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Cheap iOS development means we can take more risks says Bizarre Creations spin off Hogrocket

Two shot solution

Cheap iOS development means we can take more risks says Bizarre Creations spin off Hogrocket
Having made their name with UK console developer Bizarre Creations, those behind start-up studio Hogrocket have taken to the web to explain their decision to throw their weight behind iOS.

Though little is known regarding the developer's first games, the company has revealed that iPhone and iPad will be their first target – news that reportedly left many Bizarre fans scratching their heads.

Community matters

In a blog post detailing the decision, Bizarre Creation's former communications man Ben Ward has claimed working on iOS will give the studio the room to bed down, as well as engage with a new audience in a fresh manner.

"Having more fine grain control over the publishing processes means that we can get closer to our community than ever before," said Ward, adding that the studio will quickly be able to test games and roll out updates based on consumer feedback.

"Importantly, we can also respond to demand and market conditions by changing the price of the game.

"If people think our game is too expensive, we can make it cheaper. If people would prefer to get a 'lite' version for free and pay for additional content then we can manage that too."

Playing the long game

It's the cost from a development perspective, however, that is the most appealing aspect of iOS developent in Ward's view.

"Hogrocket is a self-funded company, so money is a concern for us right now," he added.

"Choosing a platform which requires smaller levels of investment is important for us. Also, making cheaper games means we can take more creative risks."

With Bizarre Creations having closed its doors in February, it's understandable that Ward and co. are looking to ensure their latest venture has a long and successful run.

"We've got enough money to support ourselves for the first couple of games right now, so we can afford to make our first game more interesting and (some might say) risky," he concluded.

"This is because if it doesn't work out then game #2 is there to pick up the financial slack - we hope. If we were self-funding a console game then we’d only have one shot at it, and if it didn’t work out then we’d all be out on our asses."

[source: Ben Ward]

With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.