The change has been happening for some time, but soon we might see an even more radical shift in how we think of portable gaming. Mobile games for smartphones became the standard for most people years ago, but there has been one holdout that hadn’t yet taken the plunge.
Nintendo, once commanders of the mobile market through the original Game Boy and now the 3DS is finally developing games for mobile devices, and the move comes not a moment too soon.
Titan Brawl developed by Omnidrone is attempting to break into the MOBA market from the mobile side. Featuring collectible heroes and streamlined matches, the game has had a successful soft launch so far. As they are planning on releasing the game world-wide, they were kind enough to answer some questions I had for them regarding Titan Brawl.
Recently I had my vacation to visit family out in Las Vegas and my chance to visit the Mecca of Gaming. This next sentence may shock some of you: I play a lot of video games…okay, not so shocking, but despite that, I hate gaming. Being an outsider in Vegas and someone who studies game design, it’s depressing and rage inducing to see what Gaming is and how people want to bring that more into the Game Industry.
A piece has been circulating around my news feed out of GDC 2016 regarding mobile development and the consumers of the Game Industry. During the presentation, Spry Fox founder Daniel Cook said that if you own more than 10 games on Steam, then you don’t matter in the eyes of developers.
The discussion talked about the argument over casual vs. core gamers and what they mean for the industry and the growing mobile market. While there is an important discussion to be had about defining consumers, I think that a few points of the discussion were dangerously short-sighted about the consumer base and what it means to be a consumer in the Game Industry.