Why can’t my Mac run iPhone apps?

01-05-10

When the iPhone opened the app store to third party developers and basically anyone who could afford the $99 SDK we we’re all amazed at the enormous success. Thousands upon thousands of great apps have been launched transforming the mobile marketplace forever as it can now compete with laptops on the go.

So, I ask, why the hell can’t I run my apps on my mac?!
I know that the iPhone OS, while based on OS X technology, isn’t the same operating system. But as a consumer I don’t care. Sure, most apps are just boiled down versions of larger applications for Mac or the web. But some of them are not, games especially are available only on the iPhone in that form.

Well I want to use some of them on my Mac!
And it shouldn’t be that hard, the SDK for developing apps can already emulate apps directly in OS X.
But I want to run them from iTunes or, better yet, directly from my dock. I already own them and they’re already stored on my Mac from constant syncing.

Please Apple, let me run my Apps on my Mac as well.

If you agree with this, retweet as far as you can!

Games industry killing itself over used games

01-03-10

One of the largest problems facing the games industry today is used games. Publishers can’t compete with the low prices and have launched campaigns trying to persuade customers that buying used games hurt developers. This is almost certainly true but the problem is, as so often with situations like this, not used games but how games as a medium are developed and sold. Let me describe why this phenomenon exists and what developers can do to change it today.

Books and movies are more rarely sold used then games

There is a market for used books and movies, and it’s pretty large, but nowhere near as large as for games. This is because the products leave a lingering thought with the consumer that they “might want to see / read it again”. In this post I’ll call this emotional impact.

I’m not saying that games don’t have emotional impact, in fact they might have more emotional impact then traditional media, but in games it works a bit differently.

Traditional media is completely based on narrative

Narrative has always been a way for humans to interpret the things happening around us, in other words; we look for patterns that might not be there. Putting stories on events to make them understandable.

Traditional media is a way to channel this interest by offering interesting stories, that have been thought out before hand and then feeding them to the audience. We’ve been doing it since long before Shakespeare

When a movie, book or any work of fiction presents us with a narrative that we particularly like we achieve a sense of satisfaction. Known in story telling as catharsis.

Games don’t work like this

Games have two sets of narrative going on at once; the story narrative that is usually fed to the player (s) in more or less sophisticated ways. The game mechanical narrative, the story that the player build by doing things in the game: “I ran around the wall and shot that guy from behind, I’m such a ninja!“.

The first narrative is directly comparable to traditional media and is the dominant narrative in games such as the Final Fantasy series or the Metal Gear series. The emotional impact of these games are usually quite high and sure enough, you’ll find a lot less of them on the used shelves at your local Gamestop.

The second narrative however, is unique to games as a medium. It is the dominant form of narrative in games such as Battlefield or Gran Turismo. These games can be resold without much emotional impact because the main experience is already experienced. Playing the game again won’t be as interesting.

Let’s compare this to a vacation trip. The pictures from said vacation are valuable, because they let the consumer remember the experience. But going back will be different, we all know this, that’s why we don’t always travel to the same spots.

Experiencing the game mechanic again can often be more interesting by playing the sequel or a similar game. A consumer will rarely play the same game again if there aren’t new goals to reach or if similar games and sequels are noticeably different. (If your game is a shooter you’ll probably not ever get consumers to do more then one play through. If that.)

So how are we going to solve this?

From this point of view, I’ve identified three key ways of making more emotional impact and staying of the used games shelf:

  1. Create games that capture the emotional impact of narrative. Create games with more traditional story that can keep the players coming back.
  2. Create games with game mechanic lock-ins. So that they are forced to keep playing your game to get the same pleasurable mechanic. Look at fighting games for example. Fighting games seem to be generally online or party experiences, with unique fighting styles they deliver experiences that you can’t interchange easily.
  3. Games that are more focused on mechanic narrative, don’t release them as boxed products. Seriously. They are easily interchangeable and after one play through they are simply not very interesting. Sell them as episodic content through direct downloads or as subscription services.

This might sound a bit crude, but the games industry is not as successful per unit as other media industries and mostly I believe this is because the industry isn’t selling games as consumers want them. The games industry is just copying other mediums and then complaining about all the problems that they run into.

If you’ve read this far I’d love to hear your thoughts on the subject, comment away, I answer all comments.

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

jesper bylund.com