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ZerosquareLe 22/06/2016 à 20:49
http://minotaurproject.co.uk/blog/?p=376
We spent two years doing games on iOS and in the end we stopped doing them because the income generated from them was so tiny that it ended up actually costing *us* money. Despite excellent reviews both by users and on relevant gaming websites, and notwithstanding the sheer number of iOS devices out there which would, you might think, make it viable for even stuff slightly off mainstream to find enough of an audience to comfortably sustain them, this proved not to be the case and we couldn’t in any way justify carrying on with it.
(...)To give some idea of just how awful iOS was for us, the first non-iOS game I did after spending two years on iOS, released on a Sony handheld that many describe as being “obscure”, generated literally *thousands* of times more income for us than two years and ten games on iOS with its potential billions of users.
(je le poste ici parce que je ne pense pas que ce soit spécifique à iOS, mais plutôt au marché du dév sur mobile)