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Index A Ape Mountain, 112 accelerometer, 28–29 app developers. See also indie developers; Aft ermath, 185 soft ware programmers Ahonen, Tomi T., 166, 167 commercial suicide, 170 Air-O-Matic, 172–174 failed, 4 Alice for the iPad, 37–39 as identity, 170 Alice in New York, 166, 167 initial fervor, 27 Android joining up as, 170 Angry Birds for, 145 as rivals, 172–176 developers, 177 as superstars, 171–172 test case, 147 app development Angry Birds. See also Rovio cost of, 35, 166, 191 for Android users, 145 as gold rush, 5–6, 37–41 Angry Birds Rio, 142 App Store animated TV series idea, 143 Appillionaire alliance, 199 Apple attention, 140 approval system, 32 broadcast content work, 144 barrier to entry, 98 character evolution, 138 birth of, 25–28 compelling nature of, 135 challenges, 6–7 concept, 139 competition, 78–79 diffi cult birth reality, 145 confusion about, 11 as easy to learn, 142 control, 6 famous users of, 134–135 corporations edging into, 187 as a fl op, 140 developer sign-in process, 170 fl ying animal history, 139–142 download/profi t growth, 31 focused approach, 142–143 dreams ending in catastrophe, 168 gameplay statistics, 134 easy money fallacy, 40–41 as global hit, 134–135 as future vision of retail, 198–199 Halloween edition, 143 gold rush, 4–5, 37–41, 186–187 as highly addictive, 138–139 groups attracted by, 170 infl uence on global politics, 134 growing pains, 32 initial reception, 140 launch date, 26 levels, 141 as meritocracy, 199 lite version, 141 in mobile phone scene, 25 merchandizing craze, 144 model, 187 phenomena, 142 new/growing soft ware economy, 199 in popularCOPYRIGHTED culture, 135 number MATERIAL of apps at launch, 25, 27 promotion results, 142 as ordered system illusion, 6 promotional spot, 140–142 popularity, 5 setting the app standard, 145 profi ts, 26 studio behind, 14 roulette, 5–6 stuff ed toys, 135 rules violations, 172 success, 140–146 statistics, 3, 15 as sum of all parts, 139 Steve Jobs on launch, 25, 26 summary, 146–147 trust in, 30 testing, 138 visibility in, 179 theme park idea, 143 App Store success as top paid app store game, 134 Apple as gatekeeper, 35 as transcending iPhone platform, 142–145 caution, 5 as UK Game of the Week, 140 scale, 35 119_9781119978640-bindex.indd9_9781119978640-bindex.indd 201201 88/30/11/30/11 112:302:30 PPMM 202 Appillionaires: Secrets from Developers Who Struck It Rich on the App Store app success as king, 194 Angry Birds, 11, 140–146 knock-off s, 176 best chance for, 4 legendary, 28 Doodle Jump, 85–86 market description, 170 fi rst, Apple learning from, 28–32 99-cent, 179–184 Harbor Master, 97–98, 101–102 number of, 5 Pocket God, 118–119 price versus ratings, 182–183 Rolando, 159 pricing, 6, 181 StickWars, 128–131 psychology, 196 taste of, 37–39 public expectations, 179 Trism, 56, 57 reasons for purchase, 179 Appillionaires. See also specifi c Appillionaires rejection of, 32 App Store alliance, 31, 199 in selling iPhones, 29 buzz, 39–41 soft ware developer perception and, 15 cost of joining, 15 touch-input system, 129 defi ned, 3 unsanctioned, 44 failed developer percentages, 4 apps list friendship and camaraderie, 8 Aft ermath, 185 in history, 199 Alice for the iPad, 37–39 love and thought, 187 Alice in New York, 166, 167 relationship, 9–10 Angry Birds, 3, 133–147 rivalry, 4 Bandicoot Nitro Kart 3D, 28 trench warfare, 4 Bubblewrap, 64–67 Apple Th e Chocolate Factory, 78 App Store profi ts, 26, 32, 177 Clear the Air, 173, 174 AT&T agreement, 23, 24 Color, 11, 12 beginning of, 152 Cricket Song, 183 developer community investment, 30 Cut the Rope, 14 developer relationship, 198 Doodle Jump, 73–90 developer reliance on, 31, 199 Eat Bunny Eat, 70–72 editorial control, 15 Flight Control, 158 failed Motorola collaboration, 18 Flipboard, 12 leaning from fi rst successful apps, 28–32 GodFinger, 158 love aff air with, 41 Harbor Master, 14, 95–103 Mac versus PC ads, 170 iBeer, 28–30, 174–175 phone false start, 17–21 iFart Mobile, 172 policy criticisms, 7 Imangi, 92–94 retail magic trick, 27–28 iMilk, 175–176 Xcode soft ware, 64 Jamie Oliver 20 Minute Meals, 10 apps Kanji, 67–69 Apple domination of, 194 Koi Pond, 28, 29 Apple profi ts from, 177 Mirror, 80 average yearly income, 166, 192 Moron Test, 112 business allure, 10 NewsToons, 32 censorship, 6 Nursery Rhymes with Storytime, 166, 182 Christmas, 178 Pac’N-Jump, 89 daily submission, 4 Plunderland, 9, 13 default cost of, 179 Pocket God, 14, 106, 110–121 development costs, 166, 191 Pull My Finger, 172, 174 download statistics, 4, 34, 167–168 Rolando, 155–159 fi rst successful, 28–32 Sketchbook, 11 free, 31 Spirit, 187, 188 future of, 193–199 Stickwars, 123–131 homebrew, 26 Super Monkey Ball, 28 hype surrounding, 10 Tic Tac Toe, 69–70 ideas, pitching of, 10 Tiny Wings, 187, 189, 190 jail-break community use of, 50 Trism, 52–56, 190 killer, 195–199 Twitch Origins, 38 119_9781119978640-bindex.indd9_9781119978640-bindex.indd 202202 88/30/11/30/11 112:302:30 PPMM Index 203 Twitterifi c, 6, 190 self-belief, 113–114 World of Goo, 6, 7 special-eff ects program, 114 AT&T, Apple agreement with, 23, 24 success and luck, 119–120 Atari E.T. the Extra-Terrestrial (1982), 4 as system hacker, 106 Atari Jaguar, 116 terror of success, 117 3D graphics interest, 107 B Castle Cloud, 139 Bandicoot Nitro Kart 3D, 28 cell phones Battlezone, 105 industry upheaval, 199 Bieber, Justin, 135 menu system (2005), 22 BlackBerry, 193, 195 smartphones, 193 Bogot, Ian, 181–182 subsidized (2007), 23 Braid, 152, 154 CertiCell, 47 Brooker, Charlie, 178–179 Chillingo, 140 Bubblewrap. See also Pusenjak, Igor and Marko Th e Chocolate Factory, 78 appearance on iTunes, 66 Christmas apps, 178 defi ned, 64 Clay Fighter, 107, 108, 116 disaster strikes twice, 66–67 Clear the Air, 173, 174 fi rst day sales, 66 Cocos2d library, 129 illustrated, 65 Cold Fusion programming, 63 success, 67 Color, 11, 12 updating, 67 Communities Dominate Brands (Ahonen), 166 budgets corporate bodysnatching, 159–160 skyrocketing, 154 corporations zero, 154–155 assault by, 161–162 edging into App Store, 187 fi shing for indie apps, 163 C indie developer tensions, 163 Cameron, David, 134 indie developers versus, 159–160 Capps, Mike, 183 interest in app scene, 174–178 Castelnuovo, Dave. See also Pocket God Cottle, Barry, 177 adventure games and, 107 Cricket Song, 183 audience in your head, 120 Crush the Castle, 139 as Battlezone gamer, 105 Cut the Rope, 14 Clay Fighter, 108, 109, 116 Cydia, 26, 49, 57 computers in childhood, 106–107 Cygwin, 54 ESPN Football, 109 Flash projects, 116 gameplay in front of Atari representative, D 105–106 Daidone, Terry, 47 growing up, 106 Demeter, Steve. See also Trism guiding principle, 121 beginnings, 52 hardware secrets, 109–110 coding tools, 53–55 high scores and, 107 defi ned, 52 on humor, 113 at Game Developers Conference (GDC), 55 hurricane creation, 117–118 game publisher response to, 55 importance of hard work, 117–118 ingenuity, 55 on iPhone SDK, 113 self-publication decision, 56 leaving job, 118 developer community. See also app developers life and times of, 116–118 Apple investment in, 30 on luck, 113 friendship and camaraderie, 8 Oogs naming, 110 growth of, 30–31 at Pacifi c Soft scape, 109 development costs, 191 persistence, 113–114 devices, activation statistics, 32 pitches, 118–119 Doodle Jump. See also Pusenjak, Igor and Marko at Ringler Studios, 108 addictive qualities, 76–77 school drop-out, 107 birth of, 74–83 Sega and, 109 build time, 77 category in App Store, 80 119_9781119978640-bindex.indd9_9781119978640-bindex.indd 203203 88/30/11/30/11 112:302:30 PPMM 204 Appillionaires: Secrets from Developers Who Struck It Rich on the App Store Doodle Jump (continued) launch success, 74 changing Igor’s and Marko’s lives, 87–90 sequel and, 74 characters in cross-promotion, 84 user feedback, 72 concept birth, 74 Enviro Bear, 119 designing of, 73 Epic Games, 183, 184 development orientation to, 73 ESPN Football, 109 Doodle Jump 2 birth, 83–86 “Easter egg” idea, 83 F falling in the charts, 82–83 facial EMG monitoring, 196–199 fi rst main engine, 77 Fair Trade Commission, 159 fl ops, 79–80, 90 Firemint sale to EA, 158, 160, 177 as fun, 79–80 Flight Control, 158 game aesthetics, 75–76 Flipboard, 12 graphics ideas, 74–76 free apps, 31 hand-built quality, 75 future of apps, 193–199 heritage of, 73–74 illustrated, 81 imagination source, 88 G inspiration, 79 gaming interaction between gamers, 81 conventional approach to, 34 Mirror app comparison, 80 heart of, 34–35 at number one, 85 renaissance, 33–35 Pac’N-Jump knock-off , 89 risk versus reward structure, 196 peak, 83–85 garage programmers. See indie developers placeholder images, 74 Gizmodo, 119 plan for, 73 GNU Compiler Collection, 54 progress markers, 81–82 GodFinger, 158 promotional spot, 82 gold rush. See also App Store redesign for holiday events, 86 Appillionaire buzz, 39–40 sales statistics, 14 defi ned, 4 sequel, 83–86 easy money fallacy and, 40–41 sketched aesthetic, 76 end to, 186–187 success, 85–86 taste of success, 37–39 summary, 90 golden age, 151–152 taking shape, 78 Grand Th eft Auto, 116 top of charts, 85 Grigsby, Dan, 182–183 tweaking for success, 80–82 growth updates, 86 developer community, 30–31 VC attention, 85–86 download, 31 warmth and playfulness, 76 iPhone app sales, 33 world woken up to, 82 pains of, 31–32 downloads profi t, 31 growth, 31 paid percentage, 168 H statistics, 4, 34, 167–168 hackers Duck Amuck, 155 army growth, 47–49 in-fi ghting, 49 E Geohot (George Francis Hotz), 45–47 EA.