this post was submitted on 11 Nov 2024
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They usually are free to play with predatory monetization mechanics. That was especially back in 2016 when thanks to these games, the mobile gaming revenue outpaced PC and console gaming revenue.

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[–] [email protected] 2 points 1 month ago

I think it's cultural differences. In the west, we abhor pay to win and predatory aspects. But in Korea, China and other countries in that region, players demand it.

So then it comes down to which market region you're targeting. If you're not a NA/EU mobile developer, how do you choose? πŸ€·β€β™‚οΈ Can't keep everyone happy.

[–] [email protected] 1 points 1 month ago

Yep, getting people to pay $40-60 bucks for a mobile game is basically impossible, and as a result the business model is either F2P or $3-5 bucks with egregious monetization to earn back the costs.

[–] [email protected] 2 points 1 month ago

Not that it succeeded long term, but I salute Apple Arcade’s venture on this. It’s a subscription service that aimed to highlight iPhone games that had no monetization, and were usually small indie games with a fun idea.

[–] [email protected] 2 points 1 month ago

Because people seem to lap that garbage up enough for it to be profitable to make barely functionable shit, as cheaply as possible.

[–] [email protected] 11 points 1 month ago

Making a good game is hard. Making brainrot garbarge is easy, and people play it just as much. So what is the point? I knew a guy who was cheap as fuck. I didn't know his girlfriend as well, but people said she was pretty much the same. Once i remember he made fun off someone spending like 60 dollars on a video game and he said he's not a "gamer". A few month later we talked about some video games that we liked and i didn't really include him in that conversation because of what he said before.

He chimed in and said that he's been playing clash of clans since release. Now i hardly even know what coc is, except mobile pay to win garbage (imo) so without even thinking, i asked if that game is even playable without spending money. He said oh no, he spends around 500 buchs a month. We were all shocked a bit, and he realised how ridiculous that is and immediately threw his girlfriend under the bus saying that she spends at least 1k a month for candy crush.

[–] [email protected] 5 points 1 month ago

There are plenty of good mobile games, the problem is none of em get promoted on Google Play, finding em is like a fucking treasure hunt.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

CoD mobile is good... when played in an Android emulator on PC. It's basically CoD: Greatest Hits, and it's way better than Black Ops 6 (or any console/PC CoD, for that matter). All the best maps from the old games are there. Takes me back to the days of MW1 & 2 on the XBOX 360.

The only issues is that it takes some tweaking and the right emulator (Gameloop) to get a steady 120+ FPS, and it can take dozens of matches before game starts pairing you with other mouse and keyboard players (instead of just bots or controller/touchscreen users), but once you've established your rank, it becomes ton of fun cause you're not just destroying everyone you match against. It becomes a legit challenge.

[–] [email protected] 3 points 1 month ago

Because dweebs like you keep throwing money at garbage.

[–] [email protected] 12 points 1 month ago

There are good mobile games, but you typically have to pay for them.

[–] [email protected] 35 points 1 month ago

Mobile games are the equivalent of those "100 great games pack"-type CDROMS you'd find in the electronics section of stores in the late 90s/early 2000s. Not many invest serious money and time into gaming on a tablet or phone like they do on a console or PC, because games on phones and tablets are more like an afterthought. Something to do in between group chats and work emails.

[–] [email protected] 34 points 1 month ago (8 children)

Shoutout to Slay the Spire, Balatro, and Slice & Dice. They all cost a bit (around 10€) but are excellent ports of the originals and among the best mobile games. Slice & Dice even started out as a mobile game and was ported to PC later.

[–] [email protected] 5 points 1 month ago (1 children)

Plus mini metro, terraria, don't starve, wild rift, and TFT (last two are free to play, and only have cosmetic transactions)

[–] [email protected] 3 points 1 month ago

Wild Rift is my poor man's League (although the skins are way more expensive than on PC). Don't have a PC to play League on and WR is a good, chill alternative. Plus, I can play with my SO

[–] [email protected] 3 points 1 month ago

Also Minecraft and Stardew Valley.

[–] [email protected] 3 points 1 month ago
[–] [email protected] 14 points 1 month ago

Pixel Dungeon

[–] [email protected] 4 points 1 month ago

Adding Dead Cells to the list. Handles surprisingly well with touchscreen

[–] [email protected] 8 points 1 month ago

Cultists Simulator has a mobile port too

[–] [email protected] 9 points 1 month ago (1 children)

Vampire survivors and among us are free on mobile.

[–] [email protected] 2 points 1 month ago

Add craft the world to the list too

[–] [email protected] 9 points 1 month ago

Also Peglin.

[–] [email protected] 16 points 1 month ago* (last edited 1 month ago)

A couple of major factors:

Users who expect low prices - This partly because of the history of mobile games being smaller and/or ad-funded but also because the vast majority of people playing games on their phone are looking for a low barrier to entry, time waster, not specifically a game.

Lack of regulation or enforcement - other gambling heavy fields tend to be at least somewhat regulated, but mobile games are very light on regulation, and even lighter on enforcement. This allows them to falsely advertise their games and how they function (both in terms of misleading ads, and lying about chance based events and purchases in-game).

Monopolistic middlemen - On other platforms, theres more direct competition (IE, Sony and Microsoft's generally more direct competition) or companies that prioritize long-term growth and stability (IE Steam or Itch.io). Apple and Google, on the other hand, largely compete on brand perception and hardware specs. These means that their app stores, where they make most of their money, have zero competitors. Seeing as they have no reason to make the stores better, they can instead promote whatever makes them the most money; that being exactly these manipulate, sketchy, virtual slot machines.

[–] [email protected] 16 points 1 month ago

I use MiniReview (https://minireview.io/) to have better sorting options for games on Google's Play Store, you can specifically sort for screen orientation, monetisation (or lack of), genre, ads or not, etc

[–] [email protected] 43 points 1 month ago (2 children)

Most mobile game developers just want to attract whales. People who spend thousands of dollars in their app. They don't care about everyone else because they don't make any money off anyone else.

For some games, 20% of players spend $1800 or more a year. One of those people spent $90k.

So if your game sucks for everyone else, it's not a big loss.

[–] [email protected] 3 points 1 month ago (1 children)

I wish I had 90k to just throw away

[–] [email protected] 2 points 1 month ago

Take a loan!

[–] [email protected] 11 points 1 month ago* (last edited 1 month ago)

They're trash because they're free.
Traditional games need to be good, so people buy them.
You don't need to buy mobile games. But developers need to eat. So the money needs to be extracted from the people while they play.
So you need to implement microtransactions and design the entire game around making them necessary for success.
But most people stop playing a game at some point when they've beaten it, or are getting bored ot it.
So you need to make your game addictive instead.

The same principle applies to so many things (for example news).
If you don't pay for it up front, the entire thing will be designed around extracting money from you during use.
Which means it needs to be designed to draw you in and keep you addicted. Delivering quality content is literally worthless.

[–] [email protected] 10 points 1 month ago (1 children)

If you own an iPhone just get Apple Arcade through Apple One, it’s really worth it if you game on your phone. No predatory monetisation, regular self-contained games, plenty of high quality titles.

[–] [email protected] 4 points 1 month ago (1 children)

Or do the trial, find some games you like, then buy them for a couple bucks when the trial ends

[–] [email protected] 1 points 1 month ago

Most of the games in AA that I played have been reworked to remove monetisation while their regular App Store versions offer freemium model only.

[–] [email protected] 10 points 1 month ago

Mobile games are designed like junk-food: take it out, eat some junk, then put it away to go do something else, throw away the bag or seal it for a quick snack later. Normal games are designed like a full meal: sit down somewhere with good atmosphere, nutritious, good conversation, get full and go home with plenty of leftovers and good memories

[–] [email protected] 18 points 1 month ago* (last edited 1 month ago)

There used to be thousands of good developers making respectable games. Most of them failed financially, and many of the survivors sold out later anyway.

[–] [email protected] 7 points 1 month ago (1 children)

what shocks me is that nintendo never made some new pokemon games in their old GBA or DS style. it would be perfectly suited to phone limitations and expectations and there is a huge potential market for that style of game.

[–] [email protected] 12 points 1 month ago* (last edited 1 month ago) (2 children)

If pokemon got a true mobile port it would have instantly cut their DS/3DS (and maybe Switch) hardware sales in half. Never going to happen

[–] [email protected] 1 points 1 month ago

Now I'm picturing a pokΓ©mart with micro transactions to buy items and I'm glad this doesn't exist

[–] [email protected] 1 points 1 month ago

Just switch, 3DS is discontinued.

[–] [email protected] 9 points 1 month ago (2 children)

If I remember right, mobile games did tried to somewhat tried make console experience work on mobile phone but of course phones was way underpowered and not to mention that majority of mobile games have touch controls which compare to controller are just really naff. Only few people would maybe get an Bluetooth controller. That's why more simplex game just works better on mobile and then it just riddle with clones and shovelware

[–] [email protected] 2 points 1 month ago (1 children)

you can have simple games without predatory monetization. that's what OP is talking about.

[–] [email protected] 1 points 1 month ago (1 children)

Only if people are willing to pay for them.
There's no reason a mobile game would be cheaper to develop than a PC game.
And there's also no one paying $50 for a mobile game.
The market has decided.

[–] [email protected] 3 points 1 month ago

agreed. I'm just saying "simple" or "complex" has nothing to do with it.

[–] [email protected] 7 points 1 month ago (1 children)

I played through the entirety of Prince of Persia: Warrior Within on my phone. That was a feature length PS2 game.

Other feature length games with decent ports I know of:

  • Transistor
  • Bastion
  • Ace Attorney
  • Myst
  • Riven
  • Minecraft
  • Terraria
[–] [email protected] 3 points 1 month ago

Adding Stardew Valley to your list - on Android it's even got mod support and the controls aren't awful.

I've also had a lot of fun with rollercoaster tycoon classic but I'd really only recommend that on a tablet.

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