So our technological differentiator would be mobile devices, mainly cellphones and tablets. A large percentage of citizens carry a smart phone capable of running apps so there's a large group of potential buyers. There is the drawback of three possible operating systems a phone could have though. Windows mobile, Apple's iOS and Android would require at least three different versions of the the app. From what I have seen though, most people have a phone that runs iOS or android so I am going to ignore Windows Mobile. It is much easier to develop for Android since it has cheaper costs to start publishing on their Google Play Marketplace, and the programming language Android uses is Java which is used to teach students here at UWT. The downside to that is a lot of Android apps aren't purchased; a good number of them are free. And it's impossible to adjust prices as I have been informed in class. This would mean that it'd be impossible to try and promote the game to get it out there, unless there was a separate demo version.
For iOS I would have to learn how to do objective C, and I would somehow have to get the Mac operating system on my desktop in order to program in that language. I have tried to look for Windows compatible programming environments for Objective C but they cost a lot of money. I would definitely need to put in a lot more time if I wanted to sell the app in iTunes, but more people are likely to buy their vs. Android, or so I've read.
Another nice little technological difference is the use of the mobile networking I want my apps to utilize. Speeds and coverage of mobile networks continue to grow rapidly so I want to be able to have my apps use that in order play with friends almost anywhere. There is the data usage issue where the apps will require some amount of data to be sent to other players, but I'm pretty sure a fair warning about it could alleviate any liabilities from me to the user. So long as they know it will use up some data, it should be their responsibility to manage their data usage.
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