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Dollar Apps Killing Traditional Gaming?

donniebaseball23 writes "There can be no denying that the rise of smartphones and tablets has had a major impact on the gaming business. The prevalence of free and 99-cent apps has changed consumers' perception of value. Mike Capps, president of Gears of War developer Epic Games, said, 'If there's anything that's killing us [in the traditional games business] it's dollar apps. How do you sell someone a $60 game that's really worth it? They're used to 99 cents. As I said, it's an uncertain time in the industry. But it's an exciting time for whoever picks the right path and wins.'"

15 of 343 comments (clear)

  1. You shouldn't have to by Draaglom · · Score: 5, Insightful

    Your $60 game should be incomparable to a $1 game, in terms of both gameplay and technology. If it's not, you are Doing It Wrong.

    --
    "What sane person could live in this world and not be crazy?"
    1. Re:You shouldn't have to by Danieljury3 · · Score: 4, Funny
  2. Re:Profit dollars are what matters. by AliasMarlowe · · Score: 3, Interesting

    An interesting game. It sounds like the only way to lose is not to play.

    Many will lose simply because the number of popular game apps will be a tiny fraction of the number developed and marketed. The losers will include quite a few who invest time/effort/money in developing a game that gets bought by essentially nobody.

    Right now, these mini-games have novelty value, but that might wear off, and the potential rewards for success will shrink if the punters don't play.

    Of course, I'm not really in the "gamer" demographic. The last game I bought for a PC was Secret Weapons of the Luftwaffe, maybe 20 years ago, for about $40. Since then I've bought precisely three PlayStation games for the kids, costing a total of about $150. The number of app-style games I've purchased for our smartphones is exactly zero, and unlikely to change.

    --
    Those who can make you believe absurdities can make you commit atrocities. - Voltaire
  3. Daft by symes · · Score: 4, Insightful

    Isn't this the same as asking whether short scruffy videos on You Tube are going to usurp Blockbuster films? I think the only threat would be if smart phone games could be developed so that the game arena was the real world and the phone was some mission interface. That would be neat - best it isn't a FPS though...

  4. There were few $60 games to begin with. by unity100 · · Score: 4, Insightful

    Really. Most of what you game dev studios/industry was producing, was CRAP. $60 was the perception of the 'price point' that the marketing types came up with - "hey, what is the maximum people in america will pay for a game ?" turned out, that perception was wrong.

    you were rehashing the same crap over and over and pushing it to masses with marketing. just like movies. trailers, marketing hype, ads, showing only the best few parts you added to the game, whereas the rest was rehash of the previous version or other games. taking no risks to please shareholders. a few cents per share more for every shareholder, more important than satisfaction of your customer.

    that was why there was rampant piracy.

    thank mobile apps. this '$60 blockbuster' bullshit will end.

  5. A $60 game that's really worth it. by mwvdlee · · Score: 5, Insightful

    How do you sell someone a $60 game that's really worth it?

    Perhaps it isn't worth $60.
    If a $1 game provides me with about 1 week of entertainment, a $60 game should provide me with 60 weeks of entertainment.
    There aren't many games that can do that, and there are even less that give me the convidence to pay for those 60 weeks up front.
    I fear TFA calculates "worth" as "the amount of money we had to spend to make it". There used to be a day when games could be fun without gigabytes of graphics and sound. That day has never really gone, it's just been obscured by an increasing focus by developers on adding stuff that isn't part of the actual game.
    If I bake a cake and package it in a golden, diamond encrusted box designed by some guy that changed his first and last name into a single, unpronouncable word, the cake hasn't increased in value at all. Sure, it looks much nicer with all the shiny bits, but it can't compensate for the fact that I can't bake a decent cake.

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    1. Re:A $60 game that's really worth it. by Idarubicin · · Score: 3, Interesting

      If a $1 game provides me with about 1 week of entertainment, a $60 game should provide me with 60 weeks of entertainment.

      If I can buy a $15,000 car that drives 100 mph, why can't the $60,000 car hit 400 mph?

      If I don't mind a five-minute commute in my $1,000 used clunker, I should be just as happy with a five-hour drive to work in the $60,000 Lexus, right?

      A $200 bottle of wine probably isn't twice as "good" as a $100 bottle of wine (though a $10 bottle probably is twice as good as a $5 bottle).

      My $1000 camera doesn't do five times as much as a $200 point and shoot, and it definitely doesn't do twice as much as a $500 camera. I've got it for the small but perceptible improvement in image quality, plus the ten percent (or so) of photographs that would be impossible with the cheaper cameras.

      The price of luxury, leisure, and entertainment goods does not necessarily correlate linearly with simple measures.

      --
      ~Idarubicin
  6. Casual Gamers by Bigbutt · · Score: 3, Interesting

    There was a report here a few months back or so that linked to a game company's discovery that quite a few people only played a $60 game for a few hours and many never completed it before moving on to the next game. These are the folks that are being lost. Instead of spending $60 on a game they don't complete, they spend a buck or a few bucks on a game for their phone. It lets them play a little when waiting or idle without having to go to their computer, power it up and go back in.

    I was a pretty heavy gamer back when Doom, Command and Conquer, Red Alert and StarCraft were popular. As multi-player became more popular, I found I didn't have the time to invest in trying to beat some twitchy 15 year old who had nothing better to do all day. I still get the newer games like StarCraft II and even play them, but I haven't finished it yet. I'll get the other two when they come out as well and may finish it they, or not.

    I also have several "games" on my iPad and iPhone ranging from Angry Birds (it's really a puzzle solving game), Popper, and Pocket God to Small World, Rage, and Red Alert with several others in between. They're fine when I'm sitting here at work at lunch or in the car with my wife going somewhere.

    The game companies have less of my money because I'm not interested in sports or super realistic multi-player gaming (battlefield 2 or crysis for instance). I like the games like Castle Wolfenstein, Duke Nukem, Doom, Quake, Command and Conquer, Red Alert (the original one more than the newer ones), Carmageddon, and StarCraft. Heck, I'd be excited to get many of the games I played back then simply updated to work on the current tech.

    [John]

    --
    Shit better not happen!
  7. Re:Profit dollars are what matters. by Eponymous+Coward · · Score: 5, Insightful

    hiring rock star programmers and artists on a $1.00 iOS game is utterly stupid

    It's not that expensive although the cost is rising quickly. There's a significant number of rock star programmers out there who want to write for their phone and are willing to take a pay cut to do so. Try hiring for a console game right now. That's become even more expensive because so many developers no longer want to write for consoles or work on a multi-million dollar title. The stress involved in doing so can be substantial.

  8. Re:99c games suck by Eponymous+Coward · · Score: 3, Insightful

    But for every person like you, there are lots like me who only want to play Angry Birds for a few minutes a couple of times a week. Honestly, I've spent more on phone games in the past year than I have on PC or console (PS3 and Wii) titles and frankly I've been disappointed with purchases on all the platforms. The difference is that when I buy a crappy phone game, I'm only out a few dollars. When I buy a crappy PS3 game (like I did twice last year - GT5 and ModNation Racers), I'm out $60 each time.

  9. Re:No *SOLO* Game is Worth $60 by Xian97 · · Score: 5, Insightful

    My feelings are the exact opposite. I prefer the single player experience, whether it be on the PC or Consoles. I am looking forward to games like The Witcher 2, Elder Scrolls Skyrim, and other single player games. I have zero interest in multiplayer; when I get home from a hard day's work after dealing with difficult people the last thing I want to do is to have more social interaction. The games I play are usually 40 hours or more in length, that's pretty cheap entertainment and well worth the $60 price tag.

    I find very little of the $1 games that can hold my interest for very long at all, where many PC and Console games I have played for hours on end.

  10. No sympathy for Epic by NoSleepDemon · · Score: 4, Insightful

    I feel compelled to write this because I recently played the diabolical port of Bullet Storm on PC. I have absolutely no sympathy for Epic, nor for any other studio that shovels millions of dollars into a 10 hour title and can't even be bothered to support 4:3 aspect ratios. I remember when Epic actually released games with any sort of longevity - Like Unreal Tournament. Now they, like many other 'AAA' developers ship bloated, 'HD' (nonetheless held back by aging console hardware), soulless games that focus more on treating the player like, frankly, a fucking idiot without any free will than a thinking, feeling human being. Unsurprisingly, $60 IS too much to charge for a title and hopefully consumers will vote with their wallets. Perhaps soon we'll get back to having games with well thought out and engaging stories, instead of gratuitous crotch shots and a script that seems to revolve almost exclusively around killing dicks (no matter how funny that occasionally is). In recent years I've had more fun playing 'low-key' titles like Pixel Junk Shooter, Scott Pilgrim and Amnesia than any major title shipped by a big developer.

  11. incorrect by Ephemeriis · · Score: 3, Insightful

    'If there's anything that's killing us [in the traditional games business] it's dollar apps. How do you sell someone a $60 game that's really worth it? They're used to 99 cents. As I said, it's an uncertain time in the industry. But it's an exciting time for whoever picks the right path and wins.'

    I've got a Droid, but I'm not a big mobile gamer. I'm used to spending $50 on a video game for my PC, or Nintendo, or whatever.

    And what's killing you [in the traditional games business] is that your games are not really worth it.

    Used to be that I'd buy a game for $50 and get 20+ hours of gameplay - not counting multiplayer. And I'm not talking about an RPG either... RPG's would be a good 60+ hours of gameplay.

    I remember playing the first Unreal, or Quake, or Marathon, or Half-Life - and they all took me over a week of late nights to finish.

    And then you'd have multiple hours of multiplayer on top of that... Usually with some terrific mods bolted on... And then some mods for the single player... Often the modding community would double or even triple the gameplay you got from your original purchase...

    Now you shell out $60 for a game and get 5-10 hours of gameplay, plus the multiplayer. Then they'll start releasing more single player content, and multiplayer map packs, and skins, and whatever else as DLC. And the game will be designed around consoles, so there'll be very limited support for modding.

    $50 for 20-80 hours of gameplay... Compared to $60 for 5-20 hours of gameplay...

    Is it any wonder you're having a hard time selling your games?

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  12. Re:So by ThirdPrize · · Score: 3, Informative

    I have written a iOS game called MatchuM. Its a Mah Jong solitaire game without all the "oriental baggage" you get in those games. It is on the app store but hardly anyone knows its there. It doesn't matter how good your game is, once it has fallen off the "new releases" screen in iTunes then what do you do? How do you let people know its there? The "freeappaday" people want £2.5K to advertise it, but thats probably more then I have spent on hardware in the last 20 years, so thats a no go.

    http://itunes.apple.com/us/app/matchum/id379622306

    --
    I have excellent Karma and I am not afraid to Troll it.
  13. Re:Profit dollars are what matters. by Anonymous Coward · · Score: 3, Funny

    Plus, whenever you try to get rid of it you end up with a garage full of other cars.