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Review: Enigmo for the iPhone
#5
Posted 11 July 2008 - 01:18 PM
It was a fun diversion when it was released for the mac, and is enjoyable on the iPhone as well...
I hope someone at Apple is taking note of the overwhelming popularity games are receiving at the App Store. Such an obvious demand from users of Apple's hardware for games. Perhaps now they will begin to support game developers for OSX and Macs as well as they supported them for their phones.
I hope someone at Apple is taking note of the overwhelming popularity games are receiving at the App Store. Such an obvious demand from users of Apple's hardware for games. Perhaps now they will begin to support game developers for OSX and Macs as well as they supported them for their phones.
#6
Posted 11 July 2008 - 05:07 PM
" hope someone at Apple is taking note of the overwhelming popularity games are receiving at the App Store. Such an obvious demand from users of Apple's hardware for games. Perhaps now they will begin to support game developers for OSX and Macs"
Are you serious?
Game developers on the iPhone use the EXACT SAME tools as game developers can use on Mac OS X, and an ALMOST IDENTICAL operating system. In fact, the OpenGL hardware on most Macs is more powerful than the opengl hardware on the iPhone.
So what additional "support...for OSX and Macs" do they need from Apple? If they're being successful on iPhone witht eh same tools and OS, what's the missing piece?
Customers to buy games.
What game developers on the Mac need is customers buying the apps they've already created. How many Mac users are buying Neverwinter Nights 2? Ho many mac WoW people are there? I happen to know that one, and it's a small fraction of the PC number.
People buying the games that are already there will get game developers interested in Mac, not any additional "support".
--alx
Are you serious?
Game developers on the iPhone use the EXACT SAME tools as game developers can use on Mac OS X, and an ALMOST IDENTICAL operating system. In fact, the OpenGL hardware on most Macs is more powerful than the opengl hardware on the iPhone.
So what additional "support...for OSX and Macs" do they need from Apple? If they're being successful on iPhone witht eh same tools and OS, what's the missing piece?
Customers to buy games.
What game developers on the Mac need is customers buying the apps they've already created. How many Mac users are buying Neverwinter Nights 2? Ho many mac WoW people are there? I happen to know that one, and it's a small fraction of the PC number.
People buying the games that are already there will get game developers interested in Mac, not any additional "support".
--alx
#9
Posted 13 July 2008 - 03:50 AM
There's actually one mechanism in place. A developer could create a version of a game that includes only the first level or so, then release that for free. As a discerning buyer*, I tend to prefer game demos in which I have a limited area to play in, but can play that area to death, without worrying about time-limits, or number-of-launches limits. This lets me try it out in a pressure-free environment, and to know if I'm really going to find this game over the long run. There are a few games that intrigue me, but without being able to try them, I'm really hesitant to pull the trigger.
It'll be interesting to see if any developers choose to take this route.
*cheapskate
It'll be interesting to see if any developers choose to take this route.
*cheapskate
#10
Posted 27 August 2008 - 11:13 AM
Hurley42 said:
Some of the games, including this one, look interesting, however without a demo of some kind I will be purchasing very little from the apps store.
Given the cheap price of iPhone software, it amazes me that people still want demos. Geez, people will pay $5 for coffee at Starbucks every morning, but they'll think long and hard to spend $4.99 at the App store. Even if you play for half an hour and throw the game away, you've still got your money's worth.
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