Hi,

This is where developing games for multiple types of people comes into play
here I think.

Look at the various audio games that there are out there on IOS for example?
How many of them were developed specifically for blind people yet sighted
people play them? Take the blindness lable away and simply make them
accessible then you have your target audience. Freak is an example of this.
the idea isn't to simply create games for blind people specifically but to
create games for all that blind people can play. This to me is where the
accessible markets fall flat because the developers are not doing this. 

With windows, take smugglers for example. The developer was approached, he
agreed and made it accessible. There you go. 

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Che Martin
Sent: 14 December 2013 22:30
To: 'Gamers Discussion list'
Subject: [Audyssey] The future of mobile accessible gaming, was: : mac
versus windows

  Hi ya phil,
  Yeah man, as a commercial entity selling to a very limited market, the
price point of iOS games is a concern.
  As you mentioned, , while it is true that a release of an iOS title will
far out sale the same title for mac or windows, at what price will it be
offered ?
  You said you have purchased over 40 games, but you've probably spent less
than you would have for 2 premium mac or windows games I would think?
  True, the games for mobile devices don't offer nearly the depth or
replayability of a quality premium mac or PC title, but even if it did, what
would folks pay for  it?  
  For instance, , I think Jeremy could have easily sold swamp for $50 a
license and moved at the very minimum 250 units, but what would he get for
it on iOS with the same features?
  Of course, you'd need a bluetooth keyboard hooked up to your iOS device to
get the same features, but you catch my drift.
  In the very limited market of accessible games, even if one sold a couple
thousand copies at a buck a piece, a developer wouldn't even be approaching
minimum wage per hour most likely.
  And if an accessible developer tried to sell a game for $15 or $20, I
think a great deal of potential purchasers would scream rip off, because
they are used to the super low price of most apps, not considering most of
those apps are selling to tens of thousands of customers.
  This is not to say its all about money, nobody develops accessible games
to get rich, but it is nice to get a few ounces of dough coming in for tons
of hard work.
  I am personally hoping to release a set of educational apps for blind kids
for free once I learn xCode.  After that, I may look more closely at the
commercial market, including micro purchases for in game upgrades, etc.
  No matter what, it is an interesting time for accessible gaming me thinks,
as mister Zimmerman so concisely put it, the times they are a changin'.
  Take care,
 Che


-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Saturday, December 14, 2013 6:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mac versus windows sales plus iOS question

Hi Che,
I am sure Josh is talking about  his mac games are outselling his windows
games.
 I am sure when Draconis develops a full IOS game for iPhone and iPad, that
will outsell the other two combined.
I just got my iPhone two months ago and already have purcheased over forty
games on it.
True, they are in the $0.99 and 1.99 price point.


----- Original Message -----
From: "Che Martin" <blindadrenal...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Saturday, December 14, 2013 4:18 AM
Subject: [Audyssey] mac versus windows sales plus iOS question


>   Hi ya,
> Just red this quote from the list:
> Start quote:
>
>> First, ignoring Mac as a viable platform for blind gamers is a poor
> strategy. One year on, and Mac sales are still far exceeding Windows 
> sales, even in comparison to back in the hay day of audio games, some 
> 10 years ago or so. It isn't just about raw user numbers, it is about 
> demographics and the quality of those users.
> End quote
>
>  Maybe I am misunderstanding the quote here, but are you saying that 
> macs are outselling windows machines?
>  Where are you getting those numbers?
>  Its been a while since I checked, but last time I took notice macs 
> were around 5 or 6 percent with PC's over 80 percent.
>  I am sure the mac has made strides in recent years, but if they are 
> outselling windows machines in pretty much any significant market, 
> that is surprising news to me.
>  I could see where macs may be accelerating with the decline of the 
> PC, but last I checked, they have a really long way to go to be 
> anywhere near outselling windows machines.
>  If macs are indeed outselling pc's with windows, I would have lost a 
> large bet on that, had a wager been presented to my degenerate 
> gambling self.
>  Here is what I dug up quickly on google before going to bed:
> In an interview with Computerworld, Gartner analyst Carolina Milanesi 
> says

> a
> major OS shift is coming. By 2015, she predicts, devices running Apple 
> operating systems will overtake those running Windows.
>
>
> Last year, shipments of products running Windows still handily 
> outnumbered those running Mac OS and iOS, by 347 million to 213 
> million, according to figures from Gartner published Monday. The lead 
> will be slashed to 23 million in 2014, and the Apple OSes will likely 
> outnumber Windows devices in 2015, said Carolina Milanesi, research 
> vice president at Gartner.
>
> End article clip
>
>  So based on those numbers, even throwing in the mobile iOS into the 
> mac equation,  windows is outselling them, strip out iOS and those 
> numbers get far more out of balance when we're talking windows versus mac
straight up.
>  Obviously on the mobile side of things, apple is owning microsoft, 
> but if we're talking macs versus windows, i.e. desktops and laptops, 
> its not even close, and won't be for many years to come.
>  I think regarding mobile platforms if MS doesn't get their heads out 
> of their collective rear ends, they'll be selling Xbox 2s exclusively 
> in another decade, but for now, they dominate the desktop and laptop 
> market hands down in raw sales.
>  I'm no microsoft fan boy, I have plenty of apple equipment as well, 
> just wanted to make sure folks had the right information on this 
> topic, especially potential developers.
>  There are a lot of audio gamers using macs now, and I am glad for it, 
> but the windows users as far as raw numbers go blow them out of the 
> water, something I considered and researched very carefully when 
> deciding whether to port Rail Racer 2 to mac.  In the end, the work 
> didn't justify the return, not at this point in time anyhow.
>  I am learning slowly how to program for iOS, but it is tedious the 
> way voiceover works on the mac, too many hoops to jump through for 
> basic stuff making it very inefficient.
>  Secondly, I'm having a hard time finding help out in the community, 
> although I've only recently started, and I'm sure there are groups of 
> accessible programmers out there somewhere willing to help out with 
> the occasional question from a newbie to the system and xCode IDE, I 
> just haven't ferreted them out yet.
>  If anyone out there knows of someone willing to help me answer a few 
> basic questions about xcode and the like, I'm all about it, and 
> willing to pay for the tutoring,.
>  Cara graciouslly showed me a few things, but I thinnk she is too busy 
> at this point, and I don't want to pester folks.
> Thanks,
> Che
> Email: blindadrenal...@gmail.com
>
>
>
>
>
>  Comments?
>
>
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