Looks like a ripoff of Fez.
I play a lot of iOS games, it's my primary gaming platform. Most are retreads of other games, a few are designed for iOS, occasionally one will rise above the rest and be more interesting.
Then every once in a while a game will appear, almost always from some Indie developer, that is wonderful, way beyond anything else I've seen. The kind of game you play through and then feel,sad that it's over so you play it all over again. That's what Monument Valley was.
It was beautiful and creative, and frustrating, and rewarding.
All kudos were well deserved
I didn't begrudge them the money for the expansion pack.
It was all worth every penny.
I can't wait to see what they are working on next.
It is really hard creating something new. Upfront they likely iterated and threw out tons of ideas, drawings, and game play tests. Then when they believed they had the idea set coding it, and integrating with design and music takes a long, long time.
It is extremely easy stealing ideas off something that exists, or making something crappy. It is exponentially incredibly difficult making something of quality that is new. And then combine this with no guarantee of success, it could of been created and then flopped, happens all the time.
Knowing all this people still have no issue with just copying it and paying nothing.
It boggles the mind that people think the expansion should be free...
You can calculate it, roughly. Some assumptions here, I may be wrong.Which brings me back to the original point: I wish they had broken out the android-specific costs for the game.
Can someone explain to me why it takes so much to develop these games? Is it a graphic design thing? Paying personnel for man-hours?
It's quite a risk to spend so much money for an investment that is going to have to compete with so many games, and to hope to get some awards.
It seems even worst than filmmaking these days.
I can't imagine for the others who don't get an award from Apple, how they are doing if they are not the EA or other big guys.
Also what's crazy is ...how people are expecting creative work like this quality to be free. Sad.
meanwhile, the previous company i was working at made apps for ios and android and had ~60% of their revenue from android.
I guess it depends of the apps![]()
So they made $5.8 million as one of the _TOP_ paid games on the app store. That means after taxes (roughly 47% for that kind of income), they made $2.86M. Divide that between the team, and they didn't even become millionaires from being one of the most award winning and top paid apps. Considering the effort and costs, that really isn't a lot of money. That's not the kind of business you want get into just for the money...
What corporation pays 47% tax? Lots pay almost none.
You can calculate it, roughly. Some assumptions here, I may be wrong.![]()
????? Nevada, Wyoming, Delaware. It's that simple. I don't know any company even small that pays 47%.You need to be big enough to have real tax people on staff to pay almost no tax. People's image of corporations are MegaCorp Inc. Most corporations aren't like that at all.
You don't hear about normal corporate tax rates because reporters don't write about them. The public doesn't care that BoringCorp paid at Y tax rate; they care that MegaCorp (a company that makes more than the GDP of Africa) paid less tax than their secretary.
2.4 million official sales.
10 million installs.
That is a crazy difference to me. Even with installing it on multiply devices and home sharing.
Read over on touch arcade that 40% of iOS installs were legit...
Meanwhile, the previous company I was working at made apps for iOS and Android and had ~60% of their revenue from Android.
I guess it depends of the apps![]()
A comment on Touch Arcade said that 40% of iOS installs were paid for. The comment also references another article which I can't find.
I'd hold out on judgement until we get more information.
Monument Valley's blog only indicates "free" on the Amazon version... so I assume both iOS and Android are paid versions. It doesn't sound like there was ever a "free" version on iOS... so 100% of iOS installs should have been paid.
The infographic they created should tell us everything we want to know, right? I don't know why people are challenging it.
????? Nevada, Wyoming, Delaware. It's that simple. I don't know any company even small that pays 47%.
In the past, even paid games have short promotional periods on IOS when they were free. That's how I've installed many games; many total junk, but some, true gems. This happens less often now with IAP. They used this so people could get their hands on it and spread the word, so when they become paid for again, they don't appear very very far on the chart.
Doesn't explain the huge number of not paid for installs fully, but could explain parts of it.
You can calculate it, roughly. Some assumptions here, I may be wrong.
The original game took 55 weeks to build at a cost of $852,000. Around 5 weeks spent doing the Android version. That means Android specific work cost around $78,000.
Android split of revenue is about $1m.
So safe to say they covered their costs.
Thanks! I just edited my earlier comment after I found that quote
I still don't quite understand it though. They made this great inforgraphic showing how well they did on iOS... and then they say 60% of the iOS installs were not paid for.
Looking at how many installs they had at launch... if they did have a promotional period... it should have radically affected their revenue.
One thing you have to understand is how incredibly hard it is to get people to notice your app nowadays. Even if you lose 50% of your potential sales, it could still be worth it if you go viral and those sales are high. Better 50% of 10M, than 90% of 1M.
The number of free installs is linked to the lack of easy way to promote your work. Not sure what solution there are for this. All app stores (Google, Apple, Amazon) I feel are a mess.
Plot twist. This guy is a PI in that lives in your town who also has a side business selling pop-up novels and mini figures. He'll see you at WWDC!
Make sense... thanks.
But do we know for a fact that they gave the app away for free on iOS at some point?
I'm still puzzled by that tweet saying only 40% were paid for on iOS. That seems incredibly low considering how much revenue was contributed by iOS.