[casual_games] iPhone SDK

John Szeder john at mofactor.com
Fri Mar 7 17:45:47 EST 2008


I don't think that there is anything being forced down anyone's throats.



If you want to develop for the platform use the tools. From what I have seen
and heard, they sound quite excellent.



And so long as that rate remains in the vicinity it's a really good deal.



But there are other places where they started off with a teaser royalty rate
to get the marketplace kicked off and then suddenly they start squeezing it.



This happens just about everywhere that an unenlightened business entity is
given the power to behave like a monopoly. They abuse it terribly for near
term gain at the expense of their own business in the end.



But by and large, I am an optimist, I just want to point out that now is an
awesome time to go in and make some great games, but just be prepared to run
like hell screaming when it turns into crap, which it stands a reasonable
chance of doing based on what other companies have done in the past.



_____



As for porting to iPhone, I would very much consider it if my C++ engine can
be ported without having to marry myself to objective-c or objective-c++.

Our engine runs on Mac already, so unless they chose Cocoa Touch to be an
excuse to shove objective-c even farther down our throats, I would
definitely consider it.

Am I the only mac developer who finds it annoying that in order to be a
first rate citizen on Mac, you are forced into using obj-c?



I think 70% revenue share sounds good compared to the level we are used to
from the casual games industry at large.



Brian Meidell Andersen

The Game Equation

http://www.gameequation.com

brian at gameequation.com



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