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Diving Into The Mobile Market

Cloud Knight

Praised Adventurer
forgive me if this is the wrong, place to post this. was either here or general discussion. sense this is about mv i figured here, but if not may a mod please move it to the correct location. i posted a brief couple sentences. in the character thread, but i figured why not create a thread of it's own. about this current new exporting ability, and will you the creator utilize it ? either for free games in the mobile market or will you sell your game ? or would you provide the option of both. free and paid. paid is more like a donation and a way to say thanks.
also is this market, stable enough to dive into. how will rpg maker mv affect it ? will there be floodgates that span out of control with these types of games. where the market is over saturated and it becomes completely annoying OR ? will there be so few that actually finish their games. while getting them on the market actual do good ? at all or does it come down to a few points. so i'm going to talk about android here cause that would be my platform of choice. legality is a huge factor in stepping into retail or paid mobile market. enter-brain makes it fairly easy for someone like me, who's not much of a artist . to buy they're dlc, to use for my advantage of selling commercially. without asking for royalty's and what not also the engine itself they're not asking for much but to just buy the program. also why sell your games at all.
which is a good question in itself, but too truly make the dream come true of owning a game and bringing it into the market. it's nice to receive a few smack'a'roo's (money) for your acomplishment, nore is it a huge deal asking for such. personaly i would never sell my games any more then 5bucks max, but that's just me. cause if 10 ppl buy my 4.99 or lower game i would be just happy to have someone buy it, even if it's just 1 person. also alot of my fan games i will use for free sense they will be protected by fair use act. they just won't be availible on the mobile market just websites and game client downloads.
so now that i have written a huge essay here if any of you bothered reading the whole thing then kudos!!! and thanks i appreciate it but now it's time to ask one last question ?

what are your thought's on this touchy subject!
 
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Wize1

Adventurer
Xy$
0.00
I think it depends on your mission. If you want to make games that sell, you're going to need to understand what it is that makes people buy games and what kind of games they buy.

The mobile market is certainly a lucrative, bustling one. I think that's why RPG MAKER MV is being made to dive into that also. It's just a matter of how you make your games and how you market them.

Personally I"m not a big fan of mobile games since I don't own mobile devices or play games on them. I know quite a bit of people who do, though.

You do raise an important point, though. Will it get too convoluted and flooded that making any money will be difficult?
 

Terrorchen

Villager
Xy$
0.00
I really hope the market doesn't become flooded with crappy games! It totally could happen! Though the fact that it costs money to get a license to put games on the play/app store makes me a bit more relieved, but not much.
 

Cloud Knight

Praised Adventurer
I really hope the market doesn't become flooded with crappy games! It totally could happen! Though the fact that it costs money to get a license to put games on the play/app store makes me a bit more relieved, but not much.
it's alot harder for people to get it done with apple so i can guarantee the apple store won't be flooded like that.
it's way to strict and almost painful to even get on such store, which drives the appeal to devs aiming for that because i'ts like the lottery you make it on that then BLAM. golden

zing

for android it's a lot different ! yes you need licences to sell the games both license for rpg maker mv and a dev licences but it's only a 1 time fee of 25 bucks. where as apple store is a yearly fee of 100 bucks.
but also comes the point that everyone who is really trying to dive into the mobile market. will be legit.
because in this type of market, your doomed to fail and get mega death debt and lawsuits. if your not, so whether the game is good or not. as long as legtiness and legalty is in factor. the user's and ratings will decide games that shine. and game's that don't
also marketing will play a huge role in this.
Praise Jesus we can do things like
kickstater

for this the possibility are endless! #literally
 
I really hope the market doesn't become flooded with crappy games! It totally could happen! Though the fact that it costs money to get a license to put games on the play/app store makes me a bit more relieved, but not much.
I think the cost alone could certainly prevent the floodgates of poor-quality games from being released; I hadn't thought of that much until I read your post. Additionally, as was said before, I think a lot of people will start out strong, but won't finish (not in this community, of course - we're all making something so GIRD YOUR LOINS). Let's be honest here, if you've looked at large RPG Maker communities, haven't you noticed that completed, more polished games are kind of uncommon? For the hundreds or thousands in a forum, I never seemed to encounter a ton of new, great, finished products. There are some, but I would hardly say they were in the majority.

it's alot harder for people to get it done with apple so i can guarantee the apple store won't be flooded like that.
it's way to strict and almost painful to even get on such store, which drives the appeal to devs aiming for that because i'ts like the lottery you make it on that then BLAM. golden
I might actually contest this; I've seen some pretty crappy things on the App Store. Incomplete games, low-quality apps, personal projects that were basically copyright infringement... I think I remember reading somewhere what the criteria were, and that people skirt the major things with silly loopholes. That being said, I'm sure a large number of submitted items are turned away, and the $100 license to sell on iTunes probably keeps many more at bay than the rejection process does.
 
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