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"Social games didn’t cost much to build. In fact, once you had the underlying code and frameworks — provided the game’s play and goals were roughly the same; ea
by fmavituna 13y ago
"Social games didn’t cost much to build. In fact, once you had the underlying code and frameworks — provided the game’s play and goals were roughly the same; earn points/money/whatever — you could turn “Sorority Life” into “Mafia Battles” by just switching the graphics and text, a staggeringly cheap process called “reskinning.” (Doable in a weekend) Bam, another product to push. "
I love it when non-technical people underestimates the task of pushing / building a new product. (or technical people who consistently super underestimate the tasks in hand).
Good luck with "reskinning" a game in a weekend.
- modarts 13y agoDrives me absolutely nuts. My CFO jokingly refers to my development of a highly dynamic and complex UI that synchronizes with an even more complex backend as "plumbing".
- hatu 13y agoThis is just plain wrong anyway. Creating a social game is much more expensive than a iOS title for example. Sure it's still cheaper than most AAA console games but really cheap game making is thriving - in indie companies and actually interesting new products they make. In a social game, the back-end has to scale for insane growth, your users might be going from 100 users to millions of users in days.