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多位游戏开发者谈App Store和Google Play的游戏生态

发布时间:2018-06-19 09:28:12 Tags:,,

多位游戏开发者谈App Store和Google Play的游戏生态

原作者:Dean Takahashi 译者:Willow Wu

很多手游开发者会在iOS和安卓平台同时发行游戏,但也有一些颇具才华的iOS游戏创作者喜欢做独占游戏。他们认为安卓的碎片化问题大大增加了同步发行的难度。

据市场研究机构App Annie发布的年终报告显示,与iOS相比,游戏消费占据Google Play 2017年度总收入的比重更大,但消费者在iOS平台上的游戏消费几乎是Google Play的两倍。

在GDC大会上,我找了个机会和三位才华横溢的iOS游戏开发者坐下来聊一聊。

·Dan Gray,Ustwogames的负责人,《纪念碑谷》系列开发者
·Zach Gage,SpellTower、TypeShift、和Ridiculous Fishing的开发者
·Ryan Cash,Snowman的创始人以及创意总监,《阿尔托的冒险》和《阿尔托的奥德赛》开发者

整理后的访谈记录如下(我还采访了苹果公司的副总裁Greg Joswiak,谈谈游戏对于iOS平台的重要性)。

GamesBeat: 你们在iOS平台多少年了?

Dan Gray: 从一开始吧,我们最近也有谈过这个话题。从游戏设计的角度来说,Ustwo一开始就是因为想做iOS游戏而成立的。这样看来,我们在手游领域已经有12年了。

Zach Gage: 应该是iPhone 3G之前就开始了,但是初期的时候我们走了很多弯路,几个月后逐渐步入正轨。App Store也是在那时候出现的。

Ryan Cash: 我以前是在一家软件公司工作,开发生产力软件。他们当时刚开始接触iPhone以及iPad,之前是开发Mac软件的。2012年我离开了这家公司,成立了自己的工作室。这就是Snowman在进入App Store的第一年。

Keyword optimisation in App stores(from develop online)

Keyword optimisation in App stores(from develop online)

Gray: 在做游戏之前,我们开发过一款语音类APP。对着手机说话,然后创造出这些不同声音。就是大家一开始想加入App Store做的那种有意思的小型APP。

GamesBeat: 你们对iOS独占具体做到什么程度?

Gray: 《纪念碑谷》1和2先是在iOS发行,然后过了一段时间我们才发行安卓版本。

Gage: 我们所有的游戏都是iOS独占。但是有一家公司把我们的游戏移植到安卓上了,这并不是原有计划内的事,如果有人来找我们合作,那我们会考虑签合同,把游戏移植到安卓平台。我们自己只做iOS。

Cash: 我们也是这样。《阿尔托的冒险》一年之后才在安卓发行,是由另一家公司代理的。iOS平台是我们的第一选择。

GamesBeat: 这样做的原因是什么?

Cash: 自从初代iPhone问世后,这个平台就成了我们的主要收入来源。但除此之外我认为还有很多原因,其中之一就是我们知道在iOS平台上,玩家能够按照我们的计划来体验游戏,我们对产品的体验一清二楚。只要是iOS设备就不会出现什么意外。我们不用考虑设备、系统版本的碎片化问题。但更重要的是我们想让玩家更好地沉浸在游戏中,让他们拥有顺畅的游戏体验,而其它平台我们无法确保。

Gage: 这对我来说也很重要。我最初是做美术的,互动艺术。我发行的第一个APP叫做Synth Bond,它基本上就是个语音玩具。互动艺术的经历对我来说是非常奇妙的,我以前办展时要把各种不同的技术装置安放在画廊中,努力让人们了解要怎么跟它们“玩”。现在大家口袋里装的是同一种技术设备,我也知道它的运作方式。我可以设计出一大堆不同类型的APP,而且我知道它们一定会按照预定的计划奏效。

作为一个独立开发者,要去顾及到安卓的碎片化问题还有Google store实在是太难了,这是其中一个原因。另一原因就是iOS平台是个令人兴奋的地方,这里的人们懂得欣赏优秀设计,这就是我想接触的人群。

一般的人不会特别关心游戏,你做了一个东西,然后突然间他们注意到了就来玩了。相比主机或者是PC平台的玩家,iOS平台的玩家对游戏更上心,热衷于游戏。

我希望某些游戏能够突破类别框架,被人们视为一个普通但很有意思文化载体,就像是音乐或者电影等等。虽然这种游戏在商业上可能不会有那么强劲的表现,因为它本身具有更深层次的意义,不像那些大热门游戏一样简单粗暴,玩家可能要花更多心思去探索,但我认为它对社会文化的影响力是一般游戏所达不到的,它能在潜移默化中影响人们的思考内容、谈话方式甚至是做事方法。这就是为什么我认为做移动平台的东西更加有趣,更令人兴奋。

Gray: 5年前我进入了公司,目的是组建一个游戏团队。认同iOS平台价值的人就能成为我们的团队成员。然后我们就思考,如果要把iOS作为第一平台那我们应该做些什么?

我们做的东西都必须是普通游戏没有的。它们不一定要是娱乐性很强的产品,但是必须是有价值的。不能忽略任何一个细节,要让玩家感受到游戏的特别之处。就目前的游戏来看,我们的进展都还挺顺利的,硬件和游戏的搭配效果非常理想。

GamesBeat: 你们在一开始就是果粉吗?还是仅仅是认同苹果公司的价值观?

Gray: 我们很早就是苹果公司的粉丝了。在加入公司之前,我的一切都和苹果有关。我们和苹果的关系总是密不可分。

GamesBeat: 很多人都认为如果你在iOS和安卓同时发行游戏,这样你的市场覆盖率是最大的,所以人们一般会尽可能地让游戏在多个平台发行,但你们的选择是iOS优先?

Cash: 有一个被经常忽略的事实就是对于小型团队来说,在多个平台同时发行游戏有时并不可行。我们选择一个平台不仅是因为它的效果好,更重要的是它适合我们的产品。如果我们要在两个平台同时发行,那需要把原来的发行时间推迟至少几个月。就如Zach和Dan所说的那样,为什么还要花半年甚至是更长的时间来为一个不是“那么优秀”的平台费功夫呢?

Gray: 显然,《纪念碑谷2》的iOS版本和安卓版本相隔了很长一段时间。人们都在问你们干嘛呢,怎么花了这么长的时间?我们有一次把所有的安卓测试机放在地板上排开,算了算,有80台。我只能说我们真的有在加快速度了!

Gage: 现在很多人,包括消费者和技术观察员都认为公司经营目标就是竭尽所能地增加收益。我觉得并不是单纯为了这个目的。你并不是整天坐在座位上苦苦思考怎样才能挣到更多的钱,对于我来说,更像是“我要怎么做出我喜欢的东西、在工作中保持积极情绪、做出能让人们享受的代表作品,而且还能给我带来收益,让工作室继续运转下去?”

如果我能做到这些的事情,那么一切就没问题。我不需要离开我的舒适区,去尝试会让产品受损或者是效果不会如意的平台。

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

Many mobile game developers launch their titles on both iOS and Android at the same time. But there’s a batch of talented iOS game makers who prefer creating exclusives on Apple’s platform. They think that Android’s fragmentation makes it too hard to do simultaneous launches.

In 2017, games made up a larger share of Google Play’s consumer spending compared to iOS, but consumers spent nearly two times more on iOS games than on Google Play games, according to a year-end report by market researcher App Annie.

At the Game Developers Conference, I was able to sit down and chat with three all-star iOS game developers: Dan Gray, head of studio at Ustwogames, maker of Monument Valley and Monument Valley 2; Zach Gage, maker of SpellTower, TypeShift, and Ridiculous Fishing; and Ryan Cash, founder and creative director at Snowman, the creator of games such as Alto’s Adventure and Alto’s Odyssey.

Here’s an edited transcript of our interview. I also interviewed Apple vice president Greg Joswiak about the importance of games to Apple.

GamesBeat: How many years has it been on iOS for each of you?

Dan Gray: Since the beginning, really. We were talking about this recently. Ustwo in general, the thing that kicked the studio off was iOS, from a design perspective. The company’s been working in mobile about 12 years

Zach Gage: I think I’ve been doing it since before the iPhone 3G, but I wasn’t right when it started. A couple of months into it. The App Store was open by then.

Ryan Cash: I used to work for a software company that made productivity software. They were there on day one for the iPhone, and same for the iPad, being a Mac software company before. I left in 2012 to start my own company. That was our first year in the App Store as Snowman.

Gray: Before I turned up, we made a voice replication app. You’d hold the phone up to your mouth and talk into it and create all these different crazy mouths and noises and stuff. It’s the sort of thing you’d make at the beginning of the App Store.

GamesBeat: To what degree are you exclusive to iOS now or not?

Gray: Monument Valley one and two were both exclusive to iOS for a short period, and then we did the Android version later on.

Gage: All my stuff is focused on iOS. Another company ports my games to Android eventually, but it’s whenever we can get it together to do the contract and have them port it. It’s not a set thing. But for me, I’m focused on iOS stuff.

Cash: That’s the same for us. With Alto’s Adventure, it took us about a year to get to Android, and we had another company do that. Our focus is on iOS first.

GamesBeat: Why is that?

Cash: For us, it’s been the bread and butter since the first iPhone was announced. That’s all I know. But I think more than that, it’s for a number of reasons, one of them being that we know people will experience the products we make the way we intend them to. We know exactly how we’ll experience the product. We know all the color will look the same. We don’t have to account for device fragmentation, OS version fragmentation. But it’s more that the way we want you to play our game and enjoy it, you’ll be able to do it. On other platforms we’re not as sure.

Gage: That’s a big thing for me too. I came into this originally from doing fine art, doing interactive art, and so the idea that you—the first thing I released was a thing called Synth Bond, which was basically a sound toy. Coming from interactive art, it was this amazing experience. I’m used to dealing with lots of different kinds of technology, putting them in a gallery and trying to get people to understand how they work. Now everybody has this one piece of technology in their pocket all the time, and I know exactly how it works. I can design a ton of different experiences that I know will pan out for them in a certain way.

Especially for me, as a solo developer, trying to deal with something that’s as fragmented as Android and the Google store—it’s a lot harder. That’s one thing as far as why I’m not focusing on Google. The other thing is, iOS is such an exciting space, because it’s where the people I want to reach are. It’s the people that appreciate good design. Basically normal human beings who don’t really care about games. You make something and suddenly they can play it.

To me that’s a much more exciting audience than developing on consoles or PC, where there’s a more crunched audience that really cares about games, that are very fanatical about games. I’m interested in games being able to break out of the game space and become a normal cultural institution that people are interested in, like music or movies or whatever.

Even though it seems like that kind of thing would have potentially less power, because people aren’t as directly and intensely engaged with it, I think that ultimately that kind of medium and position in society has way more cultural power, because it becomes this passive contributor to the things that people are thinking about, the way they talk, the way they approach things. To me that’s why it’s exciting and why doing stuff for mobile is particularly interesting.

Gray: I joined the company five years ago to basically set up a games team. The way we set up the games team was to look at what we perceive to be the values of Apple. We wanted to launch our games on this platform, and we set ourselves up like, what would a first-party Apple studio look like? Which is basically what happened.

It’s things like, everything we make had to feel precious. It had to feel not necessarily just like entertainment, but have value. We wanted to have amazing attention to detail in everything we made, and make people feel special when they played it. Those values, between the hardware we’re delivering on and the games we’re making, lined up perfectly. It’s done all right for us so far.

GamesBeat: Did you view yourselves as Apple fans at the start? Or more just valuing the things Apple values?

Gray: No, we already were. Even before I turned up at the company, it was all about Apple. Our relationships were always with Apple.

GamesBeat: The common wisdom seems to be that if you do Android and iOS at the same time, you reach the widest possible market. The business decision is to do as many platforms as possible. But in some ways I’m starting to hear that it’s a business decision for you guys to do iOS first.

Cash: Another reality that can often be overlooked is that for small teams, it’s just not an option to do that many platforms at once. For us, we have to prioritize not only the platform that works the best, but also the platform that fits our products the best. We would have to delay the shipping time by many months if we wanted to hit both platforms at the same time. Because of the things that Zach and Dan both mentioned, which I also agree with—it’s just, why put in that extra six months or whatever it is to do something for a platform that just isn’t as good, quite frankly?

Gray: We had a big delay on Monument Valley 2, obviously, between the iOS version and the Android version. People asked what was taking so long. We once took a photograph and laid out all of our Android test devices on the floor. It was 80 devices in the middle of the studio. “We’re working as hard as we can!”

Gage: There’s a tendency with how many businesses are run, and how most consumers and technology watchers think businesses are run—everyone assumes that every business is run to scrape every single penny off the sidewalk that they can. I think that the reality of running a business is not at all like that. You don’t sit down and say, “How can I make the most money possible?” For me it’s more like, “How can I do the thing I love, stay happy, get something out that people enjoy that represents me, and do it in a way that keeps me afloat?”

If I can do all of those things, I’m good. I don’t need to stretch out the box into spaces where I’m not comfortable, or where I think the product may end up getting damaged or not presented in the way I want.(source:venturebeat.com


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