By Eric Pankoke on Tue, 09/15/2009
KC: We have a dedicated iPhone team that works hand-in-hand with the online team. While these teams have their own focus, these two groups are always talking to each other, feeding ideas and developer relationships across the platforms. We believe very strongly in the power of the cross-platform promotions, and tight coordination between the teams is important.
Me: Assuming a dedicated team, how big is the iPhone development team?
KC: We have a team of three full-time dedicated -- covering product management, merchandising and game developer relations and production, and then access other services from the existing AddictingGames and Nickelodeon teams.
We are not actually producing any games in-house, but instead are working, just as we do online, with teams of developers worldwide. Just as we do for online games, we have a "Submit your iPhone game" http://www.addictinggames.com/aboutus/iphone.html link on the AddictingGames website, where developers can submit their game for consideration to us. The dedicated team mans this submission queue as well as doing proactive developer relations.
Me: What are the biggest hurdles the developers face when porting from the web to the iPhone?
KC: Quality and differentiation. Clearly, every developer should always be focused on quality -- "is this game fun?" Is it easy to learn, but difficult to master? Does it make you laugh? Does it make you keep coming back for more? These are the questions we ask ourselves to determine is the iPhone game is high quality.
As the space gets more and more popular for developers, differentiation will become more and more important. It will become more and more difficult for individual games to rise above the din of all the new games that are released on the iPhone on a daily basis. The AddictingGames brand, its strong association amongst the teen-age community and its tenet of bite-sized fun will help to differentiate games on the iNetwork from others published individually.
Me: Will AddictingGames develop original content for the iPhone as well, or will their library consist strictly of ports from the web based collection of games?
KC: We are absolutely considering original content for the iPhone. Supporting original ideas from developers on new platforms is an important part of what we do. It just so happens that because we have so much exposure via the AddictingGames website that games with a strong Flash version will have significant marketing boost. To take advantage of this, in some cases, we may choose to develop a game on the iPhone and create a Flash version to promote it as well. This is an important part of our cross-platform strategy.
KC: Sure. If a game is "taking off" on the iPhone we want to be sure to sustain that momentum. Sequels are important way to do that.
Overall World Wars is fun for what it is: a fairly straightforward port of a decent Flash game. I just feel that there are better games of this type already in the App Store, and I think World Wars is going to have trouble finding its place among them.
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