Hand Circus' Simon Oliver
The Rolando developer on PSN, indie power and what's changed about the App Store
Rolando is very much part of our future, obviously we've been keeping an eye out on the various platforms as they grow: Windows Phone 7, Android - which continues to grow hugely. Our small size does mean that we're much better off focusing on one thing at a time but we're really proud of Rolando, the design we came up with. And partnering with ngmoco worked really well - so definitely, a part of a our future is another Rolando game, as well as another Okabu game on a mobile platform.
I think there's still an awful lot of opportunity there. There are still a lot of breakthrough games being released very frequently. I think that it's definitely a lot more competitive. We launched in December 2008 when the market was very very different. We were selling Rolando for £5.99 and $9.99. That, in the current climate, isn't sustainable.
At the same time, there are a lot more iOS devices out there, the potential audience is a lot bigger. I think you do need to work a lot harder to get your game noticed. We had the support of ngmoco - very experienced, very savvy people. They really knew how to do that, how to launch a game, how to make a game a commercial success.
We had a very strong suit there. I think moving forward now, even for them, presents much more of a challenge in that way.
Gameloft were the original price slashers! When the price point started to slip from £9.99 they were the ones that changed prices for games like Let's Golf, which I think went down to £3.99. So that's exactly what they did.
The real rising stars at the moment, the top grossing, all seem to be in that, purchase-driven, free-to-play camp. So at the moment in the iOS landscape that's definitely the bracket that's offering the most opportunity. It's still very exciting, there's still a lot of opportunity, but I think the only thing that has gone away is the real premium £9.99 bracket.
I don't know. It varies a lot from platform to platform. A lot of people's first exposure to games in a long time might be Angry Birds on the iPhone, which is a great, high-quality title at a very low price point, so I think that would reflect very favourably on the current landscape.
On the other side, obviously, there's been some controversy in terms of the offers in some Facebook games, people have complained about how easy it is to make purchases on the iPhone - but I'd say that most of those are anecdotal, rather than across the board. When you speak to most people about things like Farmville - they play them because they like playing them, they don't play them because feel trapped in a cycle of addiction.
I think casual and social games players love playing those games. I wouldn't say that they were put off trying new things in the future by them - if anything, I think it's probably increased their appetite to try out something different in the future.
I see Nintendo have a policy of getting people into a game like Brain Training, and then trying to get them into a game like New Super Mario Bros. I think that's great.