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Crosmando: Mobile games just need to die. How can anyone in their right mind actually find it enjoyable playing with your finger on a tiny screen like that?
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ET3D: How can anyone in their right mind play on anything else but touch? Touch is a lot more intuitive. Give a child touch, they'd immediately understand what to do. Give them a mouse or a controller, they'd need some practice to get it right.
Let's say it's not black and white here. Touch is good for games designed for this kind of control (e.g.: puzzle games) while keyboard / mouse / pad are better for games requiring a more precise control (e.g.: arcade games).

I'm also not a big fan of the idea that because you've got to make efforts to learn something it's de facto worse than something that you can use "out-of-the-box". But it's just my opinion.
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cal74: Let's say it's not black and white here. Touch is good for games designed for this kind of control (e.g.: puzzle games) while keyboard / mouse / pad are better for games requiring a more precise control (e.g.: arcade games).

I'm also not a big fan of the idea that because you've got to make efforts to learn something it's de facto worse than something that you can use "out-of-the-box". But it's just my opinion.
I was of course just turning Crosmando's phrasing back. I do think that games designed for controller don't work as well on touch, just like games designed for keyboard don't work well on a controller, etc. (That said, they can often be adapted to work well enough.)

There's no particular control method that's superior in all instances, and I have no real problem with any of them (although I have my preferences). The reason I play on mobile has a to do with mobility, not with control.
stinks like clickbait, 'cept the webpages link to archives.

the only "freemium" i ever paid for were fallen london and maple story.

maple story, i got tried of it because it is extremely "grindy" without the cashshop items. spent a total of 30 SGD and that's it. for what's it worth it does have a MASSIVE world to explore. it 's bigger than any mobile game i played.

fallen london actually has a subscription option of sorts(exceptional friend), which is supposedly better value for money compared to other purchaseable stuff. spent 20 bucks on it, mostly on the above mentioned "subscription". other than that, it also has a large amount of absolutely free user-made content on storynexus. storynexus being the failed/half-abandoned game-engine the devs made many moons ago. overall i think i got more than my money's worth.

the developers of FL also made a non-freemium game, sunless sea, for everyone else who hates browser games. it's also on GOG btw. (someone give me my fanboy shill bucks.)
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and i drink tea and hate starfuckers inc., so mobile devs can go eat massive dildo guns if they think that way.
Perhaps it is time for a career change, with making games as a hobby.

Or perhaps they'll find success on PC, which seems like a better target audience.
Post edited October 20, 2015 by tfishell
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ET3D: It's not a problem on mobile only (although it's certainly severe there), but also on PC. Game value has dropped a lot, thanks to deep discounts and the huge number of games available. It's not rare to see people complaining that $10 is too much for a 10 hour game and they'd wait for a bundle, or sale or whatever. A lot of people feel that $20 is excessive for indie games. After all, you can buy Baldur's Gate for $10, or buy Skyrim for $5 on sale, and get hundreds of gaming hours.
For digital games of any sort? 20 USD is quite expensive. Physical games will always be worth more than their digital counterparts due to ownership and resale value. When you realize this, the logical conclusion you then must draw is that any sort of download is effectively just an indefinite rental.
low rated
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MarioFanaticXV: For digital games of any sort? 20 USD is quite expensive. Physical games will always be worth more than their digital counterparts due to ownership and resale value. When you realize this, the logical conclusion you then must draw is that any sort of download is effectively just an indefinite rental.
Lets just stop this at the logical conclusion YOU draws from this, don't speak for others, and there is really no logic involved into this conclusion... particularly based on this post.
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MarioFanaticXV: For digital games of any sort? 20 USD is quite expensive. Physical games will always be worth more than their digital counterparts due to ownership and resale value. When you realize this, the logical conclusion you then must draw is that any sort of download is effectively just an indefinite rental.
Thanks for providing your rationalisation and supporting my point.
I wonder why the creators of Farmville don't get that thing onto Steam and write articles about why gamers have to change.......
Post edited October 20, 2015 by Shadowstalker16
I agree, latte is way too overpriced!
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MarioFanaticXV: For digital games of any sort? 20 USD is quite expensive. Physical games will always be worth more than their digital counterparts due to ownership and resale value. When you realize this, the logical conclusion you then must draw is that any sort of download is effectively just an indefinite rental.
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amok: Lets just stop this at the logical conclusion YOU draws from this, don't speak for others, and there is really no logic involved into this conclusion... particularly based on this post.
If not a rental, what do you call it when you pay money to use something that you do not own?
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amok: Lets just stop this at the logical conclusion YOU draws from this, don't speak for others, and there is really no logic involved into this conclusion... particularly based on this post.
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MarioFanaticXV: If not a rental, what do you call it when you pay money to use something that you do not own?
GoG games?
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ET3D: It's not a problem on mobile only (although it's certainly severe there), but also on PC. Game value has dropped a lot, thanks to deep discounts and the huge number of games available. It's not rare to see people complaining that $10 is too much for a 10 hour game and they'd wait for a bundle, or sale or whatever. A lot of people feel that $20 is excessive for indie games. After all, you can buy Baldur's Gate for $10, or buy Skyrim for $5 on sale, and get hundreds of gaming hours.

The game market is a place where a few make big bucks and most lose money. I think that's true for creative markets in general, but the incredibly low game prices coupled with relatively high effort of producing a game, might make it more problematic than some other markets.
The costs of distribution the creative works are so incredibly low. Everyone with a decent computer and internet connection can download and play Skyrim nowadays and that for only $5 and it still leaves a profit for the developer. Why should people spend more money if obviously producing and distributing games is so incredibly cheap.

Maybe the world in general just doesn't need so many different game developers. Playing video games is just such an incredibly cheap hobby because millions of people play the very same games.

But then, interestingly, why is music or watching movies at cinemas or on mobiles not equally cheap or even free the way gaming is? They work with the same mechanisms (easy to produce, easy to distribute, all digital), so one would assume that they should have the same problems??

Maybe producing music or movies is still harder than making video games? Maybe consumers should pay for video games by time they play.

Maybe the way out (for the game industry) is renting video games out. Something like: first two hours free, then $0.1-$1 per hour depending on the length of the game.
The War on Coffee continues...
I want the record industry to come back, too.

You know - musical product you can hold in your hands, enjoy the artwork, read the liner notes, and enjoy in high-quality sound. Build a relationship with. Fall in love with. Go to a record store and just browse and find something new to discover based on looks alone.

I'll go ahead and wait for that to happen too, while I play "Game of Throney War Tits Tits Tits" on my phone.
And that's how the mobile market works, damn. There are people who are too interested in having extra lives in their games, and there are people who want to play the game without being forced to spend a single cent on it (if it was a free to play app) and people who wish to buy the experience without lives or the like, but more like a full game. Its that simple.

Put a Final Fantasy game at $16 on Android, everyone complains. Put the same Final Fantasy game at $16 on the PS4, nobody complains. People got used to see lo-low prices on Android. That's it.