The lesson of Flappy Bird for games developers
gamezebo.com
gamezebo.com
This is a red herring.
The number one key to winning the lottery is dumb, blind luck.
That is true.
But don't categorize the entire game industry, let alone this developer's story in that framework just because it's easy for the media to generate pageviews about a lottery winner.
The macro reality is that proven business models around building a studio on the back of high quality apps (or highly aggressive pay-to-play apps), purposeful marketing models, etc exist all over the place.
The micro reality of this developer is the guy has run his studio for 4 YEARS, had published several games before in a variety of formats, etc.
So he's a 4-year overnight success.
He didn't throw in the towel, and more important than "blind luck" in his story was perseverance, and he didn't "die" (1).
So please don't tell people that the most important factor in becoming successful is to go out and buy lottery tickets.
But that's exactly what perseverance is in this context, buying more tickets. You can't win the lottery if you buy no tickets, and the more you buy, the more likely it is you will win. You can't have a hit game if you produce no games, and the more games you produce, all else being equal, the more likely one will be successful. Luck plays a dominant role and you can't control opportunity, but you can increase your exposure to it by continuing to show up.
It doesn't really matter if the graphics are pixel-by-pixel the same, modifying them a bit to make them slightly different doesn't protect you. See: EA's lawsuit against Zynga over The Ville which Zynga had to settle.
The problem with game mechanics as with other ideas is taking them and present them as yours or as new, even if you didn't add anything much to them. This is what I think people refer to as "ripping off" a game mechanic. The other case of "stealing" a game mechanic is perfectly acceptable in the collective mind. Nobody complains about Half Life, Unreal or a first person shooter game that ripped of the main mechanics of a FPS.
I just respect any game that has no strings attached. I have mostly given up on iOS gaming because there's just so much niggling and begging and nickel-and-dining.
This will be remembered as a dark age, not a golden era.
The model still being used in the console world.
We might end up going again down that road.
Not iOS, of course, but the whole purpose is to feature games that are either free, or have a one-time purchase, whether in a marketplace, or in-app, that provides the entire game, no recurring purchases, etc.
Have there been any attempts? Before you suggest it I should say that I think BeeMinder does not count because of it being upfront about what it's there to do.
There's also a comment talking about how to monetise the game "properly" which gives advice about some reasonably ghastly monetisation techniques:
> At the very least he should have added a interstitial upon opening the game, and maybe one everytime the game becomes active. He should have included a retry button.
> There should have been a more games & free game button. He could have added a remove ads in-app purchase, and made it so that you can only get rid of the ads for ‘x’ amount of time before you have to buy again.
> He could have provided upgrades like buying shields and/or lifes so you can get further, getting rid of peoples frustration.
It's a free game, I think people expect ads by now. Maybe not every time the game starts up (or having a daily limit) but that's not the worst thing in the world.
If he wants to monetize it he really better change the graphics first (though technically he's still copyright infringing regardless of whether he is charging for his game).
The options are:
1) a bunch of weird ads
2) a single IAP labeled "give me some money" that does nothing but gives the dev some small amount of cash.
3) a series of IAPs labeled "give me cash", "give me more cash", "give me even more cash", "give me loads of cash", which are set at increasing amounts. These again do nothing except give the dev some cash.
Side note: I wonder if the developer meticulously chose the "flap height" and pipe width such that it would drive us all insane, or if he just got lucky.
Its hard to say. I guess most people find this pretty compelling, but to me it comes across as an unplayable clone of helicoptergame.net. It looks pretty polished for a pixel game, but I don't consider bad controls, intentional or not, to be a clever game mechanic.
It really does come off as someone who started out trying to clone Mario, or someone who was just trying to make their first game without expecting anyone to actually download it.
The lack of a paid ad-free version shows that it wasn't really expected to be downloaded millions of times.
Every single person I know in the real world (ie. not on the internet) is playing this game. I know more people playing this game, right now, than Angry Birds in its heyday, or Candy Crush right now.
It's funny how such a simple game can capture people's attention - I'm addicted, my high score (from yesterday) is 90 :-0
Success flows to success, but good luck creating either a chicken or an egg from nothing.
Um... not sure what you're getting at, but I'll try to work on that chicken. Or egg.
i think the pipe width was picked based on how it was in a certain nintendo game, he got lucky, but he's also talented developer (his other games really fun as well.
The punching sound when you die is pretty hilarious, and makes me want to try again. Because, hey, if I got a good laugh from dying, maybe I'll have another laugh from it again. The death punch is accentuated by the slight screen shake as well. nice little touches.
There are other mechanics that make it rather addicting, but I found the sound and other little touches added a lot.
So no, I'd say it's not a clone.