Oogs and Boogas!
In Apple's growing world of mobile applications, few have stood out like
independent developer Bolt Creative and their best-selling Pocket God
phenomenon. Selling for the mere pittance of just $.99 through Apple's
iTunes marketplace, this strange mix of simulator meets screensaver has already
moved to the top of the charts - and over one million copies - since it was
first released, and thanks to a growing fanbase and continuous updates, it looks
like we haven't seen the last of our little Pygmy friends.
One of the iPhone/iPod Touch's earliest and brightest stars, we sit down with
the game's co-creator Dave Castelnuovo on the project's success, its surprise
controversy, and working with who many call the fastest-growing gaming company
in the industry, Apple.
For the full Popzara Review of Pocket God, just click
HERE! Special credit to Allan Dye
for the fantastic artwork!
First of all, congratulations on the success with Pocket God, one of
the best-selling and most popular downloadable Apps for the Phone/iPod Touch
platform since its release in January of this year. But for those who may
be unfamiliar with your work, mind filling in the blanks and explain why we’re
so excited?
Hmmm, maybe you guys are just excitable. Just kidding, we hit the lottery
with Pocket God and managed to create a really simple experience that has grown
to include quite a bit of depth after 20 content updates (with many more updates
to come). The game has a wicked sense of humor and has managed to appeal to
variety of demographics: high school kids, women, gamers, edgy parents that
don’t mind that their 5 year old kids are lighting pygmies on fire in the
backseat with their $400 phone.
Pocket God is certainly Bolt Creative’s most ambitious iPhone/iPod
Touch release yet, easily the most complex and interactive – not to mention
successful. Is there any going back to simple functioning Apps, or has the
company found the wild world of fame and fortune just too irresistible?
Pocket God was originally a very non ambitious app. We just started
developing for the iPhone in November of last year and knowing full well that I
have A.D.D. and can’t hold my interest for more than a week, I developed a
couple of titles with a budget of 2 to 3 days each. That January, we decided to
let loose and give Pocket God a whopping budget of 1 week to complete for fear
that we would move onto something else if it took longer than that.
For future titles, we will be investing more time into the initial
development but I hope I’m not distracted with trying to have the same kind of
success a second time. I think trying to reproduce success ends up giving the
project a lifeless feel. We want to have fun during development. It’s all about
the path, not the goal.

A group of Pacific Islanders recently made headlines when they
labeled Pocket God offensive to their people,
citing cultural insensitivity. When creating the game, did it ever occur
to you that there may be a group of people to take offense to its content?
The Pacific Islander controversy took us by surprise. We wanted to make a
game with an Island theme and I just don’t know how to go about doing that
without including Island references. Although, the fun of the game is that you
can be mean to cute characters, I really don’t think any of our fans relate the
characters to an existing culture.
With the recent pull of Baby Shaker (among others) did you ever
believe such controversy would hit such a simple, whimsical game such as Pocket
God?
Well, did think something like this could happen to us, just not with Pacific
Islanders. We thought religious groups would be more concerned about our app. In
fact, while some religious bloggers have called our game childish, there are a
lot of them that really like the game.

Could there be a bit of a trend developing for Apple’s platform,
where creators rely on racism or other outrageous tactics for shock value in
order to move units? It seems as if this is a hot topic these days for quick and
easy attention from the media.
We live in a society where people want to be just a little bit bad. They
enjoy watching people do things that are slightly against the grain of society,
look at Borat, South Park, and Howard Stern. However, there is a big difference
between being offensive in order to get press and doing it in a way that isn’t
really offensive to modern sensibilities. For example, if a developer tries to
be racist just for shock value, they probably won’t actually sell games because
even with today’s edgy sensibilities, racism isn’t funny (unless you’re making
fun of a racist). Look at Michael Richards stunt a few years ago. Another point,
the iPhone isn’t an open platform. Apple would never allow something that was
patently offensive.
Maybe the next update to Pocket God will quiet the critics, as it
seems the little guys aren't sitting around, as there have been several updates
to the original App already. We take it the legion of anxious pygmy fans
out there looking forward to in the next installments? Plug away!
Like I said above, being offensive to Pacific Islanders is not part of the
Pocket God experience. It was easy for us to make adjustments to the game to
make it clear to people that our world is not based on a real culture from the
Pacific Island region. We changed the statue in the game to reflect more of a
fictional world and we stopped calling the Pygmies “Islanders”. Originally we
thought the term islanders would be the most generic and safest thing we could
call these characters but had no idea that the world islander is sometimes used
as an abbreviation of the term Pacific Islander.
Speaking of updates, Apple has just updated their Phone/iPod
Touch system software and given App developers better flexibility over DLC
(downloadable content) and updates. Given the structure that Bolt Creative
took with Pocket God, are there any plans to take advantage of these changes to
enhance the experience with micro-updates?
We will continue our update strategy as-is with the new 3.0 firmware. I made
a commitment at the very beginning that we would never charge for updates and we
plan on sticking with that. However, we are looking into using push
notifications so people can challenge their friends to mini contests within
Pocket God. We also want to make it clear that we will not be abandoning users
that are still using the old firmware. We will still support firmware 2.2 until
over 95% of our user base has made the transition to 3.0. If we do use 3.0
features before then, it will be in a way that does not alienate users that
haven’t upgraded yet.
Apple has found tremendous success in consolidating the world of mobile Apps
and digital game distribution, but it almost seems like this success has been
overshadowed by the company’s questionable approval process to actually get
software into their iTunes Store. Horror stories have pegged the process
scattershot at best and corporate censorship at its most egregious.

Without violating the terms of what we’re sure is an airtight NDA,
how would you describe your experience working with Apple?
My experience with working with individuals at Apple has been top notch.
Couldn’t be better, they really care about the job they are doing and go above
and beyond to do the right thing. The only issue I have with Apple is within the
processes (or lack or processes) that are in place. Plus, I realize how hard it
is to do what Apple is doing. I think the people that work there really do care
and want to do their best to make us developers happy, I just think that they
don’t have the complete story from the developers perspective because many
developers are afraid to publicly speak about the issues they are having for
fear of angering Apple and getting negative treatment.
Because we have to ask, what’s playing in your personal player right
now, apart from various Pocket God builds and unmentionables? Have there
been any releases on the platform that have really impressed you?
Mecho Wars is great, Azkend, Heavy Mach, Mafia Wars. One thing about these
games though, they have a great presentation and are fun but they are way too
short. I love Mecho Wars but I finished it in 2 days. There needs to be more
games like Zenonia which have tons of game play.
WWell Dave, thanks for taking the time to speak with us today, and we
certainly wish you and everyone involved with Pocket God the best of luck in the
future. But before we go any parting words of wisdom to aspiring
developers who are thinking of staking their own claim in the growing field of
digital downloads and mobile Applications?
Don’t second guess the market by trying to figure out what people will like,
do something that is fun to develop. Also don’t get in it to be rich, get in it
because you have something to share with people. Each app is a lottery ticket,
it takes a lot of luck to be successful so make a game where the development
itself is rewarding enough that you won’t be too disappointed if it doesn’t do
as well as you expect. And if your game doesn’t do well, just move on to the
next one without looking back.
