How did this happen? I get that the average cell phone user is relatively easy to bilk, but it seems that the oasis's of honest fair games are incredibly sparse.
How did this happen? I get that the average cell phone user is relatively easy to bilk, but it seems that the oasis's of honest fair games are incredibly sparse.
This is the issue that drove the rise of the mobile games as they are today.
Android users in particular were extremely reluctant to pay for games up-front.
> Last week I found myself in one of those "good news, bad news" situations. The good was that more than 100,000 people were enjoying the new Android version of our game. The bad news was that only about 10 percent of them paid for it
I am mystified. Why does the game install not include the current skins?
If you have to serve asset downloads yourself as a post install, making the total download smaller both improves UX and also saves you money on CDN costs.
To be fair they are limited to iPhone 15 Pro and M1 iPad or above which narrows the market a lot for now, but it still seems like a hard sell to developers and users without something changing. Controls and storage space alone are huge issues for users, Each of those three games take up more than half of a base 15 Pro on their own. For the price of a controller and 512GB iPhone you might as well buy an iPhone 15 Pro AND a Switch or Steam Deck which will have vastly more games and expandable storage to boot.
https://www.notebookcheck.net/Disappointing-AAA-game-sales-o...
For example, Tiny Wings was the number one iOS game in 2011 and cost two bucks.
In 2010, Plants vs. Zombies was a pay up-front iOS game that cost three dollars.
Today, PvZ is cross platform and free, but filled with Skinner Box nonsense.
(Yes, that's the actual design principle.)
Now instead, you find a way to get the amount of dollars a person can pay extracting cents from the people who used to pirate a game, and hundreds from those who have money.
It’s bad for the game, but great for the developers’ pocket.
EDIT: for example, Nintendo made 3.7B in 2023, King made 2.7B or so it seems. Nintendo is one of a kind, companies like King are a dime a dozen.
Meanwhile consider other consoles. Games are all the same price around $60. The cheap/simple games are like $15. The pricing supports different business models although certainly in recent years the $60 releases are falling prey to gambling mechanics and other dystopian decisions.
I also start to wonder if all that can still be called "entertainment" and "downtime", or if that becomes less and less the case. After all, they do fulfill a certain purpose for humans, and if that is not the case anymore it will have an impact on other parts of our lives.
They decided to commoditise their complement - why muck about with business partnerships and curation to produce a hundred $50-$70 games and lock out homebrew developers, when opening the floodgates lets you give your customers a wider selection and lower prices?
Hell, they probably imagined market forces or something would allow quality mobile games to sell for $50 via the app store, and that they were doing small developers a favour by not locking them out of the platform.
I doubt they knew, at the time, that they were going to be buried in micropayment casino mechanics and free-to-play, pay-to-win dross.
Is the outcome crap? Yes, 100%. But I can see how back in 2008 when Steam was in its infancy, PC game piracy was rampant, consoles locked out homebrew games and every PC software producer needed had to roll their own sales/payments/distribution/updates infrastructure if they wanted to get paid, they thought the design improved on the status quo.