If you're talking _real_ developers, like big companies, oyu're out of luck for awhile; theres a critical mass to be supported.
Consider some basics..
How much will people spend on a game? $10? $15? $20? The recent app-stores have made joe public want to pay much less for a title, which means much lower investments into sed titles. Anyway, say peopel will spend $20 (which is pretty high by 'mobile standards' today, but acceptible for a pretty good game on a niche platform maybe... though maybe half price would triple sales for a higher net, hard to say on this platform.)
Then, how many could you sell? ie: #devices-sold * penetration-=percent; ie: if your game is hot-shit and you can sell it to 20% of the platform, and you've sold 1000 units, you get to sell 200 games. Back in the day on the Atariu ST, Dungeon Master sold to like 90% of the owners (yay!), but usually today its a very small number. Still, Pandora is unique, and people would support something.. so I bed you could get 20% (or for a kick ass and accessible game, maybe even 50% at best)
So say you sell 20,000 pandoras (quite a ways off), and get a 20% penetration .. thats say 4000 units of game sold; 4000 units * $20 = $80k. Your first thought is hey, not bad ... but wait, you have to pay artists, advertising, coders, etc and so on, which is not cheap. Your game for a mobile is not going to take 2 months to write,m its oging to take 6months give or take (probably more, unless you're doign a quick port from another handheld.. most 'big companies' you're tlaking about are not, they'd need ot redo the art, redo the game UIs, redo game logic to downsize, etc.) So talk 6mo or a year .. Also, gotta pay for desks, lighting, insurance, office stuff.. that is quite expensive actually.
And well, 100% profit woudl still be nothing.. whats 80k to a company?
Well, for $80k, mins advertising and profits (they do need to make some, say 20%) leave about 40-50k; thats another for 2 people to work on it for a couple of months.
So all told.. big companies aren't going to be interested; they're going to want to make a couple hundred K before they even look in your direction, which means you need many tends of thousands of units out there.
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But huge companies (EA's of the world
are not the target here; you want your indie dynamic small companies with only 3-4 guys making great games; those guys can move fast, and already know about mobiles so can do a port; they could get a game out on your indie plkatform inn a couple months, with low costs, and don't need to make millisons per title.. they'd be hapyp with covering costs and staying in business.
thats your dev audience.
jeff