Three (4) reasons why you should be developing games, not apps, for the iPhone

SuperMonkeyBall4.pngWith both the launch of the app-store and the “global” (western) release of an affordable iPhone 3G, it is clear that the rules of the game are changing a little as far as adoptability of software is concerned. While, if you hang around the blogosphere, you’re exposed to a tech-crowd in a tech-world, many of which are anglophiles also, this is no longer so when you’re dealing with a consumer-targetted electronic device, like the iPhone, available in many countries, in all the major stores, and at a fairly appealing price & cool-factor.

No, instead you’ll be dealing with customers from countries like Germany, France, Spain, Italy, etc. many of which prefer to think in their own language. And you’ll be dealing with mainstream users of telephones, who are, let’s face it, often of a younger generation.

So the implication is: how do I, as an app-developer, reach out to both a global, non-english audience? And how do I appeal to the typical demographic (age, income, etc.) that will buy this phone?

The answer seems fairly straightforward: Games !

  1. Games have the advantage that they can easily bridge the language-gap, by mostly focussing on visual communication.
  2. Games appeal to the younger crowd.
  3. And, let’s face it, the iPhone is not (yet) a business-phone, and hence again not aimed at the typical blog-reader & app-user.

Addendum: a possible fourth reason is that I’m personally not so impressed with the iPhone/iTouch keyboard; i.e. I won’t be writing a blogpost on it any time soon. Games are another matter.

So, if you ask me, all you people aiming to create or invest in the next “productivity” app, I would think again and focus on what the lowest common denominator is between your skills and demand.

Inspiration for this quick post: Fred Wilson on the iPhone app-ecosystem.

Vincent

P.S. don’t forget to check out some of the smart comments this post is receiving.

Staypressed theme by Themocracy