I've noticed a recent trend in iPhone game development articles that implore, "Here be dragons, don't waste your time". Curious, I continue to read and find almost all games were developed by a single developer inside of a month. That's barely enough time to generate and playtest a central game mechanic, let alone develop and polish an entire casual game.
That's a fairly brazen ripoff, though changing the plane to a Sopwith Camel is enough to escape any legal troubles. It's just a pity this is what developers resort to when they lack ideas.
There's a pretty big difference between being inspired by games in the past (see below), and systematically copying one specific game piece by piece - name included.
I'd like to note that I actually hadn't played any game like Stunt Pilot when I wrote it, although I've since played Pilot Wings. Stunt Pilot was designed to be a playable version of air racing.
(∩_∩)(∩_∩)♥♥__Sugarbabymeet.com__♥♥ This is the best place for looking for sexy ladies(younge&rich) dating relationship or marriage. Now,Join us totally free!(∩_∩)(∩_∩)
Maybe it would be possible to develop a viral app (spreading over FB/Twitter) for the iPhone and let it spread with a bit more steadiness than relying on being in the top list.
I think the whole world now knows that, if you build something good & it goes viral, you can make a lot of money for a while. Then, with the app store churn, if you don't get and stay in the top 10-25 app charts, and don't do serious promotion, your app is almost guaranteed to fade away.
Turns out free doesn't work, and neither does dirt cheap. I am amazed that people will go into an area like video games, where you are free to make a truly unique, non commoditized product, and compete on margin.
I think people underestimate what it takes to make a good game that people will be willing to pay for. Take Flight Control. It's a very enjoyable, addictive game. However, if you take this same game and its mechanics, slap a different set of graphics that's not as polished, take away the highlight when you land or link a plane to its landing strip, change the sound effects, use simple randomization for where planes come from and their rate of appearance, and it's not going to be as big a hit.
The iPhone hardware and its built in apps set a certain level of expectation of polish. Graphics that would work on other environments won't cut it on this device, especially when there are a lot more options.
Come on, this game was dead simple to build (and he could probably build it again in half the time with the experience gained) and made $10K a day for a period. I would call that a tremendous success.
24 comments
[ 3.3 ms ] story [ 24.7 ms ] threadSpend some time on game design quality!
I'm not trying to make a moral judgment, just adding some info you may not have. The game is not original.
If you're going to steal a mechanic (most mechanics aren't entirely original anyhow), take the time to spin it into a new context.
http://www.rocksolidarcade.com/games/stuntpilot/ http://www.squiddlegames.com/stuntpilot/
I'd like to note that I actually hadn't played any game like Stunt Pilot when I wrote it, although I've since played Pilot Wings. Stunt Pilot was designed to be a playable version of air racing.
"I had a hit! I coulda been a contendah!" ;-)
I think the whole world now knows that, if you build something good & it goes viral, you can make a lot of money for a while. Then, with the app store churn, if you don't get and stay in the top 10-25 app charts, and don't do serious promotion, your app is almost guaranteed to fade away.
The iPhone hardware and its built in apps set a certain level of expectation of polish. Graphics that would work on other environments won't cut it on this device, especially when there are a lot more options.
"...but too much is left up to chance for a one-man development shop to earn a steady living."
1- http://www.puzzles.com/products/rushhour.htm
2- http://en.wikipedia.org/wiki/Rush_Hour_(board_game)