Developing games for those platforms challenges game designer because I think that you have to re-think and re-learn a lot. 'Monkey Island' did really, really well when we released that on the iPhone and the iPad. And they should really think about making games for that because they would meet a very good audience for that.Īnd do you think there will possibly develop an all new audience for adventure games as well? It is a device that is with you all the time, on the bus, at the doctor’s office and people like to game. And I think young developers should seriously consider it. For a lot of people their phones have become the ultimate gadget, they have their calendars on it, their emails, twitter is on it and their games are on it. I do not think they expected that, of all the apps you could buy at the Apple store, games would be this successful. Gaming is very popular, which surprised Apple a lot. It is almost like the one thing they do not use their phones for is to make calls. People become really attached to their phones. Ron Gilbert: I think the advice I would give them is to really think about the iPhone and android phones. Is there a piece of advice you could give someone trying to make it as an adventure game developer today? And that is really a new way for developers to make games and get them out there for people to actually play. I spend a lot of time playing iPhone games and they are a lot of fun. And nobody has to tell you "Yes, it’s okay to make that game", like Microsoft for the Xbox or Sony for the PlayStation and smartphones really open that up to all developers. There are many games out there that were made by one or two people and sold a million copies. I find that an absolutely fascinating world, because you two people can make a game from scratch and it can be sold through the app store or marketplace and sell millions of copies. The most interesting right now is the app- market for android and iPhones though. So if you have anything new or different, they have no way of doing that, they have no way to evaluate or crunch the numbers, so they are scared and they will refuse to sign it. The marketing department is going to take a look at it and evaluate it and the sales department is going to run a bunch of numbers and so on before they come to a conclusive decision. They have to have something they think is going to be a success, and there is a whole process involved in such an evaluation. So if you are really trying to pitch something to the traditional publishers, it is going to be very, very hard to do, because they are so risk-averse. Ron Gilbert: I think pitching any new and creative idea to a publisher is extremely difficult, if not virtually impossible. What do you think are the main difficulties or obstacles that young or new developers have to face? In your Blog "Grumpygamer" you wrote about how hard it has become to pitch creative ideas to publishers these days.
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