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Day One


Josh

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After a much-needed vacation I'm back, and ready to rock.

IGDA Summit

Everything at the IGDA Summit was mobile, mobile, mobile. Based on this kind of behavior in the industry, you'll have to forgive me for thinking at one time that mobile was the next big thing. There's two problems:
  • Perhaps half the companies there were support services to help you monetize your app. I haven't heard the word "monetize" so much since the height of the Social boom, when people had huge numbers of free users and were looking for a way to convert them into paying customers (which didn't happen). I take it as a bad sign. If you are a corn farmer, and a bunch of door to door salesmen come to your farm offering to help you monetize your corn selling business, you probably have a problem.
  • At the same time, all the indie developers unanimously said they were having trouble making money, and that the market was very crowded. The general consensus was that it wasn't enough just to make a good mobile game. You had to have a way to promote it. One developer told me his marketing plan was to create a Facebook page. I guess he had never gone that far before, and was confident it would be the answer. blink.png Another guy complained he couldn't even give away his totally free game, with no ads or in-app purchases.

 

So to me right now mobile looks like one of those things where a bunch of companies operate at a loss for a few years in hopes they will get acquired by EA, and then 90% of them disappear. Does not feel like a promising place if you are actually trying to provide goods to customers in exchange for money. (Of course there will still be some major successes, but those seem like the exception.)

 

I was the only Linux developer at the event, as far as I know. Based on the strength of our recent Kickstarter campaign, Linux is arguably our lead development platform now. Which I would not have guessed a year ago.

Leadwerks 3.1

Development of Leadwerks 3.1 for Linux and Steam begins in earnest now. I'm focusing on graphics and terrain first, since those tasks cannot be done by anyone but me. Linux and Steam integration can be performed by the other devs, and I will just contribute to those depending on how much time I have. I made a lot of progress on terrain recently, and my goal is to have the terrain editor implemented by the end of the week. This will be included in the 3.0 version and rolled out when it is available.

 

I will also be attending to any outstanding bug reports. Having the current version 3.0 in use before the graphics upgrade in 3.1 is a great way to evaluate out the editor and make sure everything is solid.

 

So I am looking forward to the development of 3.1 over the next few months. After all the recent excitement, some quiet coding time sounds great to me.

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I think the mobile market has a short attention span. Because of the limited interface mobile has, most games are probably played for a very short total time on average (there will be exceptions of course).

 

Things that I have read is that it's a pure numbers game, which would make sense given the statement above. Your best bet to survive (if you aren't the lucky big hit game) is to turn out a new game every month or so. You track performance and ignore the bad selling ones and put your attention towards the ones that are selling, while still putting out new games and marketing.

 

I think this goes against what a lot of game developers want to do, which would be to put time and energy into a game they really believe in, vs turning out a lot of smaller games. Different market, different strategies.

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I agree with Rick. The most interesting niche I have seen in mobile gaming devices has been motion controls (tilting the phone), but aside from that I have never seen somebody play a serious game that is not Angry Birds on a phone or tablet for longer than 5 minutes. Not that there is anything wrong with that by itself of course.

 

I do think that the mobile's app market is going to expand a lot more in the future though, but just not exactly in gaming. Or at least, not yet to the degree that we know of in the PC and console gaming communities.

 

Also: I'm really looking forward to seeing that landscape editor!

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What I think an end state could be for mobile gaming is not all that mobile. I would like my phone to be a console that could wirelessly link to any TV, projector, or monitor. I would also want to be able to play my game and do anything else at the same time on my phone. My phone wouldn't even need to show anything on it but have it running in the background and shown on my TV/monitor. Of course all this needs to be smooth and flow nicely where phone calls don't cause any slowdown or interruption. Then I can just use my wireless keyboard and mouse or controller to play the games. With internet enabled TV's you would think this could work.

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OUYA is probably what your looking more for rick. using your phone account as the managment account for purchasing games and content.

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I'm not really looking for anything really. I just think this is the way mobile will go eventually. :)

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Gamers are not gamers anymore, they are walking meat wallets. That's the take-away I get from industry journals and sites. Still, you've got to earn a living. Producing middle-ware or content seems to be the safest part of the food-chain.

 

Having said that, the one device that's had the biggest impact on how I do things today has been the pocket sized tablet. Office, mail, social awareness, gaming is something that happens on the toilet. More than you wanted to know.

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On one hand I don't think mobile should be our primary focus, but on the other hand I'm seeing a lot of creativity coming out of Leadwerks 3 developers, so that's definitely cool.

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