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I couldn't agree more with your sentiment. The last mobile game I worked on at a (now defunct) company, started out as an innovative open-world exploration / a
by aaronetz 13y ago
I couldn't agree more with your sentiment.
The last mobile game I worked on at a (now defunct) company, started out as an innovative open-world exploration / action game (See http://www.slantsixgames.com/games/strata-scavenger http://www.slantsixgames.com/games/strata-scavenger). I can honestly say, having had first-hand gameplay experience with it, that this game could have been a standout in the mobile game crowd.
Unfortunately, the day came when our CMF (Canadian Media Fund) money ran out, and the company had to look for external funding. Needless to say, publishers are not interested in this kind of game. They expect simple gameplay, in-app purchases, social features, etc. It it very hard, in the current mobile game climate, to come up with truly deep and innovative games. I applaud each and every indie dev trying to do so.
EDIT: edited link above to point directly to the company's website
- robterrell 13y agoIt's just business. Your game (which looks cool), if it had no IAP and social features, would make a few hundred thousand bucks if it was an outstanding success. Whereas, Clash of Clans / HayDay / Candy Crush make between $500k and $1M per day. If you were a publisher, where would you put your investment?
- krisgee 13y agoYeah I've heard/played out this story a couple of times now. Investors want you to "make it like Candy Crush" and they get their way because the company has to make payroll somehow.