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探讨针对iOS VS. Android开发游戏的优劣

发布时间:2013-04-16 17:49:16 Tags:,,,

问题:如果你正在一个新工作室开发一款新的平板/手机游戏,你会选择iOS还是Android?

回答

Harry Holmwood,Marvelous AQL(欧洲)首席执行官:

我们的看法是,答案不是绝对的。幸运的是,有足够多的优秀的跨平台开发工具,所以兼顾两个平台并不困难。

市场变化太快了,开发完一款游戏(除了最小型的游戏),平台的经济和商业模式可能早就发生天翻地覆的变化了。因此,尽可能保持灵活才是王道。

尽管我们仍然期望iOS是更好的赢利平台,但Android的开发周期短意味着我们很可能先测试Android平台,同时制定赢利策略和保持留存率。

就开发而言,我们在Android和iOS设备上都有测试,所以我们在最后阶段不会遇到什么问题。跨平台工作是很容易的(我们使用Unity)——困难的是设计不同的屏幕尺寸,因为现在屏幕大小的跨度太大了,从2.3到11英寸,而不是以前规定得那么清楚的“小屏幕”或“大屏幕”。

另一方面,如果我们发行付费游戏,我们会选择iOS,因为跟开发周期关系较小,赚钱更容易得多。

ANDROID-VS-IOS(from allthingsd)

ANDROID-VS-IOS(from allthingsd)

Ben Cousins,DeNA游戏工作室(欧洲)主管:

iOS。制作高端的游戏,我们认为想要以最快的速度做出成功的游戏,要看设备的玩家基础是否深厚。

Stuart Dredge,《卫报》记者:

我仍然选择iOS(因为我不是开发者,所以我的观点可以忽略吧),但是我可能会使用Unity把游戏移植到Android上。

Charles Chapman,First Touch Games工作室主管&所有人:

我们仍然以自己的技术为基础,我们还没在Android上发布游戏,所以我们会选择iOS。不过,今年我们计划在Android上发布游戏。

然而,如果我们是新工作室,我们可能会使用Unity或Marmalade,暂时不考虑选择什么平台。iOS很可能是主要目标,尽管其他平台可能会给小规模的开发工作室带来更多功成名就的机遇。

Eric Seufert, Grey Area营销和客户开发主管:

iOS,除非开发出来的游戏能够借助Android在亚洲的优势。欧美的市场主要靠iOS,而亚洲市场比较分散,一款游戏想在亚洲成功,还得多研究当地的文化习惯。

Melissa Clark-Reynolds,Minimonos创始人:

我们刚刚在iOS上投了钱——我们的市场(主要是13岁以下的玩家)主要是iOS和Kindle Fire。我们考虑过Unity,但最终决定使用Cocos2d。这样麻烦更少,毕竟我们还只是一家2D工作室。

我们一周以前刚发布了《MonkeyMe》——在英国、爱尔兰和新西兰非常受欢迎,并且一发布就进入18个国家排行榜的前1000名。这周末才开始市场营销活动,所以我们还想再接再励!

Ella Romanos,Remode创始人:

无论是什么游戏,我们的目标都是获得尽可能多的玩家。因为现在可用的工具太多了,所以跨平台开发并不难。我们总是以尽可能快的速度在尽可能多的平台上发布。不同的赢利策略各有优势,但对于免费游戏,关键还是在一开始就吸引尽可能多的玩家来玩你的游戏。

Andy Payne,Mastertronic总经理:

我们使用跨平台开发工具,但专注于iOS。用Java开发手机应用的美好时代已经一去不复返了,现在,过多的屏幕尺寸类型和Android的稍许差异,使QA成本不断上升。但是我们与其他人一样,希望吸引尽可能多的玩家。但这并不容易。

Mark Sorrell,Hide & Seek开发总监:

我们的Kickstarter项目《Tiny Games》现在只有iOS版本,所以我们的答案很清楚了。

我们是小工作室,开发时间是很宝贵的,我们的产品比较小众,所以iOS显然很适合。我可以肯定地说,如果我开发的是更主流的游戏,我当然会支持首先在Android上测试和发布。

Will Luton,免费游戏和手机游戏专家:

iOS。最好能跨平台开发(使用Unity)。

Melissa Clark-Reynolds, Minimonos创始人:

我们比较不一样,更倾向于使用cocos2d。Pocketgamer网站排名前50的游戏开发工作室中,有12个使用它,包括Disney Mobile、GREE、Konami、Zynga、Wooga、Gamevil和DeNA。《Diamond Dash》、《City of Wonder》、《Zenonia 5》和《Matching with Friends》都是用它开发的。

Teut Weidemann,育碧在线游戏专家:

从风险管理的角度说,你必须先选择iOS。这个平台简单、设备屏幕尺寸比较统一、付款的麻烦较少、设备种类也比较少。搞定iOS后,再着手Android就容易多了。

Tadhg Kelly,Jawfish工作室创意总监:

正确的答案显然是Windows Phone 8。

Eric Hautemont,Days of Wonder首席执行官:

iOS。部分是因为习惯,部分是因为那是我们最主要的收益来源(游戏邦注:这是按绝对收益算,不考虑人均)。

我们使用Cocos2d-x,很满意它的表现(比CoreAnimation快得多)。

我们在Android上面临的最大问题是,如何让代码解决多种屏幕尺寸(特别是比率)的适应问题。我们仍然很迷惑,为什么硬件制造商要花这么多时间和精力做各种大小的屏幕——除了让游戏很难在他们的设备上运行,对玩家却没有什么好处,至少对棋类游戏是如此。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

[Gamesbriefers] Should you lead on iOS or Android?

By Gamesbriefers

Question:

If you were starting development on a brand new tablet/mobile game for a new studio, would you lead on iOS or Android and why?

Answers:

Harry Holmwood, CEO of Marvelous AQL Europe

In our case (we have just started on exactly that), I think the right decision is to be entirely platform agnostic. There are enough great cross-platform development frameworks out there that it’s an easy path to take, fortunately.

The market is changing so rapidly that, over the development cycle of all but the smallest games, the economics of a platform, and a business model can change significantly. It therefore seems sensible to try to retain as much flexibility as possible.

Although we still expect iOS to be the better monetizing platform, the ease of iteration on Android means we’re likely to test launch with that first while we work on monetization and retention tweaks.

In terms of development, we test each build across a variety of Android and iOS devices so we don’t end up caught out at a late stage. The cross-platform part is easy (we’re using Unity) – what’s much harder is designing to different screen sizes – they’re now more of a continuum from 2.8 to 11 inches, rather than very clearly defined ‘small screen’ or ‘big screen’ devices.

On the flip side, if we were launching a premium app, we’d lead on iOS, because the iteration is less relevant, and there’s way more money to be made.

Ben Cousins, Head of European Game Studios at DeNA

iOS. Working on high-end games, we just see the fastest pathway to a good performing game on devices with large userbases on iOS.

Stuart Dredge, Journalist at The Guardian

I might still lead on iOS (*non-developer so my opinion is worth shit face*) but I’d likely use Unity to make the later port to Android less of a ballache.

Charles Chapman, Director and Owner at First Touch Games

We still build our own tech, and we’re yet to release anything on Android, so iOS for us. We will release something on Android this year though.

However, if we were a new studio, we’d probably use Unity or Marmalade, and leave platform decisions open for a while. iOS would likely be the primary target, though for a new small dev there are probably more opportunities on other platforms to make a name for yourself, and get established.

Eric Seufert, Head of Marketing and Acquisition at Grey Area

iOS, unless developing a game that could leverage the advantages of Android in Asia. The money in Western Europe and North America is on iOS, and the Asian markets are so fragmented that existing relationships and deep geographic expertise are needed for a game to succeed.

Melissa Clark-Reynolds, Founder of Minimonos

We just put our money down in iOS – our market (primarily under 13) are fairly split across iOS and the Kindle Fire. We looked at Unity and instead decided on Cocos2d. Much less trouble, and we are a 2D shop at this point anyway.

We launched MonkeyMe just under a week ago – It is doing very respectably in UK, Ireland and NZ in Kids and Family and launched into top 1000 in 18 countries. The marketing gets turned on this weekend, so we are hoping for more!

Ella Romanos, Founder of Remode

Our aim with any game is to reach as many users as possible, and with so many tools available now that let you go cross-platform easily, we always look to release on as many platforms as we can, as soon as we can.  Some monetise better than others, but with free to play games it’s also about getting as many people as possible playing your game at the beginning.

Andy Payne, MD of Mastertronic

We use cross platform dev tools but focus on iOS as lead. Having come away from the good old days of Java dev for mobiles with my shirt still on, the plethora of screen sizes nowadays  and slight differences in the Android space is upping the cost of QA. But we, like everyone else, want to get to as many players as possible. But if it was easy everyone would do it.

Mark Sorrell, Development director at Hide & Seek

Well our Kickstarter project Tiny Games is iOS only for now, I suppose my answer is pretty clear.

We are a small studio and development time is precious and we have a somewhat niche product, so iOS is a pretty obvious fit for that. I can certainly see the sense in the exact opposite approach though. If I were making a more mainstream title, I’d certainly make an argument for testing/initial release on Android. A sort of OS level Scandinavia, perhaps.

Will Luton Free-to-play and mobile games consultant

iOS. Build in a way that all platforms can be given love (use Unity).

Melissa Clark-Reynolds, Founder of Minimonos

Because we are contrary… a bit more about cocos2d.  12/50 Pocketgamer top 50 use it.  Includes Disney Mobile, GREE, Konami, Zynga, Wooga, Gamevil and DeNA, with Diamond Dash, City of Wonder, Zenonia 5 and Matching with Friends.

Teut Weidemann, Online Specialist at Ubisoft

Just for Risk Management you need to go iOS first. Its the easiest platform, less screen sizes, less hassle with payment, less diversity in hardware. THEN you can go Android much easier.

Tadhg Kelly Creative Director at Jawfish Games

The correct answer is clearly Windows Phone 8.

Eric Hautemont, CEO of Days of Wonder

iOS, partly out of habit, partly because that’s where the most $ are right now for us (on an absolute basis; not on a per capita one).

We use Cocos2d-x, and are super happy with the performance (dramatically faster than CoreAnimation).

The biggest issue for us on Android is adapting the code to handle variable screen sizes (esp. screen ratios). Still puzzled why hardware manufacturers spend so much time and effort focusing on “features” (random screen form factors) that make it a pain in the a.. to deliver games on their device while doing strictly nothing for gamers, at least not of the board gaming kind <gr…>(source:gamesbrief)


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