Wherever you stand in the endless debate over F2P, there are some generally accepted factors that you have to incorporate to have a hope of success. It makes sense that a free app gets more downloads, but we need to remember that, done properly, a free game is a more sophisticated and expensive product to launch. I think that's a red herring, so let's get it out of the way:įree-to-play is often touted as the best way to find an audience. The subject of how to make it in mobile often devolves into a debate about the best revenue model. ![]() Last week at GDC, many hours of conference sessions, masterclasses and free-beer-fuelled ranting were devoted to that problem. We all know by now, you can't just push an app to the store and expect it to rise to the top on sheer awesomeness alone. We have a great pedigree in mobile, so why focus on other platforms? The answer will be all too familiar to anyone working in mobile: discovery. Before leaving in late 2012 to do my own thing, I was creative director at London's Ideaworks Game Studio, the team that made the Call of Duty: Zombies series, and co-developed Backbreaker Football with NaturalMotion (to name but two). With that said, I'll turn to a question I've been asked more than once recently and expect to hear several times this week: "you're a mobile developer, why aren't you making a mobile game?" Or, even better, come and see us in the Leftfield Collection at Rezzed in Birmingham this coming weekend. This year I took to the city by the Bay to promote my startup West London Games, showing new IP TerraTech.Ī quick plug: check out the game at and tweet me or if you want to see the demo. If you hadn't noticed, GDC rolled into San Francisco again last week, and it was once more unto the Moscone Center, dear developers!
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