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iOS vs Android The Game Dev Edition

Monday, June 17, 2013 | June 17, 2013 WIB Last Updated 2013-06-18T05:36:21Z
It didn't take long for Apple's sleek, powerful smartphone to dominate the mobile phone market -- and one of its greatest draws was a rapidly growing software marketplace, curated and quality controlled, bringing extraordinarily useful features to what was essentially a pocket-size computer.

iOS vs Android The Game Dev Edition

iOS vs Android The Game Dev Edition

However, competitors weren't far behind. Some have continued on, others have failed, but by far the biggest is Internet giant Google's mobile operating system, Android. In fact, the number of Android devices activated outnumbers iOS devices by a mile -- 750 million Android to 600 million iOS.

Nevertheless, as we have a tendency to and plenty of of you well grasp, the iTunes app marketplace looks immensely superior in quality of content, in spite of Apple's barriers to entry, like a registration fee for app sellers, and therefore the indisputable fact that Google Play is apace catching up in terms of amount and downloads. Apple has pipped fifty billion downloads across over 900,000 apps, whereas Google Play is presently numeration right down to that range across 750,000 apps. however there is a good bigger discrepancy in app revenue. a colossal seventy six % of the complete revenue generated by apps goes to iOS -- exploit alternative|the opposite} twenty four % of the pie to any or all other operational systems.

A difference of hardware


And that's just one of the reasons why top-tier mobile developers tend to prefer the iOS platform. "The iOS ecosystem has consistently excellent devices, a great operating system that users keep up to date, and an App Store where the consumer is willing to pay for a better experience," Simon Joslin of The Voxel Agents, the developer of the Train Conductor games and Puzzle Retreat. "On top of that, as a designer, it's absolutely preferable to be building games that will be experienced exactly the way you intend them."

When a game is launched for golem, usually there area unit devices on that the sport are buggy -- and, for the developer, which means applying fixes for a variety of devices. Or, at launch, the quantity of devices on that the sport can run is restricted, going away some golem users irritated after they do not browse the list of compatible devices. Conversely, Apple's device set is comparatively homogeneous , which means applying a fix is, as compared, a straightforward matter.


To Joslin, that's definitely a good thing. "It means you know how your users are going to experience the game, from initially finding it on the store to finishing the last puzzle," he said. "The consistency lets me focus on producing the perfect experience, and spend less time supporting the variety and handling edge cases."

Not all developers feel a similar manner. Chris root vegetable of tap house Games, developer and publisher of BlastPoints for iOS and automaton, told CNET, "iOS hardware is standardized, that is nice; but, the technical school is pretty rigid, and there is a way slower feature iteration between devices in comparison to automaton, that is frustrating for high-end game development." He additionally another that though Apple's standardization means it is easy to induce a game right across all iterations of associate degree iPhone, the older models build it tough to form a really optimum game.

Android, on the opposite hand, has associate degree nearly opposite set of issues. "Android devices is terribly powerful; but, they're aloof from standardized, and infrequently developed with terribly specific strengths in mind: effects could run surprisingly well on one device, however the rendering of the globe could also be inflicting a bottleneck, whereas on another device, it will be the precise opposite, with the results because the bottleneck," he said. "Trying to search out a cheerful medium looks like you are compromising on quality slightly and instead extra systems and controls have to be compelled to be developed to support the event properly. That in mind, once you get those systems in situ, you'll be able to extremely build the devices shine. The automaton store presently lacks a number of the titles that actually created a splash on iOS, and that i assume that leaves it with a lot of potential to face out for developers."

One problem with the Google Play store, though, is the vast amount of dross and adware, something that the iTunes developer entry fee does better at eliminating. Then there is Google Play's app discovery, which leaves a lot to be desired. New apps are hard to find, the search function often turns up more trash than treasure (ironic for Google), and the featured apps update sporadically, compared to Apple's weekly hand-curated showcase.

The right price


Another big problem with Google Play is that in order to make the apps attractive to customers, who can very easily pirate the apps for free elsewhere, an upfront price often has to be forgone. In order to pirate iOS apps, you need a jailbroken device, which voids the warranty and deters potential pirates. Conversely, one of the major positives for Android consumers is that you can sideload whatever you like -- but this doesn't work out well for developers.

"Piracy is a very unhelpful practice, and it does sadden me that people would rather steal 18 months of my creative efforts instead of paying 99 cents for it," Joslin said. "First-day sales of Train Conductor 2 on Android was 200 units; first-day pirate downloads were 35,000."

Murphy's sales have been affected, too. He noted, "We were hit pretty hard with piracy for BlastPoints, and it was an extremely strong influence in how we approached our next few patches and Android release."

Chris Wright of attack, office that promotes mobile games, added, "I bear in mind checking out press coverage on one game we tend to helped launch on mechanical man last year, and for each review, there have been perhaps 9 results for torrents of the sport." He added, however, "Piracy could be a tough issue to judge. A pirate transfer isn't essentially an equivalent as a lost sale. It actually has some impact, however you cannot quantify it."

The piracy expertise is truly just about par for the course for mechanical man developers; however, in need of refusing to unharness content to open platforms, there is very little that developers will do. Doing so, however, punishes customers WHO want to buy and luxuriate in a product wrongfully -- and it cuts off a possible revenue stream. nonetheless, whereas this is often AN avenue The Voxel Agents chooses to avoid, several developers either delay AN mechanical man launch or do not unharness to the platform the least bit.

Perhaps it is the differing markets that contribute to piracy. On one hand, tech-savvy users tend to gravitate toward mechanical man, lured by the customisability and open platform -- users WHO square measure additional seemingly to grasp a way to realize and transfer pirated apps.

On the opposite hand, the range of mechanical man devices at completely different value points suggests that it's additional accessible to those with less disposable income; users WHO square measure less seemingly to pay a couple of bucks (PDF) downloading AN app here or there, which means that to achieve traction on Google Play, particularly as a brand new or indie developer, rating has got to be either low or free.

"I feel like I understand the iOS consumer better; they will pay for a good experience, they are up with the trends," Joslin said. "The Android consumer is harder to understand, simply because of the variety of entry points into the market; some buy an AU$80 phone from the Post Office, and some research their purchase and get the high-end Galaxy S4. With those different points comes very different app usage and purchasing behaviors."

User expectation

It's because of these differences that the freemium model really took off on Google Play, and has become pretty standard; even with a pirated copy, unless the user knows how to get into and edit the game's code, which is rarer than a straight-up transfer, freemium purchases will still be created. The model has its issues, except for developers seeking to avoid lost sales, it is a good answer, particularly once you take into consideration that around seventy % of the revenue generated from mobile games comes from freemium purchases.

That does mean, however, that users expect to search out free games on Google Play, and also the market has developed accordingly. As root vegetable recognized, "There ar some definite differences between the stores that stand out that have ultimately had some serious effects on the product out there. If you tackle the iOS store, you are going to visualize a fair showing of free-to-play games, but there is still a fairly substantial number of product making cash that follow the standard direct-purchase model. If you make full the humanoid store, you are going to visualize an awesome number of free-to-play titles."

This can be troublesome for developers to navigate, firstly as a result of shoppers is wary of the freemium model -- a not unfair reaction, since a number of publishers seem to contemplate it as being nothing over a cash cow -- and second, as a result of it is onerous to stand out once every game seems to offer an equivalent thing.

Things are slowly changing, though. It is becoming rarer for the best games to release only to one platform. But there's always going to be that division between the two platforms, with iTunes offering more carefully made titles overall, but Google Play offering the potential for much greater creative freedom and technical brilliance -- depending on your device.

"I don't think they will ever be the same, even if they share a lot of the same content," Wright said. "Google and Apple have different philosophies, and that's a good thing. Variety and choice are always good for any market, and especially good for developers and users."

Source | news.cnet.comiOS vs Android The Game Dev Edition
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