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by bzzzt 2023 days ago
Maybe that's the 'most sure' way to generate money from games, but in my opinion most of those games are bland and generic. Maybe you just want money and don't care about who will play your game, but hard-core optimising your ad-gamedesign loop means losing a lot of the opportunities for fun and less traditional designs.
1 comments

Absolutely. Art vs. business. If you're happy painting a masterpiece even if nobody sees it, then you only really need advice on how to make beautify art.

I think most artists want an audience, and that requires skills on the business side. Having a successful business also pays to create more art. I can't help you there!

If you look at the app store top 100, there aren't that many "fun" or original games up there. There's even a tonne of idle click games! I think one thing that's important to recognize is that most people playing mobile games don't see the experience as a 'game'. It's more of a passive ride to distract themselves for a few minutes. Idle click games aren't fun in a traditional sense, but they have isolated a reward feedback loop in your brain and serve some function to make its users enjoy the experience.

I didn't work at Zynga on game design, so I'm not here to defend corporate mobile game design. However, I don't want to knock the business side of things too much either. I learned there's a ton of creativity in creating new hooks and game modes to increase engagement/spending. Games constantly riff off each others game loops and it's a very quickly evolving field. There's also lots of room for creativity in making successful advertising campaigns.

Someday if you feel like shooting the breeze about business, I would love to chat with you. Email in profile.