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] 28 points 3 days ago* (last edited 3 days ago) (1 children)

I feel like the best time for mobile games was back around 2009/2010 when touchscreen just became good and most stuff was either free or paid and without intrusive ads and monetization or other predatory bullcrap.

I recently tried Angry Birds 2, and I was baffled it would only take a few levels before I had to buy my way to more "ammunition" to keep playing. The original used to be good, I even wouldn't have minded if there was like an ad between games, or if it was just buy-to-play, but even that isn't an alternative option anymore. And they also pulled the original from the stores, I thought they had re-released it before, but couldn't find it either. And also when I first opened the game there was so much shit on screen that it was even difficult to navigate to just even find the actual game, it's absolutely fucking ridiculous.

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[–] [email protected] 9 points 3 days ago

There are some great mobile games out there. A few of my favorites include Dawncaster and Slice & Dice. Personally when I'm looking for a new game I use https://www.darkpattern.games/ to check if they are exploitive.

[–] [email protected] 9 points 3 days ago (1 children)
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[–] [email protected] 2 points 3 days ago* (last edited 3 days ago) (2 children)

Small screen, combined with poor/touch screen controls, and wanting to make money no matter what by pushing ads everywhere because no one wants to pay $10+ for a mobile software.

The only time I consider a mobile a game is when there is an ad-free option available.

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[–] [email protected] 86 points 3 days ago (3 children)

Have you ever sat in front of a casino's slot machine. They are also trash, awful and disgusting. But they're also engineered with the worst dark pattern psychology to manipulate any human being that sits on it to keep playing and be so addictive that people will burn their money just to keep playing. The qualities of fun, and additive are independent of each other. A game can be very addictive and really bad at the same time. Unlike slot machines, they have the advantage of constantly sitting in your pocket and going with you everywhere you go.

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[–] [email protected] 3 points 3 days ago

I think it's just because it was the dominant monetization scheme when they were introduced, people got used to spending nothing up front on their mobile games. Then there are other barriers. Like why would I pay $15 for Stardew Valley when it probably won't work with a controller or output comfortably to a TV. You can do some of that stuff sometimes in mobile, but there's no enforcement of it, so that means you're getting a lesser version of the game, which drives the price down. I wanted to revisit Planescape: Torment on mobile, but they ported it to Android too long ago, and now it just doesn't work with modern Android OSes. They're really teaching me to not treat mobile as a place where people like me should expect to find stuff to play.

[–] [email protected] 18 points 3 days ago (1 children)

Mobile very quickly turned into a race-to-the-bottom. When the market is flooded, any paid title has an incredibly difficult time standing out. So in order to get players in the door, you gotta make it f2p. And in order to maximize profits for a f2p game, you gotta employ all the worst dark patterns, because that's what all your competitors are doing too.

And this has led to a feedback loop of consumer expectations. People understand that this is just what mobile is now, so people who want anything else have given up on mobile and are instead buying games on other platforms. Releasing a premium title on mobile is basically just trying to sell to the wrong audience.

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[–] [email protected] 6 points 3 days ago

Because they make a lot of money.

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