So then we need to evaluate what went right here with Crossy Roads and then Pacman 256 to become the successes they are. Many have tried to do that, some succeed, most fail. He's got a 5/7 record so far for successful projects. If it was so easy to clone a game and become profitable, everyone would have by now. I'm trying to think of mobile hits that were original but none come to mind.īut the metrics for money corrolate to all kinds of definitions of success. At least he tried to use an idea that wasn't rampant at the time of creation, and at least he tried to create his own spin on it.something that many fail to do, they just outright clone a game. You give the people what they want, and obviously the games they're playing are what they want, so trying to copy that is a pretty low-risk strategy (apart from the fact that you're competing with 10.000 other devs doing the same). The fact that a mechanic nowadays is the game, and the fact that people enjoy games that play themselves or where no skill can be developed to beat a game make it impossible for me to think like the customer.īut.copyism is the bread and butter of the games industry. If I came up with, say, Angry Birds, I'd think 'cute mechanic in a larger context. I can assure you there's many frogger clones out there, but this one seems to have hit a sweet spot that others didn't (while I am well aware it's also a matter of luck).ĭon't get me wrong, I don't enjoy games like this (and all the candy crush like game), and the fact that games like this are the ones raking in the cash are the reason I don't do mobile (nor play it pretty much). Given its success it's clearly what the market wants, so if your goal is to make money making game then he's a smart developer. It depends on your definition of smart developer I guess.
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