


Just do a search on YouTube, where the fanboys (I think that’s the word) have posted countless cheats, bug reports and little pygmy narratives. Kids as young as 3 play it, but the sweet spot of the Pocket God demographic seems to be 9 to 15, often male. The game, once so simple, now surprisingly deep, has a dedicated army of followers who have purchased, at 99-cents a pop, 2.1 million copies and 180,000 add-ons (things like dance moves for the pygmies or new skins for the dinosaur). Thirty updates later, Pocket God is not only a perfect example of something sort of new - user-directed software development - but one of the best-selling programs on the App Store. And the week after that, for 14 weeks straight. Which they did the following week, incorporating some of their users’ suggestions and sending it back to Apple for approval. Surprised and little hurt, its creators - programmer Dave Castelnuovo, 40, and graphic artist Allan Dye, 39 - promised to put out a new version. Within hours, users were complaining on the Internet that the game - which involved bumping off tiny island dwellers by flicking them into the water or launching them toward the sun, with no way to score points or win anything - wasn’t worth the 99-cents they paid for it. It started as a week-long “sprint project” - a bit of bare-bones entertainment for Apple’s (AAPL) iPhone, written as quickly as possible and published last January.
