Hi dark,
  Yah, as far as the extra payments to advance in a game, that is what I was
referring to with the micro payments.
 It is an interesting model, and definitely one I will be looking at later
on, it is perfect for a RPG., or space exploration epic.
 For now, I have to clear my slate of rail racer 2 and make  a few small
tweaks to our online cribbage game at BA, but once that is taken care of, I
will be focusing tightly on iOS.
  Rr would be a fun game on a mobile platform, but much like swamp, it would
require a keyboard interface, there are just too many things you have to get
feedback on to be able to do it with a single touch screen. Not to mention,
I can barely make a hello world demo on iOS, much less something as
extremely complex as rr.
  I think there is some huge potential that hasn't been scratched yet for
accessible gaming on mobile platforms, its just gonna take time and effort
from developers to get there.
  It is unfortunate that there is no way to get any hard numbers on the
amount of folks using iOS with voiceover exclusively, the lack of data
really muddles the picture for accessible developers.
  Nothing unique there, same goes for windows VI gamers, just no way to pin
it down.
  BTW, Che is spelled c h e, pronounced shay, if yer curious, I was named
after Che Guevara, the revolutionary. A man, despite what one might think of
his politics or tactics, was hard core dedicated to his cause.
  Take care,
Che
 

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Saturday, December 14, 2013 6:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The future of mobile accessible gaming, was: : mac
versus windows

Hi Chae.

Actually, while many Ios games are indeed on the lower end of the price
spectrum that is a matter that is likely to change, since some of the major
mainstream coorporations are producing rpgs and the like. Squares new Iphone
game for example was priced at 20 usd.

Even in the accessible games market, after seeing King of Dragon pass for 10
dollars, I am less convinced that all Ios games need to be that much less
than windows ones. no, you probably couldn't sell a 50 dollar game, but a 15
or 20 dollar one would not be so unusual provided it had the depth to go
with it.

While prices on the Iphone are lower, eg, 5 usd for a sound adventure game
like Papasangre or 10 or 15 at most for a complex game, I don't believe
they're quite as low as I initially thought. Plus of course, remember on Ios
people are far more comfortable with in ap purchices even of initially
published games.

you could for example publish a racing game like Rail racer with an initial
50 tracks and upgrades up to level 3 for 7 usd, then publish packs of an
additional 50 tracks for 5 usd each. You could also do the route that games
like Solara use of having in game currency buy upgrades and charge players
for the currency convertion, and provided you A, allowed a method to get
some currency in the game even at slow amounts and B, weren't grasping with
the upgrades and free version you'd likely make up extra money that way.

Beware the grue!

Dark. 


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