▲ | kilpikaarna 3 days ago | |
> Early iOS games were more game-like. Apps like SNES remakes, flappy birds and music games, were more common, but they all converged down and down into porn territory. Game devs discovered pretty quickly that, Apple having set the initial expectation that an iOS game should cost $0.99, the only viable way to run a business on a mobile platform was a f2p/exploitation/casino model. | ||
▲ | LeifCarrotson a day ago | parent | next [-] | |
Assuming your ongoing costs are low (or zero, because Apple's hosting the downloads), and your development costs are just a few thousand to a few tens of thousands of man-hours of labor, well, 70% take on a market of 1.5 billion people is enough to keep my family and I fed and housed for quite a few years! | ||
▲ | FMecha 2 days ago | parent | prev [-] | |
Even back in pre-iPhone days, actually getting a mobile game required one to subscribe to a text message subscription service that may or may not be hard to unsubscribe. |