Apple's subscription gaming service frees devs to focus on fun while ignoring in-app purchase schemes. GameDaily speaks with three devs on the platform. (Pictured: Crossy Road Castle)
GameDaily chats with Ubisoft's Jason Altman and Danielle Kreinik about creating the first mainstream TV show about game development.
Apple's new headset could be ready by 2021, and is currently being worked on by game developers and ex-NASA engineers, according to Bloomberg's sources.
In his talk, Tyrone McAuley from mobile games studio PikPok explained why developers need to make sure that players continue to see value in their subscription, and what the studio did to keep their players engaged and happy.
Apple's new Arcade service appears to answer the question of discoverability in an age of 'too much content' on mobile.
The early release of Apple's subscription gaming service came as a surprise to Simogo, the developer behind Sayonara Wild Hearts. According to Twitter posts, the indie dev was unaware that Apple Arcade would launch ahead of its planned September 19 release date, and it's not sure if the version currently available is the final build.
While not yet official, the price was found within an App Store API for beta testers of iOS 13. Analysts tell GameDaily that Apple Arcade is likely to appeal to a 'small but dedicated segment.' [Update: price confirmed]
Lawsuit claims 30% platform fee is unsustainable and has forced a shift in App Store offerings to favor free and inexpensive apps. The complaint also points the finger at Apple's iOS monopoly as the culprit for discoverability problems that harm developers.
With analysts predicting games could be a bigger revenue driver than TV or news, Apple is making it rain to lock down its Arcade library.
While this might be helpful for discoverability, it doesn't bode well for developers if payment is based on game minutes played, rather than the value of the game itself.