Barry Meade: Mobile is truly a landscape dominated by free and casual games. Attend a mobile conference and you’ll feel like clearly the most interesting reason to make or play games is monetisation.
In early March of this year Fireproof released the happy news that we've collectively sold 5.5 million copies of our mobile games The Room and The Room 2since release.
At Fireproof we'd always heard a mobile game had to be a casual, free to download, games-as-a-service title you can play for infinity. This was a problem, as our game was short, dark and grim, had no social or online aspect and contained no in-app purchases or adverts.
We also lacked any money to pay for professional Marketing or PR so upon its release you could politely term our expectations as realistic. But backed by a feature on Apple's AppStore our wee game with a £70k budget went on to see success we never could have expected.
Commenting on our surprising figures, I tweeted that maybe mobile gaming's war of total monetisation on free-to-play gamers has made the dev community over reliant on "databollocks" while losing sight of how a good game can affect its players. What's wrong with a developer shooting for entertainment instead of monetisation?
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Via Luca Baptista