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Mobile Gaming Giant Calls For Longer Product Life Cycles

An anonymous reader writes: South Korean gaming firm Nexon has vowed to release mobile games with longer life cycles, focusing on attracting users for at least 10 years rather than relying on fad sales. The company argued that developing a sustainable ecosystem in the mobile gaming industry was more important than generating immediate sales. While Nexon is the region's largest PC gaming business, it has been comparatively laggard in its attempt to break into the mobile world. Following its announcement last year that it would initiate a strategic push into the mobile sector, Nexon has built a dedicated mobile business unit, as well as global teams looking at international markets.

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  1. Re:"We haven't figured out how to compete in the n by known_coward_69 · · Score: 3, Interesting

    not really mobile gaming is where console and PC gaming was in the late 90's. Especially when Sony flooded the market with games for the original Playstation. after most of the early developers and publishers went out of business because there weren't enough people to play all those games, we got constant sequels and longer cycles for releases

  2. Let me translate this for you... by The+Optimizer · · Score: 3, Interesting

    As someone who has made games for over 20 years, including mobile, and was responsible for a game in Steam's top 100 played over 10 years after it's initial release... let me translate this press release for you...

    "We want a revenue stream sustained for 10 years without us having to constantly develop new games and enter into the lottery that is mobile games today.... ... We also want it to never rain during the daytime, or when we are out and about."

    Having worked on some hugely popular titles let me just say that I've learned that despite all you do, you don't control your audience. You're in the entertainment business, no matter how good an entertainment product you have, and no matter how much marketing you are doing, you are not making something that is truly necessary in your customer's lives.

    So if your players get bored, don't have as much time to spare, popular fads change, new fads sweep the popular conscience, technologies or platforms change, they don't have the money to spare, they want something new and more novel, or whatever... then life moves on and so do your players.

    The idea suggested by the headline - that a game's life cycle will be longer just because a developer deems it should be, is ludicrous.

    Digging into the press release, though, that's not what they are saying. They are saying they will design their games, technically and gameplay, with a long lifespan in mind. That means growing and evolving content - new levels, new content, new stories, etc. Ongoing active development, much like a long running TV show - never completely wrapping things up and always leaving the door open for what comes next.

    Doing that means keeping a development team active for the duration.. which in reality is going to be for as long the game sustains a certain revenue level. If not, the game goes into "sunset" mode. Lots of mobile games are already doing this entire strategy.

    Heck, I worked on an iOS game doing just that 3 years ago. It requires that your game develop a large enough *paying* player base early on, and that you sustain their interest enough to keep the IAPs coming, and do it on a regular and consistent enough basis. The whole whale vs non-payer thing comes into play, as well as newer, shinier competition. That means they will pull out all the (Skinner boxes, social groups/teams, etc) stops to keep players hooked and interested.

    Great if you can do it, but there is no magic formula or guarantee that you will succeed, or for as long as you want to.