Let’s give two specific examples. One is for one of the two-player iPad games which I recently do at VersusPad.com. The other will be for the fictional game Flora vs Corpses. Let’s start with the iPad game City Bucks:
Creator: Developer (relying on community help, like copyright-free material or forum help)
↓ Stores: Apple App Store
↓ Hardware/ Media: iPad
Consumer context: Two-player
Several questions the creator should ask when looking at above distribution path:
It’s worth noting that app store interests and creator interests are not necessary always aligned: a creator might want to publish to as many devices as possible at the same time, while a store might want to publish only to their devices (though perhaps the nicest behaving, most cross-media store will also attract the most developers one day).
Flora vs Corpses
↓ Technology & Media: Flash | Objective-C | Java
↓ Stores: Android Marketplace | Apple App Store | (plus on the web, no store needed at all)
↓ Hardware/ Media: Android phones | iPhone | iPads | web browsers
Consumer context: Casual single-player
As seen from the side:
A successful app store of the future might want to try to get as many technology & media from above distributed to as many different hardware and media below. Why shouldn’t I be able to listen to my songs on the TV, to play the game which I played in my browser last on my console today, or to use the same app I bought on both my desktop as well as my mobile phone? On the other hand, there may also be apps needing specifc hardware for their core usage... like a game which requires a multitouch interface to feel right. An app store might also want to gain trust by not allowing all creations, and not allowing low-quality devices that may disappoint users.
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