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"all child's play. a niche industry. the true gaming platforms are android and ios, with ios users more likely to spend money on apps/games"I question this wisdom, and will continue to do so until the day an iOS title breaks Halo 4's first-weekend sales record. Or hell, lifetime sales record.
The core gaming industry moves far fewer units than iOS/Android games (in which case "units" is more ephemeral of a concept), but succeeds in extracting $60-90 at a time, as opposed to $0.99.
We had our love affair with "casual gaming is the future" when the Wii came out - that didn't pan out then either. Attach rates were abysmal, and people soon bored of the platform after one or two titles. It failed to find a long-term place in the living room, that's for sure.
This isn't about some supposed superiority of core gaming vs. casual gaming, it's simply skepticism because every time someone has said that casual will eat core for lunch, it has failed to occur.
Sales for iOS/Android games are terrible on a per-title basis, and even including only the top titles don't come close to console sales numbers. The only real corner of that industry making eyebrow-raising amounts of money are microtransaction-based, treadmilly, slot-machine type games, and I have my doubts as to whether or not it's a sustainable trend.
> "a lot of turn based games are perfectly suited for touch, from Jagged Alliance, XCOM, Panzer General to all the adventures to RPGs (where are all the Ultima games on iOS? Final Fantasy and Chrono Trigger already are available)."
"Re-releasing old games on mobile" is a profitable segment, but it won't last, mostly because we will very quickly run out of games people actually give a shit about.
And once you start contemplating development new adventure games, RPGs, and strategy games, the economics of this falls over. Even without the notion of modernizing graphics and gameplay, developing something like Chrono Trigger would hardly be worth it when the market bears $0.99 a copy, or less.
More likely, we'll see Chrono Trigger, where enemies are overpowered and you pay microtransaction credits to revive your party members when they die. This is, after all, the only way mobile devs have found that generates any substantial revenue. What a marvelous progression of this industry.
The future of the indie gaming scene lies with the PC, and potentially surprise core-gaming-targeted platforms like the Ouya. These are the only platforms where users are prepared to spend any real amount of money on gaming. Revenue extraction on mobile platforms inevitably involves fairly unscrupulous (and simply not fun) mechanisms.