Will Your MOBA go Mobile? (from 2012)

Feb 11, 2016 by

Note: This piece was first published on RTSGuru.com in February of 2012. I’m republishing it here on my blog since the site is no longer live. I will be highlighting some of my older pieces now and then. I was somewhat wrong in this one, but this is the way the industry works. It’s good to look back and see where we’ve come from.

 

Though the death knell for PC gaming has been rung many times before, there’s no doubt that mobile platforms are changing at least some aspects of how we play games. PC gaming actually grew last year to an estimated $18 billion in revenue , fueled by growth in the free‐to‐play sector, as well as regions like China. Yet, mobile grew too. There are also many strategy games on mobile markets, and that now includes a huge franchise like Total War, which has launched its own foray into the mobile market from the ground up. Other games like Anomaly: Warzone Earth, Civilization Revolution, and Hero Academy have started on or quickly been ported to mobile. InnoGames, which specializes in browser‐based titles, has just brought its most popular game, Tribal Wars, to Android after a successful experience releasing it on iOS late last year.

The obvious big hitters and the AAA games aren’t quite there embracing mobile just yet, but how long might it be before they do? MOBAs seem like they’d be playable well on a tablet. Some predict that mobile will start to truly impact the PC gaming world in a couple of years. It’s easy to scoff, since it’s highly unlikely that PC gaming will die. After all, people have been singing that tune for a long time, but there might be a bit of truth to the assessment. PC gaming was there first, and robustly shared the market with consoles, even as those consoles became better and better and even started being multitaskers. This helped to put them into many more homes, and so the days of the PS2 and Xbox were monster years. One thing that consoles, which are compact PCs anyway, have that is appealing to developers and many consumers is a consistent hardware profile. Your Xbox is the same as my Xbox. Well, this is also one reason many developers like to work with Apple’s devices. There’s a lot of consistency across the iPhone and iPad that enables a developer to only have to invest so much into the process. Just like PCs, Android models are numerous and the profiles differ. It’s one limitation to Android that I’ve personally found a little annoying, since some games I want to play either aren’t available for the platform or don’t pass a compatibility check with my particular phone model. So there are still a few hurdles similar to the PC market at work here.

Bringing this conversation back to strategy games, the variety available has really grown to include many quality titles. The RTS and turn‐based strategy games are at home on mobile devices due to their pacing, so it’s a natural fit. This might mean a greater impact on the strategy genre than others if mobile does erode some of the PC market. Even eSports is going mobile. The World Cyber Games dropped all PC games from competition and became a mobile‐only event, while MLG and Sony just signed a deal to create a mobile eSports platform. It’s clear that the mobile platform is going to be around for some time.

The casual player is a huge part of this. You probably know people who play stuff like Angry Birds but little else. Will they suddenly convert over to StarCraft mobile? Probably not, but it doesn’t quite matter yet. A lot of strategy gamers are live and die by the PC gamers too, however, so while games in the genre translate well in current examples, it seems many of us complement our console and PC habits with mobile gaming.

Mobile apps are one of the latest successes though, tying the player to the game when not even at a PC. We previewed the recent app release for Dungeon Overlord and noted that the app kept dedicated players connected to the game. But how long until the game itself is what’s being played on the go?

Maybe not long. Nvidia released a prediction in April that Xbox 360 quality GPU will be available on mobile devices by 2014. So it seems that the graphics will be there. Will the players?

As habits shift somewhat, I do think we’ll be seeing a MOBA on mobile devices. In fact, I think one of the major ones will announce such multiplatform play in the future. I might be wrong, but all the signs point to a quality experience, as well as a graphically beautiful one in just a year or two, so why not? Paging

Riot Games, perhaps? The ability to play anywhere reflects our increasingly connected culture, and it’s a wise move to take advantage of that. Using MOBAs was just one example, but as a growing and popular subgenre, it’s fair game. The current limiting factors would seem to be touch controls and the need for a guaranteed stable connection. So, ultimately, it’s a just matter of when, not if.

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Alphabear is Great, But Its Model Feels Lopsided

Jul 15, 2015 by

Alphabear Share Picture

Clearly a member of House Bolton.

UPDATE 07/18: As of the latest game update, players can now freely select which chapter they want to play. This makes a big difference and Spry Fox clearly listened to players. My one quibble with the select is it tends to drop you back into latest chapter, but it’s easiyl changed.

I’m enjoying Spry Fox’ latest game, Alphabear, which has launched a partial takeover of both my Twitter feed and private messages with friends lately with its sharp, current selfie function when acquiring new bears. Some of your spelled words appear in a preset line or two, Mad Libs style, often leading to amusing results. The game is cute, it’s fun, and several aspects of it both keep some players coming back for more and others taking issue with gameplay and the way the developer monetizes the game.

When you start Alphabear, the tutorial takes you through the word-puzzle game’s basic premise. Pick a board, spend a resource (honey) to play that board, score enough points, win bears that you can use for boosts, and repeat. Some boards are timed, and each chapter allows you to collect certain bears from the currently available collection of 67 . After playing through enough of the daily challenges, you’ll unlock a boss battle. Beat the boss score, win, and move to the next chapter. There is, however, no chapter select, and certain bears can’t be obtained outside their respective chapters. There’s no warning in the tutorial for this, and one belongs there. After the first two chapters, chapter three’s difficulty ramped up by a lot, and I have lingered within it playing and leveling my bears, getting a better win rate but falling short of good bear scores frequently as well. Spry Fox responded to an inquiry about this saying that no chapter select was an oversight and that while there are no plans to include a chapter select, some way to obtain bears you accidentally missed out on will be coming.

The daily challenges aren’t just candy-colored Scrabble either. Several are clever and can affect your strategy. On Sunday, an indicator mentioned the letters W-O-R-and K wouldn’t appear at all. If you’re used to using certain bears that might boost points for specific letters, you’d have to adjust. The bears themselves go to “sleep” for a predetermined amount of time after each use, which ranges from one minute to one day. Getting duplicates of a bear strengthens the bonuses that bear brings to a round.

I’ve seen some complaints about Alphabear’s gating, since honey is restored over time, up to the 120 you would need to play each of the daily boards once each several times a day. You can also watch an ad to get more honey or pay $4.99 to unlock infinite honey, thus letting you play as often as you’d like. Some felt tossed into a paywall early, but I haven’t. My problem with the monetization is that there is no corresponding unlock for the game’s other resource, coins. In order to gain coins, you must play through the game, watch an ad, or purchase a coin bundle. Coins are what you use to wake up a bear early from its slumber, making it usable once again. Infinite honey is a great option, since it lets you play more and thus win more coins, but if you have a limited collection of usable bears for your current chapter (chances of this are current high since there’s no chapter select and it’s easy to miss out on bears early), you’ll have to either wait up to an entire day or use your purchased or earned coins to wake your bears.

Some might argue that an unlock for coins might make the game too easy or lead to an imbalance of sorts, but as a single-player game, having just the one unlock makes the game feel lopsided in that paying for a whole game isn’t an option. I’m sure many of us would, just as I’ve noticed lots of infinite honey players.

Alphabear is still officially in beta, so there will be some changes coming in response to player feedback. Spry Fox is doing a good job listening so far, and fixing other issues promptly. As a side note, I’m happy that Alphabear is on Android and glad to have the option to support games on the platform.

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