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Tag Archive for mobile games

To Death Do Us Part…

Image from Stanchieri Family Law

 

Once upon a time, you shipped a game and you were done.  Your team was in development on the next title before your game even hit the shelves and if you made any serious mistakes, well, you were pretty much f*cked.  You could (and sometimes did) release a patch or two, but those were regarded as bad-form and best practices dictated that you polished your particular gem until it shone before you let the Gold copy out the door.

Since the advent of reliable broadband, however, this is no longer the case.  Small studios race to release an MVP (minimum viable product) and then keep polishing it with updates once it’s in the hands of their users.  This offers a unique opportunity, it turns what was once a monologue (much like a novel or a film) into a dialogue between the developer and the consumers.

But how do you gracefully close that dialog?  Do you ever want to?  It depends on the size of your team and the resources you have available.  If you’re a small indie team, with everybody working on the game in their odd hours, then an open and shut product may be what you need to focus on developing.  If you have the resources (say, you game starts getting the downloads needed to let everyone quit their day-jobs, or bring in additional personnel) then opening an maintaining a dialog with your games fans is going to help keep your game alive and viable for a much longer period of time.

But until you hit critical mass, you’re tied to that game.

 

On Mobile Gaming

You can’t have innovation without constraint.  The smaller and tighter the box, the more creative the developers get when trying to punch a way out of it.  Mobile and handheld game designers are no exception to this rule.  They embrace it, they stare down the miniscule download sizes and teeny weeny memory cards with the gimlet eye of experience and an attitude that says, “I can break you with an ESC key and a couple of well-placed function calls.”

Within the space of ten short years, the mobile games industry, fueled by mad innovation and ever increasing hardware capabilities, is well on its way to crossing that barrier between “core” and “casual”.  Game players who never thought of themselves (and possibly still do not think of themselves) as game players have become a part of the wider audience.  This not only opens the window to new types of games but it allows us to find fresh eyes for games and game styles that have long since gone by the wayside for the “core” gamer audience.