6 ms·
Frankly, I've just given up. It's just heaps upon heaps of utter trash. Every time something just slightly nice is made, it is quickly drowned out by the 1000s
by IceDane 3y ago
Frankly, I've just given up. It's just heaps upon heaps of utter trash. Every time something just slightly nice is made, it is quickly drowned out by the 1000s of clones are almost always much worse and full of ads and microtransactions.
- emehex 3y agoCurious: what monetization strategies do you find most inoffensive?
- Jabrov 3y agoPaying for the game
- lylejantzi3rd 3y agoHow much? Mobile games aren't any less expensive to develop than desktop or console games, but I doubt you'd be willing to pay $50 for one.
- laserdancepony 3y agoDepends on the game. I gladly paid for Monument Valley (one of the finest mobile games I ever played) but would never pay for crap like Flappy Bird.
- lylejantzi3rd 3y agoYou didn't say how much you'd pay. $50? Monument valley sells for $4 on iOS and $8 on steam. The numbers on Monument Valley are interesting: https://medium.com/@ustwogames/monument-valley-in-numbers-year-2-440cf5562fe https://medium.com/@ustwogames/monument-valley-in-numbers-ye...
- add-sub-mul-div 3y ago> Mobile games aren't any less expensive to develop than desktop or console games What accounts for that? Even discounting AAA desktop/console games, mobile games are generally expected to have less content and they're written in higher level languages.
- freedomben 3y ago> Mobile games aren't any less expensive to develop than desktop or console games, This is not consistent with my experience. I suspect it's the overly broad nature that is wrong. Mobile games are usually much shorter and much simpler gameplay than desktop/console, which aboslutely are cheaper to make. If what you meant was "the same game on desktop and mobile is similar expense to make" then I agree, but you should specify those constraints as those are important qualifiers.
- throw9away6 3y ago20 limit Usally.