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This was the year I played fewest mobile games since 2009. A few exceptions aside mobile fails to be exciting any more. It’s matured to a point of dullness and stagnant genres. Reminds me of X360 / PS3 era console. Big budgets, safe bets.

This was the year I played fewest mobile games since 2009. A few exceptions aside mobile fails to be exciting any more. It’s matured to a point of dullness and stagnant genres. Reminds me of X360 / PS3 era console. Big budgets, safe bets.

  • will_luton

    Posted 2 years, 11 months ago (Source)
    This was the year I played fewest mobile games since 2009. A few exceptions aside mobile fails to be exciting any more. It’s matured to a point of dullness and stagnant genres. Reminds me of X360 / PS3 era console. Big budgets, safe bets.
    • farming_xp

      Posted 2 years, 11 months ago (Source)
      @will_luton There are basically no mobile games to play anymore unless you’re on your 3rd - 9th year on a legacy game you’re already invested in, but I’ve lapsed in all of them. Only mobile games I play now are NYTimes crosswords, Alto’s Adventure, and Royal Match, lol.
      • Matt London

        Posted 2 years, 11 months ago (Source)
        @farming_xp @will_luton I can’t stop playing Marvel Snap. But overall it seems users are inoculated to old monetization forms. Devs should innovate.
        • will_luton

          Posted 2 years, 11 months ago (Source)
          @themattlondon @farming_xp Could you expand on what you mean by inoculated? Am interested in this idea (if it’s what I think you mean).
          • Matt London

            Posted 2 years, 11 months ago (Source)
            @will_luton @farming_xp A few trends I’ve seen (anecdotally): - new games with old systems are DOA (things like build timers, consumable specials, etc) - public outcry follows games with aggressive mobile monetization - users churn when they can’t keep up because there are plenty of other games to play
            • will_luton

              Posted 2 years, 11 months ago (Source)
              @themattlondon @farming_xp Do you think underlying that it’s weariness from players? Or they’ve become aware of monetisation patterns so avoid those mechanics?
              • Matt London

                Posted 2 years, 11 months ago (Source)
                @will_luton @farming_xp Both
        • farming_xp

          Posted 2 years, 11 months ago (Source)
          @themattlondon @will_luton Marvel Snap is massively unprofitable. While a very good game, it’s not a great product nor a great GTM. Diablo proves that aggressive monetization is not the issue you think it is here.
          • Matt London

            Posted 2 years, 11 months ago (Source)
            @farming_xp @will_luton I guess I see a lot of innovation in Diablo.
        • farming_xp

          Posted 2 years, 11 months ago (Source)
          @themattlondon @will_luton Well, that wasn’t my argument. My arguement was that it has aggressive monetization and works, so it invalidates what you said prior a bit, that monetization is the issue. It seems by your own perspective that monetization isn’t the issue and purely innovation is the issue.
          • farming_xp

            Posted 2 years, 11 months ago (Source)
            @themattlondon @will_luton I think multiple things are the issue and it’s complicated. Saying monetization is the issue is a red herring.
            • Matt London

              Posted 2 years, 11 months ago (Source)
              @farming_xp @will_luton I was saying old monetization mechanics as a general trend. And I agree with you it’s always more than one thing and yes it’s complicated.



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