Why I've Said Goodbye to Mobile in Favor of PC
gamasutra.com
gamasutra.com
I think this is a good observation. Porting to a dozen platforms is double the work for, say, double the customer base. If the game catches fire that's money well spent, and if it doesn't you've saved yourself a lot of money by not doing the ports. So wait to see what the reception is before you spend. If you just get a few hundred or a few thousand users, take that money and make another game.
I agree with his conclusion, too. People who play serious games want more graphics power, a keyboard (or at least a game controller), and decent sound. Mobile game users are looking for the 21st century version of solitaire, and they're not willing to pay much for it. Maybe nothing at all.
> Mobile game users are looking for the 21st century version of solitaire, and they're not willing to pay much for it. Maybe nothing at all.
EXACTLY.
Couldn't disagree more.
I was a serious gamer. These days I only play some Warsow frag fest every now and then. And yet I am willing to pay for outdated graphics, or mobile graphics level, if the game is story-driven with solid characters.
I am thinking of The Dig, Gemini Rue and Super Sword and Sworcery or even Knytt.
I am not thinking of David Cage egomaniac pile of manure that was Fahrenheit / Indigo Prophecy or the disappointment I felt playing Dreamfall (let just make a short and enjoyable novel of your ideas instead of a painful game to play)[0].
[0] And I'll put Grey matter in the footnote because it's where it belongs.
"Yesterday 304 apps were released in the App Store. I didn’t bother counting, but about half of them look to be games. 152 fresh new dreams went on sale. How many of those will hit the top 100? Probably 0. How many of those will be profitable? Probably 0. How many will cover their costs? Probably 0. But here is the real kicker: tomorrow, 152 NEW dreams will go on sale. Today's will be old and discarded, for you only make the new lists the day you launch. Apple boasts about hitting 1 million apps. That is about the worst number a developer could hear. It means 999,999 other people are competing with me for a customer’s attention and wallet."
Author loses friends, money, and time in pursuit of a super-fickle audience, and realizes that returning to their roots as a PC gamer is the way to go.
Eh, is it? The author was sure that mobile was where it was at in 2010, observing that no one was playing consoles (consoles were and are as hot as ever), with nary a mention of PC gaming. They made a, sorry to say, easily replicated game for a niche market, among what already was 100s of thousands of app.
In these sorts of stories it's always a little more complex, and of course someone will be looking out and making broad conclusions about externals, when some of their own decisions were questionable.
I'm not trying to be a critic of the author, but given the number of "see?" type posts, people need to be somewhat more skeptical.
and realizes that returning to their roots as a PC gamer is the way to go.
This is almost too much. Steam greenlight is just overwhelmed with hundreds of entrants, and they're opening the floodgates even wider. And while I'm very likely to try out random little games on mobile (particularly if they're free to play -- not that I like the model when abused smurfberry style, but it is turning into a "try before you buy" tactic that is reasonable), then pay a dollar or so and get an hour or two of entertainment out of it, it's extremely unlikely that I'm going to install anything from a small studio on my PC -- everything is from megastudios where teams of hundreds worked for years, because that's the competition.
On the topic of large teams, the baseline on the PC is incredibly high now. Not only the triple-As, of course, but every amateur has a very high baseline of Unity/Unreal/etc. This seems like a godsend ("Yay I have Unity and all of these cool shaders and techniques and seemingly endless power"), but it means that the artistic and technical demands are enormously high and resource intensive.
If that's the case, the guy has not much to hope for in the PC market. What kind of brand name can he build with the kind of games he makes?
More than 152 games are released for the PC per day.
And here's the kicker: they ALSO have to compete with the 150+ new iOS and the 150+ new Android games for the users interest too.
Is that true? I'm sure far less than that are launched on Steam or in stores, unless you count every random demo or JS game someone uploads to the internet.
Of course it remains to be seen whether even that is the way to go. He might enjoy the work more, but that won't matter much if this business turns out to be unsustainable, too.
> A is for App, on all platforms, was finally complete Fall of 2013. A year from when we first started it, and 9 months after we had a stable playable (store purchase-only) version. Our project cost went from $25k to $200k.
> That weekend I gathered up the family for a family meeting... I estimated $12,000 - $20,000 to get a playable prototype of the game, then we can decide what to do next... I have assembled a distributed team of 9 to help in varying capacities to make Archmage Rises a reality. Each one is being paid, with me as lead designer with full creative control.
"Family meeting! I'm about to make the same mistake for a third time! Who's in?"
Of course he recognises that talking to his family isn't about deciding whether he will hit the financial jackpot with his new gaming idea. It's not a business strategy meeting.
He is meeting his family to tell them that he is about to embark on another "Jackson Pollock" journey in his career where he'll likely lock himself in for days at end, throwing paint on the floor. This, without having anything to show on the proverbial "bacon front".
He is firstly preparing his family for this interpersonal and social change ... but most importantly he is asking them permission to fail. Yep, fail - not succeed.
Full respect for him. And for his family for understanding him. Wish him all the best!
This reads to me like someone who didn't know the business well and failed at mobile. I think he would have failed on PC if he had started there instead. He may succeed at the PC now, but that is partly because he learned a lot. I hope he does well going forward.
The low barrier to entry is making mobile casual games like flash games. Nobody wants to pay, and good games are hard to discover in sea of titles. There is still money to be made in mobile.
1. There are very low barriers to entry to coding a mobile game.
2. Game mechanics on mobile are limited due to the small screen and lack of hardware buttons.
3. Customers have become conditioned to expect prices that are too low to sustain the market.
The three items above have led to an end state where large publishers who can afford the marketing spend hire armies of low-skilled developers to develop hundreds of games in hopes that one or two of them are wildly popular. If the game isn't popular, you can just swap out the pixel art for new assets and release the game as a new product.
Free-to-play is the new hotness in gaming, but a successful F2P game is basically a marketing platform in disguise. It's not something a game developer should try to build without experienced marketing/product people driving the overall strategy. But given #3 above, F2P is the only realistic way to grow revenue per user.
In other words, #1 can be deceptive to people who think development == coding. Programming mobile games is easy, but building a mobile game development company has significant barriers to entry that most US-based developers simply can't overcome. A software developer in the US is easily $100,000 per year -- a guy living in India with the same skillset makes closer to $20,000 per year. Hence why most successful mobile development companies are NOT coming out of the US or western Europe, but rather out of Eastern Europe, South America or South Asia.
People make a lot of really simple games on mobile, partly because its cheaper, and partly because the assumption is that if you are going to spend more than fifteen minuted uninterupted playing a game, you are going to do it on another device.
How would a game like Twisted Metal work on a phone? A tablet? Screen controls, for me at least, don't have the responsiveness you want, and the lack of available buttons makes it hard to do anything beyond one to three button layouts. One game that managed this pretty well was Swordigo, but that was with nothing but left, right, jump, attack, and a special weapon. For that matter, how would you make Doom work on a phone halfway decently? Street Fighter/Mortal Kombat? Touch screens are a sad replacement for real buttons, and today's devices are pretty much universal crap for lacking them. The best typing experience I ever had was Android on an HTC Touch Pro 2 because it had a sublimely wonderful keyboard, and that phone ran Windows Mobile 6.5 by default!
1. The buttons take up screen space. You either have to design your game with a touch interface in mind (touchable objects) or ensure the action all takes place at the center of the screen.
2. In order to hit a button or make a gesture, you have to obscure your view of the screen. This means soft buttons need to be larger than the size of the average finger tip. Which limits the number you can have on screen.
3. The buttons aren't tactile. Again, this limits the number of buttons you can have since it's hard to differentiate between them without moving your finger and seeing where the button is.
Given these restrictions, it's no wonder that certain types of game mechanics have become very popular: parabolic motion games like Flappy Bird or Jetpack Joyride, tower defense/strategy games, swipe gestures (Infinity Blade or Fruit Ninja) or puzzle games like Candy Crush. In fact, the mechanics for these games would likely be very frustrating on a controller or mouse/keyboard.
I've played a number of action games on iPhone as well, and the controls just kind of suck. Secret of Mana is only playable because the console version's hit logic was glitchy to begin with so it works ok on mobile. I probably wouldn't have played more than 5 minutes if it weren't for the nostalgia factor.
1) The popular casual F2P games, candycrush, angry birds etc
2) Endless clones of 1 (this is at least 50% of the market).
3) Low quality games that were made to cash in on some trend like zombies , military shooters etc.
In contrast , on Steam I could buy almost any of the cheap indie titles and find something original or fun.
So I've basically given up on mobile gaming altogether. I wonder if this is a product of the app store model or something intrinsic about the form factor?
Perhaps there just isn't any demand for good games on mobile because anybody serious about games uses PC or console?
do casual gamers shop on steam? no. people who are "real gamers" do. so, if you're looking for "real" games on mobile, you probably shouldn't browse the top 10 list in itunes.
so, as a guy who likes to help folks out, here's a big list of pretty awesome games on mobile: http://www.grabitmagazine.com/blog/post/the-top-50-best-indi...
as to the inevitable question of "how do they make money if you have to special-search for them?", you can take the number of ratings and ballpark some rule-of-thumb average numbers.[0]
downloads = number of ratings * 50
for freemium titles, revenue = number of downloads * .015 (1.5% of people pay on average) * $15 (freemium paying users average out to $15 per month) * 3 (lifetime in months, most folks say 6 month for the lifetime of paying users, but i don't feel that's a very reliable number)
for paid titles, revenue = number of downloads * price.
i'm sure you'll find them not being billionaires, but doing just fine. far better than earning out $7k.
[0] please note these are wild, ballpark numbers based on industry average data from places like swrve industry whitepapers. really only useful for "magnitude-only" calculations.
Eventually to keep up they went F2P and things went down the proverbial drain.
No one was willing to pay for good games, so good games are no longer available.
We are victims of the world we have created.
Think 0ad, for mobile. No reason the model couldn't transfer.
In iOS, your game is sharing shelf space with: * Cribbage games that cost next-to-nothing to develop. ($1.99) * Hobby projects where the dev isn't looking to make money. ($0.99) * Free-to-play casual games like Candy Crush. ($0.00)
On PC, all the Candy Crush and whatnot is relegated to Facebook, and your game is theoretically selling on Steam alongside games like: * AAA titles like CoD:MW3. ($39.99) * AA titles like Lego [INSERT_FRANCHISE_HERE]. ($19.99) * Re-releases of classics like Myst. ($5.99)
I wonder if iOS had launched without being locked to a single store if things would be better?
That thing needs a massive re-working. There are plenty of us who have released apps, games that were great, only to be buried by apps that were terrible.
The cream definitely doesn't rise to the top using the current App Store model.
It's just a fricken lottery at this point.
People are learning to reject IAP-everywhere monetization models, but they've also retained the notion that nothing should cost more than $1.
Even if we eliminate the discoverability problems, the shitty copycats, all that noise, will the economics of mobile game dev still even work out without stooping to EA's Dungeon Keeper-esque shenanigans?
I don't think mobile phone games will ever be a serious thing. The small screen combined with no hardware controls is too limiting. But a tablet can excel in certain areas, particularly anything turn-based.
For example, I'm convinced that a full version of Football Manager for tablets would be massive at $15-20. They've actually done most of the necessary UI work for a touch interface with the "Classic" mode, but apparently mobile CPUs are still a limiting factor.
It doesn't suggest that mobile gaming will ever be able to afford substantial budgets.
Startups face the same problem and almost exclusively fail for the same reason. And businesses in general. And authors. Musicians. Actors. Artists. Singers. The list goes on and on. You have to be good at what you do to make it your occupation.
Seriously, sucess is how well you promote what you do. Being a good programmer will have as much to do with your sucess as being a virtuoso guitar player has to do with the likelihood of making a living as a musician.
It's a feudal platform with a closed app store model and a "nerfed" OS. It was built this way because it's a lazy, thoughtless way to solve the installability, security, and app isolation problems with desktop OSes. A deeper, more well thought out alternative that did not ultimately neuter the computer and disempower the user would have been much more difficult.
The PC's security problems are not what makes it empowering. They're an ugly side effect of the PC's relative openness. A good solution would preserve as much of this positive functionality and openness as possible but would fix the messy interaction problems.
This is a solvable problem. It's just harder than feudalizing everything. Instead of solving the problem, mobile OS developers chose to punt on it and neuter the platform instead.
I don't understand what you're getting at by comparing the PC to consoles or console-like ecosystems like Steam. Those are more like the mobile app store ecosystem. In fact, I've long seen mobile devices as effectively consoles.
It's just a console ecosystem with an app store interface and ranking system that creates a race to the bottom in price, which brings us back to the OP...
On the desktop, I can have interpreters and sandboxes. The modern web app is its own desktop app store sandbox. You could even argue the JVM and .net / Mono runtimes are their own sandboxes, if you want them to be.
Meanwhile, Linux distros have had the curated software distribution problem solved for years. You will never find fraudulent or unapproved software in the official Ubuntu, Fedora, or Arch repos, yet you can install whatever you want.. if you want to.
And you could make an app platform on top of it, no problem. ChromeOS is freaking Gentoo. It was built with portage and now its app store is the Chrome app store.
But arguing software freedom has been a losing battle for years. Even when consumers can see the consequences - the evolution of fenced off playgrounds with no room to innovate - they just don't care.
I mean, hell, we still don't own our hardware. How many of us are running open source firmware? Even if our mainboards are free, our hard drives run proprietary microcode and our graphics cards run binary blob initialization code. Our cellular data radios are proprietary black boxes by design. The evolution of the app store is obvious in hind sight considering it all.
I understand that security problems are not the empowering aspect; that was snark. Still, I don't see how these aspects relate to games.
The comparison between console ecosystems and app-store ecosystems is meant as a counterargument against your feudalist claim. We've never been freer as we are now on iOS and Android, and as you say, it didn't solve anything. And with me not seeing any restrictions on these platforms relevant to /games/, then that leaves a totally unsatisfying argument.
That's the part I just can't fathom. You do not control your device. You have to hack it to get "root." There is one app store, and all apps sold within that store must give a percentage (30%?) to the lord of the app store kingdom. The app store can remove any app for almost any reason, and can in some cases even go out and uninstall that app from users' systems. At the very least it can be made uninstallable for new devices and users at any time.
How is that not absolutely feudal? How is that at all free?
We're getting way off into areas not relevant to the OP, but I'm just in a continuous state of amazement at peoples' acceptance of this. It almost seems as if people have been brainwashed into not seeing it... it's like that scene in that old film "They Live" where the guys have the fist fight over putting on the glasses. When I talk about this I feel like that. "Put on the damn glasses!" "No! Mobile is the future!"
Am I out of my mind?
Anyway, it's all about relative freedom. The 30% tax is not the 5% royalty of yesteryear.
$100 to push to the App Store is not the $30k to licence developer kits of 10 years ago.
A market of hundreds of millions is significantly higher than anything ever seen before.
The level of censorship that ecosystem owners exert is much, MUCH lower than before e.g. http://www.jjmccullough.com/Nintendo.php
iOS' ecosystem is experience rapid Glasnost. Android's is tightening up. Both are immensely more free than anything else, historically and presently. This is a question you have to look at over time.
How is this not exciting, and at the same time, completely compatible with the existing and unthreatened harder-core PC market?
I think the OP's problem is we're living in a dark age of gaming, much like the Atari bust in the mid 80s. New ideas will arrive and fix the gaming aspect of this.
The site for Archmage Rises (the upcoming PC game) makes me a little nervous. This is a very ambitious project for a small dev group.
"After all the lost money and time I still think Catch the Monkey is a good game. It isn’t very fun at first, but it is very fun and challenging in the later levels. Problem is no one gets there"
If "no one gets there", it's not fun, end of story! This has nothing to do with mobile VS PC.
I spent close to a year creating my first iOS game. I completed the project and then I NEVER shipped. I spent a lot of time working on the game, and it looked nice enough, but it SUCKED. The game was good for a laugh once or twice, and then it was just boring as F. So we didn't ship, mostly because I didn't want that trash on the app store associated with me.
I've released other apps since, no games but am working on another game now, and some have done fairly well but not well enough to quit my job.
So I work a day job and then I go home and work on my apps. If one of them hits it "retirement big" then I'll quit. That's a risky move; time for this guy to put on his big boy pants and get back to work.
Edit: Case in point - I just opened my email and saw: "Project Update #89: Planetary Annihilation Now $29.99". It's drifted all the way down to $30 from $90 in several stages, and still isn't 'finished'.
The fact you can endlessly patch your game remotely forever automatically is a blessing and a curse. It means many games continue to improve over time, while also meaning many games enter the market in shitty conditions and alpha state with a promise to see them improve over time.
In reality, I think it is more that it isn't a sensible business model to self-finance development, spend the years it takes to make a competitive product in the current market (versus Doom or Wolf3d being made in months) and then pray the sales are enough to not only cover the expenses of that game but fund enough of the next title to last to its release.
Its too unpredictable. Instead, people like continuous income. Alpha early, release perks, gating the community, and your release notes become your advertising. New players are attracted as you improve the game over time. And there are benefits - you can find out early on what mechanical systems don't work, and what features not to pursue because their early releases are rejected by the community. You can do Agile games rather than Waterfall ones.
The problem with the 'alpha' release system is that it's causing a lot of blowback. A lot of users hate it. This system sounds good on paper, but it's not working very well, as far as I can see - it feels like for the most part it merely delays failure of a product that wasn't going to succeed, rather than create a bunch of things that we wouldn't otherwise have had access to. There is a lot of alpha release games out there. Planetary Annihilation in particular is a weird one, because the dev team had heavy experience in dev and also business, and got kickstarted way, way above their asking budget... yet despite being an unfinished game for most of the past two years, it's been showing up in marketing chaff for much of that.
I'm rambling a bit now, I guess, but my take-home point is that for me personally, the advent of alpha-funded games has not improved my experience, and has actively detracted from it. The honeymoon period is over, and it's now being exposed more and more as what it is - nothing like a preorder (yes, yes, no-one ever said it was... but it's still the subliminal marketing message), just an investment with a payoff, and given the number of failures, it's a bad investment. It moves more risk from the business to the consumers, but there are too many finished, worthy games to bother with taking that risk anyway.
If he had any honor he would have given him 2 months severance and let him go, only to try an make up for the incompetence he showed running the new company into the ground.
That was the death of his dream as much as the authors, but it died due to someone elses mistakes, not his own. I think his art assets look great, since I imagine they are to the authors vision and spec in the first place.
"we made a quality game and it's not selling"
"the app store is a disaster"
"it's a lottery"
no -- none of that is the problem. the issue is that all of the easy, low-hanging fruit is gone and to get workable revenue out of a game, you need to make a quality game.
that's quality without the quotation marks.
and, i'm sorry, but the games in the original post are nothing compared to the likes of papers please, don't starve, or guacamelee! -- much less amazing upcoming indies like no man's sky or ori and the blind forest.
you are kidding yourselves if you think something like "catch the monkey" is going to sell. i was floored to see it actually made $7k in revenue. i would have guessed $1500.
you -- yes, you with your fresh copy of unity and an mvp-fail-fast-idea -- are not going to cut it on the app store. you need to put out a real, honest-to-god, high-quality game.
catch the monkey or a is for app? really?
your game is going to be in the app store next to ori and the blind forest. your game is going to be in the app store next to white night. the player is going to look at both of your games and spend their money on those -- not yours.
the app store is not a disaster -- your game just looks like a disaster sitting next to those titles.
and swapping to pc? have you browsed through the greenlight options? you think your game is going to make it there when you couldn't cut the quality bar on the ios store?
let me help you with that decision: http://steamcommunity.com/greenlight?appid=765&browsesort=pe...
is your game more amazing than anything on that list? better than jotun? better than bounty hounds? probably not.
sure, there are some mediocre games that catch fire and shoot to the top. that's where the lottery is. chances are those 304 apps released on the app store are all crap and don't have a chance in hell of real traction anyway so their only option is catching hold of the lottery tail. if you want to be part of that viral-dependent circus, more power to you, i suppose.
quality games -- real quality, not monkey quality -- are getting written up in indiegamemag.com or the like. they're thirsty for real, quality games to write about because people keep submitting monkey-catching games or yet another boring, pixelated, hero's journey rpg to them. you can't expect spending 3 months of nights and weekends on a game and it'll beat out all of the awesome stuff indies are producing right now.
however, if your game is legit, you'll do just fine.
that's the key takeaway, make a real, value-for-the-player, interesting game and you'll do just fine. if you can't do that, accept it as a hobby or get a different job.
in fact, i kind of cheated and skirted this issue with the flexible definition of "quality". for example, the difference between comparing your (not yours personally, but the royal "your") game with last year hits papers please vs. next year's presumed hit ori. quality in that case is relevant to the competition at the time a game is published.
moving goal posts ftw!
however, i believe this still holds up: make a quality game where quality is present-competition quality, not last-year-competition quality. but that bar just gets higher and higher every year that goes by.
in other words, it's pretty obvious this guy shouldn't be spending $100k making hobby games and then blaming their failure on the terribleness of the app store. that's just silly.
> quality games -- real quality, not monkey quality -- are getting written up in indiegamemag.com or the like. they're thirsty for real, quality games to write about because people keep submitting monkey-catching games or yet another boring, pixelated, hero's journey rpg to them. you can't expect spending 3 months of nights and weekends on a game and it'll beat out all of the awesome stuff indies are producing right now.
So you mean the entire job of a publisher? It's not so easy to just write a good game and release it: you need a marketing plan, and that's where publishers come in. The reviewer from indiegamemag.com should probably have heard of your game through word of mouth before he even plays it -- but word of mouth advertising is almost never accidental. Even then though, a good writeup on one site might have taken his total revenue from $7k to $70k. He still would have lost money. Marketing is the end-all, be-all of the app store, and he didn't have it. Though in all fairness, most of his strategy was a "me too" attempt to cash-in on mobile gaming, which doesn't work when your competition is paying developers $5-10k/yr in India or China.
as i'm in the industry, i follow gamasutra pretty closely so i actually read it last week when it was first published.
This article seems much more self-critical than many of these recent "mobile game development sucks" posts.
Catch the Monkey game. Playable alpha 6 weeks; 11 more months to complete. Reasons given:
the publisher wanted so many different versions of the game. It’s a 2D
sprite-based game with thousands of frames of animation. When we were
required to create a Blackberry Playbook version (if you actually remember
what it was!) we didn't have to deal only with a different screen size, it
was a totally different aspect ratio. And Video RAM is handled differently
on the various operating systems. Then there was Kindle Fire, then Nook,
then Android phone with its 14 different kinds of resolutions. Then there
was Android’s new requirement that a game package can’t exceed 50 Mb, and
ours was 70 Mb. Marmalade’s framework didn’t support the Google OBB file
streaming, neither did Nook because they had their own store. So I had to
write my own http file streaming processor that would work on all these
various platforms. The one thing iOS has going for it is a very tightly
controlled OS/Hardware environment. Once you leave that, it’s a total gong
show! But all of the non-iOS builds is where Marmalade really shines, and
so their motivation was to get Catch the Monkey on as many different devices
as they could.
Second debacle: A is for App. First, I think it's a stupid idea. But beyond that, it almost looked like the guy learned: They had a salable stable ios build in 2 months. Great! Ship! Nope, this time, this guy dicks around for 7 months (AGAIN), adding 3rd party iap features on five platforms.I mean, I don't know what to say. Thomas claims to have run a consulting shop, and I really would have assumed that experience would grind project scoping and bounding into you. But he let the scope of two different projects just wildly explode, from alpha in 1.5 mos -> shipped in 1.05 years, and done in 2 mos -> shipped in 9 mos.
It seems like building 2 projects in 4 months and then either quitting while they were behind or banging out a bunch more tightly scoped projects would be the optimal way to go.
Don't get me wrong, I'm sympathetic, but you just have to control project scope. He's going to have the same problem on mac/pc: do you want to be a single person indie? Then you have to figure out how to make a game in 1-2 years, scoped to a single engineer + contract art. Do you want to be mid-tier? Then you have to figure out how to make an awesome game with 3 engineers and maybe an artist in 2 years. And so on. But you must pick which tier you are in then design and scope accordingly.
Honestly, I feel like he had a consulting firm. He managed to keep it above water for a couple years working insane hours, partly because he had this initial lead client which probably gave him a decent lead funnel by referral. Then a larger investor saw his client funnel came in and gave him X for 51% and the position of President, but took over running much of the operation. Finally that funnel started drying up like most enterprise services funnels do without lock-in and the free money for games dried up. Hence why he came back not as President but Programmer.
> if your game is legit, you'll do just fine.
Even if your game is legit, nobody will buy it if they don't know it exists. IMO, marketing is just as important.
BTW, are you speaking from personal experience? Have you made a financially successful indie game?
In the PC ecosystem it is actually much easier to get by without advertising because this article does get something right, that if you can get the game in front of the right people they will advertise it for you through the youtube gaming scene at al. Look at Minecraft and how much advertising it had.
It just has to be insanely good and innovative enough to justify people giving a shit to spread it like wildfire, rather than play it as a weekend hobby and forget about it.
That is marketing. Totalbiscuit probably couldn't have found it himself without the creator of Dust getting the word out to him (directly or indirectly).
I agree, it's probably easier and more beneficial on PC, but that doesn't really take away from my point.
as to marketing, yes, you will need to do a little bit of emailing and twittering. if your game is great, you'll get some pretty easy traction from places like touch arcade, tigsource, and indie game mag. from there, with no ad spend, i've personally seen much better than moderate, aggregate success.
especially when you consider the users are essentially free as opposed to paying $2-$5 per install from ad channels.
It means the only real native effort that has to be made is just enough to get things working in the Lua side of things, of course - this has its challenges. But, being responsible for the full scope of the framework that supports my app has really made for a more rewarding experience. It has its ups and downs - certainly its not very easy to convince other developers of the merits of this technique - but it definitely results in a sharper, more consistent focus. I feel that the wall-garden effect of other frameworks/environments is no longer an impacting event in my developer chops - I have to understand the native way, but I don't have to use it for the full scope of my implementation.
Plus, there is something very satisfying about deploying on multiple platforms with the same code-base.
He's setting himself up to get shot in the foot again. Even though he's getting exposure here for the next title, he so far has two failed titles and is working on a huge-scope third(which from what I've seen becomes too time heavy/resource intensive to build to completion for most devs to complete) and still, not an ounce of proof itll work out aside for two people, a friend and musician, saying theyd play the finished version.
To the dev: This is just crazy. Learn from your own mistakes!! Prove that you can actually make money for yourself in making games before of going down this third slippery slope- thus far you have not proven yourself as a good game developer. This is a go big or go home project for sure, and as much as I would like you to succeed after your failures, my bet's still on it hitting a 'go home' result.
I learned this the hard way. My business partner at the time summed it up as, "Every feature is a support call."
More stuff, even if you think it good, is more stuff that can go wrong, or introduce a subtle bug, or just not work correctly for someone, somewhere,
IOW, he's learning his lesson about the game itself, but hasn't quite picked up the concept of the marketing around the game. Still, I think his fervor may be leading him slowly and steadily toward success.