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‘Serious’ Game developers getting tripped up by rules and regs of Apple’s App Store

We’ve already detailed iOS 7’s support for MFi hardware game controllers as well as enhancements to in-game leaderboards, new turn-based game modes, and even new security measures to curb cheating, but with all of these great new additions to the  platform we often wonder, ‘what really goes in to making a great iOS game?’ Moreover, while Apple’s App Store is designed to foster independent creativity and allow for any developer with a vision and talent to make it to the top of the charts, why is it that we often see the same old games flood the Top Paid and Top Free categories?

Polygon’s Tracey Lien asked the same question and gives us a handful of great insights into the world of iOS game development. It turns out that, with Apple’s strict App Store policies, making a game isn’t as easy as some might think. In her feature, Lien states that a number of ‘serious games’ have recently been rejected by Apple due to violating the App Store’s guidelines. This would appear to be business as usual as we’ve seen a plethora of apps — both games and otherwise — rejected from the App Store for violating the stringent guidelines, but Lien claims that many of the developers she spoke to have found the policies that they’ve been charged with violating often to be vague and/or completely subjective.


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Apple clamping down on cheaters & adding new features for gamers in iOS 7

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Apple is making some big improvements for gamers in the coming releases of iOS and OS X, and not just the new standardized gaming controllers we told you about previously. Not only is Apple introducing enhanced leaderboards, improved challenge modes, and new turn-based gaming features, it is also providing developers with tools to combat and prevent cheating.

Head below for details on everything Apple is doing in iOS 7 to improve the gaming experience…
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Tango launches SDK to become the social layer of apps and games

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Tango, a mobile messaging and video calling app, has announced that it will open its platform to third-party developers in order to expand the service. The company, which now serves over 120 million members worldwide, plans to partner with third party developers in order to integrate its newly crafted software development kit (SDK) into its apps.

Tango states that by allowing third party apps to take advantage of their unique messaging and calling service, it can better serve as a unifying social layer amongst games and other apps. The company hopes that by doing so it can better reflect users’ real-world connections with friends and family and create gaming experiences akin to participating in the cliched family board game night than blankly staring down at a smartphone.

According to Tango CEO Eric Setton, users have been playing a massive amount of games within the app every month. “But we found that we can’t do everything we want to inside the app, in terms of putting out the most compelling content out there and presenting it to our members,” Setton explains. Much as Tango’s actual service, the SDK allows the third-party apps to connect with its network, retrieve a list of friends, and then allow those users to message each other using text, picture, and video. The SDK also includes support for social leaderboards, which show how users’ scores compare with friends and allow for both competitive and collaborative in-game mechanics.

Game developers have given the SDK a warm reception so far says Setton, because of its potential for increased app discovery. Gameloft will soon be releasing an app in called “Candy Block Breaker for Tango” on iOS, and that will be then followed by “JetPack Jinx for Tango,” developed by Bubble Gum Interactive. Developers like Gameloft and Bubble Gum Interactive who utilize Tango’s SDK will split revenues amongst the participating companies.

While  initial partnerships with Tango were specifically focused on mobile gaming, Tango’s SDK will be open to developers looking to to add the functionality to another app genre.

Building and opening an SDK is a massive step for Tango in its steady transformation from a simple video calling app to a mobile social network. If executed correctly, Tango’s SDK may be able to push the company into a position that could rival existing networks like Skype and Fringe. Time will tell if Tango’s investment into third party apps is the key to its own success.

Developers interested in Tango’s service can apply for access to the Tango SDK from the company’s homepage.

Logitech announces Mac OS support for G Series gaming accessories

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Previously available to Windows gamers only, Logitech today announced Mac OS X software making its recently unveiled revamped lineup of G gaming accessories available to Mac users too. Ranging from approximately $50 to $200, the G gaming products include the G700 wireless gaming mouse, G510 gaming keyboard, as well as a selection of mice, gaming headsets, and the G13 Advanced Gameboard controller.

Today, we are excited to share that Logitech Gaming Software (LGS) has been updated to support Mac OS for our full keyboard and mouse lineup. Now Mac gamers can enjoy the same great personalization and customized control our PC customers have come to reply on. You can download the latest version of LGS from the Logitech support page for each compatible product.

You can check out the full G Series of Logitech gaming accessories here and download the Mac OS X software here. As usual, Amazon has some of the best prices on the current G series accessories, while the revamped lineup will be available through Logitech later this month.
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NVIDIA graphics chip promises four times the speed, but not until 2016

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NVIDIA has announced its latest GPU, Volta, that promises 1Tb/s of memory bandwidth—almost four times the speed offered by its current top-of-the-range Titan GPU. However, don’t expect to see the chip appear in a Mac near you until 2016.

Reporting from the GPU Technology Conference in San José, Forbes explained the speed of the chip would enable it to process all the video on a full Blu-ray disc in just 1/50th of a second.

NVIDIA CEO Jen-Hsun Huang told the conference:

Volta is going to solve one of the biggest challenges facing GPUs today, which is access to memory bandwidth. We never seem to have enough! This is unbelievable stuff.

The speed is made possible by stacking DRAM layers on a single chip and drilling holes through the silicon to connect them. This far ahead, the company has sensibly avoided committing itself to either a price or a more specific release date.

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Borderlands 2 now available on Mac for $45

Update Nov. 20: Borderlands 2 is now available on Mac for $45.

Aspyr Media and 2k Games announced this afternoon that Borderlands 2 would launch on Mac Nov. 20. Borderlands 2, a Gearbox Software-made sequel to the original Borderlands, is being delivered to Mac gamers by publisher Aspyr later this month. The game was originally released to much fanfare Sept. 18 on Steam for Windows and for Xbox 360, and it has been called “a winner” by reviewers. Assumedly, the Mac version will be priced at $59.99 like its PC brethren.

In other Borderlands news, the iOS version of the Borderlands franchise was released at the end of October under Borderlands Legends. The iOS version isn’t exactly the full Borderlands you’re familiar with from consoles, but first impressions seem strong.


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ION Audio unveils three new iCade products at CES; iPhone and iPod Touch now supported in handheld options

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The iCade is an attachable accessory for the Apple iPad that functions as a portable arcade cabinet, but now the device’s manufacturer unveiled three new products under the popular line that toggle the iPhone and iPod Touch.

ION Audio showcased the products at the 2012 Consumer Electronics Show in Las Vegas. The manufacturer recreated the original arcade setup by ditching the cabinet exterior in favor of landscape support.

The first product is the iCade Mobile for iPhone 4/4S or iPod Touch. According to Engadget, it is a handheld with gaming buttons and a D-pad, which subsequently adds 1.5-inches onto each side of the iOS mobile device. The iCade Mobile also allows users to switch between portrait and landscape mode. ION said it expects about 100 games to be compatible with the product, and the retail price is currently set at $79.99 USD.

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Pictures for each new iCade product are displayed after the break.


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OnLive brings cloud gaming service to mobile with iPad and iPhone app

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OnLive has just announced (via TechCrunch) a new iPad app capable of accessing their cloud game streaming service previously only available to PC, Mac, and OnLive console owners. Launching in the US and UK first, 25 console titles have been ported to the smaller screen with touchscreen controls, and almost all 200 of the service’s library of console quality titles will be playable via the $50 OnLive wireless controller.

The OnLive service allows streaming of console quality games like Assassins Creed, L.A. Noire, and other titles typically reserved for consoles like the PS3, directly from the company’s servers. The service has received mixed reviews, mostly due to inconsistencies in performance. The same appears to be true for the mobile version, with an early hands-on by TechCrunch highlighting the same performance issues common on PCs. These are “console-class” games, but not always a console quality experience. It’s playable, but really laggy.

The free app should be launching in the App Store any second now, and will still of course require that you purchase or rent the games. Fortunately, any purchased or rented content is instantly playable through any compatible device. You can check out a full list of titles that have been ported with touch controls here. IGN already got their hands on the app for iPad (video below), and they seem to have better first impressions than TechCrunch:

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