Thursday, April 5, 2012

The Case of the Missing Board Game Android Apps

or "A Missed App-ortunity?"

The husband and I recently leapt into modern day by purchasing phones that actually connect to the Internet, text message, and whatnot. By the way, I'd like to give a shout-out to AT&T for holding us in a contract under which we actually paid more per month for our camera phones with constant dropped calls then we do now for contract-free droid phones and unlimited data through T-Mobile. Suck it, AT&T. Anyway, I have naturally gone app crazy and have been busy ninja-slicing digital fruit, rocketing birds at militarized pigs, and similar things. But what I have been desperately missing is some serious gameplay on these phones. Particularly with an upcoming vacation that is going to mean long wait-times at airports, I'd really love to play some real board gaming on my new awesome blinged-out droid. Maybe a little Ticket to Ride, Carcassonne, or some Alhambra?

But, hark, where are the apps for these board games?

It turns out that since I have an android phone, most board game makers would like to piss on me and my decidedly non-hipster technology. After much research, I have found that various acclaimed board game makers have only made apps in iOS format (read: for iPhone posers). Granted, there is a version of "Settlers" and Carcassonne, both of which appear to be not-necessarily officially licensed from the game makers. Both also share a common thread of having generally terrible reviews about their simplicity and general bugginess. And they cost $4.99 each. Ouch. I might just pay it though and risk them not loading right on my Samsung Admire because I want my board game crack that badly. It might be bad crack--overpriced and shady, but at least it's crack.

The possibly ill-conceived Carcassonne android app
So then I wondered, are the game makers all just really behind the times? The answer is no. They're not. Not exactly, anyway. A couple major names in the board gaming world have developed sophisticated and popular apps for iOS format, including Days of Wonder (Small World) and Ravensburger (Puerto Rico), but have completely ignored the android market. Why? After all, according to one source, in the last quarter of 2011, android sales accounted for 47% of the market share, where as iOS-formatted devices only accounted for 43%. And while I understand that Apple contracts, user demands, and general tech snobbery may have caused board game makers to develop iOS apps first, the perplexing trend is that once the iOS apps were developed, game makers seemed to have swished their hands together, chafing off the dust of a job well done, and settled back into their nerdy game chairs, feet propped up on the boxes of all of the different versions of iPhones they've bought in the last three years. Screw you, android users--you're not trendy enough to waste our time on.  Humph!

Well, I think that's a fair vision of what's happened, don't you?

Consider Days of Wonder in particular. This is a game maker (Ticket to Ride, Small World, Memoir '44, Shadows Over Camelot) that has developed its brand with the specific goal of integrating board games and technology. Of all the game publishers, I would have bet good coin that this publisher wanted to attract as wide of a technological audience as possible. But as of this posting time, there is no word that android apps are even in development. Their Ticket to Ride Pocket iOS app, however, is a widely praised award-winning success. It's a shame that so much of their fan base will never see it and never enjoy it.

Ravensburger (Puerto Rico, San Juan, Glen More, Tikal) is guilty of the same charges--ignoring android users while faithfully developing iOS games. But at least their website has a hopeful message posted as of this post date that reads:
"Dear Android fans,
 We are currently working on various Android apps which we shall present here soon. 

The Ravensburger Digital team"

Based on this tease, I have subscribed to receive updates on these advances by email, and will keep you posted if I hear anything.

There is no information that I could get my paws on about Queen Games's (Alhambra, Fresco, Wallenstein) or Rio Grande's (Dominion, Carcassonne, Race for the Galaxy) plans, or lack thereof, for any official app games, but I did have a bit of limited success in contact Mayfair Games (Settlers of Catan, Nuns on the Run, Witch of Salem, Atlantis). A customer service rep let me know that they have no plans or interest in developing their games electronically--aside from the separate Catan license, which is a different entity altogether. Harumph. At least they're fair across the board--ain't nobody gettin' no games no how on no phones. (Ow, my brain just pinged and hurt from even the mockingly bad grammar.

I am not at all upset with publishers like Mayfair, since I think it's very valid, fair, and even somewhat pure to sidestep electronic possibilities. After all, just as I loathe e-readers for removing the romance of paper pages and bent spines, I respect board games for the tactile satisfaction of rolling dice and holding cards. Electronic versions and apps will never be on par with my favorite boxed games, and I'd buy a boxed game ten times over before buying an electronic version (especially for $4.99--that's a lot, isn't it?). Nope, the only grudge I'll ever hold over electronic versions is inequality among devices. Geeks use androids, too. Geeks use androids, too.

10 comments:

  1. That is bizarre they would only focus development in one direction. I have never designed an app, so I don't know if the programming is that different between the two forms.

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  2. http://articles.timesofindia.indiatimes.com/2012-02-14/computing/31058407_1_google-s-android-market-android-phones-apple-apps

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  3. Days of Wonder responds:

    http://penny-arcade.com/report/editorial-article/ticket-to-ride-on-android-days-of-wonder-ceo-explains-why-you-shouldnt-hold

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  4. Consider Days of Wonder in particular. This is a game maker (Ticket to Ride, Small World, Memoir '44, Shadows Over Camelot) that has developed its brand with the specific goal of integrating board games and technology.

    They are also plainly in love with Apple. Their slogan is "Play different!" for heaven's sake. I don't find it so hard to believe there are such irrational forces at work. From that article Fwiffo linked, it seems they are outright misinformed about many Android issues

    Another matter is that Apple has deliberately made it hard to develop cross platform. Until fairly recently they disallowed interpreted code, and that has been a standard way of making games portable for a long time. They also put restrictions on which programming languages developers are allowed to use, and the main development language of iOS (Objective C) is hardly used at all outside Apple products.

    These attempts can come back to bite them, because while they increase the costs of making an Android port, they also increase the cost of porting the other way.

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  5. Its a poor decision. But Google needs to figure out a way to deal easily with the different screen sizes issue.

    2 things though:

    With Apple releasing their iPhone 5 soon, it is reported to be a different screen size, how will companies like DOW have to cope with that? Also reported is soon a 7 inch iPad, again, I will throw out a word that Apple fanboys love regarding Android. Fragmentation. All of a sudden Apple is going to go from two sizes to four meaning either forced updates or bad apps for new devices.

    Four Letters: OUYA. How should this effect the mindset of people like DOW, as I speak 52693 of these puppies are sold already, probably to be followed by millions once on store shelves. (So many people don't even know about kickstarter yet, even my buddies who are you male internet goers have no idea what it is leading me to believe that this is widespread and the number of backers would likely be much much higher if everyone knew about it)

    Anyway, Android is going everywhere that iOS is going, and everywhere that iOS isn't going. Ignoring Android much longer is a bad, bad idea.

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  6. Just stumbled upon this post when looking for Android versions of good board games myself! I have an old iPhone 3Gs with TTR and love it, but haven't found much on Android that's similar, although that doesn't mean I haven't found a number of really great (and free! I am cheap) games for my Droid 2 Global!

    I will share with you a bit of information about why so many developers are neglecting Android, from my personal techie perspective. The thing is, there is no one "Android OS" like there is only one iOS. Apple is infamous for locking down their software AND hardware tooth and nail. An iPhone is an iPhone is an iPhone, everywhere you go.

    Google is all about open source free love. And with the free love, you get (well, STDs lol) massive variety. Not only are there a huge number of devices that run Android (all with different interfaces, screen sizes, and capacities), there are also a number of different "flavours" of Android. Many carriers liberally hack the OS to build in their own features, and their own proprietary crap. I have read that the Nexus 2 is one of the only devices that runs "true" Android. So, add this all up and you get a very rocky landscape for game developers to conquer. Variety is exactly what is so very great, and so very terrible, about the Android experience.

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  7. Hello there! What a adorable looking blog you run! Did you apply all the settings to this domain by yourself?

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  8. I too have stumbled on this article while seeing if some beloved board game apps were available for Android. The situation has obviously changed a bit since it was written, but I felt I needed to comment from the point of view of a software developer.

    This headline, and your own complaints about $4.99 apps are pretty much everything you need to know.

    http://www.androidpolice.com/2011/07/01/settlers-of-catan-finally-released-for-android-but-its-definitely-not-free/

    Now, capitalism is a reasonably good system of allocating capital towards investments that make returns. It's not perfect by a long way, otherwise companies wouldn't go bust, shows wouldn't get cancelled, and films wouldn't flop - but the single main reason publishers have shied away from developing Android apps is they're not confident of making the return they get from developing iOS ones.

    This is - slowly - starting to turn around, but the key measure to look at it not the number of Android phones vs the number of iPhones sold, but the total value of the software sold on each platform - that is where we (software developers) make our sales.

    That's why it has often paid to develop for consoles, with a market share in millions, rather than the billion+ PC market.

    Of course it's not 100% as simple as that - as you note, not only do geeks use Android phones too, my observation is geeks prefer Android. I suspect if you start with the set of smart phone owning board game geeks, you would find a much higher proportion of Android owners, compared to the set of smart phone owners.

    But the third circle of that Venn diagram is 'pays $4.99 for software'. Now my observation is that my geeky Android owning friends are also the type of people to proudly download all their music and movies and software for free. You can't stick it to The Man, and expect The Man to cater to you.

    Of course it isn't as simple as that either - obviously there IS a market for Android apps, and I'd wager board game geeks would be more likely than casual players to pay for a good implementation of their favourite titles (also there are models like free app but paying for extension packs or online play - even the iOS market is increasingly going that way). There's also things like licencsing deals that may make things viable or not (it's much harder to make an app pay off if you can only sell it in the USA).

    The good news is that the rising tide of smartphone sales means that the numbers are eventually going to make all titles viable on both platforms. 1% of a billion Android phones is going to still be a bigger market than any games console has ever sold. It just needs the (potential) revenue to be higher than the cost of development.

    As for Harald's comment - there's some truth in it - Apple excluded Flash, which is a popular way to develop browser based casual games. However, most of the code in iOS games isn't written in Apple's Obj-C, but in C++. This made it easy for publishers to port existing console and PC titles, to share code and staff between projects - in that respect, it's Android that is the oddity.

    There are lots of companies out there targeting this issue (Unity is a big one) but they only really work if you are starting from scratch, rather than porting an existing title.

    All of which is just saying that I don't think companies are going for the iPhone because it's the hip / trendy choice, but for much more hard-nosed reasons.

    Lastly - why no Mandarin Chinese version of this blog?? You're missing on billions of potential readers :-)

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