Analysis:
iPad and Game Development - Does Flash Still Matter?
By
Wanda Meloni, M2 Research
The dust has settled from the initial iPad launch madness,
and there have been an infinite number of articles and blog posts on the iPad. Starting
out somewhat skeptical here at M2 Research, we wanted to take a closer look at
the iPad's potential as a gaming platform.
Games of course represent a significant portion of the 150k+
apps on the App Store. Apple says there are 50,700 games and entertainment
titles currently available. At the iPad launch there were close to 60 games
announced with many more in the works. Some have already estimated that the
iPad App Store will make over $1billion by 2012.
Also
announced just over a week ago at Apple's iPhone OS 4 press conference, was
their Game Center, coming this fall. Game Center will
provide iPhone, iTouch and iPad gamers a central point for networking with
friends, posting achievements and leaderboards. Most comparable to Xbox Live
and PlayStation Network, the Game Center will be a valuable mechanism for
developers to help monetize their games. It was only a matter of time before
Apple announced something like this, and ngmoco, who has their Plus+ social
networking solution, were not surprised by the news.
![Apple's Game Center](http://ih.constantcontact.com/fs036/1102527936265/img/46.jpg?a=1103333378998)
Here is the short list of companies and games at launch:
Electronic Arts - Scrabble, Tetris, Need for Speed, Mirror's
Edge, Command and Conquer: Red Alert Big Fish Games - Amazon: Hidden Expedition PopCap Games - Plants vs. Zombies HD Telltale Games - The Penal Zone and Sam & Max: The
Devil's Playhouse PlayFirst - Diner Dash: Grilling Green
The key in the short term will be creating native versions
of games specifically for the iPad. With the larger screen and unique features,
developers will start to experiment quickly. The result, we believe, will be
new types of game play and experimental designs. A good example of this is Flight Control HDfrom
Firemint. At launch it is the first 3D stereoscopic game for the iPad, and is
priced at $5. Glasses are sold separately. Firemint's iPhone version of the
game has been a huge hit, so it will be interesting to see how the 3D iPad game
does.
![Flight Control HD](http://ih.constantcontact.com/fs036/1102527936265/img/47.jpg?a=1103333378998)
M2 Research
had an opportunity to speak with a number of game companies supporting the iPad
and asked them for their thoughts on initial iPad game development. Dana Nelson - Lead Designer, PlayFirst PlayFirst' s lead designer Dana Nelson
explains the unique development process they had with the iPad. Founded in
2004, PlayFirst publishing their games across multiple game platforms. One of
the company's most successful games, Diner Dash has been downloaded more than
550 million times. "PlayFirst
developed Diner Dash: Grilling Green specifically for the iPad. Developing a game
for the iPad was quite different from our typical development process. Our
other games are designed to be played with one mouse or one finger. With Diner
Dash: Grilling Green for the iPad, we developed a game that's made for lots of
fingers-10 of yours, or some of yours plus some of your friend's."
![PlayFirst - DinerDash](http://ih.constantcontact.com/fs036/1102527936265/img/48.jpg?a=1103333378998)
"During
initial development, we didn't actually have an iPad to test the gestures or
the Multi-Touch, so we used paper prototypes to figure out which cooking
gestures would be fun to do while managing a hectic restaurant. We knew that
the iPad is all about intuitive, custom-made user experiences, so we made sure
players can easily customize the game to suit their needs; it's fully playable
in both portrait and landscape orientations, the Touch Cooker 3000 is
repositionable, and 2-player mode can be toggled on/off on the fly." Chris
Ulm - CEO, Appy Entertainment Appy
Entertainment's development strategy is focused on creating original IP. Prior
to starting Appy, Chris co-founded several entertainment companies including
High Moon Studios where he worked on AAA console projects, and Malibu Comics
which was acquired by DC Comics. ![Appy Entertainment](http://ih.constantcontact.com/fs036/1102527936265/img/52.jpg?a=1103333378998)
"While I can't speak for other game developers", says
Chris Ulm, CEO of Appy Entertainment, "for us the lack of Flash is a non-issue.
When we founded the company, we made a decision to stick to Apple's development
tools and build our own game engine and pipeline to create the best experience
on the platform. I don't think there will be any decline in overall
developer support for Apple going forward because the platform still represents
the best opportunity for developers in terms of install base, marketing reach,
consumer experience, advertising monetization and development tools." "On the consumer side, the lack of Flash will be painful
for web-browsing on the iPad in the short term, but long term will promote the
very fast adoption of HTML 5. Ultimately, the lack of Flash did not hurt the
rapid adoption of the iPhone by consumers, and I suspect the same will happen
for the iPad." "At Appy Entertainment we are huge believers in the iPad as a
gaming platform and have either submitted, or are in the process of developing
special iPad-only versions of all of our games," The screen real estate and
speed of the A4 processor are a given, but what we find really attractive about
the iPad is our ability to innovate new mechanics and interactive experiences
that build on the mass market pioneered by the iPhone. Our firm hope is that
iPad will be a premium platform for more ambitious experiences and allow
"micro-publishers" like Appy to commit to more development resources
and longer product cycles."
Michel Kripalani - CEO,Oceanhouse Media Before
founding Oceanhouse Media in 2009, Michel Kripalani was the founder and CEO of
the successful Presto Studios, after which he became the industry manager of
games at Autodesk. "We view the iPad as a completely new, unique device. As
such, we are spending a lot of time trying to determine what we can do with it
that cannot be done with an iPhone. It presents a great new opportunity to
re-think all that we believe about limitations in hardware."
![Acquire](http://ih.constantcontact.com/fs036/1102527936265/img/49.jpg?a=1103333378998)
"Developers have never had such a large multi-touch surface
to take advantage of. There will ultimately be a whole new group of games that
require a large touchscreen that cannot be played using other input means
(mouse and keyboard -or- controller, for example). The process of cracking
these new UI features and re-inventing genres will be awesome. I can't wait to
see what people come up with." "Lack of Flash support does not bother us. In fact, I'm happy to keep the deluge
of Flash games out of the App Store. We feel that apps written directly in
Objective-C will always be superior to any kind of port, so we support Apple in
their decision." Margaret Wallace - CEO, Playmatics
Margaret Wallace has
founded several companies in her career, and has been CEO of Rebel Monkey and
Skunk Studios, where she created online casual games. Prior to that was she was
a producer at Shockwave.com. "Like
the iPhone before it, the iPad will be a transformative force in gaming.
Playing games on the iPad is akin to having your own portable gaming console." "Playing
my first game on the iPad brought to life how the larger screen size, quality
of the graphics and extra power made my iPhone games seem minuscule in
comparison. Additionally, the platform promises to introduce new kinds of
single-player and possibly even multiplayer gaming styles. While we're still
waiting for those first few breakthrough hits for the iPad, the potential is
great." "Consider
the recent iPadDevCamp, held at the Paypal/eBay offices over the weekend, and
the outpouring of developer interest and creativity around bringing killer apps
to the iPad. Combine this exuberance with the know-how Apple has shown around
monetizing content in its store and I think we'll see a lot of interesting
developments on the content side of things." Wallace
goes on to explain some of her initial apprehension, "My only concern with the
iPad as a gaming platform is that the profitability margins might be low if we
use the typical iPhone game as an example. Increasingly crowded decks and
difficulty accessing content have made the prospect of building an extremely
profitable business around iPhone apps pretty difficult for most content
creators and publishers. I hope that we do not see a similar pattern unfold for
the iPad, but that's definitely a concern." Marvel Comics The other
noteworthy media partner at launch was Marvel. While not directly a game
company, Marvel's presence has been slightly overlooked by many in the
industry. Marvel is now owned by Disney, and be sure that Disney has big plans
for pushing the Marvel brands across as many platforms as it can.
![Marvel - iPad](http://ih.constantcontact.com/fs036/1102527936265/img/50.jpg?a=1103333378998)
The comic
book industry was built on the ability to collect and trade issues. While the
iPad lacks that function, it does provide a great vehicle for reengaging the
comic book market to a new generation of readers...and gamers. There will be more
than 500 titles available, most priced at $1.99 each and some available for
free. Overall Thoughts With 300k
units sold on the first day, 600k sold after 2 weeks, and that number inching
toward the 1 million unit mark, M2 Research's own Billy Pidgeon says, "We are
cautiously optimistic concerning the iPad. iSupply believes Apple will sell
7.5M this year. That's a lot, but it's doable. If Apple reaches 10M, that will
be a significant penetration. The big question is the demographics of the
owners/users and their usage patterns and metrics." Certainly something we at M2
Research will be specifically looking at. Guy Kawasaki,
the social media guru, entrepreneur and one-time marketing executive at Apple
in the 1980s, said in a New York Times article, "The first five million will be
sold in a heartbeat. But let's see: you can't make a phone call with it, you
can't take a picture with it, and you have to buy content that before now you
were not willing to pay for. That seems tough to me." While
Kawasaki's comments initially encapsulated my own personal position on the iPad,
I am starting to have a change of heart. I've had a chance to speak with
developers, other industry professionals, and consumers. If Apple works on certain
issues like multi-tasking and camera support (which it is), it could be a real "game
changer". However, my
biggest concern is the lack of Flash support. It is certainly a slap in the
face for many game companies, but most notably Adobe. As a result, yesterday Adobe issued
a statement that it will stop support of its Flash packager for the iPhone and will
be putting all its support around Android. Adobe's own Flash product manager,
Mike Chambers posted the following very relevant comments on his own blog: "To
be clear, during the entire development cycle of Flash CS5, the feature
complied with Apple's licensing terms. However, as developers for the iPhone
have learned, if you want to develop for the iPhone you have to be prepared for
Apple to reject or restrict your development at anytime, and for seemingly any
reason. In
just the past week Apple also changed its licensing terms to essentially prohibit ad networks
other than its own on the iPhone, and it came to light that Apple had rejected an
application from a Pulitzer Prize winning cartoonist on editorial grounds
(which Apple later said was a "mistake"). The
primary goal of Flash has always been to enable cross browser, platform and
device development. The cool web game that you build can easily be targeted and
deployed to multiple platforms and devices. However, this is the exact opposite
of what Apple wants. They want to tie developers down to their platform, and
restrict their options to make it difficult for developers to target other
platforms." So, it looks
like the world is divided. In the Apple camp, everyone seems truly
excited about the device. As for everyone else, there are obvious levels of
concern regarding the control Apple is wielding. There will be plenty more to
cover as this all plays out! |