Mobility has been a strong draw for
some video games for decades now. With Nintendo's immensely
successful Game Boy line, a few challengers with middling amounts of
success from the likes of Sega and Neo Geo, and the current titans of
Nintendo's DS/3DS and Sony's PSP/PS Vita the mobile gaming market has
historically been companies (or sections of companies) with gaming as
their main focus. Recent years have seen the rise of the smart-phone
and the commonization of the touch screen. With these devices in the
hands of millions of people, there was suddenly a new platform for
game development that didn't rely on gaming as a selling point.
Many of the games developed for phone
gaming are free to play, relying on in game advertisements or
micro-transactions to make their money. Micro-transactions are
usually purchases for in game items or abilities, most commonly some
sort of in game currency. Take, for example, Zynga's Draw With
Friends. The game is a
touchscreen implementation/imitation/rip-off (depending on your point
of view) of Pictionary.
One person draws a picture of a thing, and the other person has to
guess what it is. While the game starts off with a selection of
colors, they are very basic and don't allow for much nuance with the
drawings. For just a small amount of money, you can buy more colors,
making it easier to accurately draw the thing that you want. Other
games, such as WB's recent Batman: Arkham Origins
game for iOS, have an “energy” bar. Each level that you play
costs in game “energy”, and once you've used it up, you have to
wait for it to refill to play more levels. If you want, you can pay
money to refill the bar instantly and get playing again (likely to
find yourself in that same situation later on).
Should you fail a level, the
energy you spent will be gone, but you could also pay to try the
level again right away. Perhaps
the most egregious case of micro-transactions is Real
Racing 3, an iOS game with more
than $500 of available micro-transactions. RR3
forces players to repair and upgrade their in game vehicles, but also
makes them wait for the upkeep to be done or pay to have it done
instantly. The only reason that the waiting process was put into the
game was to annoy the player to the point of paying. While
micro-transactions have the potential to be endlessly profitable,
advertisements can also provide significant revenue. Games will often
show an ad at the bottom or top portion of the screen, or (more
annoyingly) show a full screen ad that only goes away after a certain
time frame. Users commonly have the option of living with the ads or
paying to get rid of them.
Smart-phone
games are also separating from traditional handheld games in game
length. Many smart-phone games are designed to be a quick fix of
entertainment. Levels or sessions will last just a few minutes. This
makes the games much more suitable for playing in between other parts
of life. With such short interaction times, it makes it much easier
to play while taking public transportation, while on a lunch break,
or even on the toilet. Games
with lengthy segments are infrequently seen on smart-phones, but are
still very popular on the traditional handhelds.
Perhaps
the strangest shift for the smart-phone game market is the rise of
games that are barely games, frequently crossing into chores. The
trend started with Facebook games like Farmville.
These games (and I hesitate to call them that) have the player gather
some kind of resource; the resource is then used to purchase in game
items to gather more of that resource. There is rarely an ending to
these games, rather, they go on as long as the player wants to keep
gathering the resources. These
games also lack any kind of losing mechanic. A case could probably be
made that these games are so successful because they make the player
feel like they're always winning, just at different degrees. The
player just keeps on increasing their resource gathering capability
until they get bored and move on to something else. For example, Tiny
Tower puts the player in control
of a building. The player chooses where to put people for both
residency and work. The more people are there working, the more money
the player gets to build more levels onto the building to get more
people there to work and live. The game doesn't have an end
objective, but instead has a series of short term goals that have
additional rewards. A Star Wars
version of the game was recently released titled Tiny Death
Star. Even with a pre-built back
story to use, there is still no conflict in the game (no attacks from
the Rebel Alliance to deal with), and the game handles very much the
same. I think the most
interesting game of this kind has to be Cookie Clicker.
In this game, a player clicks an image of a cookie to produce an in
game cookie. The cookies are used to buy items (such as Grandmas,
Factories, Portals to another dimension, and even an Antimatter
Condensor) to produce more cookies. There is no end to the cookies,
there is no end to the game, and it doesn't care. The lack of a
winning condition doesn't stop people from cheating either, people
have used javascript exploits to gain themselves massive amounts of
virtual cookies, enabling them to... I don't even know what.
All
in all, mobile gaming has had some serious changes in the last few
years. I think that the increase of people playing games is great, as
it helps to reduce the social stigma often attached to playing games.
On the other hand, I feel that it has also brought some bad practices
into the realm of gaming (the single player Dead Space 3
had micro-transactions for some idiotic reason).
For
more on RR3's
micro-transactions -
http://www.destructoid.com/real-racing-3-infuriates-with-500-of-microtransactions-247411.phtml
For a
head trip about Cookie Clicker -
http://www.youtube.com/watch?v=QE_nmMK3QbQ
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