archer9234 said:
The heart of the issue is viable numbers. No matter how amazing our consoles and handhelds are. No matter how better they get. Or things they add. They still stay within a ceiling of sales. Since they primarly do what? Play games. A phone is virtually a requirement in life. That is why the "userbase" is massive. Communication, and internet are more important to daily life, than a game. But that also means the people there are all not gonna buy games, like we do on actual game systems. We buy games systems to play games. You buy a phone to do a million other things. If they were game loves. They wouldn't of left. A company has to gamble. If they can produce and survive on mobile only. They can reduce the quality they throw into a game. But the company you're at, is the size it is now, because of the income you got from higher priced software before. That company would eventually have to shrink down in size. And keep making games. Not up to par in what you play on a 3DS/Vita. Or raise the price. But since app price mentailty has been set in. That will be difficult. If it wasn't. DLC we deal with wouldn't go out fo their way to get extra money. We'd be paying $100 for a game. But since our mindsets are locked to that $60. They gotta go around it. Again, gamble, gamgble, gamble. |
I think the problem is it's not that people don't like games. More people are probably playing today than at any other time in video gaming history.
The thing is like you said, the app price mentality has set in. Give people something for free, and they become accustomed to "free" very quickly.
Beyond that, the truth may be that dedicated handhelds were always overblown in their functionality. How many people realistically have hours of free time away from the house to sit down and play a video game? Mobile games are fun and intuitive enough to burn the 15-20 minutes of downtime, but since they're free, a person can have 10-15 titles on their phone as well for a long train ride/plane trip, etc.










