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Reader Comments (15)

Posted: Jul 11th 2009 2:50PM Zinger314 said

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Joystiq provides much better coverage than ATT and Verizon.

Posted: Jul 11th 2009 2:57PM Tre said

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An eight-pound gorilla?!? Impossible.

Posted: Jul 11th 2009 3:13PM Alexisonfire said

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Well, if it's a gorilla that is only 8 pounds, no wonder no one heard it coming.

Posted: Jul 11th 2009 3:31PM (Unverified) said

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"what with people making lots of money and investing so little to do so" - I thought this had been proven to be a complete fallacy. Unless you were a big or well known developer (i.e EA, PopCap, id) then it would be very difficult to make cash from the iphone. Especially with you earlier report that games mostly sell at $2 or less.

Posted: Jul 11th 2009 4:37PM Sly C said

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ngmoco has found a good deal of success, but they are in the minority...
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Posted: Jul 11th 2009 5:27PM whylekat said

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No you're incorrect. The guy who made iShoot made 30 or 60 thousand (can't rememer exactly) the 1st month I believe. And he expects to be a millionare by the end of the year if he isn't already.

And that's just a simple version of scorched earth.
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Posted: Jul 11th 2009 5:54PM (Unverified) said

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How the hell is he making money off that iShoot? Surely that's free?
http://www.freeonlinegames.com/arcade-games/tanks.html -cos this flash game version is.
But this article paints a much more realistic picture -
http://www.businessinsider.com/2008/10/iphone-app-store-s-brutal-reality-get-viral-or-don-t-quit-your-day-job
Which reinforces the fact you need to be a big developer, or get well known through viral or the iTunes charts. Which with 50,000 pieces of potential shovelware can be pretty hard
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Posted: Jul 11th 2009 7:41PM whylekat said

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It was 99 cents and it sold incredibly well. The story was in most newspapers, USA Today & NY times for sure. Also on G4tv's Attack of the Show segment during The Feed. I think even joystiq had a post about it.
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Posted: Jul 11th 2009 7:47PM whylekat said

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Wow it's actually $1.99 now. And states that it was the #1 app from Jan-feb '09. So those months alone = bundles of cash.
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Posted: Jul 12th 2009 4:11PM Bootes said

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"Which reinforces the fact you need to be a big developer, or get well known through viral or the iTunes charts. Which with 50,000 pieces of potential shovelware can be pretty hard"

Well duh, if no one hears about your game in any way then no one buys it and you don't make money. It's not like people can make games for the Xbox and not tell anyone and make millions.
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Posted: Jul 11th 2009 10:07PM Chibi Chaingun said

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Looks like a fun game. However, I remember when EA basically said there is no place for indies.. Seems like they are trying hard to make sure that statement was correct.

Posted: Jul 12th 2009 1:29AM (Unverified) said

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EA's gonna have to do better than this to compete with some of the indie games already on the app store. This game looks like it would be fun for about as long as it takes a lightning bolt to produce 1.21 gigawatts of electricity.

Posted: Jul 12th 2009 11:42AM samfish said

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I downloaded the iPhone SDK the other day, took one look at it and realized I have no freakin' clue how to do any of that crazy coding stuff. My fantasy of making an iPhone game went right straight out the window!

But hey, more power to EA's new studio, I say.

Posted: Jul 12th 2009 4:13PM Bootes said

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http://deimos3.apple.com/WebObjects/Core.woa/Browse/itunes.stanford.edu.2024353965.02024353968

Video from the iPhone programming course at Stanford. I've been meaning to watch it and do all the labs and stuff to hopefully learn iPhone programming.
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Posted: Jul 19th 2009 9:50AM (Unverified) said

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Opening an 8lb Gorilla? That's so nasty....I really can't see how opening an 8 lb gorilla can affect the game app market for them...but a 53 lb poodle? Now that may work...

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