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PostPosted: Wed Feb 01, 2017 7:45 am 

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19240
Location: NE Indiana, USA (NTSC)
Drag wrote:
You also have to consider when people actually play their phone games. It's usually during spontaneous bouts of downtime, like waiting for the bus, or trying to ignore people. The games need to be simple and need to be easily jumped into and jumped out of, and usually there's no real depth to them

How does that differ from Nintendo 3DS?

How do you make mobile games without microtransactions and stay in business? Simple, move out of mobile and go to console or PC.

PCs aren't handheld. Until very recently, handheld consoles sold in North American stores weren't very open to small home-based businesses. So smaller developers receiving a letter of rejection from Nintendo have had to settle for mobile. It led to a situation like this:

  • Android: Buy now on Google Play Store
  • iPhone: Buy now on the App Store
  • Nintendo 3DS: We are seeking a publisher to bring our game to this platform. If you are a licensed publisher, contact us.

This began to change in July 2016 when Nintendo revamped its developer application process.

PostPosted: Thu Feb 02, 2017 1:27 pm 

Joined: Mon Sep 27, 2004 2:57 pm
Posts: 1248
If you own a Nintendo 3DS and you carry it with you, then you're probably willing to spend more than $5 (average) on a video game. Mobile implies casual gamer, and handheld implies being a step beyond casual since you bought specifically a video game playing device where the games aren't commonly $5 unless you go virtual console. Also, physical buttons. The two markets are different.

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