5 ms·
I was in early and rode the wave from selling real games for $4.99, then $2.99, then $0.99, and finally... free. At which point the “real” part of making games
by hesdeadjim 6y ago
I was in early and rode the wave from selling real games for $4.99, then $2.99, then $0.99, and finally... free. At which point the “real” part of making games was out the window and it was all user acquisition, LTVs, retention, and ugh.
Couldn’t have been more happy to get out of casual and F2P games four years ago. I honestly thought I might be done making games after that experience.
Thankfully, between doing the indie thing for a few years and starting a new studio last year, it became clear it was the medium and not the craft that was the problem.
- andrewmcwatters 6y ago> Thankfully, between doing the indie thing for a few years and starting a new studio last year, it became clear it was the medium and not the craft that was the problem. Do you mean to say it's specifically a mobile issue?
- utucuro 6y agoI would say it's a free to play issue. A lot of these games exist on multiple platforms, basically wherever microtransactions are supported. Gems of War, for example, exists on mobile, on PC (Windows store, Steam), on Playstation, Switch and Xbox...
- hesdeadjim 6y ago100% mobile. I have no issues with F2P games that aren't predatory (like LoL or Rocket League). I've spent hundreds on these games for silly cosmetics that don't affect gameplay.