Category Archives: Interviews
Freeverse President Ian Lynch Smith on the Recent Purchase by Ngmoco
Freeverse President Ian Lynch Smith on the Recent Purchase by Ngmoco is a post from: Best Iphone Apps Review Website
As a followup to yesterday's inteview with ngmoco CEO Neil Young, this morning we spoke with Freeverse President Ian Lynch Smith to hear what the recent purchase of Freeverse by ngmoco means to them. The full audio is attached below, but here is a summary of the talk.
Originally founded in 1994, Freeverse's earliest titles were Mac shareware games. They later branched out in to games for Windows, XBOX Live Arcade, and most recently the iPhone. Freeverse's MotoChaser was one of the few 3D games that launched with the App Store. Also immediately available were Big Bang Sudoku and Jared. They then went on to release a catalog of great iPhone games, both developed in house and and by outside developers published by Freeverse.

Photo by Crain's New York Business
Since the surprise announcement yesterday of ngmoco's purchase of Freeverse, what we've all been wondering is what is going to change. Ngmoco has recently shifted gears to an entirely free to play business model, while Freeverse has been happily releasing massively successful 99¢ games like Skee-Ball and Flick Fishing while working on highly anticipated games such as Warpgate.
The short answer of what is going to change initially is almost nothing, with very little changing in the future aside from the shift in payment models. According to Ian Lynch Smith, they wouldn't have done the deal if it wasn't for the shared vision between both companies, as each of them focus on the iPhone and iPhone OS. This doesn't mean they're abandoning the Mac games, applications, and everything else they do either. Freeverse will remain its own company in Brooklyn, just as a wholly owned subsidiary of ngmoco.
In addition, Freeverse will continue to publish the works of other iPhone developers, with the same level of quality and care we've seen in the past. As Smith put it, "[Ngmoco] did not buy Freeverse to make radical changes. They bought us because of our success, and they bought us because of what we've been doing right."
From Freeverse's perspective, the main motivation behind agreeing to this deal is the immense potential for growth. Through the years they've done everything they could to reach a larger audience, originally starting with shareware, then making the jump to retail shelves, then bringing their games to both the PC and XBOX, and finally jumping on the iPhone.
In regards to ngmoco's recent push to "freemium" games, Smith said, "We wouldn't have done this if we didn't think there wasn't more growth and more possibilities to reach more people in the free to play model." He cites people (now teenagers) who have grown up playing high quality free flash games as well as the massive successes seen in Asian markets as proof that the free to play model works.
Ian seems open to all forms of free to play games currently, including a one-time purchase to unlock all the features and functionality of a game– Something often requested by forum members regarding ngmoco's TouchPets and Eliminate. Freeverse has no intention of "nickel and diming" gamers, and plans on just being smart about how these things are implemented.
While he was reluctant to comment on future game development, when asked if they were still going to provide substantial gameplay experiences for gamers to enjoy instead of Farmville-like games, Smith simply responded "Yes" and mentioned a "substantial game" being discussed behind the scenes.

Freeverse admits they have much to learn about the free to play world, but with the combined expertise of ngmoco, they hope to release compelling games that can be played at no cost to the player, while providing optional in-game purchases for players who spend hours a day playing. They're hoping this will result in games that see the same exponential growth that the iPhone in general has enjoyed, instead of the current linear growth patterns Freeverse sees now.
Prior to this recent acquisition by ngmoco, Freeverse has never had investors and has been profitable on their own for the last 15 years. According to Smith, the main motivation for agreeing to the purchase was to "swing for the fences" and feels we're at a major moment in time, an inflection point, where we're going to see an explosion of mobile gaming.
"At the end of the day, we are just trying to sell our games in a way that lets us grow and continue making more games," Smith explained.
We recommend listening to the entire interview yourself, which is included here.
Podcast music provided by Overclocked Remix.
Interview Audio: Subscribe in iTunes or Direct Download (M4A, 12.9MB)
Ngmoco CEO Neil Young on the Freeverse Acquisition and Freemium Model
Developer Profile – Brandon Curiel of Venan Entertainment
Developer Profile – Brandon Curiel of Venan Entertainment is a post from: Best Iphone Apps Review Website
Venan Entertainment is the creator of the recently released Space Miner: Space Ore Bust, which we absolutely love in our review. Space Miner is the first game from Venan, but we liked it so much that we decided to feature them in this week's developer profile.
Brandon Curiel, the CEO of Venan, was kind enough to agree to be interviewed by us, and I got the chance to find out a little bit more about him, his company, and his games.
Touch Arcade: Could you give us a brief history of the company? How did you start off?
Brandon Curiel: Venan started in the summer of 2002 in my spare bedroom. We had just left a dot com bust, and having worked in games prior to that, the five of us we decided we wanted to get back into that market. Our initial target was the Xbox, and we spent a year working on a game demo and shopping it around, but didn’t have much luck. So with our savings getting low, we decided to switch gears and aim for something more modest – mobile development. Our first game, Super Putt Classic, got sold into Sprint by Mforma (now Hands On Mobile) and from there they started offering us contracts to do new games. One game led to another, and to another, and eventually we built up our business being a third party mobile developer.
We got started on the iPhone pretty early with a contract from EA to bring Monopoly over, which we had done on mobile and the regular iPod. It was like a breath of fresh air after having to deal with the fragmented Java/Native landscape for so long. Since then we’ve done four iPhone games, three for EA and one for Sega, but Space Miner is the first one we’ve developed as an internal title. We’re hoping to be able to dedicate more resources to internal titles going forward.
Touch Arcade: What was the inspiration for Space Miner?
Brandon Curiel: Space Miner is an interesting story, because there was no direct inspiration for it. Initially we were just trying to prototype a control scheme. The idea was to use the accelerometer to determine the device orientation such that when the user turned the device, we’d take the world and pivot it around the player. Seeing some of the success smaller developers were having, we thought we’d knock out a quick game with this nifty control scheme idea, so we brainstormed for some ideas that might work. Eventually we settled on a classic asteroids style game.
Since we’re not talking about the game I just described, something obviously didn’t work. To be blunt, the whole idea was a colossal mess. I can say that, since it was my idea! There were so many problems, like not having anywhere to put a UI, getting tangled up in headphone cords, and the undeniable fact that flipping the device around like that was just not fun and liable to get it dropped. So, having developed an asteroids “engine”, we had to rethink what exactly we were going to do with it.
Having to start over again I think made us take a deeper look at the App Store to figure out what exactly was out there and where we could be different. What we found was that there were a lot of “snack” type games, but not a whole lot of the type of deeper games like those you’d find on the DS or a PSP. So, we decided to be different. Instead of going in the same direction as everyone else on the App Store, we decided to do back to our roots and just blow out the whole asteroids concept into something we’d want to play. And that meant narrative, RPG elements, and all the things that you see in Space Miner now.
Touch Arcade: What's a game that you'd love to make in the future?
Brandon Curiel: Dark Blossom. It’s a name that means nothing to anyone (it shouldn’t at least), but it’s a classic fantasy RPG we’ve had kicking in the background in one form or another for at least five years. Prior to Space Miner, we had been working on it as an original DS title, but gave up because the market there is very tough if you aren’t Nintendo. I’ve personally always wanted to make an epic fantasy RPG, so hopefully we’ll get the chance someday to port it over to the iPhone and try reviving it once more.
Also, Space Miner II. First since that will mean the first Space Miner was successful. But really we always have had a plan for a sequel and have tons of ideas we couldn’t get in the first one.
Touch Arcade: Who wrote the dialog for Space Miner? Can you tell me a little bit about the decision to make the game humorous in nature?
Brandon Curiel: The story was primarily a collaborative effort between me and Alex Kain, an associate designer here. I dealt more with the story elements and the arc, and Alex handled the actual writing (and re-writing) but we both did some of the other as well. We also brought in an extremely funny writer we worked with on Ninjatown, Robbie Telfer, to help “funny it up.”
As for humorous, well, I think that was a natural fit. Once we hit on the mining angle, it took all of 1.5 seconds for Uncle Jeb to be created in our minds, and that character is just funny out of the box. We wanted this to be fun, light, and accessible. We were just so sick and tired of all the dark, gritty stories you see in these games that have just been done to death. So the tone was very conscious, from the UI, to the plot, to the dialog, to even doing the space station as a bobbing 2D billboard.
Here's a gameplay trailer for Space Miner:
Touch Arcade: What's an interesting fact about your company?
Brandon Curiel: There’s an ongoing agreement with the employees that if we sell 100,000 units of Space Miner, I’ll get them a pinball machineJ We have a long way to go though…
Developer Profile – Daniel Zandelin of Donut Games
Developer Profile – Daniel Zandelin of Donut Games is a post from: Best Iphone Apps Review Website
Donut Games is the developer/publisher of well over a dozen iPhone games including fan-favorites like Rat On A Scooter XL, Comet Racer, and Cows in Space. Officially titled "Swedish Game Development Group AB," Donut Games has all of their games available in flash form on their website, where they can be played for free. With a arcade-like menu and three-star rating system for the levels in all their games, Donut Games has earned a large fanbase by consistently providing simple, quick experiences that draw players in for more, usually with a focus on increasing high scores.
I got the chance to find out a little bit more about one of the important faces behind the company, Daniel Zandelin, one of the founders of Donut Games.
Touch Arcade: What is the history of Donut Games as a company?
Daniel Zandelin: We're a small team of game enthusiasts, with roots going back to the good old days when the 8 and 16-bit gaming systems evolved. As a kid in the '80s I was quickly sucked into the intriguing gaming world of the Commodore 64, and together with my older brother, Ola, I grew an early interest of developing our own games, which lead to a bunch of quirky, buggy BASIC-games. Many years (and programming languages for that matter) later, in 2003, Ola started his own indie company to develop shareware games, and a couple of months later I quit my current job to join him.
The shareware market, which had just started to transform into the casual games market, was a blast! You could be a small team of 2-5 people and release quick, innovative downloadable games on the internet without the need for large budgets, and our titles (which we released under the Arcade Lab brand) were very well receieved.
As the casual games space and its portals grew more mature, productions grew bigger and a few certain genres got established and didn't leave much room for creativity or variety. So in 2006 we launched DonutGames.com, which started off as site for our Flash games. This project would give us our much needed room to play with new concepts and try out new ideas or whatever fun or crazy thing that popped into mind. When Apple announced the AppStore in 2008 and we started to dig deeper into the specs and SDK, we realizied this was the perfect platform for us: a device that you can carry with you anywhere you go, a store that is open for all and an excellent hardware to build your apps upon.

Comet Racer, one of our favorite creations from Donut Games
Touch Arcade: What exactly is your role within Donut Games? Could you tell us about some examples of your contributions to some of the company's games?
Daniel Zandelin: My role differs from one game to another, but my main areas of involvement are programming, sounds and last minute tweaking. The creation of a Donut game typically follows this flow: Ola, the concept master mind, brings up a new idea for a game, decides a theme to go with, and creates a mock-up of the basic artwork needed to get started. A programmer picks up the game and makes it playable, and we evaluate the result to see which elements are in place and what can be improved.
Once the basics are in, the level designers start working on the levels, and may eventually request more features from the programmer. In the last phase, I start working on the music and sounds. Once they're in, it's time for the final tweaking, which may or may not include additional visual effects, an extra mini game, and other last minute adjustments to make the game feel more solid. Simply put, Ola starts off the games, I finish them, and the whole Donut team is involved in the in-between.
Touch Arcade: What's the weirdest thing that has ever happened to you during your time with Donut Games?
Daniel Zandelin: This happens occasionally: When I'm sitting in a public place and a stranger next to me picks up an iPhone and after a few seconds I realize they just launched a Donut game. It's a weird feeling!

Rat On A Scooter XL, one of Donut Game's biggest sellers
Touch Arcade: If you had an unlimited budget to create an iPhone game, what sort of game would you make?
Daniel Zandelin: Back in the '90s, me and my brother started working on a really whacky point-and-click game for the Amiga in which players controlled a crazy kid with long greasy hair called Matthew. I don't remember all of the details of the story that we came up with for the game, but Matthew owned a tiny, aggressive poodle and had a secret band in his cellar together with his best friend who owned a shabby old Hammond organ. It would play like a “Get item A to unlock item B, use item B to find item C” sort of game, but instead of logical puzzles it would involve things like flushing yourself down the toilet to find certain items. I'm not sure everyone would appreciate a game like that for the iPhone, but if money was no issue it sure would be fun to bring this old concept to reality.
Touch Arcade: What is something that you'd personally like to do in a future game release?
Daniel Zandelin: I know that this may sound dull, but I'd like to continue with what we're currently doing. We have great fun creating these games, our model works really well for us and our fans seem to enjoy what we're doing.
Thanks Daniel. Check out Donut Games' catalog on the App Store. Daniel is username DonutGames on our forums.
Interview: David Papazian and Mobigame Post-Edge
Interview: David Papazian and Mobigame Post-Edge is a post from: Best Iphone Apps Review Website

The year-long, on-again, off-again relationship between Mobigame’s Edge and Apple’s App Store has been covered. In full.
However, it should come as no surprise that a lengthy interview with the developer’s mouthpiece, David Papazian, about the company’s direction and recently released minimalist puzzler, Cross Fingers, would largely trend toward the controversial events of the last year. Edge is, unfortunately, known more for the controversy surrounding it than it is for being one of the early examples of App Store exceptionalism.
Yet despite Mobigame’s dark cloud hanging over the entirety of the following interview, an exhausted-sounding Papazian remained positive, open and forward-thinking. He discussed with FingerGaming, among other things, the new talent they’ve brought on board, the interesting stopgap that is Cross Fingers, and the space within the App Store for true independents moving forward.
Note that since this interview was conducted, Edge had been pulled from the App Store, but has reappeared under the new title Edgy.
So how many of you are there at Mobigame now? Is it still just you and Matthieu?
Today we are three at Mobigame. Thomas Volbrecht joined us last week to work with us on our new game. Thomas worked at Mekensleep previously. He was senior programmer on [Nintendo DS puzzler] Soul Bubbles. He is very talented and creative, which is not usual for a programmer. We also work with external musicians and graphists depending on our needs.
Assuming you’ve just recently started development on your new game then, when did work begin on Cross Fingers? It’s brief yet meditative — sort of like a direct answer to Edge, and the controversy surrounding it.
Matthieu had the idea of Cross Fingers during our trip to San Francisco for the GDC in March. After winning a Milthon (French equivalent of the BAFTA) and two IMGA (International Mobile Games Awards), we received three nominations for Edge at the IGF, but we did not win any prize there.
As you can imagine it was [a disappointment] — we wanted to bring something back in Paris for the musicians who made the excellent soundtrack, “Edge – Sweet music from the game”, but the award for the Best Soundtrack went to Secret Exit, so congrats to them.
During the GDC I met Steve Demeter. He told to me that he liked our game a lot, and I told him the same about his game (Steve is the creator of the brilliant Trism), he also told me to be happy with that — we were very lucky to be nominated anyway — and he was right.
We also had a really good contact with Stephane Thirion (creator of Eliss, a very innovative multitouch arcade puzzle). We met also some cool people at a party at Ngmoco office, etc. Just to say that we were at the heart of the iPhone community, and it was very inspiring.
During a dinner in a Mel’s restaurant on Van Ness Avenue, Matthieu started to draw geometrical shapes on the tablecloth — Cross Fingers was born. In fact, the first name of the project was “Click Clack”. We started to work on it in May, after the release of the last big update for Edge.
The idea was to make a simple game after spending two years on Edge, to take a breath. But it was really more complicated than expected, firstly because we spent several days in all the wood shops of Paris to find the perfect wood textures — we tried a lot of them.
Then I had to build a solid engine that could handle the collisions of several moving blocks of different shapes. If you did not notice the game is in full 3D. There was a lot of work to extrude, bevel, triangulate and illuminate the shapes.
While we were creating the levels (Matthieu did almost all the levels) we found the name Cross Fingers, somewhere in June — that’s what your fingers do naturally when you play the hardest levels of the game. Of course there is also a wink at our recent story. We received a lot of emails of support with this bottom line: “fingers crossed”.
Matthieu and I spent the last 6 months dealing with the controversy surrounding Edge, and on the development of Cross Fingers. In August Matthieu had an accident, he broke his foot while playing basketball. That [slowed down] a lot the development. He has still some difficulties to walk but he should be 100% healed in a week or two. (The previous year he broke his hand with a bad fall while playing soccer.)
So, 6 months is pretty long to develop a puzzle game, but we are pretty happy with the result regarding our past misfortune.
How old were you guys when you began working on Edge?
The idea of a game based on a rolling cube came to Matthieu in 2004; he was 26 and I was 25.
The development started in 2006, and we released it in December 2008.
I feel as if this is something I should know, but had either of you any experience working on a commercial release up until that point?
We worked at Gameloft in the past.
That’s incredible. So you put this huge amount of time and effort into Edge only to see it pulled from the store in a few months. How did you guys, Mobigame, manage to sustain yourselves, creatively and financially?
We worked more than five years for other companies like Gameloft or Lagardere Active Broadband before starting Mobigame, so we had some money left. But it was clearly not enough.
We received some help from the French government — as an innovative company, Mobigame does not pay all the usual taxes, and Matthieu and I received some indemnity because we were unemployed (it is a kind of insurance from our past salaries). It is the way that many people create companies in France. Personally, I also received some help from my father during the hardest months.
Everything is easier if you have some good friends and family. They were really interested in our project and it was important to share this with them. After all our effort we were really happy to see that the game was successful on the App Store.
And four months later the nightmare began. We don’t regret anything. It took more time than expected but Edge will be released on all mobile phones soon, and we are working on DS and PSP versions as well. Other platforms should follow.
Did the success of Edge spur you to become platform agnostic, or was the intention always to develop for multiple platforms?
We are platform agnostic. Our intention with Edge was to make a game dedicated to all mobile platforms. Now we think that the game could work also with a keyboard or a joypad, and we want to develop more games on all platforms. One of the first rules in business is, “Do not put all one’s eggs in one basket.” It makes a lot of sense to us today after what happened.
But, do you think this is applicable to iPhone development as a whole? Especially with the large developers now going free-to-play with optional DLC, it’s getting much harder for indies, especially at “premium prices”, to get a foothold in the store. Does this mean developing for the iPhone as an independent almost necessitates a multiplatform strategy?
iPhone development is really tricky today. In the past months we saw some successful games in the indies, like Canabalt, and a lot of sad stories like Stoneloops! / Luxor, or our own. All of those games are multiplatfrom.
Apple does a great job, the market place is great, the development kit is great and their marketing team does an impressive job to contact and promote developers when they like a game. But there are just too many games! How many clones of the same game can we find? It is true even in the large developers’ catalogs.
There is still a place for innovation and creativity on the store. Apple promotes major companies on iTunes, but also the developers who can provide innovative concepts.
We just released Cross Fingers dedicated exclusively to the iPhone. We will see if we chose the good strategy. But, if you can, you must think to a multiplatform strategy, create an IP, and make it famous on every game platform. This is the basics.
The iPhone market will be really different in a year from now, and no one can tell if Apple will release a new iPhone — a new platform — next summer. Free-to-play is a nice idea from a business point of view, like an addictive arcade machine with a free first credit. I don’t know if customers will like this but I am sure we will still find amazing traditional games made by indies on the iPhone / iPod touch in the future.
Staying on the idea of free-to-play versus paid apps for a moment, and by extension larger, more resourceful publishers versus indies, do you think this is something indie developers should embrace?
Zynga said a few months ago that iPhone monetization was “below expectations”, but at the same time it’s burgeoning elsewhere. We consistently see really talented indies undervaluing their games at a dollar, two dollars… do you think this is at all a viable solution to the problem of apps often being seen as a disposable entertainment, at a few bucks a pop?
As a gamer I feel that free-to-play is a vicious strategy to sell me something, like a Trojan horse. But it depends a lot on the way it is implemented by the developers: if it is a part of the game design, made of episodes or to push the experience further, or if it makes sense regarding the gameplay, then maybe it can be a good way to sell a game, even for an indie.
For our game Edge we increased the number of levels from 26 (version 1.0) to 46 (version 1.31) in a few months with free updates. That’s possible on the iPhone. It is a reason why this platform is so great, and that’s probably something that our customers really appreciated.
What are we waiting for as a gamer? An innovative game or an innovative business model? Free-to-play has been introduced as a solution to piracy, like massive multiplayer games were a solution to piracy on PC. Apple did not expect the huge success of the iPhone as a gaming platform, and now there are too many games, and not enough protection.
If you can not afford a good marketing campaign, selling a game at more than $3 today is really risky. But dropping the price of an app to $1 is not a solution for an ambitious game, if you spent 6 months to make it, you will have to be in the top 100 for several months at least to make a living at this price. Especially if you are in Europe with a very strong euro.
But how many games are released each month? There are already 100,000 apps after 15 months of existence, maybe 90% of those apps are clones of other apps. So I would say that you have less than 1 chance in 100 to make it.
We will probably try our chance at this price category soon, but we thought a lot about “cheap marketing”, the visibility of the game, the innovation in the game design, the quality, and the most important, we made games which do not exist yet and which we would like to play. The platform is very young, natural selection is operating, and as always with natural selection, be innovative if you want to survive.
That’s very true in that, despite things kind of “glomming”, finally, the App Store is still in the growing stages. What do you think Apple can, or needs to do about the situation of trademarking and copyrighting (a situation that you’re all too familiar with) and, more frequently, the tricky situation of content approval, which honestly seems quite arbitrary at this point?
At first I would say that the App Store is the place to be right now for the indies, and we can all thank Apple for that. But there is a major drawback to this. The review team of Apple cannot check if each game is original and if it does not infringe upon someone else’s rights.
Nevertheless, one could ask how was it possible to buy Duck Hunt or some Game & Watch game on the App Store? If it was a freeware I could understand, but selling an exact clone of a very famous game for $1 is really amazing. Obviously some mistakes have been made in the past. Apple was a newcomer in the mobile game industry but I believe that they did the right thing to prevent this from happening again. There must a lot of gamers in their review team today.
At the same time some games like Edge or Killer Edge Racing are on the edge while we are discussing because someone complained to Apple that those games infringe “his trademark”, and Stoneloops! has been removed from the store simply because the developer of Luxor asked Apple to do so, claiming it was a clone of its game. Luxor and Stoneloops! are color matching games with marbles like Zuma which is itself a clone of Puzz Loop.
[Note: Stoneloops! developer Codeminion says accusations included "infringing Luxor copyright, confusing customers, stealing Luxor’s look & feel and even stealing their source code." An official statement from Mumbojumbo can be found here.]
We know that Apple is very prudent in legal matters, and we perfectly understand their position. But, and that’s important, every iPhone developer signed an agreement with Apple. It says that we are responsible for any liability to Apple because of a claim that our applications infringes upon another party’s rights.
In a way Apple prefers to remove a game from the store to protect itself, but also to protect the developer. It also says that the developer is responsible. It is why I believe that in some cases Apple should not take a decision before a court made a judgment since they are not responsible.
For our own case, we explained the situation to Apple, a lot of documents have been exchanged, and our solicitor Alex Chapman of Sheridans in London helped us a lot thanks to the fund created by the Chaos Engine. Apple took the time to study the case in depth. I am sure that they will do the same with the developers of Stoneloops! (my point of view would be different if the attacker was the developer of Puzz Loop).
You see, it is not an easy task. Some cases of copyright infringement like the clone of Nintendo’s classic Duck Hunt are obvious, and some other cases will demand a lot of work of Apple’s legal team because some people will try to abuse the system.
I don’t think that Apple could increase its staff to solve the problem because it does not make sense to hire more people to review free, or $1 apps. Gross revenue is probably not growing as fast as the number of apps.
If we want to avoid all those issues, we have to accept that the App Store could close its doors to a lot of developers. Decreasing the number of apps is the only way to increase the quality of the service. But that’s surely not what developers and customers want today.
Interview: Cyberjoke 3000’s Al Lowe
Interview: Cyberjoke 3000’s Al Lowe is a post from: Best Iphone App Review Website
Most probably imagine Al Lowe’s retirement from game development as a scene from one of his Leisure Suit Larry games. Perhaps he’s being pulled along on a wakeboard by a yacht filled with beautiful women, a la the Love For Sail cover.
However, it seems recent years have been modest and productive, seeing Lowe doing what he does best: being funny. With the recent release of Cyberjoke 3000, bringing his popular mailing list to the iPhone, we couldn’t turn down the chance to chat with him about the platform and what he’s been up to.
Despite technical problems preceding the interview — and ultimately cutting it short — Lowe was jovial, talking about the iPhone, his role as Jokemaster General and making the both of us (and the PR guy listening in on the conference call) laugh.
Can you tell us a bit about Cyberjoke 3000?
No.
No?
Sure, of course.
Cyberjoke started almost ten years ago, because when I got out of computer gaming I had a lot of jokes left over and thought I’d give them all away. I’ve sent out two jokes every morning for about nine years. This summer, I flew to Hollywood, where we recorded with a professional comedian. The wonderful folks at Binarymill put it all together and, luckily, we got through on our first pass.
Really? You’re known for you lewd humor.
No, no problems.
What do you think of the iPhone as a platform?
I think it’s great. I love my ‘Touch’. I don’t have an iPhone yet. I’ll get one as soon as they get released from the grasp of AT&T.
The service is terrible in my area.
How about as a gaming platform?
You know, I think it needs its own ’sorts of games’, but I think it’s going to be a very successful gaming platform. I think there’s been lots of games… I don’t think there’s been an iPhone game that really sells the platform. It’s a different medium. It’s not the same as a computer, and I think someone will figure it out.
We’ve definitely seen a healthy environment for adventure games on the iPhone.
I’m obviously an adventure game fan, I think the platform is excellent. I wouldn’t be surprised to see more interest in adventure games in the near future.
You have no desire to get back into development?
No, I haven’t developed a game in a long time. The last code I wrote was in 1991. For ten years or so following that I was just a designer, director and producer.
So you pretty much just run your website now?
I’m the sole slave to the website.
Can you send us off with a joke?
No.
No?
No. No, no, no.
Go to allowe.com to sign up on the Cyberjoke mailing list and I’ll send you two jokes a day. Or, visit the iTunes store and search for ‘Cyberjoke’ and [the Cyberjoke 3000] will come up. You can also find it at tinyurl.com/cyberjoke.
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