Today we’re officially announcing the online version of Symbol6. Please feel free to try it out and if you like it, pick up the iPhone version which includes additional features and runs on the originally intended platform. And tell your friends (and everyone else) about it too. Thanks🙂
Why an Online version?
This is basically an experiment. We want to see if we can invert a trend. While we know about a lot of online games that have been converted to successful iPhone games, we want to see if an iPhone game can become more successful by converting it into an online game. Think of it as a web based lite version, if you will.
We’re not 100% sure but we think this hasn’t been tried before. Which makes the whole thing That Much More interesting. If we successfully boost iPhone sales by releasing a “lite” Flash version, we might be onto something. Maybe another way to market and sell iPhone games while also bringing additional value to players. That would be sweet.
A lot of successful games in the App Store were originally built for other platforms. Many were successful titles, even before they were adapted and adjusted to fit the iPhone and the iPod Touch devices. Some are old classics (like Tetris), while others are more recent. Some are well known online games so people are very familiar with them.
This familiarity seems to be enough to propel a lot of these games up the lists and into “best-seller” spots even if – lets face it – some of them do not seem to fit the devices very well. While some game mechanics are just not suited for touch screen and tilting controls, there are others that do, of course, work (and some even work extremely well).
But, to some extent, the correlation seems to hold mostly between familiarity and success, rather than the quality of adaption and success.
Back to the experiment
Make no mistake about it. The process of publishing successful titles on different platforms is both normal and healthy. Good games should be represented in many different ways and through many different mediums. We, for instance, intend to release our games for different platforms, if they’re successful enough. Good enough.
But here we’re just looking at a trend and trying to figure out if this particular trend holds true if you invert it. In other words, what will happen when a well built iPhone title, that has been getting pretty solid reviews, is adjusted to fit other platforms. For instance, the web. Will we see the same effect for “iPhone–>web” titles that we’ve seen for “web–>iPhone” games?
Or will an online version actually reduce App Store sales, because people are able to access an adapted version of the experience online. Even if it isn’t the full experience and the touch screen obviously makes the game “that much more fun”, in this particular case.
We don’t know, but we’re looking forward to see what happens.