Quality of mobile gaming?
Members - Reputation: 103
Posted 26 October 2012 - 09:50 AM
Members - Reputation: 151
Posted 31 October 2012 - 12:00 PM
It seems that rather than creating something new and unique, developers are trying to ride the wave of success of other developers by producing similarly built games with only a few changeups in overall gameplay.
Seems to me like the industry has always been this way. Remember the zillions of maze games, Space Invaders clones, and a market flooded with home pong clones? Sure, there were more unique offerings then, but when you start with nothing, it's not difficult to create something new or unique.
the greatness of a game is only valued of it ability to generate income
As far as industry is concerned, isn't that the ultimate goal? You won't find too many people with the resources to produce a AAA or AA title who are concerned more with "bringing their vision to life" than they are about turning a profit.
How to you propose that the problem you identify be addressed?
Crossbones+ - Reputation: 4393
Posted 31 October 2012 - 12:12 PM
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
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Crossbones+ - Reputation: 1989
Posted 31 October 2012 - 12:59 PM
But of course there are a lot of similarities and out right copycats, because it is really hard to create something entirely new.
And don't confuse game genres with copycats, there is nothing wrong with making another tower defense, if you think you can make a really fun one.
(although, personally, I'd try to find a less crowded genre )
Also, the format promotes short play sessions, most people play mobile games to fill out the waiting parts of normal life, on the bus, before a meeting, etc.
So most successful games center around a simple mechanic, that is fun to repeat.
Edited by Olof Hedman, 31 October 2012 - 01:01 PM.