Nope. I still can't stand microtransactions so no. most mobile games are glorified slot machines.
I guess if you mean by "coming into their own" you mean "took elements of widely popular quality mobile games and skinned them with Nintendo characters"
Yu Gi Oh is a digital card game. We have Hearthstone and Shadowverse which are other card games on mobile.
Fire Emblem is a solid Fire Emblem lite from what I'm hearing, but there are other gacha games with great gameplay like Puzzle & Dragons out there.
Super Mario Runner follows countless other games in the genre that I've seen reviewed quite well.
Mobile has been fine for ages. You're just discovering it now because you needed some familiar characters and worlds to get you to pay attention to games outside your bubble.
I guess if you mean by "coming into their own" you mean "took elements of widely popular quality mobile games and skinned them with Nintendo characters"
Yu Gi Oh is a digital card game. We have Hearthstone and Shadowverse which are other card games on mobile.
Fire Emblem is a solid Fire Emblem lite from what I'm hearing, but there are other gacha games with great gameplay like Puzzle & Dragons out there.
Super Mario Runner follows countless other games in the genre that I've seen reviewed quite well.
Mobile has been fine for ages. You're just discovering it now because you needed some familiar characters and worlds to get you to pay attention to games outside your bubble.
In the west.
with the launch of Fire Emblem and with Yugioh a few weeks earlier, and Super Mario Run, it feels like mobile games are stepping up their game.
i have spent more time this week gaming on my phone than pc. does anyone else feel like this? and could this be the beginning of better and more "console" like experiences geared for mobile play on the phones?
Those are examples of good mobile games? Games based on concepts done better by other mobile games long before they released?with the launch of Fire Emblem and with Yugioh a few weeks earlier, and Super Mario Run, it feels like mobile games are stepping up their game.
Everybody play Fire Emblem.
Completely off topic, but I like the little robot in your avatar, lol.Shout out for Paradise Bay. ❤️
wutNot even close. It has far to go, and pales in comparison to any other platform out there, except maybe handhelds.
Well, the first example is completely subjective, and the second has to do with how that game was designed and not with it being on touch. There are far more advanced RPGs/strategy games/ports than something like Fire Emblem HeroesEh, mobile has long hit its ceiling in terms of quality experiences as far as I'm concerned. Sure, there are great mobile games, but the limited interface and the marketplace make it unattractive for me as a player for anything other than a nice distraction for a couple of minutes, and a worthless platform for for the developer in me who wants to do more compelling experiences.
Fuck, Nintendo's offerings have been case in point - Mario Run isn't worth playing beyond the free levels, and Fire Emblem Heroes is nice at first but I'm rapidly finding it to be a grindfest with tepid story with a gatcha that magnifies the problems with gatcha on top of a game that's basically FE:Lite - it sorta feels like Fire Emblem, but the maps are too small to allow for real tactical depth, because, of course, they have to compensate for only being able to use a fucking touchscreen
Well, the first example is completely subjective, and the second has to do with how that game was designed and not with it being on touch. There are far more advanced RPGs/strategy games/ports than something like Fire Emblem Heroes
As for "limited interface", I really cant see how you can say that. It's like saying PC is limited because it doesnt have analog sticks, or consoles are wasted potential because you cant play grand strategy games on them. You make what suits the platform. That's why the most praised games are often puzzlers or adventure games or strategy or interactive fiction/digital gamebooks or roguelikes or rely on tactile mechanics. Ports liks The Room just don't feel right playing with a mouse.
So much wrong with this post I don't know where to start.
Plus unlike console mobile games are still limited by touch screen control and I ended up deleting Rayman Adventure because the game was just horrible to control with the touch screen.
Well please...start with my first few points, because I see little way to argue them.
The release frequency of games on mobile has objectively increased, and both Google and Apple have done little to make discovery of new content easier for the average user...much less tools that accurately learn about my consumption habits or taste.
Unfortunately, this is still a problem, but it's completely invisible unless you're actively looking for stuff like this. Browse the Games section, read mobile-focused sites, and stick to the mobile gaming OTs and community threads, and you will never ever see clones or those other appsWe still regularly see games that mimic other titles down to the UI, just with a different skin, or using an existing IP license. Many of the top grossing games are either multiple year old established titles (Game of War, Clash of Clans, Candy Crush), or other games from the same few developers like Supercell (Boom Beach, Clash Royale) that advertise their games within their other games.
There are still companies that abuse user reviews with fake accounts, and rely on whales for a considerable amount of their revenue.
http://www.neogaf.com/forum/showthread.php?t=1339920I'm not seeing a huge influx of new sites or tastemakers to make content I'd like easily known to me in 2017 vs. 2012.
Paid premium games release every week, without fail. They're not hard to find. You literally just have to go to the App Store. They're right there, in Games, with big banners and recommended by curated listsPay to play games have become rarer now vs. the early years of the market as F2P has largely taken over...what possible arguments are there against this?
Whatevs, ^^^^^^ just check out More_Badass's post above me. He does a much better job in refuting your points.Well please...start with my first few points, because I see little way to argue them.
The release frequency of games on mobile has objectively increased, and both Google and Apple have done little to make discovery of new content easier for the average user...much less tools that accurately learn about my consumption habits or taste. We still regularly see games that mimic other titles down to the UI, just with a different skin, or using an existing IP license. Many of the top grossing games are either multiple year old established titles (Game of War, Clash of Clans, Candy Crush), or other games from the same few developers like Supercell (Boom Beach, Clash Royale) that advertise their games within their other games.
There are still companies that abuse user reviews with fake accounts, and rely on whales for a considerable amount of their revenue. I'm not seeing a huge influx of new sites or tastemakers to make content I'd like easily known to me in 2017 vs. 2012. Pay to play games have become factually rarer now vs. the early years of the market as F2P has largely taken over...what possible arguments are there against this?
I don't think mobile as a platform is by any means doomed, but I'm not seeing a massive improvement in the average game, much less the tools to make finding content I'd like easier. All of the frustrations people have noted since Valve opened the flood-gates within Steam, reflect the bigger version of the same problem on mobile.
Your image links are brokenFor starters the discovery "problem". I can't speak for the google play store but the App Store has plenty of ways to find good and premium content:
The game store front page thats show both free and premium content:
The Editors Choice Section which is right on the front page:
What kind of games are you interested in? Every game category now has a Pay Once and Play section to it:
Now to your point about premium gaming "dying", here you go.
That same thread I linked above should also do fine in refuting your third point of all mobile games being shallow time wasters.
Are you only noticing because you like the ip?
I guess if you mean by "coming into their own" you mean "took elements of widely popular quality mobile games and skinned them with Nintendo characters"
Yu Gi Oh is a digital card game. We have Hearthstone and Shadowverse which are other card games on mobile.
Fire Emblem is a solid Fire Emblem lite from what I'm hearing, but there are other gacha games with great gameplay like Puzzle & Dragons out there.
Super Mario Runner follows countless other games in the genre that I've seen reviewed quite well.
Mobile has been fine for ages. You're just discovering it now because you needed some familiar characters and worlds to get you to pay attention to games outside your bubble.
Fire emblem heroes is still the same gacha trash that has inundated every game based around a major license. It just happens to be competent gacha trash with great artwork.
It did remind me why I liked real fire emblem games though and now I'm finishing birthright finally.
I think the funniest thing is watching these debates and realizing that it's really people talking over each other. There is a contingent of people who consider themselves "real gamers" would demand certain "standards" in their games (which in reality are just traditional things they are accustomed to), and this contingent makes every effort to argue that mobile gaming is inferior simply because it is -not for them-. At the same time there is another contingent of people who try to take the time to argue that and showcase that mobile gaming is worthwhile and filled with neat offerings, without understanding that the other side -doesn't care- because the majority of these games really aren't for them.
I think a good rule of a thumb is this: If someone mentions controller support in a discussion about mobile gaming, it's time to bail out because the conversation isn't worth having. It's not a discussion about quality or market perception anymore and just a fundamental disagreement with what games can be. Some people are stubborn. That's fine. Their loss!
Yeah I mean what are you even supposed to do once you've beaten the story chapters? Just grind endlessly on recycled maps to level up more characters?yep, fe heroes just makes me want to play real fe. plus the stupid rates for 5 star are so stupid
Yeah small scale adventure games are great on the platform. The sorcery games and 80 days around the world are great for what they are.I think mobile gaming has the most potential of any platform out there aside from PC. Sadly, its pretty much full of F2P trash, ripoffs of Nintendo/GTA/Minecraft, and maybe 1% actual great stuff. And unfortunately, it's not the great stuff that makes the most money.
Until stamina isn't a thing, I don't think it'll ever become not niche. Games line Sword Art Online don't force the mechanic on you as it's a better experience for it.
Already with fire emblem I've hit the stamina wall just as I'm settling in for a play session...
Until stamina isn't a thing, I don't think it'll ever become not niche. Games line Sword Art Online don't force the mechanic on you as it's a better experience for it.
Already with fire emblem I've hit the stamina wall just as I'm settling in for a play session...
This topic (stamina bars) came up in KHUX discord recently. It feels a lot like stamina are there more as a staple, a set of old shoes, whatever you want to call it, similar to crosshairs in an FPS, or 'turn based' as an idea for JRPGs, and it's what the game does with it in terms of usability to suit its target userbase that defines it.
It's more of like a precedent - when people play a new game and it's got a stamina gauge you kind of have an idea what to expect in terms of framework, i.e. limited time events, random gacha/lootcrate-based progression, etc. but by itself it's... really dated.
As an analogy, FF1-style turn based is... really outdated, but yet Bravely Default built on that to present a really engaging extension.
If you look at it another way, yes, it's 'outdated' by itself but it sets a baseline against which the extended system measures itself against. For example, KHUX has extended periods of what they call "0AP", where everything literally costs zero stamina. Sure you farm the shit out of stuff during 0AP, but you basically can have a gauge along the lines of 'well, I did 100 times of this 20AP quest which would have been 2000AP, which would have been equivalent to X number of full bars or Y number of minutes of natural regen'.
As another example, Granblue Fantasy throws AP (stamina) pots at you, with each one being 50AP, or 4h10m of natural regen. People save up and spend literally hundreds of them a day on events with loot they want, the largest perpetrator being so-called Guild Wars, especially in a close fight. In this instance, the stamina bar, while useless on its own, still serves as a gauge or yardstick as to which AP pot consumption is measured against. The game would simply fail without this AP pot system in place, because people are spending literally weeks of natural stamina regen in one sitting.
Many others, like FFRK, share currency between gacha pulls and stamina refreshes. I feel like coming into 2017, this is becoming an inferior model, as it basically punishes your userbase by forcing a decision as to whether to roll (well, literally gamble) for progression vs play more. BUT on the flipside, FFRK has, as a basic design principle, leaned towards more casual play - rewards are frontloaded to first-time completion, meaning after a certain point you can waste a lot of stamina regen and still remain reasonably cutting edge.
I think the big thing is, gacha games as a meta design philosophy have realized now that
1) trying to monetize by timewalling people into paying for more stamina doesn't work
2) stamina limits the amount people can play for extended periods of time, which then sucks for retention
the games that don't understand these two shortcomings basically lose out to games that do. Obviously there are a lot of other factors like the game design itself being engaging, progression for F2P not being insurmountable while still having a reachable carrot, 'fair' and/or transparent gacha rates that all factor into retention, but stamina really is a big factor that separates or defines what kind of userbase a gacha game develops a few months into its lifespan.