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Atari co-founder: mobile games make me want to throw my phone

theguardian.com

161–170 of 221 posts

Re: Atari co-founder: mobile games make me want to throw my phone

#161

I played Clash Royale for several days and the insistence on payments to progress was really off putting. The gameplay itself was quite addicting so I presume they're trying to avoid players burning out from binging. But the fact you either had to pay money or wait three hours to do anything of value was just too much to bear. The entire game design is genius in how it funneled you toward purchases.

Clash Royale would be so much more engaging if you could:

  Queue up chests to unlock

  Earn "keys" when you win and your chest slots are full: Silver chests take 10 keys, etc. Still enables whales to spend their money, but makes it feel like you can earn *something* by playing.
I think even with this it would still be decently monetized, while increasing the feeling of player agency and engagement.

Re: Atari co-founder: mobile games make me want to throw my phone

#162

I played Clash Royale for several days and the insistence on payments to progress was really off putting. The gameplay itself was quite addicting so I presume they're trying to avoid players burning out from binging. But the fact you either had to pay money or wait three hours to do anything of value was just too much to bear. The entire game design is genius in how it funneled you toward purchases.

My friends and I play Clash Royal, Clash of Clans and Boom Beach. Out of the three it's Clash Royal that has made us come this close to smashing our tablets in rage. But it's not the IAP that's the cause. It's the skewed matchmaking and the mysterious loosing streaks that occur very frequently. You'd be playing and winning some and loosing some and then all of a sudden you hit a losing streak of 6-12 losses or more.…

It's the cheesy cards that make me rage. I'm looking at you balloon and ice potion. I've wanted to break my phone in half more times than I can count.

Also, good luck if you want to switch decks, or decide one of your cards is worthless; or if they nerf your favorite card.

Re: Atari co-founder: mobile games make me want to throw my phone

#164

Earlier quoted context omitted.

>This is almost a fluff piece to promote a developer Clearly you do not know who is Nolan Bushnell https://en.wikipedia.org/wiki/Nolan_Bushnell Nolan Kay Bushnell (born February 5, 1943) is an American engineer and entrepreneur who founded both Atari, Inc. and the Chuck E. Cheese's Pizza-Time Theaters chain. Bushnell has been inducted into the Video Game Hall of Fame and the Consumer Electronics Association Hall of F…

Clearly you do not know who is Nolan Bushnell I would argue that he knows who Bushnell is better than you do. What you posted in no way invalidates what you quoted from the parent post. Yes, Bushnell started Atari. Since he sold, he's done...golly, I'd have to go look it up because all I remember is a string of forgettable (duh) games that he put his name on because "founder of Atari".

Atari wasn't even a 'good' company. The original Atari basically invented arcade games and the home console (2600 or VCS) but everything they did afterwards was a complete disaster. Including causing the video game crash, some home computers that never really competed, a bunch more flopped consoles, not to mention they drove incredible talent away that went on to create companies like Activision, and in the process only really created about 10 notable games.

Re: Atari co-founder: mobile games make me want to throw my phone

#165
post #91

Earlier quoted context omitted.

Is this a Unity game? I built something similar (way worse I'm sure) based on the Space game tutorial: https://unity3d.com/learn/tutorials/projects/space-shooter-t...

No, it's not Unity. I used Swift, along with SpriteKit [1] to develop the game. [1] https://developer.apple.com/spritekit

Sweet, I love SpriteKit. It's really great to work with.

Re: Atari co-founder: mobile games make me want to throw my phone

#166

Honestly, the lack of dedicated controls will never allow for mobile gaming to be anything more than a time diversion for most people. A touchscreen just isn't something that's comfortable to use for extended lengths of time, in my opinion at least.

You just need to find ways to utilize it for its strengths. I've been playing Rovio's Retry which has very skillful twitch gameplay, and since it involves touching with one finger it's easy to play on a bus or in a coffee line up, which is vital. Another great game is Brain It On where you draw on the screen to solve puzzles in a simulated physical world. https://www.youtube.com/watch?v=2Jo7EXUS1Vk

Re: Atari co-founder: mobile games make me want to throw my phone

#167

If you can get past maybe the top 50 or 100 grossing games there are a lot of really good games out there that aren't looking to leech money from you. I have plenty of games that have been worth every penny I spent with a lot of depth and strategy required in order to master them. Letterpress, Spelltower, Hearthstone, Tiny Wings, Ticket to Ride, Strategery, GD Swarm, Ridiculous Fishing, Monument Valley...I could go o…

Don't forget Alto's Adventure. Although it's been somewhat polluted with IAP recently, it's still a gorgeous, well-designed game.

Re: Atari co-founder: mobile games make me want to throw my phone

#168
post #68

Earlier quoted context omitted.

"The key thing for me is quality." I wanted to say that I developed Rocket Renegade [1] for iOS. It's an 80s-inspired arcade shooter, with elements reminiscent of Space Invaders, Asteroids, Galaga... and, of course, it contains bosses. I wrote all of the code, and I composed the soundtrack as well. The bitmap graphics were done by game designer Daniel Cook, who released them under a Creative Commons Attribution licen…

At 0.99 though, do you really make much money? Back of the envelop numbers seems that any game at that price point is so underpriced to never be profitable or more than a side project. Especially when an ad driven install costs more than that - relying on the pretty poor app store discovery mechanisms cant drive much traffic. (ive worked for free to play, so maybe we just saw a totally different thing) The reason IAP…

I keep thinking that a virtual arcade model could work well... you get N plays per day for free, but if you want to buy more "coins" you pay like $5 and they carry over...

Each version improves existing games in the arcade and/or adds new ones... you can play your 20 coins/day first, then buy extra if you choose... there's no reason that model couldn't work quite well.

Re: Atari co-founder: mobile games make me want to throw my phone

#169
post #68

Earlier quoted context omitted.

"The key thing for me is quality." I wanted to say that I developed Rocket Renegade [1] for iOS. It's an 80s-inspired arcade shooter, with elements reminiscent of Space Invaders, Asteroids, Galaga... and, of course, it contains bosses. I wrote all of the code, and I composed the soundtrack as well. The bitmap graphics were done by game designer Daniel Cook, who released them under a Creative Commons Attribution licen…

At 0.99 though, do you really make much money? Back of the envelop numbers seems that any game at that price point is so underpriced to never be profitable or more than a side project. Especially when an ad driven install costs more than that - relying on the pretty poor app store discovery mechanisms cant drive much traffic. (ive worked for free to play, so maybe we just saw a totally different thing) The reason IAP…

Depends on what you define as 'much money'.

I spent 3 months building Hipster CEO and its made me approx $40-45k (as well as leading to other projects). Not a bad return for 3 months work.

Re: Atari co-founder: mobile games make me want to throw my phone

#170

Earlier quoted context omitted.

How do you discover quality games? I've found the ability to discover apps outside the top 100 to be virtually non-existent with the current app store configuration.

This is the biggest problem for sure. So many of these games just get buried in either app store by the worst type of games and apps. I've mostly discovered them over time by recommendations from people, or from discussion boards or sites that cover games, or even when they get featured by Apple in the app store. It's amazing that app discovery is so difficult to solve for the big app stores.

There are so many stores on android, I will be surprised if there isn't any that only accepts games without IAP.
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