Originally Posted by Futuristic
No offense intended, but it sounds to me like you're asking Henry Ford to build you a faster horse.
No offense taken. I'd probably ask Henry for faster car, anyway
All I'm saying is, even if all of them are called "video games", in most cases today they are that much different that I don't expect one segment will hurt the other. even portable consoles don't seem to be hurting much - new Nintendo 3Ds is said to be best-seller ever - and they are, concept wise, much closer to iDevices than desktop consoles.
A major change between then and now 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.
You can download games from Steam (on PC) and PSN (on PS3) as well... both pocket-size ones and big ones. I just got Move-enabled Flight Control for a few bucks recently. I'm pretty sure I've seen some of Angry Birds flavors as well. Still I don't think those "snack-size" games are hurting "full-featured" games, whatever platform they run on.
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.
I don't disagree with you on this one. I sad I'm sure huge number of people will enjoy mobile games, both iOS and Android, but they will not come from cross-over console players.
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.
Here I tend to disagree. I don't expect to see $10 game that will sell 40 million copies, or even close to that. Some of the best selling PS2 games - say GT3 and GT4 - have sold less than 15 millions each, even if PS2 console count is above 130 millions. I might be wrong here, though - what are the numbers for best selling iOS games?
These are technological technicalities. I'm sure there are some pretty bright minds already working on solutions (more flash storage, higher bandwidth, etc.).
Let's talk about present. I'm pretty sure PS4 will be mind-boggling device, likewise games for it, but that will happen only when it happens