Developing iPad Games (part 2)
Last week we took a look at the developing trends in mobile gaming, and specifically at the times and places where users choose to game. It turns out that mobile gamers aren’t just whiling away the time on their devices, but rather are setting aside a considerable amount of time strictly for mobile gaming. As such, many experts conclude that it’s only a matter of time before the tablet replaces consoles altogether. As they grow faster and more sophisticated, the consensus seems to be that “there’s no reason tablets won’t replace the living room console.” And according to GigaOm, for example, “Mobile gaming is not a companion to consoles, but rather it’s attacking them on their home turf: the couch, the La-Z-Boy and even the bedroom.”
So what should you shoot for when developing a mobile game? CNet recently prefaced its list of the 30 best iPad games with a brief summary of what makes mobile games worth playing:
- It’s gotta be fun. This one’s pretty obvious, but it’s also one of the elements that’s the most difficult to quantify. Think hard about the games you play, and why you play them. And if you don’t play all that much, ask your kids what keeps them coming back for more.
- Ergonomics. Is the interface user-friendly? Can the player target an enemy, drive the car, access an inventory, or flee the monster easily, without having to contort themselves?
- Uniqueness. First-person shooter games might be fun and therapeutic, but there are dozens upon dozens of them already established on the market. What makes yours stand out? We’re using FPS games as an example, of course, but whatever your game’s genre, you need to make sure it’s original.
- Value. Gamers are often willing to shell out more money for better games as long as they know they’ll be getting their money’s worth. If your game is a simpler one – and there’s nothing wrong with that – make sure that the price tag will be enticing to users.
- Showoff quotient. Much like the “fun” factor, this one’s also impossible to quantify. When you first open the game, does it “wow” you? If not, you might need to head back to the drawing board.
And if you’re looking to develop a game for the iPad, give us a call! We’ll get you set up with free quotes from reputable developers right away.

1 comment
Allan
April 27, 2012Interesting post. I would say ‘fun’ is an engaging narrative and a game that is easy to play but difficult to master.
Uniqueness must be one of the more difficult aspects but I am not sure it’s all that critical if the game has a unique narrative. Angry Birds is certainly not a unique game. Showoff quotient must surely be mostly focused on the visual presentation.
I am working on a game that will launch in June and showoff was one of our aims.
The game certainly needs to have all the elements you’ve mentioned here but key to everything is marketing (unless you have a genius idea that goes madly viral).