Quote: Original post by Oluseyi
I bought EA's Need for Speed: Undercover for iPhone a few months ago, US$10, and I've thoroughly enjoyed it and thought it worth every penny.
Glad you liked it! We developed that right here in Melb with a team of about 5 - 6ish coders and 2 - 3 artists (and of course some extras thrown in here and there to help out when needed).
Our studio has gone from primarily mobile development to exclusively iPhone development right now, so I'm hoping that within 2 years the iPhone is still going strong. The people in charge here seem to think so.
I don't have my own personal iPhone/iTouch but I get to see a lot of what's around here at work and yes the AppStore is flooded with lots of stuff right now but it is still possible to be noticed. As someone already mentioned, Flight Control which for such a simple app, caused a huge buzz because it was something different. It was fun, casual game-play and the interface was dead simple.
The way I see it, the platform and interface are still in their infancy and so there's still room for great innovation. When we're starting something new one of the big decisions we spend a lot of time on is how to interface with the user with nothing but a touch screen.
It's not an easy hurdle to get over. Sure on-screen D-pads and the like are a translation from traditional game devices and so are easy, but I almost see it like fitting a steam engine to a space ship. There's a chance to find great new ways to interact with the user and most are just going with what's familiar (yet I don't really blame them).
If you can come up with some great gameplay (not necessarily complex) with an intuitive interface then your chances of being noticed would be greatly increased. But it's definitely not any kind of get rich quick scheme.