Jobs' Game
Steve Jobs has finally embraced gaming as a key part of Apple's business. Nintendo and Sony should be seriously worried.
When it launched the App Store a few years ago, introducing a marketplace for new software for its iPhone and iPod Touch devices, Apple's relationship with the videogames business changed overnight. Ever since the appearance of the iPod, the company's engagement with media has been growing - turning it into a key distributor of music at first, then movies and TV shows, and most recently books and magazines.
Videogames had been the red-headed stepchild of the bunch. Apple just didn't seem to be interested in games - a disinterest that was deeply encoded in the firm's culture dating right back through the nineties, when game developers threw their hands up in frustration at the firm's unwillingness to spend time or money on turning Mac OS into a viable gaming platform.
Perhaps the problem was cultural, stemming from the ethos which saw Macs as creative tools and looked down its nose at videogames as a consequence. More likely, it was generational - the firm's decision making is incredibly focused on a small team of executives, headed up by Steve Jobs, many of whom are a little older than the "event horizon" for the first gaming generation.
Either way, there's a strange irony to the fact that Apple became a major platform holder in the gaming world without ever really wanting to. Once the numbers started to roll in, and the company realised just how much of the revenue on the App Store was coming from games, whatever cultural or generational issues had dogged gaming in its eyes would inevitably fade very quickly.
That's precisely what happened yesterday evening, when Jobs unveiled the company's new iPod line-up at an event in San Francisco. Apple may not have planned to become a gaming platform holder, and Jobs may not be a gamer, but the firm has shed all of its qualms about the medium, and has begun to embrace its position in the games business.
The statistics reeled off by Jobs weren't the really important part of the event. Yes, iOS devices are outselling Sony and Nintendo's handhelds combined on a week to week basis - that's a solid achievement, but not actually all that relevant.
Such figures are similar to the occasional claims that the PC is the world's biggest gaming platform based on PC hardware sales. Now, the PC may well be the biggest gaming platform, but PC hardware sales do little to prove that, since PCs are multipurpose devices and many of them will never be used for gaming. The same holds true for iOS devices.
What was much more important was the tone of Jobs' statements on gaming. For the first time, Apple seemed to be aggressive in its approach to the sector - directly laying down a gauntlet to Sony and Nintendo, talking up the installed base, the distribution platform, the software library and the device capabilities, all from a specifically gaming perspective.
In the past, Apple has always treated games on iOS as a slightly amusing aside, raising an eyebrow at the wacky and weird things people choose to do with their devices. Yesterday, games were serious business. Jobs has got gaming religion - he sees his firm as a gaming platform holder, and if that means taking the fight to Nintendo (a new rival) and Sony (a long-standing rival), then so be it.
Rhetoric aside, a number of concrete factors in the press conference point to this more aggressive approach to the gaming sector. First, of course, there's GameCenter, the company's stab at an Xbox Live/PSN style service, which allows users to maintain friend lists, compare scores and achievements and invite friends to multi-player games - as well as providing a game matchmaking service. It is, bluntly, a much better service than anything Nintendo or Sony offer on their handhelds, and a fairly clear challenge to them.
Secondly, and equally importantly, there was the unexpected unveiling of an Epic Games title for iOS, a graphically stunning game which was demoed by walking around a medieval citadel and then taking part in a bout of swordfighting. A free demo of the engine, titled Epic Citadel, was later placed on the App Store for everyone to try.
For most people, the important part of this demo was simply how incredibly good the game looks - with graphical quality which was more like the present generation of HD consoles than like a handheld. It's apparent that Apple's conversion to gaming has not happened overnight - services like GameCenter are the result of a lot of work over many months, and Epic Citadel shows that 3D gaming was a central consideration for Apple in the hardware design of its recent devices.
The promise of console-quality gaming on a handheld device is a major lure, although the majority of iOS games will almost certainly remain in 2D - titles such as Words With Friends and Angry Birds aren't the platform's top sellers because that's all it's capable of, they're successful because they're excellent uses of the platform's capabilities and fit well with how people use the devices. Even so, an RPG or adventure game set in a world as gorgeous as that of Epic Citadel would undoubtedly turn heads, even among iOS gaming refuseniks.
Finally, there was a subtle touch - the unveiling of the TV advertisement for Apple's new iPod Touch devices. At least half of the advert was dedicated to footage of games on the device, significantly more time than was given over to the new headline features (HD video recording and the FaceTime video conferencing system).
Having finally embraced its position as the gatekeeper of one of the fastest growing gaming platforms in the world, Apple finds itself with a unique window of opportunity. Although the gaming world is excited about Nintendo's 3DS, it has yet to penetrate the consciousness of the wider audience - and it will almost certainly lack decent online functionality of the type promised by GameCenter.
Sony, meanwhile, is in the wilderness with the PSP - a device which, although it continues to get high-quality software releases, is in desperate need of a hardware refresh to bring it up to date with consumer expectations of a piece of portable hardware of this type.
In the meantime, Apple finds itself with a range of devices which are comfortably the most powerful handheld gaming platforms around, which sport a mature and trusted digital distribution system, a large installed base, a huge software library and, in the coming weeks, a built-in online gaming solution.
Some analysts have compared Apple's entry into handheld gaming to Microsoft's entry into the console market - yet the comparison with Microsoft's multi-billion dollar landgrab actually underestimates the threat posed by Apple's devices to Nintendo and Sony, if anything. How they respond in the coming 12 months - and how Android handsets develop in the same timescale - is likely to determine the shape of the handheld gaming market for years to come.

We're all waiting to see how Carmack does it. :)
Sony and Android are still unknown quantities though, and it will be interesting to see how they respond. The PlayStation brand doesn't really carry much weight on its own any more, so a PSP Phone would really have to offer the goods in terms of both hardware and software to put up a good fight.
Edited 1 times. Last edit by Terence Gage on 3rd September 2010 10:50am
Don't interpret my comments as writing off the 3DS - that's not my intention. I'm as excited about it as the next gamer - but I don't think there's any disputing that its existence hasn't really penetrated the consciousness of non-gamers just yet.
Also, there are a zillion Android devices, supporting various display sizes, requiring developers to produce multiple SKUs.
And, i am sure that Nintendo is innovative - in the 20 years they also made a few failures. Virtual Boy, the Gamecube, N64 were all interesting, but they were not performing well at their time.
And I think the Nintendo of today is much more savvy than they were five years ago, and while they have suffered a few failures here and there, their core hardware in the handheld market has never failed to dominate the field.
Not a bad control mechanism and with the interface entirely in software, they can mimic most other control layouts.
However, the lack of tactile feedback on the buttons is a problem, also the fact that (If I'm right about this) you can only press on two locations at once, as opposed to the number of simultaneous button presses and holds on every system being actively used now.
I suspect this will result in extra functions such as attacking being gestures, taps, or presses outside the defined 'analog' area(s). In effect, creating a virtual, developer customisable gamepad.
Until then, Nintendo will still have a clear edge over Apple, who seem to focus their attention on high priced updates that maintain a premium standard over the years (which I, as a wealthy adult, can enjoy much more than younger audiences).
The enviroment of iOS is much better for developers and mainly for investors look it better to give their money to iPhone games company than somebody else.
And Android also showed to be not interesting for games and its lack of sales possibilities and large fragmentation make hard conditions for games developers. There is over 50 mobile handsets with Android OS and they are so different and in most cases porting games to them cost much more than their development. Even Android Market is the biggest junkyard of the world due to Googles politic ...
All of that was under £20 as well.
As a developer there is no contest due to the accessibility of development tools and the marketplace. As a gamer, the ease of development has created a range of innovative and interesting games that are rarely possible with Nintendo and Sony. This is due to the risks involved with the large budgets required, so playing safe with known risks is the norm.
Traditional controls do not map well to the buttonless iOS platform. A different approach is needed to really make use of the accelerometer and touchscreen, but this will not suit every game. It would be good to see a small Bluetooth controller get support, a Dualshock type device that could slip in a pocket, that would really scare the opposition.
The iPhone market (not sales, but actual market share) is contracting, Macs are still struggling - though Steam might help a smidge - on the gaming side, and let's face facts. With Jobs' Draconian operational methods, Apple will be hampered when it comes to big-budget games as they're all too hardcore or too reliant on proper consoles.
Why is Apple really doing this? One, Jobs is obsessed with money, and he realises that Macs will never take over the world, and iPhone is already in decline as the competitors have caught up. He's trying to Apple-ify yet another thing (gaming in this case) to keep the old cash register open.
Should the opposition be scared? Maybe if Apple ever decides to get into the peripheral world. Until then, definitely not. PS3, 360, Wii (and MUCH cheaper too), vs. the far more expensive iPhone (yes it's a phone, people!), or even worse the iPad...hmmm, what to do, what to do...
The one thing going for them is that the inferior games/ports are much cheaper on the iPhone. If they make a significant dent in the Big Three due to game prices driving sales, maybe we'll see game price drops elsewhere.
Until then, I'll take Apple with a pinch of salt. It'll taste disgusting, as always.
But Nintendo are not stupid and caught out the opposition with the DS and Wii. There's no reason they can't do it again as long as they realise their competition is Apple and raise their game. Give the next DS a touch screen, display and motion detection to match the iPhone, except with enough power to drive two screens: make it easy for developers to port iPhone games to it and make it possible for users to play games on one screen and run apps (a music player, web browser, mail program) on the other. Essentially make it a better iPod touch/iPhone (maybe even with phone capabilities) which also plays the DS's back catalog (maybe with clip-on controllers to keep the form factor compact).
My 8 year old half brother owns a DS for 2 years, as do almost ALL of his classmates (Boys AND girls). Plus half of them already have a Wii console at home. I doubt that these Kids will download Apps via their IPhones any time soon...
The Appstore is balancing out more and more, there seem to be more indy high quality titles and the platform itself is improving all the time.
Speaking personally about development, we just made a game. We had an idea we thought sounded like something we would want to play ourselves and wanted to make it as good as possible - we just found the time where we could. There were no discussions or outside influences beyond what we could do ourselves, It feels more natural and the potential is huge.
No other platform feels as feasible to access and it feels whatever we decide to make there will be some people wanting to play it as long as its good, this kind of creative freedom feels invaluable.
Neil McPhillips - Glad you enjoyed Plunderland.
I bought a DS and am a lot older than you or your half-brother, but I won't buy its successor; my next handheld gaming platform will probably an iOS device. And kids if anything are more in tune with what's new, fashionable and cool, and would get an iPhone if they could afford it or persuade someone to buy one for them.