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How Free-To-Play Is Constricting Mobile Games

An anonymous reader writes "Mobile gaming is crystallizing around one concept: games must be free-to-play. As an industry, it seems to work — there's no shortage of players willing to drop money on microtransactions and in-app purchases. But for making compelling or unusual games, this is a problem. 'Pitch a title that isn't games-as-a-service to publishers or investors and they'll practically install new doors to slam in your face. ... Free-to-play advocates naturally think their model is dominant because "that's what mobile gamers want," explaining that in-app purchases are just the players way of saying they care. If they've entertained the more dull notion that free-to-play is popular because... well, it's free? They seem not to let on. ... Recent data shows 20 percent of mobile games get opened once and never again. 66 percent have never played beyond the first 24 hours and indeed most purchases happen in the first week of play. Amazingly only around two to three percent of gamers pay anything at all for games, and even more hair-raising is the fact that 50 percent of all revenue comes from just 0.2 percent of players. This is a statistically insignificant amount of happy gamers and nothing that gives you a basis to make claims about "what people want."'"

115 comments

  1. Also by Anonymous Coward · · Score: 5, Insightful

    I would wager that most people that pay a significant amount of money towards these games aren't happy... just compulsive...

    1. Re:Also by fuzzyfuzzyfungus · · Score: 3, Insightful

      I would wager that most people that pay a significant amount of money towards these games aren't happy... just compulsive...

      And they aren't even getting comped drinks... They should put down the smartphone and head to Vegas.

    2. Re:Also by ArmoredDragon · · Score: 1

      Or they just have a lot of disposable income...which given that the statistics here work like an extreme example of Pareto, it would make sense.

      Still though I'm not sure I'd identify this as being a "problem."

      If your concept is really that good, just publish it yourself. Or crowdfund it. Both models have been extremely successful lately. I'd wager that the reason the big monolithic publishers are merging so much (e.g. EA buying out a bunch of other publishers) is because of this exact reason - the mid-sized publishers can't compete with the indie ones, so they either fold or get bought out.

      PCs and Mobile are especially fertile ground for that, because the costs for entry are tiny. In fact, while consoles are usually the first for the big name titles (primarily a result of Sony or Microsoft paying bucks to get exclusive deals,) they're usually the last for the small but innovative concepts. (And often the console version is half-baked because they lack the flexibility of PCs - think games like Starcraft.)

  2. they aren't games, they are like slot machines by alen · · Score: 3, Insightful

    like the old Civilization and Sim City games that gave you periodic awards for overcoming obstacles. you just pay to do it faster
    same concept and lots of times same game mechanics except for the micro payments
    just like a slot machine. keep putting quarters in and once in a while you win

    Fremium just takes the tiny percentage of people with psychological issues who are prone to paying a lot of money and make A LOT of money off them

    1. Re:they aren't games, they are like slot machines by Dutch+Gun · · Score: 1

      You could also make a case that the new "free-to-play" games are essentially the "demos" of old, but they're just a lot sneakier about the conversion to the "paid" version. I'd bet the conversion rate is probably similar. Also, you're exactly correct in your assumptions about the revenue breakdown. The last company I was at made MMOs, and there's a lot of research/marketing data showing how free to pay games tend to make a killing off a fairly small number of players that end up playing a LOT.

      I'm not sure my own little startup will ever get involved in the mobile market. If I do, I'd like to say away from "free" versions and instead engage fewer users who are willing to pay for a slightly more premium product. I think I can probably get away with that, as my overhead is pretty low, but we'll see.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:they aren't games, they are like slot machines by phantomfive · · Score: 1

      I'm having trouble seeing how Civilization and Sim City were like slot machines. Wasn't there quite a bit of skill involved?

      --
      "First they came for the slanderers and i said nothing."
    3. Re:they aren't games, they are like slot machines by Anonymous Coward · · Score: 2, Interesting

      the business model on many of them is similar to slot machines too.

      a number of these titles will NOT let players pass levels until a certain income target has been met, until that point it will continue to give them an impossible level (just like a losing spin) while presenting them with options to buy helpers to pass it.

      because everything is tied to a central account this income can come from any one of the players so one person might buy something and the game servers will then allow another 10 people to pass the level for free by giving them better 'luck' (a winning spin)

      this works because eventually a player will become frustrated enough to buy a helper, but it also gives the illusion to the other players that it is possible to play the games and win by 'skill' without buying anything (if they have the patience to fail a level many hundreds of times) There's minimal actual skill involved with a large number of the games, you pass the key levels when the company that made the game want you to pass them. (other levels are actually skill based to help with the illusion)

      the balance is fine, but I've seen the code for some titles that were popular at one point, and this is exactly what they do.

    4. Re:they aren't games, they are like slot machines by Quirkz · · Score: 1

      Wow, that's fascinating. Far more complex than I'd imagined might be going on at the back end.

  3. How is 'free to play' constricting? by HBI · · Score: 2, Informative

    People aren't going to pay for stuff that they don't need. Games aren't necessary. It would have to be a hell of a game on your phone to justify spending money.

    Charging money for every game would just assure that very few or none of them get played. A Chili's near me put in small touchscreen terminals that handle credit card swipes at each table. Avoids waiting for the server to bring you the bill, it's nice. They also have games on the terminal. Every one costs at least a buck. I haven't seen one get played yet.

    Creating a new economy doesn't work if no one shows up.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:How is 'free to play' constricting? by AuMatar · · Score: 5, Interesting

      First, it requires you to design a game with logical free to play elements. This restricts the nature of games that can be written.

      As for charging for games means none would be played- there's a couple of good counterexamples. Nintendo, Sega, Playstation, Xbox. All of the companies that develop for all of those.

      I've been a games since I was 5. I'm ok spending 50 or 70 dollars on a good game. I have never once paid a dime for a free to play game, and it's next to impossible to get me to download them- I know they're going to try and nickle and dime me or charge me a fortune if I don't want to slowly grind stuff out (or make it impossible to play parts of the game if I don't pay). And I'm far from the only gamer like that. So they pick up a large number of people who won't ever pay a dime while disenchanting the existing base of people who are known to play video games. That's idiotic.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:How is 'free to play' constricting? by mlts · · Score: 3, Insightful

      Usually one of three things happen with a F2P game:

      1: It is malware. When you look at the permissions and a "free" fleshlight app demands everything under the sun including su access, something isn't kosher.

      2: It is a game that is extremely grindy where you can spend hours doing repetitive tasks, or shell out $10 for some currency (brains, smurfberries, crowns) to make life easier.

      3: It comes with 1-2 characters/weapons/etc., and you have to spend a buck each if you want anything fun to play with while playing the game. Essentially like DLC in consoles.

      4: You are buying some fluff (like your vehicles with a different color) that don't change gameplay, but are a cool aesthetic.

      5: It is pretty much a demo, with a couple levels, and you buy the rest.

      Number 4 and 5 make sense. #1 won't get the game past the permissions menu, and a report. #2 or #3 will get the app tossed off the device and a one star review.

    3. Re:How is 'free to play' constricting? by ShieldW0lf · · Score: 1, Troll

      Entertainment is a shit industry to be in. It's never about taking an upfront approach and bringing value, it's always about manipulating your audience to earn a buck. Find something practical to do with that pocket computer we call a phone and people will probably be interested in giving you their money.

      --
      -1 Uncomfortable Truth
    4. Re:How is 'free to play' constricting? by mythosaz · · Score: 2

      Which one of those five things are the three things that happen with F2P games?

      Some games are fairly reasonable about this. Lets look at a few heavy hitters in the freemium space.

      Candy Crush - never demands a purchase, ever, if you allow it to use Facebook data, and asks for $0.99 for new blocks of levels if you don't. Every level is beatable without assistance. [I have three stars without money, on every level through the high 300's.]
      Simpson's Tapped Out - similarly, no pressure to ever buy anything for cash unless you're completely impatient or just have to have something. The entire game is available for free unless you want completely optional items that offer little advantage over just playing.

      I just started playing the Marvel Puzzle Quest game. Well worth the $10 I decided to give them to open the game up to a point where I could easily earn the rest through play. ...and if I hadn't liked the game, I would have never had to give them the 10.

    5. Re:How is 'free to play' constricting? by SternisheFan · · Score: 1

      Too many times have I read F2P game reviews with people complaining that their microtransactions got "lost". So when I reinstall a game, what are the odds that my purchases will get applied? I'd rather buy a physical copy of a console game where I know it'll work every time I run it. Also, most phone~tablet games aren't very good, lots of crap apps out there. I try em, I uninstall em.

    6. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 5, Funny

      When you look at the permissions and a "free" fleshlight app demands everything under the sun

      Tell me, where can I find this free fleshlight app?

    7. Re:How is 'free to play' constricting? by AuMatar · · Score: 2

      CandyCrush is malware, stealing your contact info and selling it to advertisers. A clear case of #1.
      Simpson's Tapped Out is 2/3. And I would never pay a dime for, or buy any product from a company that makes games where you can pay for an advantage.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:How is 'free to play' constricting? by mythosaz · · Score: 1

      What "advantage" do you get in a single-player game?

      Over whom do you get this advantage, what what would you use it for?

    9. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 0

      When you look at the permissions and a "free" fleshlight app demands everything under the sun

      Tell me, where can I find this free fleshlight app?

      Tell me, who are you so I know never to borrow your phone :)

    10. Re:How is 'free to play' constricting? by 7-Vodka · · Score: 1
      I only have one rule.

      Anything that goes in or around your dick is not something you want to cheap out on.

      --

      Liberty.

    11. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 0

      I only have one rule.

      Anything that goes in or around your dick is not something you want to cheap out on.

      That's what she said!

    12. Re:How is 'free to play' constricting? by obarthelemy · · Score: 1

      "People aren't going to pay for stuff that they don't need". Say what ? You do realize there are whole industries about precisely that, right ? Entertainment, luxury, holiday travel...

      "Charging money for every game would just assure that very few or none of them get played". Indeed, it's not as if there were a huge for-pay gaming industry on PCs and consoles. Oh, wait...

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    13. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 0

      I play a lot of freemium games and only pay occasionally for options that are more like purchasing the app, but absolutely never for boosts. I also don't play any games that require the use of paid boosts to win. For me, the whole point of most games is that they're challenging, so I don't understand paying money to breeze through those challenges.

      Two examples that come to mind are Plants vs Zombies 2 and Plague Inc.

      PvZ2 has a million in-app purchases that are constantly shoved in your face, and a lot of items that can't be acquired in any other way, but every single thing in the game is winnable without paying a cent and without grinding. I would feel like I was cheating if I were to pay money for something. I would actually prefer for them to make the game -harder-, not easier.

      In Plague Inc, after playing the game a few times and enjoying it, I paid a dollar to remove the ads and have the ability to increase the game speed (akin to removing a grind, I guess). But the small amount of extra time wasted not being able to increase the speed really didn't bother me much, the dollar was more of a "here's a buck for a fun game."

    14. Re:How is 'free to play' constricting? by pla · · Score: 1

      So they pick up a large number of people who won't ever pay a dime while disenchanting the existing base of people who are known to play video games. That's idiotic.

      I think, though, that pretty much perfectly explains the 24 hour trend mentioned...

      I play free games almost exclusively. A great many of them make it very obvious that you won't get far without paying - And that alone explains the rapid player die-off. Most free gamers don't want to pay to play, and once they discover that a given game makes it all but impossible to play without forking over cash, the player drops it like a wet turd.

      By comparison, I have a handful of freemium games that I've played on and off for literally years. Two things to note about that - First, that the game has lasted for years, when the more abusive pay-to-play games tend to vanish within a few months of release. And second, that the game remains playable despite the majority of players not paying anything.

      That right there describes the key to a successful F2P game: All aspects of the game need to function well and not have an unreasonable difficulty level for all players, not just the paying ones (and on the flip side, if you can pay for stuff that makes the game too easy, the paying players will get bored and go away). I would go further and say that games like that also somewhat explain the 0.2% figure as well, in that those players essentially subsidize the entire playerbase for relatively non-game-breaking perks. Most commonly, it gives paying players just enough of an edge to put them in the hall-of-fame/leaderboards/top-players listings, effectively "crediting" them for their support, but not much else.

      I have to suspect most of the hate for F2P games in this discussion comes from people who have never played one of the "good" ones. Yes, complete crap exists, and yes, it describes the majority of the F2P market. You have to factor in to your evaluation of the market as a whole the fact that it costs nothing to try them, however.

    15. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 0

      As a long time gamer who barely tolerates DLC, there's no doubt I hate pretty much every free-to-play game out there. Sure there are a couple of exceptions but for the most part they're about getting people addicted or shaking you down for cash every 30 seconds.
      But, if I'm not mistaken, isn't this exactly what pirates demanded? That media companies should change their business model or be pirated into bankruptcy? Well congratulations freetards, F2P is the result.

    16. Re:How is 'free to play' constricting? by Tom · · Score: 1

      So they pick up a large number of people who won't ever pay a dime while disenchanting the existing base of people who are known to play video games. That's idiotic.

      From a gamer perspective - yes.

      From a business perspective - no. The demographic they target is far larger than the old gamer community.

      Fortunately, there are also counter-movements. Small, but they exist. Indie developers often go the old pay model, partially thanks to things like Kickstarter or Steam which make it easier to handle the whole payment side. (shameless plug: my own game, see footer, also avoids the F2P plague.) And then there are some big names that go different ways, like Guild Wars 2 with its pay-once model that's rare in the MMORPG area, or EVE Online which does well with the old and true subscription model.

      --
      Assorted stuff I do sometimes: Lemuria.org
    17. Re:How is 'free to play' constricting? by Tom · · Score: 1

      #2 or #3 will get the app tossed off the device and a one star review.

      Same here, but I've also noticed that the designers are now hiding the grind during early gameplay, creating the appearance that you can actually play until you are (they hope) hooked and engaged strongly enough to make resisting to pay more difficult (Planetside 2, I'm looking at you...)

      --
      Assorted stuff I do sometimes: Lemuria.org
    18. Re:How is 'free to play' constricting? by toddestan · · Score: 1

      Simpson's Tapped out is a building game where you're reconstructing Springfield. It's not really a #3, because while there are characters and buildings that are premium you don't need them to progress in the game, and since it's essentially a single player game you don't get a competitive advantage by having them, and the major characters and buildings from the show are all "free". It's more of a #4 where the items you get more or less are "cool" without really changing the gameplay, though there are a lot of players who seem to feel they must have everything (and thus will always fork out money for any new paid content), and they seem to take advantage of this.

      Simpson's Tapped out is rather grindy though. The basic mechanism for earning in-game money never changes (you collect money from buildings which earn income every few hours and sending characters on timed tasks) so as your town grows to dozens of buildings and characters it gets to be a bit of a chore to collect all your income and keeping your characters assigned to tasks, and at high levels constructing new buildings costs a lot of in-game money.

      The big change to the game the past few months, however, are the event updates (for Christmas, Easter, etc.) with limited-time prizes that can only be obtained by winning a random game of chance. For a free player, the chances of getting enough plays to get the best prizes are slim, so if you want all the prizes you'll have to spend money to buy more plays. The worst part about it is that since it's still a game of chance to get the prizes, you can end up sinking significant money into trying to get the prizes and coming up empty. It used to be that the events were more or less "everyone is a winner" where if you played often enough, you would basically be guaranteed to be able to grind your way to all the prizes in an event, but now it's more like playing slots.

    19. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 0

      But expensive tyraps are more difficult to remove.

  4. Red Herring by Fwipp · · Score: 5, Insightful

    Sure, only 3% of your players give you money if you're free-to-play. But if 3% of players of a F2P game is more than 100% of players of a $3 game, it doesn't matter. It's like arguing "If we implement super-awesome-DRM, our piracy will go down to 1%" without an understanding that these actions may hurt total sales.

    Relative numbers are pretty useless without the bigger picture.

    1. Re:Red Herring by Anonymous Coward · · Score: 1

      Sure, only 3% of your players give you money if you're free-to-play. But if 3% of players of a F2P game is more than 100% of players of a $3 game, it doesn't matter. It's like arguing "If we implement super-awesome-DRM, our piracy will go down to 1%" without an understanding that these actions may hurt total sales.

      Relative numbers are pretty useless without the bigger picture.

      WTF happened to free, limited demos?

      How did we get from there to people paying money to play alpha releases?

    2. Re:Red Herring by Nikker · · Score: 1

      Just because currently 3% of people pay money for this particular gaming template doesn't mean none of the remaining 97% will never pay for anything. You are looking for a plate at a table that is getting smaller, quicker. The games that have attracted the payments of those 3% have been basically created, soliciting the remainder is the latest and greatest.

      --
      A loop, by its nature, continues. If that didn't make sense, start reading this sentence again.
  5. Meh... by mythosaz · · Score: 2

    Sure, it's a problem getting a big game funded if you don't have a proven revenue model to present to your investors, but that's not unique to games.

    "Gee, I'm sure if you just fronted me the money to make this, we'd absolutely make some money back because it'll be awesome, I promise!"

    Publishers have limited resources, so they bet on what's making them money -- microtransactions.

    Plenty of good games have a fixed one-time purchase price. Nobody is stopping you from making the next Super Hexagon.

    1. Re:Meh... by Anonymous Coward · · Score: 0

      >Publishers have limited resources, so they bet on what's making them money -- microtransactions.

      So fucking wrong. The problem with standalone one time purchase games, like Super Hexagon, is that people pirate (oh, excuuuuuuse me, princess; "copyright infringe") the hell out of them.

      So, what's a developer to do other than pray to the FSM that some kind players will deign to pay them? Wire the game up to a online service and make the player pay as they go along (a.k.a. f2p). If they have to be a little sociopathic* along the way, well, "the pirates started it".

    2. Re:Meh... by mythosaz · · Score: 1

      Microtransactions make them money, so they bet on them.

      I don't see what's any less true about that statement if non-microtransaction games are being pirated.

    3. Re:Meh... by Anonymous Coward · · Score: 0

      Complaining about F2P and micro transactions is like complaining about systemd. It is just how the world works today.

    4. Re:Meh... by Anonymous Coward · · Score: 0

      My bad; let me rephrase slightly differently, then: "Nobody is stopping you from making the next Super Hexagon", except you are unlikely to make any money unless your game is a good as Super Hexagon and your game is lucky enough to get as good publicity as Super Hexagon so that you get enough payers to turn a profit.

    5. Re:Meh... by khellendros1984 · · Score: 1

      Wire the game up to a online service and make the player pay as they go along (a.k.a. f2p).

      As you say, "So fucking wrong." That's the quickest way to get an app deleted from my device. I've got a few f2p/IAP games, but they're blocked by the firewall. If they aren't playable (and enjoyable) in that state, they get tossed. I've got more games that I've legitimately paid for than f2p games (and their devs have seen more money from me than f2p devs ever will).

      --
      It is pitch black. You are likely to be eaten by a grue.
    6. Re:Meh... by Anonymous Coward · · Score: 0

      As you say, "So fucking wrong." That's the quickest way to get an app deleted from my device.

      What you do is so fucking irrelevant to the publishers. You are not visible in their figures, not even the least-sgnificant ones far to the right of the decimal point.

      What they care is what people in general do. Not you. You don't matter at all.

    7. Re:Meh... by khellendros1984 · · Score: 1

      I've also never met anyone that would admit to paying for in-game purchases. Everyone I know either plays the free stuff without paying, or buys *real* games that don't fall into the gameplay rut favored by igp. Whales are the only customers that developers of igp-containing games pay about, and I'd wager that by raw population count, those people are even smaller than the group that follows my behavior.

      --
      It is pitch black. You are likely to be eaten by a grue.
  6. I, for one welcome... by rwa2 · · Score: 3, Interesting

    ... our 0.2% benevolent overlord angel venture capitalist gamer demographic who will now guide the development of all gaming.

    Can't find the link (help me out here), but there was a recent interview with a f2p game studio that basically had a developer dedicated to keeping one particular gamer happy after this gamer had basically dropped $10k in in-game purchases.

    So does this mean trickle-down economics does work in some domains?

    1. Re:I, for one welcome... by St.Creed · · Score: 1

      Where I live, we call such customers "investors" :)

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
  7. It's a money cow. by MindPrison · · Score: 5, Informative

    Here in Sweden, free to play apps are a money cow, you can milk it endlessly. We've had stuff like that on national television, cases where kids have paid several THOUSANDS for extra features to their so called "free apps", (farm heroes saga anyone?). Now even Unreal Tournament dev. system want to go this way, free to...well...download...you figure out the rest.

    --
    What this world is coming to - is for you and me to decide.
    1. Re:It's a money cow. by Voyager529 · · Score: 3, Interesting

      Now even Unreal Tournament dev. system want to go this way, free to...well...download...you figure out the rest.

      Unreal tournament will be a very interesting case study over the next year or two, because there are a lot of different variables that don't apply to mobile gaming.

      First, a few questions regarding the market model:
      1.) Will the game be sufficiently open source that you can download the source, write in the MindPrison Content Market, and distribute the recompile? Android technically lets you do this, but short of Amazon, no market has taken hold since Google Play comes on literally every Android phone sold through carriers. Unreal Tournament is not as similarly beholden.
      2.) If it's not that free, will it be possible for modders to release their maps independently, and for players to install them without going through the market? Also different from the mobile market since every UT release ever has had this system in place; users only familiar with iOS will be confused but I see the overlap between the two markets as vanishingly small.

      Next, a few differences with the TRUE market. F2P games are, ultimately, marketing to players. Unreal Tournament makes money another way: directly through Unreal Engine 4 subscriptions and the gross revenue therefrom. $20/month per subscriber starts to add up when we add in all the modders and map makers. Similarly, the next Gears of War release will make Epic a fortune with that 5% gross revenue thing happening. Epic doesn't need to make a killing from players in order to get their hookers and blow. Unreal Tournament is a tech demo for the engine and a low-barrier-of-entry for indi developers to get started.

      Finally, the Epic Games that released Unreal Tournament 3 was pretty awesome. Why? Because despite not selling as many copies of that year's Call of Duty release, the folks over at Epic Games did release five update packs including the Titan pack (which had several modifiers, new gameplay modes, and new maps) for free, a year and a half after its release. It was also the only game I'm aware of that had a full plastic-disc release that never required an internet connection but also let players put their CD key into Steam and get all the wonderfulness of having the game on Steam. You don't see that kind of dedication from Activision and while it's been quite some time, I'd at least like to think that some of those people are still in charge of making decisions here. I'm fully aware that it's an unreasonable amount of optimism to have, but what can I say - I have hope.

    2. Re:It's a money cow. by Anonymous Coward · · Score: 0

      Android technically lets you do this, but short of Amazon, no market has taken hold since Google Play comes on literally every Android phone sold through carriers.

      Nice post, but to make a small note here since I'm not sure this particular point should be read as absolute, I have bought several models of "cheap" Far East tablets that had an "app store" app that was neither Google nor Amazon, and it seemed pretty robust. The market there might be rather distinct from the one you have in mind.

    3. Re:It's a money cow. by Anonymous Coward · · Score: 1

      Don't be silly. That $20/month is for UE4 so people can build their own games instead of using broken tools like Unity. The UT being worked on just happens to be a community project by those wanting to much around with UE4 and work on a UT game. It took them less than one month to have substantial work completed, all by volunteers and fans. Once they put a lid on it, the user based modding tools will be created. All for free.

  8. Okay, let's restate it... by HaeMaker · · Score: 1

    "The people who PAY FOR GAMES, want FREEMIUM." Just because you state a bunch of interesting statistics about what constitutes who puts money down for games, doesn't mean the end result isn't meaningful. As a business, what do you care what your non-paying customers want? They are not customers. You're asking for money, the people with the money are telling you how they recoup their money and you earn money yourself. Perhaps you should listen.

  9. whine by Anonymous Coward · · Score: 1

    Time to realize that overall there's a pretty statistically insignificant amount of happy gamers in the first place.

    Just go visit any gaming forum, get on any game that allows voice chat.

    Everyone thinks that their game idea is great... It's probably not. Most games just suck. But if you've got such a great unique and original idea, why do you need an investor? build it. Don't have the time, the know how or need a large team? well at least nobody needs to waste time playing it ever.

  10. Multi user games by eric31415927 · · Score: 2

    I like old Avalon Hill strategy battle type games. We paid $60 each for them - and I'd buy modern computerized versions of them at the same price. Each player could use their mobile/tablet as his or her interface. Common elements (i.e. public information) could be displayed on a large TV or computer screen. Why aren't these games (re)made?

    1. Re:Multi user games by brit74 · · Score: 2

      I'd bet it's hard to break-even once you've done the work of converting them. First, almost nobody is going to pay $60 for them, like people did decades ago. The bar for computer games has been raised, and the market is full of people trying to sell games. (It's also possible that the developers of those old games created them because they liked making games, even if the pay was bad. For someone wanting to make a decent living-wage, this type of game might not be the way to go - i.e. only create them if you've got lots of interest, a day-job, and lots of free time.) Second, it's hard to find your target audience. A few years back, I had written a strategy-wargame ( http://www.empiresofsteel.com/ ) which was inspired in many ways by an old computer game called "Empire" ( http://www.classicempire.com/ ). My revenue was nowhere near paying my development costs -- I recouped about 20%.

      My publisher told me that strategy games are tough to make money on (unless you're Sid Meier, I assume). They published quite a few strategy games. They had a hard time figuring out a good way to market them that actually had a good ROI. At one point, I tried Google AdWords (because targeted advertising would work, wouldn't it?) I didn't make back the money I spent. My publisher had invested a bunch of money (a lot more than I did) promoting their games with Google AdWords, as well, because they wanted to test the targeted-advertising market. They eventually decided that they couldn't get a net-positive ROI from AdWords.

      It's just a hard market out there. I suspect the only way to really make it as an indie developer is to make something super innovative and addictive (and get really lucky on top of it).

    2. Re:Multi user games by St.Creed · · Score: 1

      I guess it should have been named "Bird Empire" and all would have been well (Flappy Bird, Angry Bird, ...)

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    3. Re:Multi user games by Anonymous Coward · · Score: 0

      Amazingly enough, I recently discovered a publisher that is making games that are very similar to the old AH classic boardgames that I fondly remember from the 80s: Slitherine games, who you can find at http://www.slitherine.com/games They've been around for quite a while, but don't advertise much; I bumped into them at PAX east where they had a booth, but I don't think I've ever seen any of their games in a gaming store or advertised online.

      Heroes of Stalingrad feels similar to Squad Leader (ok, not by AH, but of the same era); the Flashpoint Campaigns series is very much a "little cardboard squares on a hex map" game in the spirit of a lot of the AH games based on WW2 operational level campaigns. Pandora is a basically remake of Alpha Centauri (the Civ-sequel by Firaxis) with more modern tech.

      On the plus side: a lot of their games run on mac and linux as well as PC. Their prices are reasonable.

      On the minus side: They are a bit unpolished in places. Their instruction manuals needed a copyeditor, the didn't do a great job of tutorial/instructional levels to introduce you to the game, and their graphics were kind of bleh. As a publisher that is publishing games written by several different studios, I would expect the quality and style of games they publish to potentially vary a lot (I've only tried a few, so I haven't found any turkeys yet, but I wouldn't be surprised to find highs and lows).

  11. What did you expect by Anonymous Coward · · Score: 0

    Linux is FREE, Android is FREE, GIMP is FREE, etc etc etc. The race to the bottom for software prices has also made so much software FREE.
    The FOSS movement has created the impression that everything should be free, the down side is the 99% of people who do zero coding are also not willing to pay money for something they now believe is free.

    The next item to be devalued will the the programmers, if software has to fall in price to sell, then companies will manage their costs (wages) and they will be forced down. Companies that contribute back to the FOSS will be pushing for wages to fall because they are NOT a charity (and if they are the funds will slowly disappear ) and the code from an value perspective has zero worth because anyone can use it for free.

    Have a nosey around and see what FOSS projects have died because of lack of funds, or are in the process of doing so.

    I have seen people posting "demands" that companies who use FOSS should contribute cash to keep the project running, but why should they it is after all FREE.

    So, unless you are a behemoth like Google, Facebook etc etc, you and your code will soon have no value, and those companies only survive because they can scrape a few pennies from each of their millions of visitors via advertising, and even that revenue stream is falling , and as they try and put in more ads to compensate there is more pushback with ad blockers etc etc.

  12. cry more? by Kkloe · · Score: 1

    what I could understand was that they cried because they don't get others money to do games with and that their games get competition from freemium games

  13. This is not gaming. by Anonymous Coward · · Score: 0

    This is essentially abusing the small fraction of people who are positively predisposed to gambling, especially when either the game or the purchases themselves involve a significant component of randomness or luck.

    I find it terribly unethical.

  14. let freedumb sting by Anonymous Coward · · Score: 0

    the fee oxygen thing is ending too? spirits still free? http://www.youtube.com/watch?v=Mjbq6K2ziDQ ner a better time to consider ourselves in relation to one another & our surroundings http://www.youtube.com/results?search_query=weather+manipulation+starvation+wmd

  15. It's never been about "what people want". by mark-t · · Score: 0

    It's always been about what will make the company the most money.

    Mos game companies don't give a crap about making games players will enjoy, they only want to make games that will improve their own bottom line.

    And the free-to-play model, or more accurately titled "play to win" model, will get you there with the least amount of effort.

  16. An unlikely trio by Anonymous Coward · · Score: 0

    "and even more hair-raising is the fact that 50 percent of all revenue comes from just 0.2 percent of players. This is a statistically insignificant amount of happy gamers and nothing that gives you a basis "

    In other words, the rich, the money-stupid, and those with stolen credit card numbers.

  17. Publishers? by thegarbz · · Score: 1

    Wait what? Publishers? Investors? Just what kind of a mobile game are you thinking of making that requires publishers and investors to get involved? Isn't the grand benefit of the mobile platform that you can self-publish and that the games are typically small enough that they can be coded by a one man team? That you can reach a wide audience by paying the yearly fee in for the Play Store and then spamming facebook? Why would you be pitching anything to a publisher for the mobile arena.

    That said publishers aren't non-existent in the mobile business. But they tend to crank out nothing but shit (King) or crank out nothing but shit slowly (EA).

  18. Hearthstone by Scowler · · Score: 1

    It's interesting timing, this discussion coming just weeks after Blizzard's first foray into Mobile, Hearthstone, launched on the iPad (coming soon for Android and iPhone). Hearthstone might possibly be the best freemium game in recent memory, with great balance between "Yes, you can excel at this card-battling game without paying money, with a reasonable amount of grinding" and "Spend $30 or so, and it will shortcut much of the grinding to build decks, but you still need skill to actually win anything" No ads in the game, unless you want to infer the game itself is an ad for other Warcraft titles. I'm definitely less jaded about Freemium after playing this game.

    1. Re:Hearthstone by Quirkz · · Score: 1

      Yeah, Hearthstone seems set up okay for getting anything you want without paying, given enough time. Their crafting system allow you to focus on what you want and get around some of the randomness of the packs. On the other hand, after a month of playing, I'm nowhere near having even a most of the available cards, and it's starting to feel a little grindy.

  19. Reminds me of the Adult online market by PktLoss · · Score: 1

    I used to work for a very large player in the adult online space, video content and the like.

    Their research showed that customers who signed up had a window, measured in weeks, in which they'd blow a bunch of cash, then stop. This is why if you do sign up for an adult site you'll see their content, and ads for content from other sites (some they own, some their competitors). The links to competitors surprised me, but it makes sense. There's a very high Cost-Per-Action (CPA) in that space, and the window to get that user to spend money is closing, so any opportunity is worth looking into. You make less money sending them to your competitors, anything > 0.

     

  20. all about numbers by Xicor · · Score: 1

    everyone knows that the more ppl who play your game the more money it will make. i for one will very rarely buy a paid game that i know i will only play once or a couple of times. the vast majority of money that people get from free to play games is advertisement revenue(if it is popular), or cash shop from compulsive whales who spend money for no reason

  21. Re:As long as Republicans... by greenwow · · Score: 0

    I lost two friends in that Republican-created crash. I will never forgive xians for doing that. One had a six month-old baby girl when he killed himself. That girl is thirty now, and I'm proud to say she is making a difference with the work she is doing with her occupy group. They are the one hope we have in this new attack on gaming and gamers. So far, they are the only group standing-up to them. We had hope Obama would, but he so far, hasn't found his backbone.

  22. Gaming is Dead by The+Cat · · Score: 0

    The concept of "we want everything for free" sure as hell didn't originate with mobile games.

    When the industry finally implodes (and the writing is on the wall) the "customers" will have only themselves to blame.

  23. Re:As long as Republicans... by Yunzil · · Score: 1

    Man, I know Reagan was terrible, but I wasn't aware he was responsible for Atari Pac-Man and E.T.

  24. Sucky business model = sucky games by Powercntrl · · Score: 2

    The big problem with free-to-play is that all of the games tend to follow the same pattern:

    It contains an in-game currency that is difficult or impossible to earn during gameplay, so it must be purchased with real money.

    In some skill based games, levels and goals are procedurally generated, so there is no way to actually "win" the game. This includes most 3 lane running games and hunting simulators. (Minion Rush, Subway Surfers, Stampede Run, Deer Hunter Reloaded, etc.)

    In other skill based games, the levels may have actually been authored by a human, but later levels are generally designed to become impossible to beat without buying some power-ups. Plants vs Zombies 2 is a good example of this.

    In chance based games (gem/candy/jelly match games), you are basically forced into either buying power-ups to win the level, or grinding away by re-playing the same level over and over again until you finally get lucky. Except...

    Many of these games have a lives/rounds system that will only let you play a certain number of times before forcing you to choose between waiting or paying to be able to continue playing. (Candy Crush, Jelly Splash, most Zynga games, Angry Birds Go, etc.)

    Some particularly evil games will not even allow you to progress to higher levels unless you spam the game on Facebook or, you guessed it, spend money. (Candy Crush, Jelly Splash, etc.)

    The absolute worst aspect of free-to-play, though, is how it almost always directly translates to "pay-to-win". The developers rarely limit the amount of power ups you can purchase or how often they can be used, so the end result is that paying removes absolutely all challenge to the game. How is it fun to play a game where the only thing standing between you and "victory" is how wide you're willing to open your wallet?

    --

    ---
    DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
    1. Re:Sucky business model = sucky games by Ark42 · · Score: 1

      You can always just Game Genie the F2P games save files. Modify a few bytes and you can have 2,147,483,647 of any power up you want. The biggest upside to this is how you just stop caring about the game because it's just a pointlessly easy task, and not even a game anymore.

  25. Entitlements vs. consumables by tepples · · Score: 3, Informative

    You could also make a case that the new "free-to-play" games are essentially the "demos" of old, but they're just a lot sneakier about the conversion to the "paid" version.

    Most OUYA games that I've tried use a shareware model, where the user can buy the paid version as an "entitlement", a purchase that the user keeps as long as the platform remains in operation. A lot of the hated freemium games, on the other hand, tend to offer no way to pay once to unlock everything permanently. They handle all purchases as "consumables", which need to be purchased multiple times in order to keep playing.

    1. Re:Entitlements vs. consumables by Dutch+Gun · · Score: 2

      Most OUYA games that I've tried use a shareware model, where the user can buy the paid version as an "entitlement", a purchase that the user keeps as long as the platform remains in operation. A lot of the hated freemium games, on the other hand, tend to offer no way to pay once to unlock everything permanently. They handle all purchases as "consumables", which need to be purchased multiple times in order to keep playing.

      That's a very good point - the F2P definitely is much more of a "rental" model with heavy use of one-time consumables, although that's not necessarily always the case. So, maybe the "demo" analogy doesn't always apply, but that tends to happen with analogies.

      I'm not a fan of the overall model, of course, but one way in which I think it works pretty well is when the core gameplay is free, but customers can optionally spend money on more cosmetic items. Some of Valves games work this way. Guild Wars 2 is a buy-to-play, and only supplements their income with a more cosmetic-focused in-game shop, and I sort of like that balance.

      Frankly, though, what irks me most is when companies double-dip, or even triple-dip. Some MMOs would not only charge a monthly fee, but also made you purchase the box as well. Then on top of that, they started selling in-store items. Seriously? Thankfully, no one can really get away with that anymore - possibly the only positive thing I can say about the F2P trend.

      We're certainly seeing the pendulum swinging pretty wildly to the F2P model, but I'm not convinced that it's necessarily an indicator of a permanent trend in gaming. It's just that the phone market is still pretty new, so I think a lot of people are going to be suckered into these things at first. Get enough of them disgusted with the sleazy nature of it, and we could well see a backlash, but it will take some time for that to happen.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:Entitlements vs. consumables by Retron · · Score: 1

      Frankly, though, what irks me most is when companies double-dip, or even triple-dip. Some MMOs would not only charge a monthly fee, but also made you purchase the box as well. Then on top of that, they started selling in-store items. Seriously? Thankfully, no one can really get away with that anymore - possibly the only positive thing I can say about the F2P trend.

      World of Warcraft is doing pretty well by all accounts - you have to pay monthly for that, buy the base game and expansions as they come out, plus it has an in-game store where you can buy, for example, a flying horse for the "bargain" price of a couple of months' subscription.

      EverQuest does the same thing too, but that has far fewer subscribers than WoW.

  26. It's a phone... by Darinbob · · Score: 1

    A phone is just the wrong platform for a decent game anyway. Screen is too small and hard to read, the controls are amazingly clumsy, and even web based flash games are easier to use than the phone version of the same game. The only thing a phone game does is give you something to do while waiting for a meeting to start, and no one is going to pay for that.

    Sure there's a possibility that someone will eventually figure out a game concept that is new and unique that actually works on a phone and is good enough that people will pay for it. But it will be a long wait.

    1. Re:It's a phone... by Anonymous Coward · · Score: 0

      A phone is just the wrong platform for a decent game anyway. Screen is too small and hard to read, the controls are amazingly clumsy, and even web based flash games are easier to use than the phone version of the same game.

      Gotta disagree with you there. I play Bejeweled Diamond Mine on my iPhone and I prefer that form over any other. And yes, BDM is a pretty decent game.

  27. Sounds good. by duke_cheetah2003 · · Score: 1

    Let the 'mobile gaming' scene derp along without a clue. It's a phone, not a gaming machine. I think at best mobile gaming is just supposed to get you through that 30 minute bus ride, or subway. And distractions are so high in these situations, your brain isn't going to handle much more than a sub-par freebie game.

    Leave the gaming to the big boys.

  28. Amusing story. by Jane+Q.+Public · · Score: 2

    Recent data shows 20 percent of mobile games get opened once and never again.

    That's an amazing success rate, since Sturgeon's Law pretty much holds here just as it does for so many other things: 90% of them are crap.

    66 percent have never played beyond the first 24 hours and indeed most purchases happen in the first week of play.

    Most paid mobile games I've played haven't lasted more than a few days. They get played, then I move on. What's the point here? Most of them aren't, say, Checkers or Chess or Poker. You play, you figure it out or solve the secrets. You're done.

    Amazingly only around two to three percent of gamers pay anything at all for games, and even more hair-raising is the fact that 50 percent of all revenue comes from just 0.2 percent of players.

    That's because 99.8% of them figured out it's crap before they got suckered into paying. Again: what's the issue here?

    This is a statistically insignificant amount of happy gamers and nothing that gives you a basis to make claims about "what people want.

    Maybe because there wasn't a statistically significant number of games that people actually wanted.

    Recent winners in my book: The Room 2, and Catan. I paid for both, and I am glad I did. (The board game Settlers of Catan is in the home, of course, but it's nice to have a mobile version.)

    There are some other "free" games that seemed decent, but I round-filed them because they constantly pestered me for money or "social" likes or mentions, or activated "notifications" in the middle of the night, etc.

    I really don't mean to be cynical. There are some really good games out there. But with the current state of the "market", you have to wade through a lot of shit to find them.

    I think it will settle down, sooner or later.

  29. Not playing games anymore by Anonymous Coward · · Score: 0

    I used to buy a game/app at least once every month. But I hardly ever do that now. I hate f2p games.

  30. Facebook costs money by tepples · · Score: 1

    Candy Crush - never demands a purchase, ever, if you allow it to use Facebook data, and asks for $0.99 for new blocks of levels if you don't.

    For one thing, it costs money to get verified on Facebook unless you happen to already have your own mobile phone with a plan that can receive unlimited text messages. You can't verify more than one Facebook account with the same phone number, which doesn't work so well for people who share a phone. After The Huffington Post required connecting a verified Facebook account before posting comments, a lot of people stopped commenting because they don't want to pay a mobile phone manufacturer and a cellular carrier just to get verified on Facebook. Some Facebook users even report running into a "roadblock" that won't let them use the site at all unless they verify a mobile phone number. Does Candy Crush Saga require the user's Facebook account to be verified? For another, Candy Crush Saga demands payments for "lives".

    1. Re:Facebook costs money by mythosaz · · Score: 1

      I get Candy Crush Saga lives every 30 minutes or so, rain or shine. It doesn't "demand" anything.

      Your other argument is that Facebook costs the price of a text message?!?

    2. Re:Facebook costs money by CrimsonAvenger · · Score: 1

      which doesn't work so well for people who share a phone.

      There are still people that share a phone?

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    3. Re:Facebook costs money by tepples · · Score: 1

      There are still people that share a phone?

      Yes. They're called families with land lines.

    4. Re:Facebook costs money by Anonymous Coward · · Score: 0

      Facebook is a costly service. You just don't pay directly in cash for its use.

    5. Re:Facebook costs money by Maxo-Texas · · Score: 1

      I hit the mobile phone roadblock requirement a couple years ago.

      I stopped using facebook.

      I recently got some email messages that friends were posting things and when I logged on it looks like the block was gone.

      It was there for months. I really don't care about FB any more.
      Just one more time waster of time I can't afford to waste.

      I also didn't like the weaselly way they would promise to keep your privacy and then change the rules to violate your privacy, get caught, and then promise to keep your privacy (rinse, wash, repeat).

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  31. Directional control by tepples · · Score: 1

    But if you've got such a great unique and original idea, why do you need an investor? build it.

    Some game concepts work best with positional input, others with directional input. For a game that works well with positional input, like Candy Crush Saga or Plants vs. Zombies, mobile works well. But for directional controls, it's either PC, consoles, or handheld consoles, and only one of those is really open to indie startups. The publisher acts as your liaison to the console maker. Sure, it's possible to make a game for iOS 7 or Android that uses a MOGA clip-on gamepad, but have you ever seen one of those in use?

    1. Re:Directional control by thegarbz · · Score: 1

      Samsung and ... who is N? Clearly not Nintendo, they don't produce a phone, nor do they have a platform full of free-to-play games. Also I haven't seen many games relying on directional control on the phone for precisely the reasons you list.

      Wait you do realise when we're talking mobile and free to play we're talking about phones and tablets right? None of this has to do with actual handheld consoles.

  32. Directional control by tepples · · Score: 1

    Just what kind of a mobile game are you thinking of making that requires publishers and investors to get involved?

    A game that relies on directional control. Phones and tablets good for point-and-click games or one-button or tilt-controlled endless runners. But something like Mega Man or Castlevania really needs a directional control, and I haven't seen a lot of people with a MOGA gamepad clipped onto a cell phone. A publisher helps your one-man team deal with device makers whose names start with S and N.

  33. Screen size by tepples · · Score: 1

    Screen is too small and hard to read

    Even the original (pre-Retina) iPhone's screen is bigger than that of, say, the Game Boy Advance.

    Sure there's a possibility that someone will eventually figure out a game concept that is new and unique that actually works on a phone

    If it uses point-and-click controls, it'll work. But you're right that anything needing a directional control is better on a PC than on a phone.

    1. Re:Screen size by BitZtream · · Score: 1

      The original gameboy had physical controls that didn't take up screen space, nor did you put your grease fingers all over the screen and smear it up.

      Point and click controls on phones suck ass because you have to put your big fat finger on the screen, obscure your view, hope you touch just the right spot ... and smear up the screen.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    2. Re:Screen size by tepples · · Score: 1

      The original gameboy had physical controls that didn't take up screen space

      So the applicable metric is the size of the screen and control surface combined. In that case, the iPad has just about every Game Boy and Nintendo DS product beat. (I'm not sure whether the iPad mini is bigger than the 3DS XL.) The real problem with lack of physical controls is that a flat sheet of glass makes a poor directional control. On the other hand, it's reportedly easier for indie developers to get their works onto touch-only devices.

  34. 90% of apps are crap by davydagger · · Score: 1

    I am willing to be 90% of those games a crap no one would miss if they disappeared. Thats how I feel about the android app store in general.

  35. These games will eventually kill themselves by Opportunist · · Score: 1

    My, admittedly anecdotical, example is a friend of mine who used to spend quite a bit of money on such "free" games. Then he started playing more of them. And more of them. And now he's playing like two dozen of them and doesn't spend a cent on them anymore. What made him spend was simply that these games hook you and then, when you're just about to enjoy it, they tell you "nono, no more today, you may play again tomorrow ... or throw me some coin".

    He switched from throwing coins their way to switching to another game, and by the time he's done, the first one is ready again. It's probably some kind of a coping strategy...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  36. The world only so many games by iamacat · · Score: 1

    There is now such a glut that people are spoiled and few are willing to pay money, even after spending a lot of time playing the free part. Try making something genuinely useful and you may do better.

  37. Use demos by Clsid · · Score: 1

    The reason why that freemium crap is so entrenched is because most developers forgot the concept of the demo. It is very hard to spend money on something you don't know you might like, hence why freemium is more popular. Just make higher quality games, charge more if you want and provide a demo. Personally I'm sick and tired of all the flood of crappy games for mobile, especially after you can see stuff like Civilization Revolutions, that proves that the platform can be used for much more than a pea shooter.

    1. Re:Use demos by CronoCloud · · Score: 1

      Personally I'm sick and tired of all the flood of crappy games for mobile, especially after you can see stuff like Civilization Revolutions, that proves that the platform can be used for much more than a pea shooter.

      Civ: Rev is a port from 360/PS3/DS! Just like how that highly rated Android Bards Tale game is a port of the PS2 game.

      If you liked Civ: Rev, maybe try Great Little War Game?

  38. I cannot understand why ... by TrollstonButterbeans · · Score: 1

    They won't just lettuce play for FREE!

    (Woohoo! +1 for creative use of vegetable joke! No ... really, the freemium model sucks and I'd rather pay a few bucks for a game for mobile/tablet -- but that isn't where the market is heading ...)

    --
    Priest: "Universe from nothing, no laws of physics, sped up time"+ huge discrepancies. Creationism? No. Big Bang Theory
    1. Re: I cannot understand why ... by Anonymous Coward · · Score: 0

      Lettuce
      Turnip
      The beet

  39. B. S. simple games killed it by Anonymous Coward · · Score: 0

    SpeedX 3D, Air Control, My Paper Plane 2, and a handful of motorbike & car race games. These are older phone games that were well done, and showed what could be done on Android. Then games went the kiddie route to make easy money from kids who didn't realize that coins cost their parents real money. Someone needs to make up a list of just the quality games out there on Android, I'd pay for that.

  40. Percentages mean nothing by houghi · · Score: 1

    Who cares if it is only 0.2% With a large enough population that is still a lot of money. What is important is if it is enough to make a (nice) living from it for you and your staff.
    I know shops that do not get 0.2% of the population of a country in their store and still make a good living.

    When I talked with a marketing guy, I asked him if he wasn't frustrated that a campaign only resulted in X% reaction and from those only Y% sales. He said he never looked at the people who did not react, he was only interested if the people that DID react did also buy. Because that was who he was targeting.

    So 0.2% might sound like not a lot, unless we have some real numbers, there is no idea how good or bad this is. You also need to compare it to the original investment in money. This over many or all games. Because some games will have taken an afternoon to put together and make a shitload while others might have taken years and make a loss.

    --
    Don't fight for your country, if your country does not fight for you.
  41. Not to mention... by Anonymous Coward · · Score: 0

    The biggest thing constricting free-to-play games is that most of them aren't actually any fun. I'm not even limiting it to the crappy zinga type games that are pure skinner boxes, but even the few mobile RPGs are typically just not very good in the first place.

    It would also help if they didn't have absolutely ridiculous prices for their purchases. It's sort of funny to look at these simple little mobile game and do some ballpark calculations of how much money they expect you to spend to get a remotely even experience in them.

  42. I don't see the confusion- Too much entertainment by Maxo-Texas · · Score: 2

    We have too much entertainment.

    I retired a couple years ago and I *can't keep up*. Every week, there are at least 10 hours of material more than I can watch just from TV alone. Then there are computer games, board games, and real life stuff like vacations.

    It amazes me that they are able to keep the prices up as well as they have in some areas.

    So if I have 15 entertainment options to choose from that entertain me enough and 5 of them are free- at the least- I'll do the 5 free ones first.

    It is *very* rare for anything wonderful or unique or special enough that I'm willing to pay a premium for it.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  43. and your point is...? by Jacek+Poplawski · · Score: 1

    "Recent data shows 20 percent of mobile games get opened once and never again." I was trying to understand what these numbers mean but I failed. What's your point? If the cost of game is zero then anyone can try it, just like anyone could install demo version or just watch gameplay on youtube. While I agree that in-app purchases can destroy games (and perfect example is Dungeon Keeper) - I don't see any logical conclusion in your numbers.

    1. Re:and your point is...? by Anonymous Coward · · Score: 0

      The logical conclusion is actually, well, pretty logical and laid out in the article...

      Publishers claim that they release freemium (or whatever you call the in app purchase tread mill) games, because that is what most of us want. The article claims that that is clearly wrong. Instead the majority of in app money is made off of a tiny percentage of players, one can only assume cursed with some form of OCD. And based on those numbers it would make sense to churn out less crappy 'free' games and concentrate on a high quality games instead. I can only agree from a personal level. I long for a mobile game that is even vaguely enjoyable and that does NOT try to bilk me out of $0.99 purchases at every turn and I would PAY for such a game. Heck, I paid for Ruzzle.

  44. maybe free is overpriced by Anonymous Coward · · Score: 0

    the fact that most of these games are played once or for a few hours seems like evidence that they suck.

  45. "Mobile gaming" is free because, by PJ6 · · Score: 1

    who wants to pay for a crappy phone game?

    Dying breed I know (according to "markers"), but when I want to play a game, I use a PC, because the screen is larger, and the input devices are better.

    And also when I'm out and about, I'm actually there to do something or enjoy something, not look at my phone.

  46. Most downloads are just to try by pubwvj · · Score: 1

    The statistics are about what I would expect. There is no way to try most games being sold online except to download them. You can't try them in the store. If you could, most people wouldn't bother to even download so download statistics would plummet.

    Most people download the games so they can try them. Most games are awful so they get opened once, tried and then ignored or even deleted.

    A few games get tried a few times but then ignored and deleted.

    A very few games are really worth it so those ones people pay for.

    As to the in-app purchases, I'm not interested in that wallet sucking method of paying. If I like the trial version of the game then I will register it and pay for it. If it is a game that requires little in-app purchases to play, then I delete the game and find another that is a simple buy and play type purchase.

  47. scams by Tom · · Score: 1

    It's a sorry development and the various articles posted recently on the topic are all right on the money: It kills creativity. When your major design consideration is monetarization, actually making a good game becomes a secondary goal. Like the sequel-mania of Hollywood, it also reduces the willingness to take a risk with a new concept. The App Store may have 100,000 games you can download, but if you look behind the visuals and minor variations, it has probably about 100 actual games, each in 1,000 variations. And I'm pretty sure the 80/20 rule applies - 80,000 of those games are probably clones or versions of the same 20 basic game concepts.

    But it's all the result of copyright infringement and downloading stuff. When developers can't live from sales, they need to find another way to earn money. The three ways that work are a) advertisement, b) subscriptions (early MMORPGs) and c) F2P.

    Of these, F2P works best because it's a scam, one name bait-and-switch. Everyone knows that "free" doesn't really mean free, and that 90% of the game are designed intentionally as incentives to spend money. And more, often much more, than you would've paid for a comparable box-sale. It's a scam, designed to fight illegal downloads. Difficult to say which side one should be on.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:scams by Anonymous Coward · · Score: 0

      Let's let TOM speak shall we:

      "I'm having great conversations on this site with one of my alias accounts" - by Tom (822) on Monday April 07, 2014 @02:29PM (#46686259) Homepage FROM -> http://slashdot.org/comments.p...

      APK

      P.S.=> Tom *tried* to libel me & failed after I destroyed him in a technical debate on hosts files... result?

      Tom ended up "eating his words" here http://slashdot.org/comments.p... spiced with "the bitter taste of SELF-defeat" + HIS FOOT IN HIS MOUTH

      ... apk

  48. Platforming without directional control by tepples · · Score: 1

    Also I haven't seen many games relying on directional control on the phone for precisely the reasons you list.

    So what's the best way to adapt a platformer to a phone (or other indie-friendly platform) without making it a 100 percent linear endless runner like Rayman Jungle Run?

    Samsung and ... who is N?

    In one market, Sony and Nintendo. In another market, Samsung and Nokia. And even in the latter (mobile phone) market, a publisher helps you design a promotion strategy for your game so that potential players have a chance of seeing it.

    1. Re:Platforming without directional control by thegarbz · · Score: 1

      The same way you adapt a motion controlled wii game to the PC, you don't. Not a single game with convention mechanics has been widely successful on the phone. The vast majority of successful mobile games rely on point and click interfaces or are turn based. On the flip side I also haven't seen a platformer pushed by a publisher that also bundles a gamepad or other assistive device to allow its game mechanics to work, so the type of game running on a phone has very little to do with the discussion which is why do you need a traditional publisher on a mobile platform which provides a self publishing mechanism?

      As for promotion, don't make me laugh. The only games that have been promoted are sequels to successful one-offs that have spread via word of mouth or underhanded tactics. There was no marketing for the first Angry Birds, for Plants vs Zombies, for Flappy Bird, or even Candy Crush. On the flip side the sequels to these games enjoyed a lot of push marketing, however none of this was by publishers, except of course for Plants vs Zombies, and then it's debatable whether EA is just truly incompetent or released a game so intentionally broken just so they could get their name into the media.

      The mobile phone is not a platform for sagas, it's a platform for casual gamers, preyed on by in app purchases, and it's quite telling that no major hits have really been published by the big publishing houses, only been bought by them after their fame.

    2. Re:Platforming without directional control by tepples · · Score: 1

      On the flip side I also haven't seen a platformer pushed by a publisher that also bundles a gamepad or other assistive device to allow its game mechanics to work

      Disc games can bundle specialized controllers, such as DDR, Wii Fit, and Rock Band. Download games aren't.

      so the type of game running on a phone has very little to do with the discussion which is why do you need a traditional publisher on a mobile platform which provides a self publishing mechanism?

      A developer doesn't need a publisher on the touch-only devices, but a developer might need a publisher to get a particular game out to the public at all if it isn't suitable for touch-only devices.

    3. Re:Platforming without directional control by thegarbz · · Score: 1

      Agreed, but none of this matters since we're talking about mobile free-to-play games, and as far as I know they are essentially non-existent outside of touchy devices.

  49. Tom = multiple /. sockpuppet using scum by Anonymous Coward · · Score: 0

    Let's let TOM speak shall we:

    "I'm having great conversations on this site with one of my alias accounts" - by Tom (822) on Monday April 07, 2014 @02:29PM (#46686259) Homepage FROM -> http://slashdot.org/comments.p...

    APK

    P.S.=> Tom *tried* to libel me & failed after I destroyed him in a technical debate on hosts files... result?

    Tom ended up "eating his words" here http://slashdot.org/comments.p... spiced with "the bitter taste of SELF-defeat" + HIS FOOT IN HIS MOUTH

    ... apk