It is no surprise that games are created for entertainment from a player’s point of view, but the developers like to be rewarded by making money too. Be it a studio big or small, they all aim to create as much revenue as possible from their game. Speaking of the big-sized production houses, AAA studios are massive game production businesses with a substantial budget, resources, and talent to create high-quality and sophisticated games. However, it is to note that not many of these AAA studios have ventured into the mobile market, and there is always a question looming, why?
Even though the production values of PC and console games are vast, mobile is a platform that requires more resources and time allotment to be successful even if the budget isn’t high. However, there is a significant difference between the working models in Mobile and PC/Console, and if you are looking for a way to earn quick money, it may not be fruitful. So, we’ll look into why AAA Studios hoping to make quick money on mobile might not be successful.
The mobile market is colossal with plenty of new titles churned out regularly
Over the last decade, mobile gaming has grown in popularity, with the widespread availability of smartphones and tablets allowing more people to access and play mobile games. This has led to a significant increase in competition in mobile gaming, with developers continually developing new games to attract consumers and bolster their numbers.
This is in stark contrast to PC and console games, where release numbers are not as frequent. This is because development takes a long time, and studios cannot afford to produce large numbers because of big budgets. The mobile market supply makes it difficult for new games to stand out, and AAA developers may be unable to make an impact if the product isn’t strong enough.
The hurdles of development and the player interests
AAA studios that are primarily focused on console or PC gaming may find it difficult to adapt to the smartphone market and create mobile-friendly games. The concept may be sound, but in order to succeed, they must consider all of the variables. Bad optimizations to mobile games are a dud to any player, and you will wind up wasting a product that was released as a shortcut to glory.
Coming to the interests and disinterests of the audience, there can never be guesses on what genre they will switch to. Once there is a rush for playing action titles, the other moment RPG titles might be at the top of demand. Developers create games that are more likely to thrive in the competitive mobile gaming market by paying close attention to user input and market trends.
AAA games often offer a variety of modes and features and are story-based while mobile players’ preferences and expectations differ from those of console or PC gamers, this is where the idea of dropping a game without the state of the market might backfire heavily and for this, there can be no shortcuts involved.
The monetization model needs to be looked upon
There is a vast difference between the revenue earned by mobile games and AAA titles on PC/Console. Even though ads are plentiful these days, in-app purchases (IAPs) are the most popular revenue method for mobile games, while many AAA studios use the pay-to-play model. The opposite is true in both circumstances, however, the success rate in the approaches given is higher.
Mobile users prefer free-to-play games since they do not require an upfront investment to download and play, and they may then proceed to purchase necessary in-game products via IAPs if they enjoy them. Most mobile players dislike the pay-to-play model, which AAA studios may find tough to implement if they seek to bring their IPs to mobile.
If you are being too greedy about earning quick money, creating an uneven monetization system is like being your worst enemy. Balancing the in-game economy will be difficult for both free-to-play (f2p) and pay-to-play (p2p) users, and you will lose both money and the audience.
Final Thoughts
Although many console and PC companies have failed to capitalize on the potential of the booming mobile market, which is steadily growing, catering to the tastes of the mobile audience is a difficult task. Most studios have yet to figure out how to enter the market without suffering a hit, and the rest are unwilling to take a risk.
Whether it’s a game or a product, if the goal is to make quick money, there is no guarantee you will make it. There will be a lack of effort, the result will be riddled with shortcuts, and too many shortcomings may be left unchecked, all of which will definitely not be helpful for the studio in the long run. Instead, looking at the industry pattern and studying how they can approach is the most feasible method AAA studios can use that will benefit the market itself.
What are your thoughts on the AAA Studios which are hoping to earn quick bucks on Mobile? Let us know your opinions in the comments below!
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