Daniel Soto is a multimedia artist with a lifelong interest in interactive projects and art. He wanted to take this passion and build a video game; he chose the iOS platform, used GameSalad to create the design and gameplay, and released his creation into the wilds of the App Store. Updated just this past week, the game is live and ready for a download.
According to Soto, “Everything has been done with lots of dedication. Making it all from scratch was pretty tough but very rewarding on the other hand. I hope people will like playing it and, at the same time, bring back memories from the old 80s platform videogames mixed with the new technologic advantages.”
He describes The Police Story as a game made to test player capabilities with controls to accelerate, slow down, and jump the police car, while interacting with the environments of 8 different levels across four different worlds, each containing three donuts for bonus points, along with end of level bosses. Soto plans to continue improving upon his game, promising upcoming updates and unlock-able extras.
While this could seem like many other endless runner type games in the App Store, the level of competency in the audio and visual elements, along with the fact that a non-programming artist was able to make the game with a product like GameSalad, made us sit up and take notice. It’s examples like this that truly show the disruptive power of the iOS app ecosystem, especially in the world of gaming. Whether the game makes money for its creator or not, the fact that he was able to achieve his vision is exemplary.
The Police Story is available in two versions: a Lite version for free and a full version for $0.99. Need further evidence to support our interest in the game? Check this video (and the screenshots below it) out:
Now that the iOS App Store has become overloaded with software, it has become rather difficult to separate the wheat from the chaff so to speak. The problem is that for every awesome application released, there are one hundred other garbage titles for it to become buried under. This is why AppGrooves decided to release their new recommendation tool, meant to only show users the best that the App Store has to offer.
Applying the ‘Hot or Not’ model for rating items to applications looks to yield a constantly updating list of the best software available on the marketplace. Users can even link directly to a specific program’s App Store page from within AppGrooves itself. If that isn’t customer service, then I don’t know what is.
Take an active role in letting others know what is amazing on iOS. User votes can truly make a difference. Give it a look, it might even save you a buck or two someday.
Google has (finally) released their mobile iOS app for the hot new social network cum buzz-generator, Google+. The app is free and is available on the iTunes App Store, though it’s still propagating to the mobile App Store, so be patient if you can’t download it directly on your device.
According to MacStories, the Huddle group messaging feature is available from the app, and we can finally rejoice in sending photos from our iPhone or iPod Touch without any wacky workarounds.
From the App Store Page: Google+ for mobile makes sharing the right things with the right people a lot simpler. Huddle lets you send super-fast messages to the people you care about most. And no matter where you are, the stream lets you stay in the loop about what your friends are sharing and where they’re checking in.
* Circles let you share the right things with just the right people.
* Stream is where you can get updates from your circles or see what people are saying about things nearby.
* Huddle is super-fast group messaging for everyone in your circles.
If there is one thing that everyone loves about Father’s Day it is spending a little quality time with their parents, right? Okay, so maybe some of us may not be as eager to spend quality time bonding with our parental units, so why not give your Dad a game or two instead? The good folks over at Namco are making this an even more cost effective solution by announcing a special Father’s Day Sale.
In case you couldn’t tell, that is a massive chunk of the Namco’s iOS line-up, all marked down by at least half in most cases. There are many solid titles in that list, so give it a look and see what strikes you, or your father’s fancy.
iPad users will notice something a little different when they open the App Store on their device and open up search. The App Store application, which itself does not require updating, has been refreshed and includes new (and frankly, necessary) features that make it much easier to discover apps that you’re looking for, as well as pinpointing applications that you’ve downloaded before but no longer have installed – perhaps due a fresh iOS install.
The refined search now allows you to show results from a specific category and subcategory (eg. Games or Action Games or Utilities); apps released within the past 7 / 14 / 31 days; free or paid (no specific price brackets); iPad, iPhone or universally built; and apps that have received a certain overall consumer rating (eg. 2+, 3+, 4+ or 5 stars). These filters are inter-compatible, meaning you can search for an app and then limit results by, for example: games only, iPad only, 4+ stars. With over 330,000 applications currently available to download, such filters are a welcome addition.
And that’s not all. Conveniently, applications that have been bought but are not currently installed on your device will now show up in the App Store as “Install” rather than “Free” or “Buy Now” – meaning you can be sure that what you’re downloading is what you’ve bought. Beforehand, consumers had to manually check their iTunes receipts to confirm that the application had been bought, and then hit “Buy Now” despite having already bought it. Only after the iTunes password was entered – which meant your account could then be charged if you didn’t own the app – did a notification arise stating that you’ve already bought the application and that you’d be able to download it without charge. The update, that will already be installed on all iPads, fixes all of that. In addition, any apps that require updating will read “Update” in the App Store rather than “Free” or “Install”. Presently, the update is iPad only, meaning iPhone users are still relegated to the old search.
On a related note, 148Apps has updated its search engine – making it easier than ever to find the apps or blog posts you’re looking for. Go ahead and try it out!
It’s not all about making an app that is the most complex and useful; all you need to do is make a nifty little app that can become popular at the right time, and you can have a hit on your hands. Outfit7 has discovered this: somehow they have managed to surpass 60 million downloads of their “Talking Friends” apps across iOS and Android.
There are some absolutely mammoth numbers to consider: a lineup of 8 apps has surpassed 60 million downloads. 35 million of those belong to Talking Tom Cat, which has garnered enough attention to even show up on a recent episode of Modern Family. They’ve had 6 apps be listed in the iPhone’s top 200 grossing apps, 5 apps in the top 60 of the iPhone App Store’s top paid list, and 3 apps show up in the iPhone’s top 100 free list. As well, the app is popular with international users, with 67% of downloads coming from outside the US, compared to an average rate of 30-45%. While many of their apps are free, they are seeing an average of 10% conversion rate on in-app purchases within those apps, so they’re making some money off of
What do Outfit7 attribute to their success? The CEO of Outfit7, Andrej Nabergoj, says that it’s in part due to their apps’ appeal to kids. “Our growth is powered by what I would call the Law of Unintended Consequences. Kids are using smart phones in ways that were never anticipated. While observing kids playing with our apps, we realized we were no longer an app developer, but a mobile toy maker.” As well, the international appeal can be traced to apps like Talking Tom Cat being based off of manipulating the sound and touch of users, allowing the apps to be easily adapted for use in non-English speaking countries.
It’s mind boggling to consider just how popular and lucrative these simple little apps are – they may be simple little toys for smartphone owners to play around with or entertain their kids, but there is clearly some serious business in these apps, and it is a good time to be making these apps.
Thinking back as far as I can remember, I can’t even begin to recall a time where Angry Birds were not dominating the top position on all of the App Store’s Top 25 Lists. Regardless of whether you prefer the free or full version, it is safe to assume that is has graced the home page of virtually every iOS device in existence. For this simple reason, the application has had a choke-hold on the lists seemingly forever. Well, at least that was the case until last Thursday.
On that fateful day in January, a seemingly unknown app by the name of Bubble Ball rocketed to the top of the Free App List, bouncing Angry Birds Seasons Free from atop its lofty post. For any developer this would be a feat of momentous significance, but it is even more impressive when you further examine Bubble Ball’s developer, Nay Games. While big name studios have the budget to throw scores of experienced developers at one specific project, Nay Games is comprised of a mother/son duo, of which the lead designer and programmer isn’t even old enough to apply for a driver’s license.
At only fourteen years old, upstart programmer Robert Nay has managed to prove that as long as you have an original idea, you can become an overnight success as a developer on the iOS platform. So, how many downloads does it take to top the Free Apps list? How about 1.5 million downloads since the game launched on December 29th, and a staggering 400,000 on that special Thursday where the App Store stood still.
And don’t worry about the team over at Nay Games not seeing any profit from this Bubble Ball adventure, because Dean Takahashi of VentureBeat.com is reporting that they already have plans in the works for patching in monetized microtransactions soon.
This has to be one of the best “feel good” stories of the new year, so why not give Bubble Ball a download for yourself and see what all the hype is about? 1.5 million downloads can’t be wrong!
The first person to download the 10 billionth application, or submit the first free entry after the 9,999,999,999th download (more on that in a second), will win a $10,000 gift card to the iTunes store. We’ll consider that victory marginally better than the free balloons you get when you’re the millionth shopper at your local market.
It’s absolutely absurd to consider that in the span of only two and a half years (the App Store launched on July 10, 2008) there are more application downloads in a single marketplace than there are people on Earth. Nearly double the amount, in fact. That is, if you consider being shy by two billion a small margin of difference.
Those interested can head to the contest’s page on Apple.com. There you’ll see a scrolling ticker representing how close the world is to seeing that 10 billionth download. Is the ticker an accurate representation of the actual apps downloaded? Probably not. One would assume that Apple took the time to figure out how many apps are downloaded in a given span of time and then applied that rule to the ticker itself. But why is that important?
It’s only important if you plan on using the no purchase necessary form of entry. For those that don’t want to download the 10 billionth app or, alternatively, even for those that don’t have an iOS device, you can simply enter using this form within the contest page. You can do so 25 times a day. Obviously, it’s not fair to let non-purchasing folk walk away with the prize by just entering a bunch of times. So, the factor that contributes to the entrants eligibility is the timing of said entry.
The gift card will go to either the person that downloads the 10 billionth app or the person that uses the entry form immediately after the 9,999,999,999th download, whichever comes first.
Beware as we look into our crystal balls, because they’re dusty and we’re not quite sure they work.
On This Episode:
Carter and co-host Blake Grundman talk about the future of the App Store in 2011 – what kind of impact will the Mac App Store have on Mac sales and on the iOS App Store infrastructure? And, what will become of the current App Store as new devices get released into it, and after what we’ve seen publishers and developers do in 2010?
A funny thing happened last night as Google briefly launched the Google Latitude iPhone app in the Japanese App Store, only to quickly pull it back down. While the company hasn’t made any statements regarding the “blink and you missed it” accidental launch, it would seem that the new app is primed and ready for release at any second.
Google Latitude allows users to easy track one another by displaying the locations of friends and contacts on a map. This way, if a friend asks you to meet them at Starbucks for coffee, you can instantly see which cafe they’re sitting at and head directly there. The service continually updates so you can keep track of your friends and vice-versa, but sharing settings are heavily restricted and there’s an option to turn off tracking altogether if you’d rather go off the grid for a bit.
Latitude has sort of been available for the iPhone for well over a year, but not as a native app. Thus, it can’t run in the backgound on the iPhone and is ultimately rather pointless for most users. The app has been a longstanding feature of phones running on the Android operating system, but it just now seems that the app may be on the cusp of approval from Apple.
The two companies have been at odds with one another for a while since Apple originally saw Google as a threat to iPhone market dominance, but the two companies have been warming to each other recently and it seems they may be about to settle into a more friendly relationship. Last month Google Voice finally appeared on the App Store, so it seems Latitude is set to follow in its footsteps. Also, with the launch of Google eBooks earlier this week it seems the two rivals may have finally turned the corner. More than anyone else, this is a big win for consumers.
Sometimes, it’s inevitable. You’ve bought an app, and it’s just not working as it should. You’re annoyed, and sad, and you want a refund, but Apple doesn’t give refunds, right? And it wasn’t like the app was that expensive.
Actually, it is possible to get a refund from the App Store, and it’s not that difficult, either, provided you have a good reason. There’s no reason to not ask for a refund if you have a legitimate situation! Here’s your one-stop tutorial to how to get a refund from the App Store.
Why Do You Need a Refund?
“I don’t like it” or “I changed my mind” do not work. However, the following reasons are perfectly fine:
The app is broken: it doesn’t function as promised
The app has a bug that prevents it from functioning; the developer has stopped providing support
The app has lost one of its former features.
You didn’t mean to buy it; you bought the wrong version or used the wrong account; your kids jacked your computer; etc. This one is iffy but usually valid, and works best if you ask for a refund ASAP.
This list is by no means exhaustive. In general, having a good reason is just common sense. Remember, though, clear, calm explanations are always best for garnering sympathy. Also, Apple doesn’t have to give you a refund; their terms of service state that all sales are final. Be polite.
Getting that Refund
So you think you have a legitimate reason for wanting a refund? First, you have to contact Apple. There are two ways to do this; the first way is probably the most effective, but use #2 if you don’t have iTunes installed on your computer.
1. Use the Purchase History pane in iTunes.
Go to the iTunes store, then view your account and click on “Purchase History.” Find the application in question, click on “Report a Problem,” and fill out the form. Remember to be calm, and explain everything as clearly as possible.
Apple has a help page with clear pictures of the above steps here.
2. Contact Apple via the Web.
Go to this page, pick your country, and then find the issue that is most closely related to your needs…I’d recommend iTunes Account and Billing / Billing or App Store / Troubleshooting Applications. It’s somewhat murky, since there isn’t any specific “I want a refund” category. (Officially, remember, there are no refunds.) Then go through the process, guided by Apple.
After contacting Apple, wait—for a couple days at the most. (Apple tries to respond to most inquiries within 48 hours.)
Apple may ask you to contact the developer for assistance, particularly if your issue involves a bug; if so, email the developer once or twice. If you can’t resolve the issue with the developer, email Apple back stating that you contacted the developer but would still like a refund. Also include the purchase order number for the application in question.
If all goes well and Apple is satisfied with your reasoning, Apple should reply that you have received your refund! Yes, in most cases, it’s that simple…just a few emails will do the trick. Refunds are typically applied in the manner in which you paid (a credit to your PayPal account, iTunes store credit, a refund to your credit card, etc).
Do you have any stories to tell about Apple’s refund process and the App Store? Let us know in the comments box below!
Just in case you either don’t like browsing the App Store or just prefer doing all your shopping via Google, the search provider has added a nifty feature which allows users to hunt for iPhone apps right in their browser. The process is fairly simple, with users needing but to click the “More” tab on a search results and then tap on “iPhone Apps” in the resulting drop-down menu. A similar service is available for Android users.
This likely goes without saying, but you will need to be using an iOS device in order to to see the extra options. Just don’t go trying to Google Angry Birds on your home PC and then wondering why you don’t get the option to go directly to the app. Again, we trust that you’re smarter than that, but the last thing we want to do is create confusion and chaos.
At any rate this is a truly handy feature for iOS users, as now you don’t need to jump back and forth from Google to the App Store when looking up something you may want to download. Granted, you’re only really saving a few seconds, but everyone loves convenience and this is just one more way to make your life a little bit easier. If anything this will hopefully speed up searches a bit, allowing you access to the content you want without waiting quite so long.
One other note, we’re hearing that this is a feature which has been around for a while, but this is honestly the first we’ve heard of it and the first time we’ve seen it reported. So before you light up the comment section with “old!” keep in mind that this isn’t a feature Google ever really advertised and it’s one of those things that you don’t know is there if you don’t look for it. We’re just trying to be helpful here, so enjoy the added functionality of Google on your iOS devices.
Do you shop the App Store like a husky kid addicted to a Wonka Chocolate River? Are you the one person that all your friends turn to for app advice on what is badass and what needs avoiding like a leper? Then there is a game that will put your app skills to the ultimate investment test.
Angel’s Choice is part game and part app discovery tool. The game part plays out like a stock investment simulator, only the stocks are apps. You earn Angel Dollars (A$) that you can use to invest in apps on the App Store. As those apps climb the App Store ranking (this does not include popularity drops), so does your return on investment. Now you might have noticed how I said App Store there, that is because you are playing with virtual money on real apps. So imagine what your gamer rank would be if you had invested in Angry Birds before it blew up into the addictive plague it has become today.
There is more to this than just investing Angel Dollars into unknown apps though. You also earn Trust EXP as others invest in your chosen apps, thus making you a beacon of app knowledge. There are also missions, portfolios, and a rather impressive social aspect to this game. Not only can you play this on your phone, but also your successful and not so successful investments become broadcast for the world to see with leaderboards proudly displayed on the Angel’s Choice website. People can click on your name; see your portfolio, current game level, money, profitability, and Trust EXP without even needing an iDevice.
Why not have a bit of fun while you shop for new apps? This just might be one of the coolest ways to shop the app store to date. Check out the website right here, or get a good in-depth feel of how to play the game here. Either way, this app brings a completely new spin on shopping for portable addictions.
App discoverability continues to be a real issue. With the fast churn of apps in the App Store, an app has only a few weeks of promotional life in it before it’s largely forgotten. There are a few things developers can do to fix that, but those things may not work for most apps. That’s why we think it’s important to archive these great, best apps from even just a few months ago. They may have been forgotten by most, but we want a way to remember them forever.
We’re proud to announce the launch of a new site, dedicated to archiving the very best in mobile apps, the App Hall of Fame! We hope it will become the source for finding the very best of the best apps, long after their initial promotional buzz has died down.
With a voting process loosely modeled after the Baseball Hall of Fame, the App Hall of Fame will induct 12 new apps every month. The eligible apps are those that have been in the App Store for at least 6 months. Initially we’ll be focusing on iPhone/iPod Touch apps, but we’ll open it up to iPad apps soon. Next year? We expand further to cover other platforms.
The hall of fame-worthy apps will be chosen by the people that look at, write about, and live apps every day. Our fantastic selection committee includes members from Slide to Play, TUAW, TIPB, The Loop, Pirillo.com, AppAdvice, and more. The selection committee have already chosen the nominees for our first month and they are now voting on those nominations. We will proudly announce our first 12 inductees on Monday, October 11th.
The mobile application analytics company,Flurry, has graciously sponsored the site and will be giving $1,000 in promotional credit to each inducted app while they remain a sponsor. A very generous prize for the inductees, indeed.
But wait, there’s more! We’re having a monthly contest, too! We’re also going to be celebrating the new inductees every month by giving away copies of the winning apps to App Hall of Fame mailing list subscribers.
Take a look at the site, sign-up for the contest and mailing list and check back on October 12th for the first inductees into the new App Hall of Fame!
Gameloft announced today that it has sold a monstrous 20 million apps since the App Store opened in July of 2008. Regardless on your stance on Gameloft and the originality of their titles, this number is incredible.
According to Gameloft, 42 of their 47 iPad and iPhone games that have come out this calendar year have reached the top 5 in the games category with 25 of the games reaching the #1 spot (presumably in their respective game categories. I think Angry Birds has been the #1 overall game since 1906, but don’t quote me on that).
“The first half of 2010 marks a new step for us on the App Store,” declared Michel Guillemot, President of Gameloft. “The launch of the iPad and iPhone 4 has opened new horizons for developers and allowed us once again to transform our consumers’ gaming experience. 20 million paid downloads is proof that our games meet the expectations of our players and we will continue to satisfy them.”
With 100 apps currently in the App Store, each app has, on average, sold 200,000 copies. They seem to be keen on pumping them out at record pace now too, with 15 titles to be released by the end of 2010, including “NFL 2011 HD, Assassin’s Creed: Altaïr’s Chronicles HD, Spider-Man: Total Mayhem HD on the iPad, as well as Dungeon Hunter 2, Gangstar: Miami Vindication, Star Battalion and Modern Combat 2: Black Pegasus (also available on the iPad) on the iPhone”.
Congratulations Gameloft. It’s always nice to see a huge success in the App Store. And please, if you are reading this, I am not so patiently awaiting a sequel to The Oregon Trail. I’m dying here. Of dysentery.
If you have been around the App Store lately, you’re likely to have heard that Apple enforces a strict, albeit inconsistent and subjective, no-offensive-material policy that includes what Apple deems to be pornographic or offensive. We’re not here to debate whether Apple has that right, but rather to talk about Apple’s main App Store Director, Phillip Shoemaker.
Now, imagine you’re a businessperson, trying to eke out a living providing a product or service to your customers. Now imagine if your product or service is regulated in some way, forcing you to do things the way the regulatory body insists you do them. Then imagine that your competitor is in charge of this regulatory body, and has a say over whether you may or may not sell a particular product. Are you upset, yet?
Carter speaks to listener Jessi Rathwell about her experiences as a blind iPhone gamer, what it’s like to play audio-only games as a blind gamer, and how other games could improve their experiences for disabled gamers.
Carter talks with Dave “Cazz” of Bolt Creative about the past, present, and future of Pocket God.
Who We Are:
Host: Carter Dotson
Guest: Jessi Rathwell
Guest: Dave Castelnuovo, Bolt Creative (Pocket God)
The team over at PowPowGames has announced the release of its first iPhone game, Rocket Boy 2D. The colorful side-scroller offers over 35 guns and more than 70 items to collect and use across three worlds. What sets Rocket Boy 2D apart from other titles of this type, however, is its RPG-esque leveling system which calculates stats and damage leading to unlockable content and powerups.
As the enemies, which range from aliens to zombies, get tougher the leveling up process allows you to equip more powerful weapons and skills in order to remain competitive. Rather than just blindly moving to the next available gun, users can choose which areas they wish to enhance in order to defeat the more challenging levels later in the game.
The control system also sounds interesting, using a mixture of the accelerometer for moving the character and touch input to aim and fire a weapon. As you would expect from the name of the game, the hero is also the proud owner of a jetpack which is controlled by the user’s thumb.
From what we’ve seen so far, Rocket Boy 2D looks like a fun arcade game with some interesting takes on the genre and, should the control system work as fluidly as promised, will likely become an addictive time waster for your iPhone or iPod touch.
Mr. CEO, members of the developer program, iOS users, and abusers. I have come here today not to only address the great advances of the App Store but to also address the issues.
During the past year the App Store has seen amazing growth. We’ve seen a quadrupling of the number of applications, downloads, and devices. Since it’s inception, the App Store has generated over 1.5 billion dollars in revenue for Apple with over a billion dollars of that going to developers.
The App Store is a unique mobile application market. Apple has done something that no other device manufacturer had done before or since. Not only has Apple developed a common mobile platform delivered across a variety of devices, they have done so across over eighty different countries and mobile carriers. This is the most perfect mobile device and application marketplace match ever created. Apple controls everything from the device research and development, manufacturing, sales, and application delivery. Reducing the mobile carriers to the point that they are simply service providers. Prior to the iPhone, mobile carriers controlled everything from device features, names, and what applications were available at what price. Under the iPhone, they control just the cellular service. Palm, Google, and soon Microsoft will try to replicate the Apple App Store model, but none have yet to be able to — even though they have the perfect example of how to do so.
One year ago there were 65,000 applications available that had amassed 1.5 billion downloads. As of now there are over 229,000 applications available and those applications have been downloaded a total of over 5 billion times.
Growth in the number of applications this year has been more linear than the exponential growth we saw the first year. That has more to do with the saturation of the app store than it does with size of the market. Over the past 12 months we saw nearly 200,000 new applications approved and nearly 4 billion additional downloads. That’s a 3x growth in number of applications this year as opposed to a 109x growth the first year. That works out to a pretty steady 10-20% growth in the number of applications, month-over-month for the past 12 months.
If the current growth trends continue, the App Store could see 35 billion downloads of nearly three-quarters of a million different apps one year from today. Lofty goals indeed, but I don’t think we expected to see the growth we saw this past year. With the continued adoption of the platform on revised devices like the iPhone 4, and whole new device lines like the iPad, and potentially others, I think there’s a great chance that it will continue that growth.
While in it’s first year, application prices dropped considerably and quickly, they have remained fairly steady this year. Due to changes made this year we can expect to see the growth of freemium applications continue as well. And more income will be generated by in-app purchases versus application sales. This is something we can not track though, so it will be a mystery how much income this will bring developers.
The last year has not been without issues. While the App Store to consumer segment continues to be very well received, Apple still has issues to address with it’s developer relations. While greatly improved, there are still issues with application approval. In addition, the open-ended nature of that developer agreement has given Apple the opportunity to change their mind repeatedly and remove an entire segment of application from the App Store without notice.
The developer tools provided by Apple continue to evolve. Xcode, the development environment provided by Apple is consistently lauded by developers as the best available on any platform. The next version, Xcode 4 appears to be even better. While still in beta and under NDA, developers have been leaking a few details here and there that make it sound like a great step forward. Adding features often requested and integration of features such as interface designer and the Instruments performance monitor into the main application.
While everyone knows that developers have to play by Apple’s rules if they want to be in the App Store, those rules are an ever changing target. This causes problems as it’s difficult to develop to rules that are enforced inconsistently and constantly changing. We’ve seen whole companies sprout up, spend money researching and developing applications, and then be ruined as those applications were not approved by Apple for sale in the App Store. Thereby destroying the company that had been built up exclusively to develop for the iOS platform. This has to change.
We’ve also seen whole segments of application approved for sale and then later removed from the App Store. Segments such as Google Voice based application, applications that present a desktop-like interface, and so-called bikini apps were once approved and then later removed – en masse from the App Store. This too has to change.
The application approval delay has been reduced considerably — a job well done there. But there are still some apps that fall through the cracks and don’t get approved in a timely manner. The real issue there is that the developers don’t know why. There is no communication back to the developers on what is going on, what the potential issue is, or how to resolve it. It appears this is usually caused by an exception. An app reviewer takes a look at the app and has a question and passes it up the chain of approval. That seems to be where it gets stalled. Nothing is communicated back to the developer other than it requires further review and it can stall for weeks in that status. Oddly, some developers have been able to remove that application and re-submit and have it go right through as a different reviewer doesn’t see an issue. There is the inconsistency and communication issues, those need to change.
Over this coming year I hope to see Apple firm up it’s developer agreement and explicitly spelling out what developers can and can not do in the App Store. And then the important part, stick to that agreement for all developers. You can’t ignore the rules for some developers and strictly enforce them for others.
While there are reasons to change the rules to adapt to the changes in the market, keeping these changes to a minimum and communicating them properly before they are made are the key to keeping your developers happier.
Censorship has become a concern. We’ve seen the issue where any application that pulls data from the Internet needs to be marked as 17+ since they could, theoretically, pull adult content. This has been very randomly applied to apps it seems. If it were consistently applied, the NY Times application would be marked 17+. It, of course is not marked that way. We’ve also seen applications rejected that could be considered a freedom of press concern.
Censorship could become a major concern, and something to think about for any publication releasing an app on the App Store. Some theorize a world where Apple can control the media by approving or disallowing applications based on their political content. While I don’t think it’s a huge potential concern — or at least not as much of a concern as conspiracy theorists would make you believe — it needs to be considered when developing for the iOS platform.
In summary, the App Store is growing by a phenomenal amount and sales of devices and applications show no real signs of slowing down. We’ve seen growing pains as the larger the App Store gets, the harder it is to manage, in general those have been addressed well. There are issues with developer relations and approvals, but consumers are happier than ever.
In spite of the issues, the state of the App Store is strong.
A lot has been said about mobile fragmentation in the Android world which is filled with a bunch of different devices with different specifications and different versions of the Android OS. This leads to lots of exceptions in the Android app marketplace and isn’t good for consumers. That problem has been, until now, not a big issue for iPhone and iPod Touch users. While there’s been a split between iPhone/iPod Touch and iPad applications, it can be argued that they really are different platforms sharing the same OS.
But now, EA spins everyone around and multiplies consumer confusion in the App Store by creating a new fracture. They have released an iPhone 4 only version of their NCAA Football game along with a version for older models. They further add to the confusion by using the tag HD on it, something already in use by most developers as a designation for iPad applications. While I am of the opinion that these decisions are downright consumer hostile and I question EA’s motives, I also have to wonder why Apple would let them do something that causes such consumer confusion and leads to greater fragmentation of the iOS App Store.
Is the iOS a single platform or multiple platforms? Apple greatly prefers Universal applications that work on all iOS devices and suggests them to developers over having multiple versions of the same applications for iPhone and iPad. Yet in this instance they have approved the exact same app for two different models of the same platform, the iPhone. We’ve heard stories in the past of Apple rejecting iPad specific versions of apps that don’t provide extra functionality over their iPhone versions. Instead Apple have suggested that the developers create universal versions. Yet this game, an exact duplicate with just higher resolution graphics was approved, fragmenting the iPhone App Store. That confuses consumers and sets a precedent I hope doesn’t hold up.
There could be a case to be made to releasing a game that was only compatible with the iPhone 4 due to hardware specific requirements. We saw a handful of games that were only compatible with the iPhone 3GS due to processor speed or specific hardware accelerated graphics requirements. I’m sure we’ll see more with the higher power and hardware changes of the iPhone 4. But this game is not an iPhone 4 only game, there is another version of the exact same game, but for older hardware released separately.
“We do see a difference between iPhone 3G/3GS and iPhone 4. For EA, it’s important that we create our games for the unique capabilities of each platform or device including NCAA Football maximizing iPhone 4′s high quality graphics.” commented Michelle Jacob, Head of Global PR for EA Mobile when I asked for comment on the release of two different iPhone versions of the game. But to me, this just doesn’t make any sense as there’s absolutely no technical reason to create an iPhone 4 specific version of a game to take advantage of the higher quality graphics.
This is the first time we’ve seen a large developer release multiple versions of an app for different iPhone versions. The generally accepted practice is to release a single application for the iOS4 iPhone and iPod Touch platform that takes advantage of the hardware it runs on while degrading properly for lower performance devices. That leaves this as being a purely business decision and a bad one at that.
Let’s take a look at Real Racing from Firemint for an example of how developers have been addressing adding features to their applications for the iPhone 4. One universal application for all iPhone and iPod Touch devices, from a company with fewer employees than the EA campus cafeteria has. And it takes great advantage of the Retina Display on the iPhone 4 and anti-aliasing on the 3GS and degrades nicely for older devices. This is the what consumers want and it makes sense. The iPad and the iPhone/iPod Touch can logically be called different platforms. The iPhone 3GS and the iPhone 4 can not. When upgrading devices you shouldn’t be required to re-purchase apps for them to take advantage of the new hardware. This hasn’t been the practice in the past and I hope it’s not in the future.
Doesn’t this create consumer confusion? “We certainly don’t want to create any consumer confusion. We think we’re quite clear in distinguishing between the two versions of NCAA Football and giving consumers a choice.” But confusion is what we are seeing. If we look at the ratings in iTunes for the iPhone 4 version of NCAA Football, 12 of the 28 comments as of Monday evening are from users who have purchased the app for incompatible devices.
The real reason for the consumer confusion is that EA is doing something that iTunes, and therefore the App Store, doesn’t really support. There’s no filter for what you buy when using iTunes on the desktop. You could purchase any apps you wish even if you have never connected an iOS device to iTunes. When you click Buy App on the iPhone 4 specific version of NCAA Football, it doesn’t check to make sure you have an iPhone 4, it just takes the money from your account and delivers the app.
Ms. Jacob continues “If anything, we are hurting ourselves by offering two apps – our overall rankings for the title are split. But again, we feel it is important to give consumers that choice.” Sometimes choice isn’t a good thing when it isn’t done to serve consumers. And I think that’s what we have here. Consumers want choice, but not when it’s so easy for them to make bad choices. What consumers really want it convenience. It should just work and work well. This release method does not work for consumers.
The comment that they are sacrificing overall ranking is very true and makes this an even odder decision. Had they released a single application compatible with all devices and enhanced for the iPhone 4 they would have increased their rank in the top selling app lists by having all sales for a single application instead of two different apps. This is something that can lead to a waterfall effect — the higher up the top selling lists you are the more people see it and therefore the more that buy it.
iPhone 4 is not HD. And how about the odd choice to name the app with the HD tag? That’s something that has become the de-facto standard designation for iPad applications. (Even though none of the iOS devices are really HD resolution.) Adding that designation to an iPhone 4 only application is even more confusing. Perhaps EA know something we don’t know yet with the convergence of the iOS 4 for iPad and iPhone. Maybe that will lead to apps on the iPhone 4 and iPad being closer tied? I doubt that’s the reason. Probably just a inexperienced marketing person decided that was the best way to designate the special version. Bad choice.
Isn’t the Apple approval process supposed to stop bad developer moves like this? The question I keep coming back to is why would Apple let them do this? Why would Apple let EA fracture the App Store market further and confuse consumers by doing something like this — something that iTunes doesn’t fully support? I have to think that it’s a mistake or they are just testing the waters.
But isn’t this going to hurt Apple? One of the most appealing things about the iOS App Store is that once you purchase an app, it’s yours. You can install it on as many devices as you buy. When you upgrade your devices, the apps come with you. And traditionally, developers have updated applications for updates in hardware and new versions of the iPhone OS / iOS. This throws that practice up in the air. If I buy the NCAA Football for my iPhone 4, it won’t work on my iPad or iPod Touch. I have to either purchase the lower quality version which suffers on the iPhone 4, or purchase 2 versions. Neither option is good for consumers — both options are good for EA.
What is EA really doing by releasing NCAA Football like this? They are probably just testing the waters to see what direction the market will head and if consumers will be ok with this. I really hope it’s not their plan for future releases. And I hope that Apple will restrict any developer from doing this in the future. It hurts users which in turn hurts Apple hardware sales and in the end, all developers.
Are you for this method of app release? Against it? If you want to let EA know what you think of this decision, head on over to their Facebook page or Twitter stream and leave a message with your thoughts. And of course you are always welcome to leave a comment below.
Elgato has announced that the 1.1 update to its EyeTV app now provides iPad compatibility for streaming TV wherever you are.
Now, before you get too excited, the EyeTV app does need Elgato’s EyeTV software and tuner as well as a Mac or PC in order to stream TV but. if you fulfill these requirements, today is a good day for you. An Elgato package isn’t that expensive either, with products starting around the $150 mark and taking advantage of the free digital video signals it catches.
Elgato is renowned for its EyeTV software that turns your computer into a digital TV and allows for recording live shows as well as scheduling using a small tuner that connect via USB. The EyeTV app for iPhone and now iPad allows users to view all of their recorded content as well as watch TV live on their device, taking advantage of the in-built TV guide. The app even allows you to set recordings on your home computer remotely.
At $5.99, the EyeTV app is a worthy investment for existing EyeTV users and will more than likely lure many new customers too.
Apple’s new iAd mobile advertising platform looks to be gearing up for its launch on July 1st with test ads and spaces for iAds appearing in apps on the App Store.
iAd offers a way for developers to make money from free applications by including advertising spaces within their apps that are then filled by Apple’s new service. iAd looks to deliver more engaging advertising by comparison the traditional mobile ads that Steve Jobs seems particularly averse to.
iLounge points to a selection of applications from Avantar that are currently showing spaces for iAd adverts and, at one point, included “iAd integration” in release notes before changing the information to “minor bug fixes”. Whether or not Apple had a hand in this change is unclear although the big space within the app interfaces reading “Test Advertisement” next to the Apple logo would be a dead giveaway if they were going for some secrecy.
Apple already knows more than most about the pain of losing an iPhone and as a result has launched a new app to help you find yours should it go missing.
Unfortunately, you will need to be a subscriber to Apple’s MobileMe service in order to use the application which immediately rules it out to most who are unlikely to want to pay $99 a year for the privilege. A sixty-day trial is available here.
If you happen to be a subscriber it’s worth turning the Find My iPhone service on, however, as this app could help you track down your iPhone or iPad by locating it on a map or sending a message and alarm to the device with your contact details so a kindly stranger can return it. In the worst-case scenario you can also lock or wipe your device to secure your data (and those blackmail-friendly photos).
While the app could be useful, it’s not essential. The Find My iPhone service can be accessed via the web and, therefore, if you have a web connection to download the app, you might as well simply browse to the site instead. On the other hand, with Find My iPhone installed on all of your devices, it may come in handy if you simply mislay your iPhone or iPad somewhere in your home, office or at a friend’s house.
If you loved the madcap adventures of Crash and friends in Crash Bandicoot Nitro Kart 3D, you’ll be excited to hear that a sequel is now available that replaces the 3D in the title with a 2. Not only that, but a new adventure awaits players as well as the introduction of some much needed multiplayer action for up to four players, likely timed to coincide with Apple’s upcoming Game Center service.
The sequel to one of the first console-to-iPhone ports asks a pretty steep $9.99 and weighs in at 71.8MB but has so far been receiving positive press. Some reviewers have mentioned a few bugs, however, but these will hopefully be ironed out in the next update.
From what we’ve seen, CBNK2’s graphics look great and all the features of the original are retained with some great new options to boot. With any luck, we’ll be seeing iPad versions of Activision games coming to the App Store soon as well.
We’re still a week away from the official launch of iPads in select countries outside the US but it seems that international iPad App Stores are beginning to switch on already. It is likely that Apple is adding iPad downloads to international App Stores so that all potential issues are ironed out in time for the launch of the iPad in these countries. App Stores in countries like the UK, Germany and Canada don’t currently have the iPad and iPhone buttons on the App Store front page like in the US, so users can’t yet split browsing between the two devices. App Store search results are split into iPad and iPhone categories, however. International users with US-bought iPads have, until now, been unable to access their local App Stores via the device but today should have full access despite some noted teething trouble on some stores.
It’s hard to avoid the daily (sometimes hourly) Twitter updates and Facebook posts informing you that a friend has “checked-in” at Starbucks. Apps and services like Foursquare and Gowalla have taken the mobile market by storm with millions of downloads and as many users sharing their locations in order to earn points and become the virtual “mayor” of a specific spot.
If you’ve never used such a service, it’s easy enough to disregard these ventures as pointless playthings for those with too much time on their hands. However, this appears not to be the case if news from Booyah Inc. is true across the location-based mobile app market. The company has recently closed a $20 million round of financing which sees prominent investor, Jim Breyer, join its Board of Directors.
Booyah is the creator of MyTown, a popular location-based social game where users “virtually” buy their favorite stores and locations. As they do so they earn points, charge rent on owned locations, unlock rewards and earn cash to be spent in real locations. The New York Times said “MyTown Turns the Real World into Monopoly” however it appears that the money to be made by developers in this market is very, very real. MyTown is currently played by over 2 million users and is growing at a rate of 100,000 new users week over week, according to a Booyah Inc. press release. MyTown has also passed 60 million check-ins and 250 million virtual item impressions per month with users spending an average of 70 minutes using the app each day. What DO these people do for a living?
This latest injection of funds is to be spent on igniting and accelerating the company’s “real and digital world offerings” which doesn’t offer much insight. However, with Jim Breyer, the Director of Wal-Mart Stores and Dell on board, we’re willing to bet some significant retail-based features are soon to be available for MyTown players. Breyer is also on the board of companies including Brightcove, Facebook, Etsy and Marvel Entertainment.
“Booyah is at the epicenter of the fastest growing markets today–mobile, social, and interactive gaming,” said Breyer. “Not only are they a next-generation entertainment company, but they are bridging the gap between consumers and businesses. The Booyah management team has both the passion and talent to innovate and create a wholly unique experience.”
If you’re yet to try out MyTown for yourself, it seems like now might be the time to get involved. The app is available for free on the App Store with a number of In App Purchases available.
Firemint has launched an update to its popular Flight Control game for iPhone. The update, available now, includes a new map, updated graphics, safe fast-forward plus new sound and music settings.
Flight Control is a highly addictive strategy game in which users take control of a selection of airstrips and must guide different planes and helicopters to their destination. While things start off easy, you’re quickly swamped by jets and light aircraft that need to be designated a runway before they crash into others.
First things first, the new map. Windy Airfield brings a new dimension to the already frantic action with runways opening and closing at timed intervals. Users will need to keep an eye on a windsock in the middle of the level that moves around to denote a change in wind direction. The direction of the wind affects which runways are open. Aircraft already on approach will still land but you’ll have to find an alternate runway for the rest.
So far, the new map is generating excitement among players with many uploading their score to the online leader board. A Google map is currently displaying where the high scores are coming from around the world. Check it out here
Flight Control’s graphics also receive a boost in this update with much brighter colors to help you spot those incoming planes quickly.
Another big addition to Flight Control is the safe fast-forward option that was launched in Flight Control HD for iPad. There are now three speed settings from “Off” through “Locked Fast Forward”. “Safe Fast Forward” speeds up the game but alerts players when a collision is imminent and slows the game back down to normal speed so you can avert disaster. Fast forward is sometimes required during the game to speed up the action and get on to higher scores but, use it carefully or you could cause an aeronautical pile up.
As far as settings go, Flight Control will now remember a user’s sound and music settings which can be altered in the app’s Pause Menu so you don’t have to change them each time you play the game.
As an added bonus to celebrate the update, Firemint has also released a free Flight Control wallpaper for iPhone users which can be downloaded from the Firemint site here.
iPad and desktop wallpaper is also available.
This is a great update from Firemint and we look forward to many more soon as well as tweaks to the iPad app. Check it out today by heading to the updates section of the App Store via your iPhone or in iTunes and, if you haven’t downloaded the game already, do it now!
Ubisoft has updated its iOS high seas adventure game, Assassin’s Creed Pirates, with some major additions. This refresh brings new maps, as well as one new campaign mission and three new secondary missions among other features. There are also new ships that are available for the all-new Survival Missions. According to the Ubisoft release, each […]