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Sony, Nokia shudder at iPhone games planMon, 03/10/2008 - 07:50 — Andy Space
Like RIM with its Blackberry in the enterprise market, Sony, Nokia and other manufacturers creating mobile gaming devices (such as the PSP or Java-enabled mobile phones) face a tough battle as Apple makes its biggest move yet into the gaming market. Gamers can look forward to a wide selection of titles come June when the iPhone is finally enabled for third-party applications. Developers Feral Interactive, Artificial Life, Sega, iD Software, Gameloft, Aspyr, Freeverse, and Pangea Software have all confirmed hopes to deliver games for the platform. Developers are excited at the potential of creating titles for the device, and its non-phone sister, the iPod touch. They want to explore the built-in movement sensors within these devices, and can't wait to make products available for sale through the ever-busy iTunes Store. EA CEO, John Riccitiello observes: "The animation technology in the iPhone OS enables us to build awesome games. I think iPhone consumers are going to be blown away by the games we create for this platform." At the Apple event last week, EA demonstrated a version of Spore which uses the accelerometers inside the phone to allow gamers to control their game. Sega showed us an iPhone version of Monkey Ball. Mobile gaming companies are moving into the space. Gameloft will introduce over 15 iPhone/iPod touch games by the end of 2008. Compnay president, Michel Guillemo, said: "The iPhone gaming environment opens a new era in mobile gaming and is exactly what we've been waiting for." Long time Mac developers are also excited. "This is the coolest thing I've seen in game development in 15 years, except maybe for the Nintendo Wii," Glenda Adams, director of development for Aspyr Media told Macworld. Beyond custom third-party applications, Sun has also confirmed itself to be looking at the iPhone SDK with the aim to port a version of Java to the device. While Apple has no plans to support this, Sun argues that making Java for iPhone available is well within the remit of the third party development agreement, and introduction of such technology would enable iPhone users to play Java games on their device. What makes the iPhone so attractive to all involved is both the extent of its deployment and the suitability of its user base. While the Sony PSP has shifted ten million units in the US since March 2005, Apple has sold four million iPhones so far, and intends selling ten million by the end of this financial year. That's a large potential market that justifies creating titles for the platform. Better still, iPhone users are already accustomed to using the iTunes Store, and are already prepared to spend money for digital commodities. Other gaming platforms have faced an uphill struggle persuading less tech-savvy consumers to do the same. While it's far too early to say how the big game will play out, it's clear Apple is exercising a two-pronged approach: beefing-up iPhone to appeal to core Blackberry users in the enterprise market while enabling its mobile to become a large deployment world-class casual gaming platform. And all these reports ignore Apple's second growing market: the iPod touch. That the touch will support the same games and systems means developers are looking at a much more sizable market than iPhone sales figures alone would lead us to believe. Apple's games development partners will play their hand in June. ....thanks to http://www.gameguru.in/ for the image
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Deserved punch in Sony and Nokia's face.
Sony's PSP is a good handheld platform. But instead of innovating by opening up the development process, Sony has resorted to the same old & crusty closed publishing deal structure that has kept indy developers out of the (console game) market for the last twenty years. Trying to introduce yet another proprietary digital medium in the form of UMD was just plain @#$%. By the way, what held Sony back from releasing a PSP phone?
Nokia's arrogance with the N-Gage has to have been unparalleled in the domain of handheld gaming platforms. They even ignored the standard aspect ratios of console screens (4:3 or 16:9, wider than high), making even straightforward ports harder than necessary.
Apple not only came up with a great platform, but also makes the development tools freely available and opens up the distribution channel for anyone. This initiative deserves success.
Apparently, you don't have a
Apparently, you don't have a clue. Are you even aware of a software-only N-Gage 2.0 gaming platform with tools (SDK) available to developers?
"its non-phone sister, the iPod touch"
The touch is a male.
Better be a female, I ain't
Better be a female, I ain't touching no boys.
don't forget the iPod touch and Wifi...
i find it quite interesting that they a forget that the iPhone SDK can also be used to create iPhone touch apps and of cause can use wifi for multiplayer modes-> this will be the killer argument + u wont buy games physically on a umd or cadridge so it is a real mobile solution with the wifi store mostly without extra charge for downloading like cell phones today!
And how are the smaller houses going to develop ...
... without OpenGL ES on the simulator? Or any tier-2 with exclusively European operations?
I hope Apple will deliver a GL-enabled SDK soon, globally, even with a 'No support'' clause, because unfortunately the announcement was a big carrot and the reality of a GL-less SDK / emulator is a sharp stick. Dipped in dog poo.
iPhone SDK GLes framework
This is a common misconception— that OpenGLES is not available as a framework from the word go. It IS available, but in order to debug the work you're doing you need to be able to run the "build and go" function in 'Device Mode' — i.e., you need to plug in an iphone or and ipod touch. This will only work if you've installed the beta firmware and that of course only happens after Apple's taken your 99 dollars. They've taken mine, and I'm a one man band making 3D puzzle games... So clearly Apple doesn't have a prejudice against indie development via OpenGLES.
AND for the vast majority of indie developers used to creating flash games and the like, Quartz is a fantastic, usable API and it does in fact run in the simulator.
OpenGL ES
The SDK supports the use of OpenGL ES:
http://developer.apple.com/iphone/library/documentation/iPhone/Conceptua...
It's id, not iD.
It's id, not iD.
Needs more buttons
To be taken seriously as a gaming device the iPhone needs more buttons. If you crossed an iPhone with a PSP button layout you would have something really nice.
Anybody that thinks touch screen and or accelerometers are all you need for games hasn't played enough games that use those technologies. Geometry Wars Galaxies on the Nintendo DS is a great example, I am willing to bet none of the top players use the touch screen to play opting instead for the buttons.
Monkey Ball was an obvious port. Gameloft will just port the games they already have for J2ME touch screen phones but are we going to see a good 3D fighting game on the iPhone? Even the humble button mashing shmup will be a challenge.
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