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Mobius: Final Fantasy's launch is a huge success, hits #5 top grossing iOS app in JP

Jachaos

Member
Retail games on console are closer to 80 bucks per copy in Japan these days than 60 bucks per copy.

Yeah the prices vary way more than here on a game to game basis. Add to that the 30% cut on mobile, I think your revenue example should give a general idea.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Enemy and boss variety seems much lower because of the higher cost of assets. But in exchange graphics are full 3D with actual realtime cutscenes with animation and full voice.

Yeah, so far I've almost always encountered the same types of enemies, with just different elements / slightly different body parts. And, between the "story" mode and the special area, I've probably played around...eh, 50-60 battles against very similar enemies (visually), with just a very small amount of different enemies (the bosses, or sort of basically). It increases the sense of repetitiveness honestly, since the game is made of battles, you just go from a swarm of enemies to another. Heck, the main character uses the exact same animation whenever he wins a battle that's not the final in the swarm, whatever job he has and, thus, whatever weapon he's using XD

At least, the combat system is fun and it allows for strategy and a bit of variety, between normal attacks, summons, element drive, and this is without counting the job element...even if the repetitiveness of the enemies kind of lowers the summon system, considering how they drop the cards you use to summon them.
 

Stimpack

Member
In terms of how much voice acting really adds to the story in a mobile game, I'll say it's probably minimal. But since famous voice actors in Japan have quite a following, it's largely a marketing investment. Companies that can afford to will attach famous voices to characters to try and attract a larger fanbase.

Ah, I wasn't thinking about that. It's hard to imagine that voice actors could be so recognized over there, when they're really hardly talked about here in the states.
 

Koozek

Member
Mobius, from what I've seen, is pretty much on the level of something like Lightning Returns and it's definitely ambitious as far as mobile games go.

Actually the most significant thing about its success is probably that it looks more like a console game and less like a flash game.

But Mobius is pushing artistic and technical boundaries on mobile. That was the whole point of the project!

Yeah, wrong example. I know it's pretty high-quality for a mobile game, BUT it's still not a FFXV. You know what I mean when I say mainline FF. Mobius is still generally lower than Lightning Returns production value-wise (it even recycles some of LR's monster models - which I find totally okay, btw) and the gameplay is way more basic.

I don't know what @dream meant with "back to basics". 16bit? Bravely Default? My ideal of "throwback" would be a scaled down PS1-style FF with a bit less content (10-15h story), pre-rendered backgrounds with parallax effects (hand-drawn-like, if realistic is too costly), classic ATB, virtual joysticks like in Chaos Rings (worked very well with pre-rendered backgrounds), no voice-acting and a premium pay-once model (15-25$). That would be great for a spin-off series.

I was actually looking forward to Mobius and I'll probably play the English version. It's a shame that it's Stamina-based. When they first revealed it they made it sound like a premium pay-once game. That's why I was excited in the first place.
I'll give it a try, nonetheless, alone for the Suzuki soundtrack.
 

Mr. RHC

Member
Let's assume that the choice was between putting the FFXIII team on this or on another 2 year console project after Lightning Returns shipped. And let's assume that the console project performs about as well as LR did in Japan - which puts it at about 500k units sold, and S-E making maybe 50 bucks per copy. That would be 25 million dollars of revenue. How long would it take Mobius to surpass that? A month?

Does anyone know how big the budget for Mobius was?
 

wmlk

Member
Keep telling yourself that. Unless by FF on consoles you mean Apple TV, lol.

SE hasn't said anything about moving AAA productions to mobile. If they put that to mobile, they would be lying to their shareholders which is something you do not want to do.
 
Was really curious to see how this'd do, cause FTP story-intense mobile stuff is usually so hit or miss on the market, feels like.

Sega has been doing a good job of it, but attempts by SE in the past have sorta just fallen on their face.

Glad to see they're finding some success though.
 

inner-G

Banned
I might be able to handle the series going mobile if it means it can go back to being turn-based or ATB or whatever it was called
 

AniHawk

Member
so does mobius have an overworld, the ability to travel through it in 3d space and visit towns? or is it selecting a place to go, fighting a string of monsters and leveling up? how does s-e make money on it, and is this a 'complete' product, or will it be episodic (and never-ending)?
 
Good for Kitase.

Hope he gets another console FF again in the future, though.
Still dreaming of that Kitase/Itou reunion on the main series...
 

vareon

Member
Legends peaked at #28? Damn, I thought it looked more interesting than Mobius. I'm still not sure how this one plays.
 

M3d10n

Member
so does mobius have an overworld, the ability to travel through it in 3d space and visit towns? or is it selecting a place to go, fighting a string of monsters and leveling up? how does s-e make money on it, and is this a 'complete' product, or will it be episodic (and never-ending)?

I suspect that's a trick question, but it's a Japanese F2P mobile game-as-a-service "RPG" from top to bottom: https://www.youtube.com/watch?v=xjbwzkAFPI0

So yes, you select a place to go, fight a through a stream of monsters (or enable auto-battle), level up and gain loot. Game seems to need a constant data connection too. Money is made by selling the same kind of stuff other mobile F2P Japanese "RPGs" sell: currency, more gatcha rolls, etc. There's no exploration.
 

AniHawk

Member
I suspect that's a trick question, but it's a Japanese F2P mobile game-as-a-service "RPG" from top to bottom: https://www.youtube.com/watch?v=xjbwzkAFPI0

So yes, you select a place to go, fight a through a stream of monsters (or enable auto-battle), level up and gain loot. Game seems to need a constant data connection too. Money is made by selling the same kind of stuff other mobile F2P Japanese "RPGs" sell: currency, more gatcha rolls, etc. There's no exploration.

thanks, i couldn't find gameplay footage.

so really this game was sold on its visual presentation, i take it.
 

bigjig

Member
Retail games on console are closer to 80 bucks per copy in Japan these days than 60 bucks per copy.

Yes and no. It's true that they range between 5,000 yen (typically Wii U games) to 8,000 yen, but 8,000 yen is about 60 USD converted. $80 would be more like 10,000 yen which is only really for special editions of games.
 

jetsetrez

Member
SE hasn't said anything about moving AAA productions to mobile. If they put that to mobile, they would be lying to their shareholders which is something you do not want to do.
Of course, not with XV, and maybe not even with XVI, but then again XVI may be a very different kind of game than the traditional production value-pushing, lengthy quest with an even lengthier development time. I think it's very likely, in fact. And I think it's also very likely Dragon Quest will either be mobile or multiplatform for either XI or XII.

There's no reason to think Final Fantasy on consoles is going away.
Well, I mean, other than economics. But honestly, I hope you're right, man. I really do. It's just hard not to see how the economics of this kind of production are looking more dire by the day.
 

Goli

Member
For the record, Mobius has tweaked assets not only from Lightning Returns, but also from FFXIV, though in both cases they amount to only monsters.

I've been playing a bit everyday, and the game feels a little lacking as far as the story content goes, it's not very difficult to clear the only available chapter, but there are other side regions to complete in the mean time.
I think, if SE manages to keep a steady stream of content within the first few weeks, as well as announcing some sort of collaboration with other popular games soon, they'll probably be able to maintain Mobius as yet another mobile success.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
Isn't it telling that this supposed "Full FF experience" on mobile doesn't have any exploration?

I wouldn't mind a real game on a mobile device, but they just keep showing that the monetization of these games only comes through casual, short-session experiences.
 

Goli

Member
Isn't it telling that this supposed "Full FF experience" on mobile doesn't have any exploration?

I wouldn't mind a real game on a mobile device, but they just keep showing that the monetization of these games only comes through casual, short-session experiences.

The game does offer a little exploration on super small areas, though. They'll likely expand on this component in further updates if the feedback they receive says so.

Also, I'm fairly certain that as a show-of-power SE will soon port FFXIII to iOS/Android, which may open the gates to more console-like experiences on mobiles. Even then, games like Chaos Rings III do feature exploration and are premium, and available now.
 

PirateKing

Junior Member
This is why companies started making mobile games. Congrats and hopefully it'll be released everywhere so i can play it.

Secretly I wanted this for Vita ;_;
 

Koozek

Member
Of course, not with XV, and maybe not even with XVI, but then again XVI may be a very different kind of game than the traditional production value-pushing, lengthy quest with an even lengthier development time. I think it's very likely, in fact. And I think it's also very likely Dragon Quest will either be mobile or multiplatform for either XI or XII.


Well, I mean, other than economics. But honestly, I hope you're right, man. I really do. It's just hard not to see how the economics of this kind of production are looking more dire by the day.

Nope. See this fresh interview with FFXIV's Yoshida who is the first SE employee to officially mention "FFXVI". He's talking about how it needs to push the boundaries even more than FFXV to impress people again with the FF franchise. So exactly the opposite of what you said :p

"“I think we still have a long way to go. The Final Fantasy that I know was even better,” he says. “Final Fantasy XIV is not a standalone Final Fantasy title; it’s an MMO. Unfortunately some fans will remain on the fence about it because it’s online, so we can’t reach all of them.

“Of course, with XV coming out as a standalone title, that’s very important. But it’s not only XV - we need to be able to do more and bring back that impact that Final Fantasy gave us when we ourselves played it for the first time. That shock – the good kind of shock – and try to bring that back. Maybe we won’t do that before Final Fantasy XVI. Maybe it’ll be even further in the future. But I still feel we need to continue to strive to improve... There’s a long road ahead."
"
 

dramatis

Member
Also, I'm fairly certain that as a show-of-power SE will soon port FFXIII to iOS/Android, which may open the gates to more console-like experiences on mobiles. Even then, games like Chaos Rings III do feature exploration and are premium, and available now.
FF13 is already on mobile. You can play it using their mobile streaming service, Dive In.
 

HeelPower

Member
Graphically it seems wildly impressive from the videos and I would be somewhat excited for mobile games if they can be like that.

Is it a good game on the whole though ?
 
I wonder how this compares to record keeper.

That game is incredibly generous for a mobile game and never asks for money. I really enjoy it and have spent a few bucks just because it's given me plenty of enjoyment.

Is this game more pushy about its transactions?
 

Falk

that puzzling face
it's not bad, been playing it the last few days

image.php


mouth says yes body says no etc

it's pretty good lol
 

Qvoth

Member
they're not that stingy with the gacha shit either, i'm close to being able to do the multiple summon gacha shit that plagues every japan f2p mobile games
 

ArtHands

Thinks buying more servers can fix a bad patch
Boss★Moogle;166813684 said:
Damn, I was hoping this would bomb hard so they'd focus less on mobile.

Why so? It will be good because that means more quality effort like this will appear more frequently on the mobile.
 
D

Deleted member 20920

Unconfirmed Member
Boss★Moogle;166813684 said:
Damn, I was hoping this would bomb hard so they'd focus less on mobile.

At this point I think it's best to hope that Japanese companies can gradually make better mobile games, rather than to hope they fail. As much as we want and like them, the shift towards mobile in Japan is probably neber going to be reversed.
 
Let's assume that the choice was between putting the FFXIII team on this or on another 2 year console project after Lightning Returns shipped. And let's assume that the console project performs about as well as LR did in Japan - which puts it at about 500k units sold, and S-E making maybe 50 bucks per copy. That would be 25 million dollars of revenue. How long would it take Mobius to surpass that? A month?

Hard to say.

First of all, we do not know how much the app is grossing; the ranking is not enough to say something meaningul, in my opinion; taking apps monthly revenues from financial reports as a reference is a bit reacing, in that there might be huge seasonal effects and daily distortions due to inherent factors (I suspect during weekends people spend more) and endogenous ones (events, promotions). Secondly, we have to remember that Apple is taking a 30% cut on all sales generated through the App Store and the game itself (so million a day would translate into 700.000) + featured advertising (which might involve costs or not).

As for a physical release, there are other factors to account for. For example, DLC; we know that paid downloadable contents are popular among gamers, and they might be a good stream of revenues on top of the entry fee (I suspect Theatrhythm sequels were greenlited thanks to the success of DLC, because sales were not that high overall). Also, worldwide release; we have seen how many Japanese games have struggled overseas, while doing spectacularly well in Japan; therefore, a FF game by the same team might have been developed with Western markets in mind (LR bombed in the West as well, but at least XIII-2 sold good enough to grant another entry).

Therefore, it is quite difficult to answer your question, and maybe also pointless. After all, whether a success or not, SQEX will keep developing on mobile, otherwise we would have not gotten Mobius and Record Keeper to begin with.
 

Nirolak

Mrgrgr
I'd generally consider Square Enix's new "Let's try everything." approach to be a major success even if it's had a lot of stumbling blocks.

Mobile, MMO, and traditional all had very strong performances last fiscal year without any AAA retail blockbusters, and they put up some of the best results they've had in ages.

Japan has shown good strength in mobile, mid-sized, and MMO, while their Western office has done well on both AAA retail and PC.

F2P on PC (in both regions) is probably still their biggest weakness across both branches. They still seem to be investing against that though given they just announced a new title today.

Non-retail downloadable is also not as good as it could be (think XBLA or even $30-$40 digital only games), but Life is Strange is at least showing some tide change there.

I do agree it's hard to do a comparison of a more successful game than Lightning Returns to whatever Mobius is earning given we have pretty limited data for either at the moment, though I suspect they'll report happiness with Mobius whereas they tried to never mention Lightning Returns in fiscal reports.
 
I'd generally consider Square Enix's new "Let's try everything." approach to be a major success even if it's had a lot of stumbling blocks.

Mobile, MMO, and traditional all had very strong performances last fiscal year without any AAA retail blockbusters, and they put up some of the best results they've had in ages.

Japan has shown good strength in mobile, mid-sized, and MMO, while their Western office has done well on both AAA retail and PC.

F2P on PC (in both regions) is probably still their biggest weakness across both branches. They still seem to be investing against that though given they just announced a new title today.

Non-retail downloadable is also not as good as it could be (think XBLA or even $30-$40 digital only games), but Life is Strange is at least showing some tide change there.

I do agree it's hard to do a comparison of a more successful game than Lightning Returns to whatever Mobius is earning given we have pretty limited data for either at the moment, though I suspect they'll report happiness with Mobius whereas they tried to never mention Lightning Returns in fiscal reports.

LR bombed, indeed. Mobius just launched, so I'd wait a few more weeks to talk about its overall performance. Also, Mobius is a "traditional " jRPG that caters a "traditional" audience, that is those that would typically buy day-on on consoles, hence, I'd not be surprised about its good launch. Mobile games are made to generate revenues over time, so let's how it'll keep performing.
 

Nirolak

Mrgrgr
Yeah, that's why I was rather careful with my wording of the title.

Debuts can often be stronger than the long term, even on mobile.
 
The game makes my phone run hot. I guess I should have downloaded the mid-tier version? The "settings" menu doesn't bring up anything for me.
 

dark10x

Digital Foundry pixel pusher
Let's assume that the choice was between putting the FFXIII team on this or on another 2 year console project after Lightning Returns shipped. And let's assume that the console project performs about as well as LR did in Japan - which puts it at about 500k units sold, and S-E making maybe 50 bucks per copy. That would be 25 million dollars of revenue. How long would it take Mobius to surpass that? A month?
Yeah, when you put it like that, it's super depressing. These types of things are just too lucrative for companies to pass up.

This is also how preservation dies. This is not a game that will last. 20 years from now will it even be possible to play? Not that any companies actually care about that.
 
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