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pocketgamer:游戏开发商TT Games公司推崇苹果iOS平台

发布时间:2010-11-26 10:48:29 Tags:,,,

在日前举行的利物浦开发大会(Develop Liverpool)上,华纳兄弟旗下的TT Games公司(“乐高”游戏开发商)的产品主管乔纳森·史密斯(Jonathan Smith)表示,iOS平台的兴起是他们过去一年业务发展的最大动力。

Develop Liverpool

Develop Liverpool

据史密斯所称,“我们公司有些机灵的同事在周一把公司的《乐高:哈里波特》(LEGO Harry Potter)DS游戏代码提交给苹果,结果到周五就发现已经有用户在购买这款游戏,目前这款游戏在全球苹果平台排行第一。这个过程和我们过去的产品销售体验非常不同。”

EA公司合作伙伴罗杰·沃克登(Roger Walkden)表示认可史密斯的说法,称筛选适合各个平台的优质游戏是一项艰难而耗财的业务,“用户希望通过各种方式体验我们的招牌游戏,我们不得不卖力迎合他们的需求,正在发行数量精、规格大、体验丰富的游戏。”

在举例说到PopCap公司出品的《宝石迷阵》(Bejeweled)时,沃克登指出确实有一些方法可以让游戏同时兼容手机、Facebook、网页和掌机等各种平台,而且只要使用得当,这些游戏还可以通过不同的方式创收。

他补充道,市场营销是发行商推出成功的跨平台游戏的最重要武器,销售和发行本身已经不再是主要重心。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Develop Liverpool: iOS is the most disruptive thing to hit the industry says TT Games’ Jonathan Smith

“The rise of the iOS devices has been the most disruptive thing that’s happened to our business in the past 12 months,” said Jonathan Smith, of TT Games, the Warners-owned studio behind the LEGO games, in the closing panel talk of Develop Liverpool, entitled Is The Wild West Back?

“Some very clever people in our company took the code from our DS LEGO Harry Potter game and we submitted it to Apple on a Monday and by Friday people were buying it, and now it’s #1 globally.

“That’s a very different process from the boxed product world we’ve experienced in the past.”

Everything, everywhere

Roger Walkden of EA Partners agreed with situation, if not its overall positive sentiment.

“Choosing which of our brands to release on each platform is a difficult and very expensive business,” he said.

“The customer wants to experience our brands in many ways. We’re learning how to deal with that. We’re putting out fewer, bigger, and hopefully greater titles.”

But using PopCap’s Bejeweled as an example of how to make a success of this approach, he also pointed out here are ways of tuning a game so that it works on different platforms – mobile, Facebook, web and console – and also can be monetised in the appropriate ways on each.

“And in such a situation, marketing is something that publishers can do to make a game a success across platforms,” he added.

“It’s not about sales and distribution any more.”(source:pocketgamer)


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