So, Newsweek has an interesting article on the App Store, and the idea that it’s a gold mine, where anyone can become an instant millionaire. It’s an interesting look at the common wisdom of the App Store, and should be a wake up call to anyone who thinks they can throw together an app overnight and strike it rich. To those of us who’ve been through the wringer, there’s nothing in here that’s surprising. It’s tough to make a living making games for the App Store. Some would call it “hard work.” But however much of a backlash Apple gets from people finally getting a realistic look at the landscape, there is one critical thing to remember:
Apple singlehandedly revolutionized game development and distribution with the App Store.
For years, people talked about digital distribution. They said discs would go the way of the dinosaur, and that one day, we’d all get our content through the internet. Companies like Microsoft made great strides toward that goal with services like Live, and with PSN and WiiWare following suit, digital distribution made some serious steps forward. But for all their success, physical media still accounts for the vast majority of their business, and with missteps like the PSP Go, it’s clear that the big players are too bound up by their history with physical media, even if they’re trying to make positive changes toward a digital future.
Companies like Sony, Nintendo and Microsoft owe a large part of their success to their retail partners, and digital distribution, frankly, hurts those partners. Even as they move toward a more media-free future, they’ve got to appease their partners, or the visibility of the hardware necessary to play those digitally-distributed games is going to get damaged substantially.
Not only that, but for their platforms, you need to develop on their hardware, get their approval, and go through a labyrinthine obstacle course of rules and regulations before you get put into a long queue to be doled out when they choose, on a tiny, highly-regulated digital marketplace.
What Apple did, in comparison, was astonishing. They let you develop (provided you have a Mac) on hardware you already had. The fee to develop was small. Getting into Apple’s approval system has (and STILL has - by comparison to every previous platform-holder) a low barrier to entry. A small developer could get a place of high visibility on a very popular, very accessible distribution platform. You could make small, risky games, and distribute them without risking everything you owned. And for a few select titles, money rolled in by the bucketload.
Is it perfect? Not by any stretch of the imagination. Is it a gold rush, where anyone can become an instant millionaire? No. But it is something that was *entirely* new - completely unparalleled in the history of game development - the combination of a closed-platform and open, *accessible* distribution.
Yes, I realize that people may argue that platforms like XNA, Sony’s Yaroze, or even PC development have blazed this trail. XNA bungles it up in distribution (there’s no easy way for people to find good XNA games), Yaroze wasn’t accessible enough (you had to own a Yaroze PSX), and on the PC, there’s never been a single “arbiter of quality” or trusted single method of distribution, both of which (to varying degrees) Apple provides.
Now that we’ve arrived “in the future”, where small-scale development is really facilitated by Apple’s App Store, and we’re seeing valuable competition in the vein of the Pre App Catalog, PSP Minis, the Android App Store, Ovi, etc., it’s easy to forget how revolutionary this all was a year ago.
The fact that it’s not an instant gold mine isn’t a bad thing. Maybe it’s not as appealing to everyone, but I’d argue that that’s going to prove a positive in the longer-run, as we see fewer low-quality attempts at instant cash-ins, and more people dedicated to really making these platforms fulfill their potential.
We shouldn’t be surprised that this isn’t internet-boom 2.0, and that it’s actual work - risk, blood, sweat and tears. When we went into this, I’m happy to admit that we had stars in our eyes, and that reality’s been a bit of an …adjustment. But with a small team, we’re making games on hardware that 10 years ago would have been absolutely inconceivable in its capability, distributed to millions of users, with an extraordinarily low barrier to entry. Three years ago, I never would have imagined this kind of independent development would be possible. (What I *did* think is probably food for another post…)
So while we may not be instant millionaires, we’ve got Apple to thank in large part for the fact that we’ve got the best jobs in the universe.