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by johnnyanmac 988 days ago
>Didn't blizzard taught us something with Diablo Immortal?

yeah, that it's insanely profitable to make a mobile game with a popular IP. I heard it made on the order of $500m in its first year despite the bad PR. But that doesn't really apply to most games; if you have a valuable IP you can get away with a lot of monetization schemes or simply lack of quality (Pokemon) that would crater most other studios.

I agree with your point but more for the fact of formats rather than monetization. Making a continually updating mobile game is basically untenable for a single developer, but the norm in mobile. So making a game that can target the mobile market properly is an impossible goal from the outset for a small indie team. At least in America (I'm sure some small chinese teams can pull this off given their CoL). Your best bet is keeping a mobile build of a premium game working on the side to make a future port easier to do. Won't make as much money but it is relatively easy side income if you have a successful PC/console game.