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eeenmachine
Feb 2, 2004

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Lol, Moon Drop and iDracula in the OP. You should really just link to the best of 2012 lists on Touch Arcade!

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eeenmachine
Feb 2, 2004

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VideoGameVet posted:

Zynga pulled some games out of the app store today:

Mafia Wars Shakedown
Forestville
Mojitomo
Word Scramble Challenge

What was Word Scramble Challenge? A sync version of Word Scramble?

Was really hoping they'd pull down Dream Heights so we could get some extra press out of it :(

eeenmachine
Feb 2, 2004

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The third Tiny Tower short is now live, it is my favorite.

https://www.youtube.com/watch?v=U7n5bCcW9KM

eeenmachine
Feb 2, 2004

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Maybe we should rename our game NB: Dungeons.

eeenmachine
Feb 2, 2004

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Bummey posted:

And part of the problem is that developers have gotten on their knees and chugged the 99¢ money fountain. They should all go back to prices that make sense for their product. If the app market crashes, it crashes. That's the risk we have to accept.


You just have to hope your game is good enough for people to buy the full thing. Rolando 2 was the first thing I can remember that offered the free demo with a paid full unlock. It went down in flames when people realized "HEY THIS GAME ACTUALLY SUCKS AND IS TEDIOUS GARBAGE" and moved on with their lives. How many $1 games have you bought (or $1 games that went free before you finally cared enough to download them), played once or twice and never gone back to? That's the problem with this quick bite gameplay everyone is trying to capitalize on; most of the time, you only want one bite.

Fishlabs, makers of the super polished high quality premium space trader games Galaxy on Fire ($5.99 at its peak) and Galaxy on Fire 2 ($9.99 at its peak) just slammed their games to free in preparation for their next big thing, a free to play MMO: http://www.pocketgamer.co.uk/r/iPhone/Galaxy+on+Fire+2/review.asp?c=24611

Developers' first priorities are to stay in business and that means changing with the market. If there were a market for "premium" higher priced games, you would see a lot of them. I'm sure there is no shortage of developers itching to make those kinds of experiences if they could make money doing it.

eeenmachine
Feb 2, 2004

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Bummey posted:

I'm talking out my rear end, guy. I'll sell out my values (assuming I truly have any values or convictions deep in this blackened husk) to save a buck, no problem. I'm just frustrated with the race to the bottom and yhe mad dash to screw the average consumer in favor of the whales who justify the freemium model.

What better way to race to the bottom than in a literal racing game?

http://toucharcade.com/2013/02/11/real-racing-3-will-be-free-to-play/

eeenmachine
Feb 2, 2004

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Bummey posted:

Also don't put that horrible LEAVE US A REVIEW pop up in your game either. That's annoying as poo poo and 100% of the time makes me not leave a review purely out of spite. Not that my reviews matter in the first place; it'll get drowned out among the hundreds of BEST APP EVER ⭐ and ADD MY CODE 17LKJ ⭐⭐⭐⭐⭐reviews.


The secret here is that you should put that horrible pop up in your game because it will probably help.

Listen to Bummey, shipping an app without the rating prompt popup would be pretty stupid.

eeenmachine
Feb 2, 2004

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This aint your grandma's snake game: http://vine.co/v/bvlPBvZQ3bB

Beta thread is here if anyone wants in on the next beta build coming soon: http://forums.somethingawful.com/showthread.php?threadid=3531448

eeenmachine
Feb 2, 2004

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Paradoxish posted:

I was trying to think of a way to reply to the first part of your post, but I'm finding it surprisingly difficult to come up with a concise way to explain my thoughts on the whole free-to-play thing. I guess I'm just bothered by the fact that it creates an environment where paid apps can't succeed because there aren't a lot of people who are going to seriously evaluate two similar games and choose the one that costs money. Exceptionally polished and well-made games probably stand a chance, but nobody is willing to take that risk in a market dominated by free titles.

It also bugs me a little bit that these threads used to love pointing and laughing at Android's marketplace being unable to support games that weren't free or ad-supported, but now that the app store has finally bottomed out it's A-OK and anyone who disagrees is whining about their free poo poo. That's another issue, though.

You have a chicken or egg problem though, do you blame the consumers who refuse to pay for game or the developers who make free games because of that consumer sentiment?

eeenmachine
Feb 2, 2004

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Paradoxish posted:

... the mobile gaming market is seriously hosed up and that its current state is not particularly good for anyone.

Well it is working out pretty well for the millions of people who are playing a ton of games for free, just sayin.

eeenmachine
Feb 2, 2004

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The Rokstar posted:

Personally I have no qualms spending ~$20 on a game for my iPad, provided I get the whole game up front and I'm not nickel and dimed later. I figure I spent waaaaay too goddamn much on my iPad already, may as well spend for the software too.

That said, I realize I am in the small minority here and that's sad.

e: And agreeing with the guy above me, whenever I see a game is "free" the first thing I do is always go to the place on the app page where the IAP list is. 99.99999 (repeating of course)% of the time I am disappointed.

I would play way more console games if they weren't $60 up front, and I was able to spend money on the games I actually ended up enjoying (like TF2). I have a pile of $60 console games at home that I've launched and played a total of less than 10 mins each. Just pointing out that there are rational people (ok maybe I'm not rational) that can hold the opposing view.

eeenmachine
Feb 2, 2004

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jerkstore77 posted:

There have to be a ton of people buying the expensive IAPs out there supporting these games. One of my guilty pleasures on iOS is an IAP heavy game called Crime City. They do events every now and then where your chances of getting the best loot increase with the more IAP currency you spend. When I look at the game's forums during these events I see a lot of people saying they use thousands of this currency for each event. The most you can buy in any one transaction is 1,500 and it costs $99.99. So, do the math. It kind of blew my mind how many people seem to throw lots of money at these games.

The 1% used to have to go to casinos and clubs to blow thousands of dollars for entertainment. Now they can do so without leaving their Italian leather easy char stuffed with the hair of peasants.

eeenmachine
Feb 2, 2004

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jerkstore77 posted:

I think it's more teenagers using their parent's credit cards. We're talking gamefaqs level of posting on the forums I'm talking about.

You don't think parents would notice charges of thousands of dollars rather quickly? Probably more likely they're just pirating the IAP.

eeenmachine
Feb 2, 2004

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Paradoxish posted:

I think you're seeing more actual anger with RR3 because it's a pretty traditional game at its core, so there are equivalent games to compare it to. Timer based games are timer based games, and they don't really have non-F2P analogues (maybe ye olden management games, but nothing that's popular with modern gamers). This is a racing game, though, so it's very easy to look at it and ask whether the IAP and timer stuff actually adds or detracts from the game when compared to other racing games.

Just imagine how mind blowing it will be to these new casual gamers are presented with a game like RR3 rather these lovely farming or puzzle games. If you are a casual gamer with the patience or schedule enjoy games with TIMERS and you enjoy cars this is going to knock your socks off.

eeenmachine
Feb 2, 2004

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retro sexual posted:

Imagine the charts were loaded with amazing games that cost $5 - $15 each, and they ALL had a 1 hour free demo built right into the appstore system (as in devs didn't have to build it by hand). I think apple is the main cause of the f2p domination of their charts.

A one hour demo? How long of an amazing experience do you think a $5 game can afford to provide players?

eeenmachine
Feb 2, 2004

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TACD posted:

Courtesy of Starbucks UK. Go hog wild.



Way to support premium developers man.

eeenmachine
Feb 2, 2004

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xzzy posted:

Man you two are really on fire today.

Waiting for a compile to finish or something? :v:

I'm spending today play testing our latest beta build which means a ton of waiting for timers to finish.

eeenmachine
Feb 2, 2004

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xzzy posted:

Use some IAP to speed up you cheapskate.

What am I, made of money?

eeenmachine
Feb 2, 2004

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Telex posted:

I know it's probably a goddamn idiotic idea since we're in "the future" and all, but what about selling games via game codes in retail outlets? Seems like having a box on a shelf in a store creates remarkable visibility for games, such that a game is profitable on a console system with 1/10 the user base of the idevices, and sells for $40.

If your game is premium, why let it just sit in the App Store and have people find it? Surely the costs incurred with putting unique codes into physical form would be significantly less if your well-made AAA-worthy title were able to sell copies that way. The App Store is lovely. Retail outlets move things. Sell a game for $20 with a physical card, make more money.

It bums me out that a platform like the iOS devices is unsustainable somehow, because I'm not buying IAP games and there are very few compelling experiences on iOS that are worth it.

This is a brilliant post.



Unless you're being serious :(

eeenmachine
Feb 2, 2004

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Really the App Store would be perfect if they only allowed premium games costing between $5-$10, didn't allow price fluctuations, and only allowed a certain amount of games to be released so consumers weren't flooded with options.

eeenmachine
Feb 2, 2004

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Fallom posted:

It's pretty much a given that if anybody discusses F2P games the two dudes here who make them will start dropping rad posts with sick burns everywhere.

At least we didn't devolve into cheeseburger pricing this time.

eeenmachine
Feb 2, 2004

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Dickweasel Alpha posted:

Personally I think it started with fornicating amphibians

Freemium Frog loving was the true sign of the iOS gaming apocalypse.

eeenmachine
Feb 2, 2004

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The Rokstar posted:

Does Pocket Frogs implement some sort of creepy psychic stalker AI now or is this week's set actually called "Happy Birthday Mom"? My mom's birthday is this week and she kind of freaked out when she saw it. :v:

It is our Mom's birthday, but your mom doesn't have to know that.

eeenmachine
Feb 2, 2004

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UncleSmoothie posted:

When are they going to reopen the Ouya thread? I feel like some comedy gold has been missed in the past weeks.

Man, can't wait to see Nimble Quest on the Ouya.

eeenmachine
Feb 2, 2004

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Shalinor posted:

This is your chance to stick it to the man, and finally make the game that Apple wouldn't let you make.

The game about trains.

Ouya exclusive!

eeenmachine
Feb 2, 2004

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Froist posted:

What are "store-related reasons"? Not specifically aimed at you, but I've never got why so many apps launch on a Thursday when you can launch an app any time you want. Surely it's better to launch on a quieter day than get rounded up into TouchArcade's weekly "launching tonight" email with a load of other games people might opt for instead?

Apps are more likely to get featured if they launch on that day since that is when Apple switches the features and they don't like featuring apps that have already been out a while.

eeenmachine
Feb 2, 2004

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Froist posted:

Ah, I never realised, one to remember for next time. Do you have to schedule it for launch at a given time, or just on Thursday?

You only have control over the date unless you manually release it.

eeenmachine
Feb 2, 2004

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radge posted:

Well, I guess by saying they weren't games I meant they were just a treadmill designed to get you to buy IAP. Real Racing is actually enjoyable to play and the IAP mechanic isn't even limiting once you have a few cars.

I just enjoy spending our advertising budget in ways that amuse me.

eeenmachine
Feb 2, 2004

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Bottom Liner posted:

Well I've spent about an hour with Real Racing 3 and so far I've hit no paywall or frustration. I really enjoy the variety of modes and events, though the drag racing is ridiculous with the way it handles the green light.

You monster! How easily EA has pulled the wool over your eyes!

Fake edit: I'm enjoying it too, rocking the Nissan and Focus so far.

eeenmachine
Feb 2, 2004

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Happy Bear Suit posted:

Also I feel very strongly that if they just put in an option to pay a one time fee of 6.99 or whatever to eliminate/decrease wait times and increase car toughness/decrease repair costs, the game would be infinitely more fun.

And significantly less profitable assuming EA knows more about the business of video games than you or me.

eeenmachine
Feb 2, 2004

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Shalinor posted:

Ethics, basically. I don't agree with IAPs inside of games that also have a price associated. For me, it needs to be one or the other. I don't want someone to spend $1.99, then be faced with a wall of things that $1.99 didn't get them.

And to answer the above question, if you want to buy 9 Lives or Kitty Doubler, you've got a little over a week, basically. Both will continue to function (Kitty Doubler will actually become more like a Kitty Tripler, since the rebalanced GK/K rate is 2X what it is in F2P version), but neither will be purchasable any longer.

I hope you enjoyed your brief stint as an indie game developer. Making that kind of "ethical stand" is a quick way to return to a day job.

Edit: Not trying to be a dick, honestly hoping I'm proved wrong but I don't expect a paid version to do much better.

eeenmachine
Feb 2, 2004

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I think the main problem with JoF is that the art style doesn't necessarily appeal to a wide enough audience to make freemium work. If it were my game I probably would have launched it paid with non-consumable IAP additional content (more characters / kitties / levels). Disclaimer: I don't have a problem with putting a higher max spendable amount on my game if it keeps me in business.

Edit: The real trick to mobile success in the current market is to lower the barrier to entry as much as possible and allow real fans to pay you what they think the game is worth (up to a fixed amount if you are anti-consumables). If you are against paymium then you have to make the base game free I suppose.

eeenmachine fucked around with this message at 19:06 on Mar 11, 2013

eeenmachine
Feb 2, 2004

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Juc66 posted:

A friend of mine who's been in the game industry for most of my life was telling me over drinks one day something that made a fair bit of sense to me.

The mobile industry is a lot like the PC industry from 20 years ago, and what we'll be seeing is the importance of publishers.
Sales are going to be based on how many eyes you can get on your game, and the average studio won't have the money to compete there, so they'll need to go to publishers, and then things will likely progress in a manner we've already seen before.

It's certainly not the death of the mobile industry, it's just changing, and as shown by the PC realm, there's still room for niche studios and markets, you just shouldn't expect to get rich from it, and you'll need to keep costs super low.

Marketing is a lot more important than a lot of devs realize. If you can't rely on an Apple Feature you need to make as many friends as you can in the press and with other developers who will cross promote your game.

eeenmachine
Feb 2, 2004

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Funso Banjo posted:

Didn't Shalinor's game get an Apple Feature though? (I think she mentioned it did). And still is struggling . . .

Ah. Well if you do get a feature and the game still doesn't do well at all there are other issues.

eeenmachine
Feb 2, 2004

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Kilometers Davis posted:

Same here, I've been playing it all morning. The unlock progression really pulls you along nicely.

Kind of wish there was IAP so I could skip the grind and go for a real high score. I don't have time to grind out everything in the shop.

eeenmachine
Feb 2, 2004

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Beelzebozo posted:

:stare: I can't tell if this is a serious post.

It honestly is. I was hoping since it was a paid game it wouldn't have a shop full of items you have to grind to unlock and I could just compete with people who have way more free time than I do.

eeenmachine
Feb 2, 2004

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Dewgy posted:

Hey Nimbledudes: I was wondering if there was any way I could get a copy of the tablature or something from the Dizzypad music, since I just bought a banjo and I love that freaking song. Also, what happened to the Get Out frog?

I don't even know where we bought the song it was so long ago. Sorry.

eeenmachine
Feb 2, 2004

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Dewgy posted:

drat. Well what about the secret Get Out frog? Or am I just doing it wrong after a long time of not playing it?

Wow, I don't even remember if that was taken out or not.

eeenmachine
Feb 2, 2004

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Here are some Nimble Quest promo codes:

PHTFJTXYM76R
LEW7ARF4HE3N
9HKF44RP3PLN
MTMXJHYM9YNM
XMYMNL74N7Y3

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eeenmachine
Feb 2, 2004

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Nimble Quest drops on 3/28.
Here is a trailer:
https://www.youtube.com/watch?v=n-QMoe0jzQ8

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