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The next generation of Infinity is here (discussion) (contribute)
A message from @CodeMonkeyZ, 2ch lead developer: "How Hiroyuki Nishimura will sell 4chan data"
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1442534381320-0.png (1.28 MB, 1545x770, 309:154, 3123213.PNG)

File: 1442534381330-1.jpg (179.22 KB, 1280x720, 16:9, maxresdefault.jpg)

1d3469 No.21982

Anyone else here interested to know how do these games manage to fool so many people into paying hundreds of dollars to keep up with the rest?

Does anyone know any design documents or in-depth articles that talk about them?

c7a007 No.21984

1. Sell your soul and passion

2. Forget about your actual dream

3. Get used to all botnet social accounts

4. Make 100 shitty copy paste of those apps

5. Maybe you'll get lucky in a few years, tomorrow, or never

6. Kill self if you failed

Or

1. Use your motivation to make the game you always wanted

2. Put hard work into it and tweak every single thing until it's better

3. Have fun with it

4. Test it and see how you can improve it

5. After years of dedication release the game that you always wanted to show off

6. It will most likely get popular if it's either something original, or something very great but not very original


1d3469 No.21985

>>21984

I wasn't asking about moral compass or whether or not these games are bad for the industry or not.


c7a007 No.21986

>>21985

Then if you don't want a moral compass here's the best guide:

1. It's mostly luck

2. It has to have big fancy buttons and animations

3. It has to be as casual and unoriginal as possible

You just make them till you get lucky.


8633a1 No.21987

File: 1442550791520.webm (7.5 MB, 888x500, 222:125, freemium.webm)


905db3 No.22023

>>21984

>6. It will most likely get popular if it's either something original, or something very great but not very original

"Things I Made Up" by Anon


346e07 No.22027

I'd be okay with making a shitty little game for some extra cash, but I genuinely find it hard to think up a game that's so stupidly shallow that it appeals to the mobile market.


24539e No.22683

>>21982

this is what I suspect how mobile game companies make it big:

>at least ten rich as hell whales who do nothing but pay for every little fucking thing. When 20K is nothing to someone, that's easy money right there.

>rehash and clone to oblivion.

For every decent game out there, there are at least ten (no really) clones out there.

>pump it out like a sewer.

mobile game players rarely stay on games, so unless you got lucky, they will move to something else within year's end.

>any other scummy means to boost ratings, and make a profit.

because anybody who never really plays games won't bother to look shit up on the game they play

There are companies out there that will completely clone a sweet flash game, and claim it as thier own, when the original author gets zero money.

Pay2win is merely the most famous sin of the mobile market, you gotta think, what about bot ratings? What about media "reviews"? What about advertising? False advertising? What about datamining? what about datamining ads in PAID FUCKING GAMES? Hell, I wouldn't be surprised if shit got to patent troll levels there.

Also, the snowballing effect of having a high rating feeding into being on the front page, thus establishing your company's existence.

Luck is too easy for other people for people to blame when it's really connections.

But luck also has a tendency to be under your nose before exploding in ypir face.


89ab6a No.22713

Alot of these games work like this:

>Some company or person buys an existing base game

>They outsource or pay freelancers to design original art, rebrand the game, set up servers

>The release it on the mobile stores

>rinse and repeat




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