Archive for the ‘profit’ tag
‘Game Dev Story’ Review – Create Your Own Game Company
Typically I'm not a big fan of the sim-management type games. Back in the day I was hopelessly addicted to SimCity on the SNES, but future iterations of that game and of similar franchises just never appealed to me. They all seemed a bit too complicated, or required a hectic style of time and resource managing that turned me off to them, and nothing has quite captured the particular mix of simplicity and subtle depth from that classic SNES title. That changed yesterday when I discovered 's Game Dev Story [$3.99] on my iPhone. It offers a sim-management experience that's not overwhelmingly complex, but at the same time has a lot of different elements that meld together well to create compelling gameplay. Plus, it's just a ton of fun to create your own games and see them go on to be huge successes (and sometimes total flops).
In Game Dev Story you'll play the president of a fledgling game development company as you direct your crew of designers, artists, and coders in an effort to create a string of successful video games over a 20 year time period. Beyond just making games, you'll need to grow your own brand name by running a game convention booth, attending awards shows, advertising, and managing an ever-changing fan base. As your company expands, you'll have the opportunity to move into larger offices and hire a bigger team of employees, all of whom can be leveled up and trained (at the expense of higher salaries) so as to create better games. If you really become a big company, and have employees with the right skill sets, you can even create your own console and compete with the well established big boys in the hardware game.
To start off, though, you're just a tiny company with a few employees and a small amount of start-up capital to work with. You can choose to make games for home consoles or PCs, but each console requires you to purchase a license before you can develop games for it. To earn some extra funding for licenses or projects, outside contract work can be accepted. It's not the most exciting work, but it will pay the bills and help you earn enough money to make games of your own. Once you have the money to make a game, you'll choose which platform, genre, and style of game you want to make. Your own employees can be used to create the story, graphics, and sound, or you can source out that work to other professionals for a fee. A number of factors can affect how your game sells, including your fan base, what time of year you release (holiday season is best), and how the media reviews the game.
One aspect I especially liked about Game Dev Story is how it parodies every major console released for the last 20+ years, and loosely mimics their individual success levels. So when Intendro introduces the first portable game system the Game Kid, you can bet it will be a really popular system to support given the Game Boy's history. However, when they come out with the newfangled Virtual Kid, with its headache-inducing 3D goggles, you'll see it disappear from the market fairly quickly. These are the types of things that you must consider before shelling out the dough for a console license, although one extremely popular game can rewrite the history of a failed console as well.
While the gameplay in Game Dev Story is fun and engaging, the overall presentation falls a bit flat. The 16-bit style pixel graphics are charming and certainly get the job done, but they are a far cry of what is capable from even the oldest iOS devices. The screen size is also oddly small, with plenty of wasted space on the top and bottom. It almost seems as if it's a port from a different device, like an older smartphone or PDA, but I couldn't find any information to that effect. The menu navigations work just fine and the game is still very easy to play, it just seems strange. Another minor annoyance is that despite having an in-game manual hardly any of the game mechanics are explained very well, although the game is simple enough that you catch on after playing for a bit.
Game Dev Story won't impress you with stellar visuals or an iPhone specific feature set, but it is a well thought out and thoroughly enjoyable time sink, and is even more intriguing if you're familiar with the last few decades of video game history. It took me roughly five hours to play through the 20 year career of my company, and at the end of that time your highest selling game and biggest profits serve as the final score, though you can keep playing beyond that time period indefinitely if you choose. There really is just something about this game that keeps me coming back for more over and over again. Further are taking place in our forums, and if you've ever had a hankering to create your own video games then Game Dev Story is one you should definitely check out.
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GDC Online 2010: ‘WINtA’ – A Rhythm Game from the Creator of ‘PaRappa the Rapper’
TUAW's Mike Schramm is all over GDC Online this week, and managed to of WINtA, an up and coming rhythm game from . While that name might not be immediately recognizable, his creations surely will. Matsuura designed , a PlayStation game which was among the first rhythm games and featured gameplay that involved tapping various buttons along to the beat of songs. In fact, PaRappa was so catchy that I can still bust out most of the raps from the game in their entirety. (And I doubt I'm alone in that.)
WINtA is an abstract rhythm game which will be released on the App Store for free later this year. Unlike most (all?) rhythm games on the App Store, WINtA has gameplay that matches up with the lyrics of the song rather than just the beat itself. Each syllable requires its own tap, and playing the game is comparable to Elite Beat Agents in that you tap various areas of the screen at the right time.
The following video from the presentation at GDC shows a bit of gameplay:
The game will be monetized via DLC packs of songs with 100% of the profits going to charity. It all sounds pretty great to me, especially with the man who essentially created the genre developing for the iOS with all the proceeds going to a good cause. I can't wait to get my hands on it.
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Choose Your Own Adventure with Choice of Games’ Library of Interactive Fiction
We've posted a few times about the Fighting Fantasy, Gamebook Adventures, and Sorcery! series of interactive fiction and have gotten a surprisingly positive response every time. Those books are like the Choose Your Own Adventure novels you may remember reading as a child, with an element of randomization thrown in by needing to complete various dice challenges throughout the books to determine which way the story forks. abandons this dice-based gameplay model for a much more traditional (and in depth) multiple choice system for each decision that I actually enjoyed quite a bit.
Under the hood of all these games is something Choice of Games calls "ChoiceScript". ChoiceScript allows for works that are much more complicated than your typical two decision fork that leads off to two different pages as it supports things like variables in the story. These variables not only allow you to sometimes name characters yourself, but are often used as character statistics, with some decisions leading to gaining a particular stat which could potentially open up areas later in the book.

Choice of the Dragon in Mobile Safari on the left, Choice of Broadsides app on the right.
The coolest part about all this is that Choice of Games has a guide on , and it's actually quite simple. If you've got the time to invest in to building a piece of interactive fiction in ChoiceScript, they'll even host it for you on their and App Store listing, sharing 75% of the profits.
The presentation of these games is very bare bones, and are little more than black text on a white background with UI elements that just consist of basic form components. They play the same both in the browser on as they do in app form, so if you've got constant internet connectivity you can just make a home screen bookmark for the game you're playing. If you've got an iPod touch or a non-3G iPad, the apps are totally worth downloading if you find yourself getting in to them.
Just like the other interactive fiction we've posted about, these works are completely independent of each other and reading one isn't required to enjoy the rest:
Choice of the Vampire, $1.99 Begin your two-hundred year journey as a vampire in New Orleans, 1814; choose whether you will seek love, power or redemption as you negotiate the growing-pains of the young Republic.
Choice of Romance, $1.99 Play as a young courtier who catches the monarch’s eye. Will you find true love? Gain a crown? Lose your head? A text-based multiple-choice game of romance, deception and court intrigue.
Choice of Broadsides, Free Multiple-choice swashbuckling naval adventure, in the spirit of C. S. Forester’s Hornblower or Patrick O’Brian’s Aubrey/Maturin books, with a dash of Jane Austen.
Choice of the Dragon, Free Play as a fire-breathing dragon who sleeps on gold and kidnaps princesses for fun. Dominate the local kingdom, loot and pillage, and inspire terror in the hearts of your enemies!
Paranoia, Free By Kie Brooks. When you think your doctor may be trying to kill you, life gets complicated. Survive this multiple-choice game if you can.
What Happened Last Night?, Free By Kie Brooks. “What Happened Last Night?” is a dark but occasionally humorous action murder mystery multiple-choice text-based game.
The Nightmare Maze, Free By Alex Livingston. “The Nightmare Maze” is the story of a 19th-century Bostonian plagued by strange nightmares. Lose yourself in the depths of a tormented psyche and try to find the logic to the night terrors in this haunting text-based multiple-choice game.
Popcorn, Soda … Murder?, Free By Pauzle. “Popcorn, Soda … Murder?” is a thrilling text-based multiple-choice murder mystery. Can you find all the clues at the murder scene and piece together who must have done it and how?
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‘Fastar!’ Review – Who Knew Fighting Angry Squares Would Be So Much Fun?
‘Daredevil Dave: Motorcycle Stuntman!’ Review – Risk Bodily Harm For Fun And Profit
Daredevil Dave: Motorcycle Stuntman! is the inaugural release from developer M-Digital Media (aka , long time TouchArcade forum member). It places you in the role of a stuntman traveling the globe earning money by performing insanely dangerous motorcycle jumps, and looking stunningly handsome while doing so. The goal is to land each stunt in as few tries as possible, so as not to blow all your profits on expensive medical bills from crashing. It's an entertaining blend of strategy and action wrapped in a very humorous package, and is quite impressive for being the very first game from a new indie developer.
The game's main Tour mode consists of 18 different stunt levels, unlocked one after the other. Certain elements of each stunt are randomized each time you play, such as the length of the jump or height of objects like flaming hoops. Your job is to determine the appropriate angle of the launch ramp and proper speed you must travel to land safely intact on the other side. You would think that important details like these would have been carefully calculated before attempting such deadly feats, but Dave doesn't do things that way. He strongly believes in appearance first, safety and planning second. Thus, the task of properly negotiating him across each jump happily falls on you, the player.
Each level in Daredevil Dave is incredibly imaginative in design and objective. Sure you'll be jumping over busses, through rings of fire, and across canyons (you know, typical daredevil stuff), but there's also more exotic challenges like a lava jump inside a volcano and launching over a tank of man-eating sharks. Figuring out the best way to land each jump takes trial and error, and thankfully there's a Practice mode where you can try each one as many times as you wish. It's imperative that you do so, as each failed attempt in Tour mode can be costly, but is made slightly arduous by forcing you to back out to the menu each time you want to practice. Also, scrolling through each level one by one in this mode can be a pain. However these UI issues are only a minor annoyance, and could easily be more streamlined in an update.
Upon starting a level, you're shown a zoomed out side-view of the area where the stunt takes place. Here you can see what components make up the jump, the distance between the starting and ending ramps, and adjust the launch ramp angle. Once you've scoped out the scene to get an idea of what you're supposed to do, and have set your ramp incline, you exit this screen into a first-person view of Dave on his motorcycle, complete with handlebars and a speedometer. Dragging an onscreen throttle accelerates you towards the launching ramp, but no steering is required. There are also a couple of options if you prefer having a different angle on the action, but unfortunately there's no replay function for reliving particularly memorable moments.
Successfully landing a jump is a satisfying feeling, but at the same time it's even more satisfying to spectacularly crash and burn in a failed attempt. Luckily the developer realizes this, and once you've beaten all 18 levels of the Tour you unlock Injury mode. This is basically the opposite of Tour mode as you try to purposely crash Dave in the most elaborate way possible, with your score being based on how large of a hospital bill you can rack up. Dave can be lit on fire, chopped up in helicopter blades, run over by freeway traffic, attacked by sharks, and more. Put simply, crashing is a blast, and if you like games like Stair Dismount or Max Injury there's a lot of that same type appeal in Daredevil Dave.
The core of the game is a trial and error trajectory game, but there's so much personality and creativity in this game it's hard not to like it. Between the humorous dialogue, Dave's Duke Nuke'Em style one-liners, and the brutally painful looking bails, I was grinning the entire time I played. The gameplay is fun and well-suited to the iPhone, and there's a good amount of challenging content. There's a few rough-around the edges aspects to it but at it's $0.99 sale price, it's still a bargain for the amount of entertainment. Don't feel bad if you find yourself purposely steering Dave into the shark tank for your own sadistic pleasure – I do that too.
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Nintendo President Supposedly Dubs the iPad and iPhone as the ‘Enemy of the Future’
Nintendo president Satoru Iwata has purportedly dubbed Apple's iPad and iPhone devices to senior executives as the "enemy of the future," according to the .
His words come at a time when Nintendo is witnessing falling profits, as millions own a DS and a Wii — and an iPhone. Oddly enough, Iwata's remarks come little more than a month after Nintendo of America president Reggie Fils-Aime "Clearly it doesn't look like their platform is a viable profit platform for game development because so many of the games are free versus paid downloads."
It's unknown as of this press time if Nintendo has a time machine, a of their own, or one of those cool fountains people throw pennies in. But one thing is clear: the family-friendly developer appears to be readying itself to compete with Apple going forward.
According to , Iwata also told his executives to consider their fight against Sony's handheld, the PlayStation Portable, as over and won.
The question of how the company will position itself to fight the "enemy of the future," though, remains unanswered. Perhaps the answer simply lies consistently releasing decent games over its own handheld digital download platform, DSiWare.
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‘Motocross Challenge’ Review – An Excitebike-alike Years In the Making
Work originally began on Motocross Challenge way back in 2004 as the part-time project of three individuals with a desire to create an homage to the classic Excitebike and Motocross Maniacs titles. Unfortunately, various publishing pitfalls and shifting markets prevented it from ever arriving on its intended platforms, the GameBoy Advance and subsequently the DS. By early 2007, with no hope of a retail release in sight, developer DHG Games decided to put the project to rest and give away the completed game for free via their website. While not standing to profit from all their hard work, at the very least a small amount of players among the homebrew community would have the opportunity to enjoy their creation using a GBA emulator or flash cart.
Fast-forward to 2010, where it's relatively easy publishing a game to Apple's App Store, and Motocross Challenge is being given a second chance at life. It's a touching story of perseverance, but ultimately what matters is if the game itself is any good. Thankfully, it most definitely is, and five or six years ago it likely would have been a top selling GBA game. It still holds up really well today, and a lot of effort has gone into enhancing the game for the iPhone. But like many ports it does suffer from some of the common drawbacks that can befall a game when transitioning to a non-native platform.
The most glaring of these drawbacks is the immediately noticeable screen overlay. Since the game was originally designed for the GBA, it retains the aspect ratio and resolution of that system's screen. What this means is that the entire game is presented in a smaller window within the touch screen, with a virtual button overlay made up to look like a nondescript portable gaming system surrounding its border. It doesn't necessarily look bad, and it functions properly, but you'll have to be accepting of the fact that there's not an option for a full screen mode. If you can get over this aesthetic hurdle, an highly entertaining gaming experience is waiting for you.
Much like the recently released Giant Moto, Motocross Challenge really nails the look and feel of its inspiration but offers a much more complete package overall. Graphically it looks like the high quality GBA game that it is, with impressive pixel art and colorful scrolling backgrounds. There's only one option for controls, but it works really well. Separate A and B buttons grace the right side of the screen for gas and nitro, and up and down arrows are set on the left side of the screen for controlling lane changes and performing tricks. Tilting the device affects the angle of the bike and allows for full frontflips and backflips if you can catch enough air. Once comfortable with the controls, it's simply a delight to play and actually feels like a natural evolution of the Excitebike formula.
There are 10 distinct track locations spread across 30 different events which include standard races against three AI opponents, time trials, and trick attacks. The trick attacks are especially enjoyable, and have you completing as many in-air stunts as you can during one lap. I've replayed these multiple times trying to improve my score just because it was such a blast. The campaign is broken up in a way that there's almost always a few choices of which events to partake in. In general the game is a bit on the easy side, but difficulty does ramp up nicely towards the latter half. The entire game can be completed in only a couple of hours, but that doesn't diminish how absolutely fun it is to play through. In addition, OpenFeint integration provides leaderboards, challenges, and achievements that extend the replay value a great deal.
The road Motocross Challenge traveled before finally arriving on the App Store was a tumultuous one. What was originally planned to have sold for $20 or $30 on Nintendo's handheld a few years ago can now be had for an introductory price of just 99¢. Despite a couple of funky aspects due to the translation to this platform, the core experience remains incredibly fun. It's obvious DHG Games is a talented developer, and it would be interesting to see what they could do in creating a game built specifically for Apple's device. Until then, Motocross Challenge is by far the best option available for scratching that Excitebike itch.
App Store Link: Motocross Challenge, $0.99
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Massive ‘Spacer Miner: Space Ore Bust’ Update Lands on App Store
Venan Entertainment's Space Miner [$4.99 / Free] seems to be universally loved by nearly everyone who touches it. We couldn't get enough of the game in our review, and it is one of the few iPhone games video games I've ever played where I enjoyed playing through it so much the first time that immediately after I beat the game the first time I started a second play through on the next higher difficulty.
From our review:
In short, it's Asteroids meets the RPG. But that description really doesn't do the game justice.
Space Miner places you in the role of the nephew of good ole' Uncle Jebediah Gritstone, proprietor of the galactic Gritstone Mining Station. Uncle Jeb has hired you on to help with the ore mining and it's with much excitement that you make your way to his mining station in your veritable space jalopy. Once on board, things get complicated (it's a long story, enjoy it in-game) and Uncle Jeb is desperately counting on you to go out into the neighboring sectors, blast asteroids, and bring back the precious ore contained within. The more ore you collect, the bigger your cut of the profits. But the pitiful ship you start off with is hardly up to the task.

As you accumulate profits, the money can be spent in Uncle Jeb's shop, where more powerful ships, weapons, shields, ore collectors, power plants, and the like can be purchased. It doesn't take long to find yourself sitting in a decent ship with multiple ore blasters, a sizable cargo bay, and an ore collector that can get the job done. And the whole package is done up with a great deal of spot-on humorous dialog and even an amusing banjo-based audio track that fits ole' Uncle Jeb's operation to a T. (There's no doubt that he's got a still hidden somewhere on that rock of his.) …Read More
This update makes this amazing game even better. If you've got an iPhone 3GS or 3rd generation iPod touch, you will be able to enjoy new shader effects on the asteroids that really make the game look a lot cooler. If you don't have a new device, you'll still be able to enjoy the rest of the new features which include a new level 7 pilot's license which unlocks even more spaceship upgrades. Also, five new pieces of alien technology are floating about somewhere in space for you to find.
My favorite addition is the new even harder UltracORE perma-death difficulty mode. Perma-death always adds an amazing sense of danger to a game, and seeing how far I can get in Space Miner on UltracORE has pretty much owned my evening so far.
The difficulty curve of the game has been slightly tweaked, and to go with all of these new features comes another set of Plus+ achievements for players to unlock as well as Facebook and Twitter integration to make sure your friends know exactly how good you are at the game.
If you haven't picked up Space Miner yet, this is an excellent opportunity to do so. It's on my short list of games I tell people to check out after buying an iPhone, and if nothing else, you really should give the lite version a spin. Space Miner is a fantastic game made even better by this update.
App Store Links: Space Miner: Space Ore Bust, $4.99 – Space Miner: Space Ore Bust Lite, Free
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‘Warpgate HD’ – The Game I’ve Been Waiting For
At this point we've posted about Freeverse's Warpgate so many times that linking to the various previews over the last year just seems excessive. From its very beginnings at WWDC '09, Warpgate piqued my interest, and as information slowly leaked out of Freeverse regarding the game's development, it seemed like it was set to exceed even my wildest expectations– Provided they could live up to nearly a year of pre-release hype.
Warpgate HD [App Store] was among the initial batch of games available along side the launch of the iPad, and was the first game I loaded up following unboxing mine after waiting what seemed like an eternity to sync. Since then, Warpgate has sucked me in in the worst way. Describing games as "addicting" or "addictive" has become the absolute worst cliche of the App Store, both in descriptions and game reviews, but I'm having a hard time coming up with a better way to describe my attraction to this game.
To give some perspective, things I love in video games in no particular order includes anything to do with space, massive game worlds, warring factions you can take part in, an impressive sense of scale, and as much randomization as possible to provide endless replay value. Warpgate has all of these things and more.

Obviously set in space, Warpgate is host to a gigantic galaxy map that you slowly explore through a seamless set of campaign missions. Once you complete the initial tutorial, and start in on the "real" game, procedurally generated missions begin appearing that have you flying places, delivering things, getting in to battles with other ships, and other objectives. Because of this, the game never technically ends.
Warpgate is remarkably open, so much so that if you're the kind of gamer that requires a rigid goal structure with a concrete "end" to a game, it might just drive you crazy. The end goal of Warpgate is whatever you want it to be. If that means grinding up reputation with the space pirates and piloting the biggest, baddest battleship in the entire galaxy, killing everything in your path, you can. Or, on the opposite side of things, you can be completely lawful and play your cards so you're in good standing with all the factions of space.
Or, if you don't care about that, and you just want to have billions and billions of space bucks, Warpgate is conducive to that play style too. There's an entire dynamic economy in game and if all you want to do is ferry around commodities between planets selling low and buying high, you can. In-game news feeds will help you keep an eye on the pulse of the universe, and you can often make an insane profit by quickly delivering huge loads of much needed cargo to planets that show up in the news.
If you don't like power gaming these kinds of games, and just want to have fun in space, that works too. Warpgate seems to be balanced in a way that both rewards power gaming the economy and in-game faction system as well as being conducive to casual gamers just bouncing between campaign missions without getting too involved in the other parts of the game. Mostly, playing the in-game markets is optional, and you might only have to participate in buying and selling commodities if you're low on money and need to buy an expensive quest item or want to further upgrade your ship's weaponry.
Alternatively, if you really don't want to grind up money to buy things, there's an in-game store where you can buy a huge battle cruiser and tons of space bucks for a few real dollars. Other than that, you can just follow the campaign missions and have a great time.
It seems like App Store gamers are always clamoring for depth in games, something that has become exceedingly rare as pricing across the board has hit rock bottom. Warpgate has depth on top of depth. To give you an idea of how much content is in the game, the galaxy map is host to 36 star systems. Those star systems are home to 120 different plants and space stations. While you're marauding around the galaxy, you can pilot one of 172 different star ships, and equip your ship with the 60 included weapons. It's really just insane how much is packed in to this game.
As far as an iPad game is concerned, Warpgate HD is great. Since the launch of the device, we've played almost everything worth playing, and it seems like the control method that I've been preferring the most is one where you can comfortably rest the iPad in your lap, holding it with one hand, and playing with the other. This is exactly how Warpgate works.

You control your ship either by touching anywhere in the game world to fly there, swiping in the direction you want to fly, or touching one of the icons on the side of the screen indicating the direction of a planet, warpgate, or other point of interest. Context sensitive buttons appear to allow you to warp through a warpgate, land on a planet, scan another ship, answer an incoming communication, or fight another ship.
The camera is controlled using all the same familiar multitouch gestures such as two fingers to rotate and pinching to zoom in or out. Speaking of zooming the camera, this is one of my absolute favorite things about the game. With a pinch of your fingers you can go from seeing the minute details of your ship, then instantly and fluidly pan the camera all the way out to show all the nearby planets. This level of zoom control and sense of scale is so cool that the first hour or two that I played the game I couldn't help myself but just constantly zoom in and out.
If you're looking for a fast paced action game, Warpgate is not it. While narrowly escaping from pirates as you just barely warp before getting hit with a missile that would destroy your ship can be exciting, by and large the game is fairly slow. You will spend a lot of time watching your ship flying from place to place, and when you're actually fighting, combat isn't anywhere near as interactive as I had hoped it would be.
When you tap the button to enter a battle, the screen zooms, twists, and blurs just like a Final Fantasy. The game then quickly loads in to a battle sequence where your ship will be flying in a swarm with the other ship (or ships) you're fighting. You don't have any control over your ship's movement at this point, and all you really do is choose when to fire what weapons by mashing buttons that appear on either side of the screen and select the target you're firing on. It gets the job done, but feels surprisingly remedial compared to the rest of the game. If there's one area that Warpgate needs improvement, it's in fleshing out this battle system to add some strategy beyond mashing your weapon buttons as they come online.
Originally designed as an iPhone game, the non-HD version of Warpgate will be available on the 13th, Warpgate will intelligently scale across the entire iPhone and iPod touch family, enabling the different graphical effects depending on what device you're playing on. If you're playing the game on a 3GS or 3rd generation iPod touch, you'll see all kinds of fancy shader effects. If not, the game should still look good without them and run at a great frame rate to boot. Aside from the smaller screen size and a reworked user interface, the iPhone version of the game will be identical to the iPad.

iPhone Warpgate compared to Warpgate HD.
While I'm having a great time with Warpgate, one thing really makes me nervous about a game of this scope. There's no way to manage your game saves, back up your game, or anything like that. I have invested hours upon hours in to Warpgate, and I'd hate to think that I could lose it all from some update SNAFU, iTunes sync weirdness, and the countless other things I've run in to in the past that have resulted in random save game data loss. Especially with an iPhone version on the horizon, there's nothing more I'd love to see than some kind of online Plus+ powered save game synchronization between devices, or anything else to add some kind of security that my massive space empire is here to stay.
Overall, in my eyes, Warpgate has completely delivered on the months of pre-launch hype. Playing the game on my iPad feels like the future, and something that you would see some space kid playing on a similar tablet device in an 80's sci-fi movie. The mood of the game is great, the graphics are phenomenal, the in-game soundtrack has an epic feel to it, and even the icon is cool. Sure, the battle system could use some work, but that is just a small part of an otherwise remarkable game.
Warpgate HD is currently my favorite iPad game, and if you've ever enjoyed a space conquest game in the past, this is a game you need to download. If you don't have an iPad, the iPhone version will be coming April 13th, so keep an eye out for that.
App Store LInk: Warpgate HD, $7.99 (iPad only, iPhone version coming 4/13.)
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Freeverse President Ian Lynch Smith on the Recent Purchase by Ngmoco
As a followup to yesterday's inteview with ngmoco CEO Neil Young, this morning we spoke with Freeverse President Ian Lynch Smith to hear what the recent purchase of Freeverse by ngmoco means to them. The full audio is attached below, but here is a summary of the talk.
Originally founded in 1994, Freeverse's earliest titles were Mac shareware games. They later branched out in to games for Windows, XBOX Live Arcade, and most recently the iPhone. Freeverse's MotoChaser was one of the few 3D games that launched with the App Store. Also immediately available were Big Bang Sudoku and Jared. They then went on to release a catalog of great iPhone games, both developed in house and and by outside developers published by Freeverse.

Photo by
Since the surprise announcement yesterday of ngmoco's purchase of Freeverse, what we've all been wondering is what is going to change. Ngmoco has recently shifted gears to an entirely free to play business model, while Freeverse has been happily releasing massively successful 99¢ games like Skee-Ball and Flick Fishing while working on highly anticipated games such as Warpgate.
The short answer of what is going to change initially is almost nothing, with very little changing in the future aside from the shift in payment models. According to Ian Lynch Smith, they wouldn't have done the deal if it wasn't for the shared vision between both companies, as each of them focus on the iPhone and iPhone OS. This doesn't mean they're abandoning the Mac games, applications, and everything else they do either. Freeverse will remain its own company in Brooklyn, just as a wholly owned subsidiary of ngmoco.
In addition, Freeverse will continue to publish the works of other iPhone developers, with the same level of quality and care we've seen in the past. As Smith put it, "[Ngmoco] did not buy Freeverse to make radical changes. They bought us because of our success, and they bought us because of what we've been doing right."
From Freeverse's perspective, the main motivation behind agreeing to this deal is the immense potential for growth. Through the years they've done everything they could to reach a larger audience, originally starting with shareware, then making the jump to retail shelves, then bringing their games to both the PC and XBOX, and finally jumping on the iPhone.
In regards to ngmoco's recent push to "freemium" games, Smith said, "We wouldn't have done this if we didn't think there wasn't more growth and more possibilities to reach more people in the free to play model." He cites people (now teenagers) who have grown up playing high quality free flash games as well as the massive successes seen in Asian markets as proof that the free to play model works.
Ian seems open to all forms of free to play games currently, including a one-time purchase to unlock all the features and functionality of a game– Something often requested by forum members regarding ngmoco's TouchPets and Eliminate. Freeverse has no intention of "nickel and diming" gamers, and plans on just being smart about how these things are implemented.
While he was reluctant to comment on future game development, when asked if they were still going to provide substantial gameplay experiences for gamers to enjoy instead of Farmville-like games, Smith simply responded "Yes" and mentioned a "substantial game" being discussed behind the scenes.

Freeverse admits they have much to learn about the free to play world, but with the combined expertise of ngmoco, they hope to release compelling games that can be played at no cost to the player, while providing optional in-game purchases for players who spend hours a day playing. They're hoping this will result in games that see the same exponential growth that the iPhone in general has enjoyed, instead of the current linear growth patterns Freeverse sees now.
Prior to this recent acquisition by ngmoco, Freeverse has never had investors and has been profitable on their own for the last 15 years. According to Smith, the main motivation for agreeing to the purchase was to "swing for the fences" and feels we're at a major moment in time, an inflection point, where we're going to see an explosion of mobile gaming.
"At the end of the day, we are just trying to sell our games in a way that lets us grow and continue making more games," Smith explained.
We recommend listening to the entire interview yourself, which is included here.
Podcast music provided by .
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