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slidetounlock

macrumors regular
Original poster
Aug 12, 2008
100
0
I finally got this app, had been hesitant the entire time. But for 1.99, I couldnt help it. So who else took advantgae of this deal, and do you believe like me, that most companies will do this to spur sales....???

Either way cromag is a great time killer, but still love Crash and Asphalt
 

Rojo

macrumors 65816
Sep 26, 2006
1,328
241
Barcelona
I finally got this app, had been hesitant the entire time. But for 1.99, I couldnt help it. So who else took advantgae of this deal, and do you believe like me, that most companies will do this to spur sales....???

Either way cromag is a great time killer, but still love Crash and Asphalt

Not really a fan of racing games, but might get this for just $2. Although I got CRASH, for some reason, and rarely ever play it -- so not sure if I should bother with this, even at the super-cheap price.

Yeah, I'm guessing (counting on) other companies doing this every now and then. There's a lot of games I'm on the verge of buying, but I'm waiting to see if they drop in price:
GALCON
SPORE
DINER DASH
SOUTH PARK IMAGINATIONLAND
MRS. PAC-MAN
All are $10, which would be $50 for all of them. Way too much for me to spend right now.

I HAVE purchased the following games, all because they dropped down in price, or were available at a temporary low price at start:
ENIGMO
FUNKY PUNCH
BLUE SKIES
BILLY FRONTIER
And thinking about CRO MAG...
 

gillybean

macrumors 6502a
Jul 21, 2008
788
2
Seattle, WA
With all the new apps and newer racing games coming out, Cro Mag probably needed to make a move like that to boost sales and get a better rank in the App store.
 

slidetounlock

macrumors regular
Original poster
Aug 12, 2008
100
0
With all the new apps and newer racing games coming out, Cro Mag probably needed to make a move like that to boost sales and get a better rank in the App store.

They have sales on all their apps, so I dont just think it is to boost the rank of the app that much....
 

Nitromaster

macrumors 6502
Jan 7, 2007
334
0
Ireland.
Just bought it about 2 seconds ago, thanks to this thread for alerting me to the price drop/sale :)

Always had my eye on it as it looked fun but never bought it due to the price it was and I already had crash which was pretty fun
 

slidetounlock

macrumors regular
Original poster
Aug 12, 2008
100
0
Funny thing was, I was never fond of 'racing' games. Then all the games came to the forefront, and i'll be darned if I am not addicted to racing games now.....
 

mekopolis

macrumors regular
Feb 10, 2008
152
0
wouldn't buy it at 10 bucks
did buy it at 2 bucks
played it for ten minutes or so......
glad i only spent a cup of coffee on it, unless it has multiplayer
im not a big fan

but i do like Pangea, and enjoy enigmo and look forward to their future releases
 

Schtumple

macrumors 601
Jun 13, 2007
4,905
131
benkadams.com
To be honest, given how quickly these apps were made (when compared to a fully fledged console game), is it no wonder Pangea put the price down to $1.99?

I mean if took (theoretically) $40,000 to make, selling at $9.99 (which is what I believe it initially sold for right?), they would only need to sell it 5700 times, which considering the size of the iPhone user base, is nothing...

If anyone would like to enlighten me on how much it really costs to make this kind of game, please, do chime in.
 

mkrishnan

Moderator emeritus
Jan 9, 2004
29,776
15
Grand Rapids, MI, USA
If anyone would like to enlighten me on how much it really costs to make this kind of game, please, do chime in.

I would guess it'll still be more than $40k... to get a game like this out this quickly, they would most likely need multiple developers. If they spent, say, six weeks in development time, using a typical development team for a video game of ... 30-40 people, but not all full time, and it came out to maybe 6 full time equivalents, then six weeks of 6 FTE's is approximately 0.7 FTE years, which would probably be about $70,000 just in employee costs. So I would guess even a short game made by a pro team is going to cost... $150,000-200,000 in development, even exclusive of all the costs one can avoid in a distribution model like the iTunes / App Store.

But you're definitely right, in that these iPhone-only games generally have low development costs. The ones that are done by small-timers -- outside of professional game development houses -- probably cost a lot less. And most of them aren't really worth $10.

Games by bigger pro houses like Spore: Origins are harder to cost analyze -- Spore as a whole sounds like it was incredibly expensive to develop. Obviously most of that cost should not be amortized on the iPhone sales, but it's still reasonable to amortize more than just the porting costs (which are probably low) onto the iPhone game's sales.
 

Errk!

macrumors 6502
Mar 6, 2006
321
6
Cool - thanks for the heads up!

Count me in the "would never buy it for $10 but definitely would for $2" crowd.

Hopefully more publishers follow suit.
 

pooryou

macrumors 65816
Sep 28, 2007
1,332
65
NorCal
This is not a game that 30 people worked on....come on now.
It was a quick port from a computer game according to a video I saw.
Could have been done by one person within a week.

It's an ok diversion but.....they didn't even add any kind of score tracking!!!!!
 

Niiro13

macrumors 68000
Feb 12, 2008
1,719
0
Illinois
This is not a game that 30 people worked on....come on now.
It was a quick port from a computer game according to a video I saw.
Could have been done by one person within a week.

It's an ok diversion but.....they didn't even add any kind of score tracking!!!!!

Even though the original game was Mac...it doesn't mean it's easy to port...
 

redgaz26

macrumors 68020
Mar 6, 2007
2,298
6
Glasgow
never seen this before, thought if you had wifi on didnt matter what size it was?



i tried to download it on the phone but it would not let me, said i had to sign into to itunes and try?????????
 

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esquire360

macrumors regular
Sep 8, 2007
107
0
never seen this before, thought if you had wifi on didnt matter what size it was?



i tried to download it on the phone but it would not let me, said i had to sign into to itunes and try?????????

"iThink" this happens if your low on space too?
 

JML42691

macrumors 68020
Oct 24, 2007
2,082
2
They have sales on all their apps, so I dont just think it is to boost the rank of the app that much....
I think that this was more of a strategic move on the developer's part, their game is all over Apple's site, is in an ad or two, and is also in several demonstration videos on Apple's site. If this game were priced at $7, then they would get a lot of people looking at its page, but not a lot of sales because of the price, with it being $2, people are MUCH more likely to purchase it and won't even question it. The number of sales will be enough to offset the drop in price. I just wish I waited to buy this until now, when I bought it I paid $10.
 

Michael CM1

macrumors 603
Feb 4, 2008
5,682
277
I bought CMR when it dropped to $6. Not bad, but I really don't play it much. I don't play many games much on my iPhone, but it's kinda nice to have around. I usually read stuff from the AP or New York Times apps when I'm bored (hint, hint USA Today).

I think Jobs is getting ahead of himself when touting the iPhone as a "gaming device." Sure, it's got a ton of juice and endless possibilities, but the main problem with the device is the lack of buttons and how small it is. It's very awkward to hold my hands so close together and rely on "fake" buttons on the screen. If you put an add-on piece of hardware to the sides, then you're talking something that rivals the DS and PSP.
 

TallManNY

macrumors 601
Nov 5, 2007
4,791
1,671
Bluetooth plus small plastic addition means real gaming buttons. If I can control my xBox with a bluetooth controller, then I can put a controller around the iPhone and use real buttons to control the iPhone game.

Not that I want to, but yes this could become a better PSP with about ten minutes of engineering.
 
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