Dedicated to Jarkendia , it seems that he liked the previous
:-) The other day we talked about new genres (or not so new) popularized suddenly, and featuring by hundreds of mini-games on mobile devices. There is an interesting effect that is occurring in the model business behind these mini-games. And I see it as an entirely new business model.
The current model of video games and their problems
Create a video game is a huge undertaking. Large teams that invest time and money, resulting in a high risk. Then the game goes on sale, and of course is very expensive, or pays off in the first two or three months, or fire everyone and close the study of development. Even if the game is a bestseller and sweeps the market total, it may lay off half of staff between project and project.
Companies try to increase the lifespan of the game with downloadable content and I guess that gives a certain result, but this does not seem to save the constant incertudumbre living in these companies.
The new notebooks with the gossip has another game to sell a different stream. Developers make their product and sell it cheap. Then they are perfectly capable of keeping the game at the cutting edge. How?, Because by putting improvements constantly.
They seem easy because handheld games are small and simple games.
If you bought the game for months, you have the free upgrade. If they bought it, now you have the original + updates for the same price.
It produces a double effect. On the one hand, developers are able to maintain in a single game a long term business. Smaller development teams working long term in a single project, maintaining a sales level of more or less constant. Or perhaps with ups and downs, but in the long term.
In addition, for customers who buy games, you always have the feeling that a purchase is going to report long-term fun. Yes, a little game that you end up in a few hours, but it sure will add missions and return to rock it, sure.
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