"In the short term, we still think that if an independent developer can get their game on a console it's a safer bet than playing the App Store lottery, but one might wonder whether, in the long run, it even matters who wins the PSN / WiiWare / XBLA race." Read the lines The blog post also has some nice analysis of sales numbers in relation to App Store chart position, covers the issue of price erosion - in the context that 2D Boy has made more money since cutting World of Goo's price from $9.99 to $4.99 - and the experience that "the average iPhone/iPad gamer is more interested in pleasantly passing time than being intellectually engaged or challenged." It's worth your time to check out the full post here. The only problem for a pal retail release would be a price increase as 1500 points would be 22.50AUD & the average cost for a retail. The iPad doesn't have the benefit of an install base built up over several years. Will World of Goo leave gamers all warm and gooey inside. Created by a small team, 2D Boy, led by two dissatisfied EA employees named Kyle Gabler and Ron Carmel, World of Goo took two years, roughly 10,000 dollars, and a lot of coffee shop. Or to quote fully and in context: "What makes this even more amazing is that this is a two year old game released on a platform that is less than a year old. 26 software sales increase propels country to second largest market in the world. World of Goo is, without a doubt, one of the single most important modern indie games, released in 2008 and one of the first to kick off the 2010s indie boom. Which leads 2D Boy ponder whether indie developers would be better off playing the App Store lottery than other platforms. Apparently World of Goo's best 31 day period on WiiWare saw 68,000 sales, thanks to a mass mailing by Nintendo, while on Valve's Steam PC distribution channel, it was 97,000 sales, thanks to two promotions at discounted prices. 2D Boy released what is still arguably the best game on the WiiWare service, World of Goo. 40 of 2D Boy’s revenue is from WiiWare in North America, around 20-25 PC/Mac/Linux sales from, 15 of PC sales from Steam, 12 sales from WiiWare in Europe, and other smaller amounts. It was nominated for the Seumas McNally grand prize, Design Innovation. World of Goo is a video game for the Wii, Microsoft Windows, Mac OS X, iOS, Nintendo Switch, and Linux by 2D Boy, an independent game developer founded by Kyle Gabler and Ron Carmel, both former Electronic Arts employees. Like hot cakes Still, eventually released, the $9.99 (at launch) title has done 125,000 sales in its first month, 2D Boy blogs selling faster than on those other platforms. For the location the game takes place in, see World of Goo (planet). Indeed, it's been 18 months since creator 2D Boy had first attempted to get the game developed for iPhone. And when it launches on May 23rd, you can play it for. Everyone agrees World of Goo is a great game but the previously PC and Wii-available indie title was two years old by the time it made it onto the App Store for iPad. DRM is a waste of time, says World of Goo producer. The World of Goo, the physics-based hit game by indie developer 2D Boy, is being remastered for mobile exclusively for the streaming giant.
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