Flappy Bird is proof that no one knows what the audience wants
21–30 of 149 posts
Re: Flappy Bird is proof that no one knows what the audience wants
#22Flappy Bird tells you nothing about what the 'People' want. Today they want a single button physics game, tomorrow they want hardcore shooters. Some people want RPGs, others want micropayment sandboxes.
They problem is that everyone is trying to copy the dumb luck of developers who happen upon the right mix of categories at the right moment in time. Once flappy bird is copied 100x times and becomes an expected mechanic it will no longer be what the people want.
Re: Flappy Bird is proof that no one knows what the audience wants
#23It's not easy to define fun nor to quantify and it plus it is extremely fragile in the face of money people and managers. Fun takes design, accidents and a lot of iteration.
Re: Flappy Bird is proof that no one knows what the audience wants
#24I haven't played Flappy Bird, but it seems really similar to a helicopter game that was inordinately popular in my middle school 10-12 years ago. It looks like it's still up. http://www.addictinggames.com/action-games/helicoptergame.js...
Sadly, the original site that hosted it just has a "Java Applet" placeholder there now: http://www.liquidcode.org/worm.html
It had a very good balance between difficulty and frustration. Or in other words, I wasted a lot of time on it.
Re: Flappy Bird is proof that no one knows what the audience wants
#25Regardless, I think there's an untapped market of people who want decent mobile games that don't have predatory schemes for monetization.
Re: Flappy Bird is proof that no one knows what the audience wants
#26It isn't on my list of games I've loved, but it was fun, in a completely infuriating way.
It's better than other games my kids typically play, ice-cream manufacturing/construction type games
Re: Flappy Bird is proof that no one knows what the audience wants
#27First, they want games about birds. What kind of conclusion is this? It's a 2-d side-scrolling game with basic sinking/gravity dynamics. There are only a few ways to make a game with those rules. (1) use a flying object/animal (2) put the level underwater (eg Super Mario Brothers, 1985) (3) make the game entirely abstract.
Re: Flappy Bird is proof that no one knows what the audience wants
#28Re: Flappy Bird is proof that no one knows what the audience wants
#29I have been wondering if the developer has made much money from the app at all really. In spite of the overwhelmingly vast number of downloads, the adverts only show whilst you are playing the game. Aside from the momentary lag when they appear, most users probably don't even notice them because they are concentrating so hard. Users are almost guaranteed to pay the adverts no attention lest they risk the possibility…
Apparently they make $50k a day in ad revenue ( http://www.theverge.com/2014/2/5/5383708/flappy-bird-revenue... ). Seems like that would be 'much money'.
Re: Flappy Bird is proof that no one knows what the audience wants
#30I haven't played Flappy Bird, but it seems really similar to a helicopter game that was inordinately popular in my middle school 10-12 years ago. It looks like it's still up. http://www.addictinggames.com/action-games/helicoptergame.js...
I can recall a few others with similar play style - Star paws and Zaxxon come to mind.