![]() A touch screen, unfortunately, offers only a small set of possible interactions, and thus it has a limited toolset for telling interactive stories. One of the benefits of games is that the subtitles of the interaction can also be part of the story. Is a novel a "time diversion"? It probably depends on the work. An important thing that games can be is an artistic or storytelling medium. Games can be many different things besides a time diversion. Also would have to say that when the joystick is not really working correctly, I immediately leave, and when they are working correctly, I don't know what you mean by them being imprecise. So, at least in my case, my experience directly contradicts your claim that accuracy isn't important for that genre. Seriously, if you've got a Wii and you've never tried a "light-gun game" (ironically still called that despite the term being decades obsolete now), pick one up sometime. Trudging a massive hunk of plastic bolted to the cabinet, thus having a restricted range of motion, is just nothing like freely moving a Wiimote. ah, I need to aim here so I put the remote here, blammo. (With a Wiimote you can actually develop muscle memory. and lo, rail shooters turn out to be pretty fun after all! I far more enjoyed using the Wiimote to aim, since it was far, far more accurate than anything I've seen in the arcade. Well, speaking at least for the light-gun games, I've almost never enjoyed the arcade versions, especially the ones that don't even show a crosshair on the screen showing your current aim point. See the recent reports on how freemium games are powered by 'unicorns' who pay vast sums of money for in-game purchasing, all of which Google and Apple get 20-30% of. I think they're wrong and have turned mobile into a ghetto in so many ways - its not just games, but obviously they prefer this method, which I imagine is more profitable. Google and Apple could fix this, but prefer to lean towards the 'popular' discoverability than the 'quality' discoverability. They just want you to toss your money into a skinner box, which is what freemium games are. The casino and the people who go there have no interest in chess. This is like asking where the chess table at a casino is. Its a lot of impulsive buyers feeding a market that delivers crap because crap is good enough for them. Mobile gaming doesn't have the tech press, steam-like reviews, etc other gaming has. So that means that devs who want to make quality games never get noticed and that's a major disincentive to produce such games. You can't because the discoverability is terrible and the various app stores just care about raw sales, not quality. ![]() Some great games I've found (I mostly like RTS): Auralux, Mechcom, God of Light, Castle Raid, Anthill (so good!), Galcon, Plants vs Zombies (1, not 2), Swords and Soldiers, geoDefense. The frustrating thing is that I'm more than willing to pay $30+ for a game (up front, not in IAP to keep playing), but games that are worth that are rare and other players willing to pay it are rarer. I'm sure there are many great games that I've just refused to play because of that crap Instead they opt to use that space for simple adverts ("best game ever!", "build 30 kinds of city!") and pictures of cartoon scantily clad women in armour. The app store's recommendations have been useless and the featured/top grossing/most popular games are just the ones that make the most money via in app purchases.Īnd for some crazy reason, fewer and fewer games have actual screenshots in the screenshot section of their store page. The problem I've had with mobile games has been discoverability. I think I'm less of a gamer than their target audience. And frankly, I don't want to buy a bunch of games at once. HumbleBundle kind of fits this niche, but I found their volume to be too high. I just don't want to waste my time sifting through bad games or games that start fun but quickly ramp up the IAP pressure. I don't need a new game every week or even every month. If the top recommendation is a racing game, I might skip it. And I know game enjoyment can be somewhat subjective, but there are still some games that are generally well-done and broadly appealing to fans of a genre. I'd much rather get 1 outstanding recommendation per week/month than 10 of varying quality. I think that's true for many (extremely) casual phone gamers. ![]() I'd tolerate a fair amount of advertising or sponsored content in the newsletter as long as it was clearly labeled. It could be weekly or monthly, with a mix of new games and classic gems that maybe aren't so well known. I'd subscribe to a newsletter focused on great, non-IAP-driven iOS games. If anybody's looking for a side project, I think there's a curation opportunity here. ![]()
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