still ordering a physical
product--and then wait, a day or two or more, to receive it. Still you have an opportunity to change your mind: if you decided you don't want it, you can return the package, unopened, and get your refund. $40-80 is not cheap (or maybe I'm just poor... but I digress).
With the App Store, the customer is much more likely to click on "Buy" if the game is $1 or $5 or $10, simply because it looks intriguing, the reviews look good, the graphics look awesome and so on. Besides, if the game sucks, then you're only out a few bucks. Buyer's remorse is minimized, which makes the customer less hesitant
in regard to future purchases.
The developer wins as well, because, even if the "unit revenue" is reduced, so is their production/marketing cost. No distribution channels to hassle with, no manufacturing costs, etc. Part of the reason "Tier A" games cost so much is because they got caught in a kind of positive feedback loop: They put a lot of time and energy--and money into development of the game (cost 1), so now they have to market it--TV ads, print ads, posters, cross-merchandising, etc. (cost 2). They have to charge more per unit because of costs 1 & 2, so that they can make a profit. But this means promoting it more, so that they can sell more units (cost 2+).
With online distribution, marketing becomes viral, via word of mouth, user reviews, "popularity", etc.--assuming your game doesn't suck. That greatly
reduces your marketing costs (cost 2-). So, minus the cut that Apple takes (in the case of iOS), all the rest of the money is yours.
So, it would be much
more difficult to sell, say, 10 million units [of your game] in a physical media format at $40 a pop, than to get 40 million impulse-motivated "Buy" clicks at $10 each. In fact, you could potentially make more money with 40 million $5 App Store sales than 10 million $40 DVD sales, because of how much less you're paying for marketing and distribution.
Storage: even with 64GB of flash disk you cannot have too many big games in your device's memory. Games like Final Fantasy XIII are getting close to dual-layer BR disk. Most Tier A games today will take at least DL DVD, close to 9GB... and your iPad will have other data on it, so it is not like whole 32/64GB will be available for games. The pain of transferring big games from computer to tablet, for those who like to play more games at the same time, would be too much of annoyance.
These are technological technicalities. I'm sure there are some pretty bright minds already working on solutions (more flash storage, higher bandwidth, etc.).
Controls: type of games you can successfully play on touch-screen is very limited. That being said, I agree some games are actually perfect for touch screen, but not too many.
This is where I got the feeling that you're asking for Henry Ford to build you a faster horse.
We don't yet fully understand where this new tech could take us. But smart, innovative developers will come up with ideas that were never before imagined. Ideas that will push the limits of this new tech or use it in unforeseen ways and cause others to say, "That's madness!!!
You can't do that!! It'll never work!" Until it does work, and sells
All in all, I don't know a single PS2/PS3/Xbox gamer who gave up on his/hers console and went iOS gaming; or Android. I realize a lot of people do and will game on iOS/Android, but I think they would not game on dedicated consoles anyway; that means that iOS/Android platforms have a lot of space to grow their gaming market (into non-gamers numbers), but I don't think they are eating consoles' share while doing that.[/QUOTE]
I didn't read anything in the article that suggested that iOS was going to replace
the game console. Just that iOS devices are becoming sophisticated and robust enough to become a serious gaming platform, inching its way to console-quality gaming.
More than that however, the interoperability of the devices (ATV, iPad/iPhone/iPod touch) allows for an entirely new gaming experience.
I was gonna say "not possible in the console environment", but that assumes that the console makers are standing still, which, presumably they are not. If they're smart, they'll see what Apple and iOS game developers are doing, and develop their own "new" gaming ideas, in order to stay relevant and competitive.