Showing posts with label developers. Show all posts
Showing posts with label developers. Show all posts

Sunday, July 6, 2014

South Korea makes it easier to get refunds for Android and iOS apps


If you've ever been burned by downloading a mobile app that you don't want or doesn't work, relief may be in sight... so long as you're in South Korea, at least. The country's Fair Trade Commission has ordered both Apple and Google to make their app refund policies more consumer-friendly. To start, Apple must make it easier to claim refunds on in-app purchases; if your kid goes wild buying in-game items, you should have an easier time getting your money back. Google, meanwhile, has to let developers set their own refund terms.
There are a handful of smaller tweaks in store. Apple will have to notify shoppers whenever it alters the App Store's terms of service, and Google must stop apps from automatically charging you the moment a trial period ends. All the new rules are limited to South Korea for now, but Apple says it might change its terms on a global level. Google isn't considering a similar approach at this stage, but the Fair Trade Commission is hoping that it created a "ripple effect" which leads to similar policies elsewhere. If the rules do spread worldwide, that would undoubtedly be good news -- you could try paid apps without the risk of being left high and dry.
[Image credit: Jung Yeon-Je/AFP/Getty Images]

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Thursday, April 24, 2014

Upcoming Skylanders game contains a clever trap

Here’s a bit of good news/bad news for those addicted to Activision’s Skylanders franchise: Trap Team, the next iteration of the popular game-meets-toy, arrives in October. The bad news for your wallet is there will be 50 new toys to collect.
Activision says it has sold more than 175 million of the figurines, which are about $10 each, making it one of the biggest toy lines in the world. That has helped make the game the fastest ever to hit $2-billion in sales, according to the company.
Developers showed off the latest twist with a demo of Skylanders Trap Team in New York on Wednesday. In technical terms, Trap Teamintroduces another bit of whiz-bangery to the already nifty Skylanders formula, where toy models zap into the game via an USB-connected “Power Portal.”
Inside the fantasy world of the Skylands, the Trap Team are prison guards who watch over incarcerated bad guys. But, when the evil wizard Kaos breaks the villains out of jail, it’s up to the heroes to find them and bring them back. The villains, once defeated, are effectively sucked out of the game and into a glowing crystal that plugs into the newly redesigned portal, which then plays audio from the trapped character.
In our demo it worked flawlessly. “Where am I? It’s dark in here, and it smells kind of like mustard!” exclaimed a villain named Chompy Mage after being pulled off the TV screen and into a crystal.
But that’s only the half of it. Once imprisoned, the bad guys have no choice but to go good. Players can then zap them back into the game and use their various abilities, and tag team swap them with regular Skylanders.
The idea of trapping villains in crystal goes back a few years and was actually a secondary capability that was being considered.
“Once the team came back with sound travelling from the speakers on the TV screen to the speaker in the portal, everyone just said, ’Wow.’ That was a moment,” Activision chief executive Eric Hirschberg said in an interview.
There will be 40 villains to capture (at least you don’t have to buy figurines for them). Fortunately for parents’ wallets, every Skylander from the previous three games will be compatible with Trap Team, although a new Power Portal will be necessary to use the crystals and audio functions.
In introducing Trap Team, scheduled for release on all current game consoles on Oct. 8, Mr. Hirschberg said it’s not enough to slightly improve games with each new release. The company needs to innovate each time. “We make kids say ’wow’ for a living. Mere incrementalism isn’t enough.”
With the company settling into an annual release cycle with the franchise, it’s also bringing rotating development studios on board to work on the games, the same way it does with its flagship Call of Duty series. Trap Team is being helmed by California-based franchise creator Toys For Bob, while last year’s Swap Force was done by New York-based Vicarious Visions.
“You need to find two developers that are capable of both pushing each other and working together. That’s a structural difference in how Activision works in a couple of franchises that brings a lot of advantages,” Hirshberg said. “You’re bringing in different points of view who have different creative instincts, yet they’re working on the same franchise.”
Activision does have a steady stream of other ideas in the pipeline, he added, with future Skylanders games promising “innovations that are equal to what you’ve seen today.”
The franchise isn’t alone anymore, however, with competition biting at its heels. In 2013, the Mickey Mouse folks came calling with Disney Infinity, a game that similarly brings toys in via an RFID chip-reading portal. Disney’s offering, backed by established brands such as Toy Story and Pirates of the Caribbean, has also sold well, doubtlessly taking a bite out of a pie that previously belonged solely to Activision.
Disney is also expected to unveil its future plans for Infinity soon, meaning that the competition is only going to ratchet up later this year.
“With the level of success that Skylanders has had commercially, it was only a matter of time before we had competitors come into the category,” Hirschberg said. “Skylanders was actually the anomaly for a while, that we had the category to ourselves for a while because we created it.”
Besides competition, over-saturation is also a risk. Activision knows this well, with its own Guitar Hero franchise effectively killed a few years ago through rapid releases, both by the company and competitors.
The company has learned from that experience, Hirschberg said.
“I think we’ve found the right cadence. There seems to be a good appetite for the annual releases so far.”

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Tuesday, March 18, 2014

Google Play Games gets game gifts, improved iOS support, in-app invites and more

Google has made some big changes to the Play Games cross-platform game service and given users and developers some new features that are geared towards improving the native Android gaming experience.

With these new changes, announced at the Game Developers Conference this week, Google is making a significant step up towards gaming on Android and also gives developers more tools to better monetise their offerings. Google claims that four times as much money was paid out to developers in 2013 as compared to 2012 from Google Play.

In terms of user-facing changes, Google has enabled Game Gifts, which allows you to send virtual in-game gifts to anyone in your Google+ circles or through searching for a particular player. Similarly, others can send you objects to help you clear hurdles within a game. You can also send multiplayer match invites from within the app now, letting you notify your circles of any new games you may have stumbled upon.

Google has expanded multiplayer to support iOS, so now turn-based and real-time multiplayer options are available on both Android and iOS, significantly reducing the amount of time taken for match-making. “To further help with cross platform game development, we’re updating our Play Games Unity Plug-in to support cross-platform multiplayer services, and introducing an early Play Games C++ SDK to support achievements and leaderboards,” Greg Hartrell from the Google Play Games team, said in a blog post.

Google is giving developers the power of Google Analytics to understand which types of ads work best within their games, get realtime data on how any changes are affecting the user experience, and how users interact with the various screens like the in-app purchases banner ads and other key revenue channels.

Along with this Google is allowing developers to pick one out of 18 new game categories: Action, Adventure, Arcade, Music, Role Playing, Simulation, Strategy, Puzzle, Educational, Card, Casino, Casual, Board, Family,  Trivia, Word, Racing and Sports. This would theoretically make it easier for users to discover new games, and gives developers more exposure too.

News Source: tech.firstpost.com

Thursday, March 13, 2014

Why Microsoft’s zero Windows Phone license fee for Indian co’s is a strategy to curb Android


Last month, reports suggested that Microsoft was looking to slash its license fee toget more manufacturers on board, especially local manufacturers in growth markets such as India. And now it looks like the company is going to do one better.

A report in the Times of India quotes sources from Indian phone companies saying Microsoft has agreed to give them the OS without any licence fee. This after companies such as Lava, Karbonn and Micromax have been known to be in discussions with Microsoft to launch low-cost devices. Last month, Lava and Karbonn announced plans to produce Windows Phone devices. Xolo too is looking at Windows Phone and has already released plans for a Windows tablet. So obviously Microsoft has been making headway with companies here and the Indian connection with Satya Nadella now being the CEO must surely have helped in discussions, but as the report says, “the agreements were clinched only when Microsoft agreed to remove the licence fee.”

Microsoft has been known to charge between $20 and $35 per unit produced from companies which make Windows Phone devices. But in India even a low fee was not acceptable to manufacturers given Windows Phone’s low market share. Popular belief is that Android is free, but manufacturers still have to pay a fee to get access to Play Services and the Play Store. While Indian companies do not pay this fee directly (they are passed on to Google by the Chinese ODMs these companies use), they still have to absorb the cost. In the case of Android, they are more than happy to do this, given the demand and the market share of the OS, but that’s not the case with Windows Phone. Which is why Microsoft had to sweeten the deal.

“Free Windows Phone is part of a strategic partnership. For both Microsoft and us, it is an experiment. Windows Phone still doesn’t have lot of appeal in the market but now that it doesn’t have any licence fee, it becomes easier for us to experiment with it,” one executive with an Indian phone company was quoted as saying by the paper.

But the deal is essentially a two-pronged attack on the growth of Android. For Indian companies, having Windows Phone products gives them another front to chip away at the market share of biggies like Samsung, LG and Sony, who are fully focussed on Android. That’s one way to curb Android growth and it’s a win-win for both parties.

Secondly, having more device options in the market will lead to competitive pricing, which will also boost adoption rate. Indian companies are known for their aggressive pricing models and if there’s a repeat of anything like the Android smartphone explosion, you could soon have a huge number of Windows Phone devices in the market, at very attractive prices.

Things are not all bright though; there’s still the app hurdle, which will only go away gradually, but at least this is a bold move. And having more devices will convince more developers about the chances of the OS. With much of India still an untapped market for smartphones, Microsoft is finally making some shrewd business calls that could end up boosting its market share.

News Source: tech.firstpost.com

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