More iPhone development strategy




I came across a blog post from Spiderweb founder/developer Jeff Vogel, who dishes out some thought-provoking iPhone development advice. Here's some snippets:
There's a lesson for young developers. Make sure your game fits the way people will want to play it. PC Games = Longer sessions. iPhone Games = Ping. Zap! Done.
I feel this sums up most of the reasons why I am not developing iPhone games. I don't want to make games that would play well and/or sell well on the iPhone. I don't want to take an idea I have and say "okay, now how do I make it work on the iPhone?"

But my favorite line he bangs out is this:
When someone can make a ton of money on an app that makes your iPhone fart, that should be your first warning of unsustainable sales.
This is the final strike on the proverbial nail in the coffin for me. Because of the games I want to make don't fit the iPhone, I'd be hopping onto that platform and making a game simply for the hope of "hitting it big", and I just don't want to take the hobby that I love and channel the wrong kind of energy into it like that.

Please read his full blog post. It's quite interesting.



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