Report: U.S. average daily mobile game time drops over 30% in a year
gamasutra.com
gamasutra.com
I'm one of those nobodies ;-) A quick search on Youtube will show at least half a dozen Clash Of Clan dedicated channels with more than 100k subscribers (ie Galadon, Chief Pat, Molt, Nickatnyte ...)
The commentary is definitely a big part of the appeal. The strategy, the luck, the skill, the occasional swing at the last moments, and the drama (or metadrama).
I cannot say I like watching every game stream, but certainly watching Starcraft II with people like HuskyStarcraft commentating is pretty entertaining.
Each to their own however...
I love playing video games, but I've never had the patience to seek out and watch other people play. I'd much rather be experiencing it for myself - but as you said, to each their own.
Other games are competitive and require skill, and the way people play them, the tactics and strategies used, and the commentary, that's also interesting to me. Do you think sports (from a 'sport' like poker, to say football) are boring? Or say coding challenges?
I can get behind the idea that you prefer to play yourself, but can you not imagine (any reasons) that also watching games be played to many is not like watching paint dry, at all?
I used to play a lot of mobile games, mostly on my iPad. Now it is pretty much limited to checking Clash of Clans in the morning and at night because it strikes the right balance of brain candy vs. time I need to invest per gaming session.
I play a lot of desktop games though still, and I think the big thing for me has been the contrived IAP-focused experiences that have dominated the app store. Finding games that encourage you to continue playing using the carrot (by making the game actually fun) vs. the IAP stick to punish you for playing is a chore.
Steam on the other hand seems to be mostly games that are not P2W, and reviews are quick to point out details of any P2W or IAP-hell mechanics. I'm more than happy to pay full price for those games and definitely get value out of them.
Beyond that, I think I've just reached the "peak gaming" point of my life for now. I realize that every moment I spend playing a game is giving into my vice and helping me unwind vs. being spent building something or being otherwise productive. Sometimes I need that to relax, but as I get older I increasingly become aware of the amount of time I've collectively "wasted" on video games in my life. I put "wasted" in quotes because I've definitely gained a lot of value from it over the years, but it has likewise not produced anything physically tangible to show for it.
Besides, gaming offers a way to escape from reality, which for some people is essential therapy.
I'm sure I beat myself up over it too much, but it definitely becomes harder to ignore as I get older.
This explanation could make sense: gamers tend to be early adopters of new technologies (including mobile), and then make up a smaller fraction of the total users as technologies become mainstream.
Can someone with access to the data support or reject this explanation?
I wouldn't be surprised to see most games settle on $5 with a big NOIAP being the primary selling point.
The current blight is both an app purchase price and IAP in a pay to win style.
People aren't stupid, and they don't like being used. Give them a fair product at a fair price, and they will line up.
I'm much more likely to spend $5 on a game if the first 10 levels or the first episode are free, with an optional IAP to unlock the full game. It's a win-win. I understand that the freemium model works because there's less "friction" involved in the initial download.
If someone is browsing potential time wasters, it's a lot easier to click on the free option than the $5 option. Still, developing and supporting a good game costs money so they need to make it somehow. Too often you end up with a modern version of the arcade cabinet where you need to keep feeding it quarters if you want to continue playing or if you want any meaningful progress.
I would much rather spend money on something I've tested and found to be fun than something unknown but I also refuse to spend money on the blatant pay-to-win stuff or really anything that requires Facebook spamming or endless microtransactions to get anywhere. Free demo with full unlock via IAP or separate purchase is definitely my preferred setup. Doing it in-app is probably best for the people selling the game since, again, it removes the friction of having to go back and download another app in the store. As long as it isn't insulting or blatantly exploitative, I'm fine with it.
If only more mobile games were sold this way I'd buy and play more mobile games.
Blaming in-game-purchasing is a red herring. It's easy and human-nature to blame your pet hate for problems. See Trump and immigrant-blaming.
Take a game like Alphabears. I'd spend hours playing this, except there are at least three differet cooldown timers that are avoided with cash.
You need "honey" to enter events. You can buy unlimited honey for $4.99 (This is fine, I see this as a demo-mode limitation with a price for the full game.)
But then you use "bears" for each round, and your bears nap after each round. You can wake your bears with coins. Some rounds need coins to enter. You can't buy unlimited coins, you eother let them build up slowly over time or pay cash every time you need some.
It's potentially a great game but the IAPs make it really hard to play more than a couple of events a day.
(I tried to buy the first IAP, unlimited honey, but it failed so I'm not sure how much difference that would make).
I hope it's a learning process for the development community.
I hope that Apple (for one) wakes up and realises what this is doing to destroy the overall iOS experience.
In-app-purchase mechanics is awesome for Amazon delivering stuff to my house, listening to music, watching videos, kickstarter type support. As the root of atari2600 level gaming experiences, it doesn't work well. Once you condition people to sit on the couch and spend small amounts of money online, don't be surprised when they spend it on movies, music, pr0n, amazon stuff, instead of the intended "we wrapped Frogger in an in-app-purchase skin, now give me my entitled billions".
If I'm sitting on my couch in the mood to blow money on worthless stuff, almost anything I can buy provides better return than IAP games. So in a supply and demand sense either games have to get better (good luck) or cheaper (good luck) or they can collapse down to the point the survivors can do better or cheaper. Or games have to find a way to destroy online paid shopping / video / music.
There is another aspect of free hit where a new tech like mobile gaming gets a free hit... for awhile. Now its not new anymore and they (as an industry) can't survive, well, that's why they'll go away.
Nobody is making money off Pixel Dungeon and its forks. Oh well, good luck stopping them. I think they're a lot of fun.