Our small studio has been working with Unity since 2010 and back then it wasn’t nearly as cross-platform as today is. So from the start we’ve been a Desktop-oriented studio and have been working on game mechanics, requiring a keyboard, a mouse and an average CPU. However, times change and everything is moving to mobile nowadays so almost all of our clients want mobile games made. Since desktop gaming is our specialty and we’ve always been more about the passion of making games instead of making sick money, we made a short video to share some thoughts on the mobile games. You can see it here:
I’d really would like to read other developers’ points of view regardless of whether or not they are a mobile developer.
We make four points there:
-
First is performance: This one is maybe more for the mobile developers. Should we at all cost always aim to make the game as light as possible? Does low performance (and I’m talking about something around and under 30fps) bother your players? We know that Desktop gamers can’t stand low performance and I personally can’t play well if the FPS drops below 35 (don’t judge
) -
Second is ads: They are a great source of income when it comes to free games but aren’t they too distracting? I’m interested to hear what kind of mindset everybody has here. When making a game, are you driven mainly by the profit or by the passion? Which do you think is healthier for the game and for the studio in your case and why?
-
Third is the touch screen: While it could be great for some types of gameplay like puzzles and point-and-click games, when there are on-screen controls involved, things get very messy. How many of you have developed games with on-screen controls and have you implemented joystick support? If not, have you met demand for that feature? I personally have played lots of on-screen control games which don’t support a joystick and it’s pretty frustrating.
-
Finally is the gameplay: Most mobile games have a simpler gameplay for a reason: They are mostly played by casual gamers or people who are not getting along with technology that well. But how simple is good enough? In our practice we’ve had clients requiring one-tap games that you basically can’t fail if you tap the screen regularly and it was targeted for players of ages 8 and above.What’s more interesting is that it had tens of thousands of downloads and was rated above average. What do you think about that? Are people demanding simplistic gameplay and developers are conforming to that or is it the other way around?
So these were four things that we in our studio had a discussion about. There are many things like that and if anybody has something else on their mind, we’d be happy to hear it because we are starting work on our own mobile game and would be awesome to hear what other people thing.