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Flappy Bird is proof that no one knows what the audience wants

polygon.com

31–40 of 149 posts

Re: Flappy Bird is proof that no one knows what the audience wants

#31

Dang it, me and buddy made a same very similar to this about 1-1,5 back for programming class and one of our peers told us multiple times to port it over to mobile, but we didn't believe that anyone wanted to play such a game.

I wouldn't feel too bad. Odds are it would have had a few dozen or hundred downloads, then quickly dropped off to 0 forever.

I don't know how this game became so popular. Did Justin Bieber tweet about it?

Re: Flappy Bird is proof that no one knows what the audience wants

#32
post #2

I 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...

There are roughly eleventy kazillion mobile clones of that helicopter game. However, Flappy Bird is the first one I've seen that has a constant difficulty. Most things start easy, get increasingly hard, and arguably at some point become impossible. High scores become primarily a function of the RNG at the skill ceiling. In Flappy Bird if you die it's 100% your fault all the time which makes it quite compelling to try again.

Also it's a total Black Swan event and should be treated as such.

Re: Flappy Bird is proof that no one knows what the audience wants

#34
post #11

Earlier quoted context omitted.

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'.

Good for them, it is always nice to see indie developers succeed. I didn't mean to come across negatively, if that's what your disparaging quote was inferring.

As someone who has a tendency to read negativity into neutral comments on the internet, allow me to point out that there's nothing in the GPs comment that suggest that it is disparaging. It is actually extremely matter of fact, and even helpful (even though it contradicted part of your original statement). Sure, the quotation could be read as snarky, but that's only because there are a lot of shitty, snarky people on the internet that use neutral language to be jerks. It kind of spoils the well for everyone when neutral direct language is transformed into mean, hateful sentiment, but this comment gives absolutely no outward indication that it is of that sort. Whether or not it was meant to be snarky, as people who communicate often on the internet, we would all be happier if we had the ability to take such comments at face value.

And to be clear, if I had made your original comment earnestly, and received the GPs reply, I am not at all certain that I wouldn't take it just the way you did. I'm just pointing out that it needn't be taken that way.

Re: Flappy Bird is proof that no one knows what the audience wants

#35

This story is incredibly reductionist to the point of being false. Flappy 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. O…

It turns out that what the people really want, for the moment at least, is Flappy Bird.

The point of the story is not that people want Flappy Bird -- it's that despite numerous predictions and formulas used in the industry to determine which projects get funded, nobody was talking about doing a game like Flappy Bird. Prior to its success, it would have been dismissed out of hand to spend resources on a title like that. The author is making the point that predicting what people want is not formulaic, it appears to be quite random.

Re: Flappy Bird is proof that no one knows what the audience wants

#36

Just replace the gaming genres mentioned with musical ones and Flappy Bird with "Macarena" or "Who Let the Dogs Out?". It doesn't really need 1000 words.

That's exactly the right comparison, just without the money that record labels use to push songs. Remember Draw Something? Huge for maybe a month, then completely gone.

Flappy Bird is sort of notable because it's probably the simplest "hit" game we've seen in recent memory. It's the sort of thing that appeals to people who aren't even casual gamers, people who wouldn't engage with something like the original Plants vs. Zombies.

Re: Flappy Bird is proof that no one knows what the audience wants

#37
Yes exactly: the game doesn't try to sell you shit, just lets you play. That is refreshing and eerily quiet.

Other than that, it has some winning elements: it's difficult but not impossible. You can play it for 30 seconds or 30 minutes. It is simple. It has a goal you can endlessly pursue. It tickles the nostalgia of all those who grew up on games that this game "borrows" the visuals from.

Re: Flappy Bird is proof that no one knows what the audience wants

#38
post #2

I 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...

This reminds me of a couple of games I had on the Commodore-64. One had a helicopter, but the other was Lunar Lander, which has a very similar mechanic. I can recall a few others with similar play style - Star paws and Zaxxon come to mind.

Zaxxon! That's a blast from the past, and the only reason I ever knew for someone to be jealous of a ColecoVision.

Re: Flappy Bird is proof that no one knows what the audience wants

#39
If I remember correctly, the last time single-action games were hot topic was about three years ago. Back then it was the black-and-white iOS game, with character running through the city roofs, and your only control was a tap to jump. No idea what it was called.

The success spawned hundreds of imitations, and in about a year the craze had died.

The only surprising things here are, in my mind: A) that the full cycle has gone so quickly, and B) that the author of the article doesn't remember (or acknowledge) a fairly recent past.

Re: Flappy Bird is proof that no one knows what the audience wants

#40
post #39

If I remember correctly, the last time single-action games were hot topic was about three years ago. Back then it was the black-and-white iOS game, with character running through the city roofs, and your only control was a tap to jump. No idea what it was called. The success spawned hundreds of imitations, and in about a year the craze had died. The only surprising things here are, in my mind: A) that the full cycle…

Didn't the name have quite a few capitalized As and Hs in it?
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