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The cross-platform singularity: the convergence of PC and mobile gaming Anonymous 07/06/2024 (Sat) 03:37:23 Id: fb9f05 No. 986877
I've been struggling to make a thread like this because of how to express such a niche topic that gets zero attention. But here goes: Over the past few years, a certain game Genshit Impact blew up and changed the mobile market completely. A key factor to its success was not only that it was chinkshit BOTW but it was playable outside of muh wife's boyfriend's Switch for "free." Suddenly, the field went from disposable side games played by turd worlders to being taken seriously overnight. And with it came the copycats, and with that came the need to grow and grab more dollars free of Grapple and Gulag's clutches. Thus the PC clients and controller support rolled out. The advent of Unity and Unreal to Eastern devs, combined with chinks and gooks growing up with always online games and expanding in soft power, while the Nipponese gravitate increasingly towards portability, has resulted in a glut of titles that are available on both PC and phones (sometimes web). As more and more of them come out, some of them, in the spirit of Ross Freeman, convert themselves into packaged games you can purchase on retail. Some mobile devs capitalize off their success on phones to develop real hardcore games. Meanwhile, hardcore games have slowly adopted the same live service trappings of mobile titles, and handheld game ports are making more money than ever. <battle passes <microtransaction shops, lootboxes, and gachas <deckbuilding <wikis and metas <"gameplay loops" <limited time collabs and crossovers All the talk about normalfag gamers suddenly discovering indie games is BS as Palworld and Helldivers 2 were both live service games that happened to have the aesthetic of hardcore games. This development is what flash games and handheld titles were leading up to. My thesis is that games will eventually be designed for both mobile and PC from the ground up, due to the rise of the East in influence, and the future of gaming relies on the direction this development takes, for the better or worse. Ideally all games will start out free, replacing traditional demos, but there will be an option to buy the game outright or play it with microtransactions. Alternatively, hardcore games will be ported to ARM as we are starting to see over the years, with Crapple and Microshit making a huge push with ISA translation. Pros >devs essentially have more creative freedom >low budget and barrier of entry, means a return to the PS2 era of development >shift to developing for multiple resolutions which helps with preservation as upscaling and temporal aliasing become more popular; something I've seen that is interesting is that some mobile games are designed at a 1:1 ratio so they can adapt to any screen >smaller gaymen devices are kewl >grawfix will stop being wanked over and focus will be on battery life and thermals instead >hot anime babes will eventually cleanse and purify the Jewish rot of the West Cons <the live service approach is akin to commercial serial storytelling and most of it fucking sucks, especially with the hero collectors <mobile gamers are fucking stupid and the mobile market is predatory; there's increasing tribalism over fucking gachas and online shooters like they're football teams <mobile games tend to have high marketing budgets to try to expand player bases which is not much better than the current triple gAAAy norm <many mobile games are just rehashes of other concepts, not that that changes much either <mobile games developed improperly cause heat issues with devices that only have passive cooling <treadmill work, dailies and external reward campaigns <devs are also stupid as shit, Alchemy Stars is a 2D gacha that is as big as some AAA games in file size, I started this thread because of how some successful mobile games run like shit and are unoptimized on phones <mobile gamers understand nothing about technicals <trannylators Discuss the inane technical, economic and sociopolitical ramifications, like Fortnite and Roblox just being lesser copies of GMod.
>genshin impact was what changed everything Companies have been taking mobile seriously since it started making billions of dollars, which was not long after it got popular in the early 2010s. Even if you want to point to a specific title for your thesis, Genshin Impact is a very questionable title to do so because Cod mobile released years before Genshin, same for Fortnite, and those were fucking massive, much more so than Genshin ever was, and there were games before those then. Both of those franchises appeal to core gamers, not just mobile gamers (even if I wish they didn't) Maybe if you're referring to the Japanese gaming industry it would be easier to buy your thesis, but for western games it was fucked a lot earlier. In terms of the whole lootboxes shit and whatnot, that was popularized in core gaming long before genshin, with shit like CS;GO and Overwatch being prime examples. Microtransactions that was also the case with other countless games one can point to, it pretty much came with the F2P market of the 2010s with shit like League of Legends and whatnot. "Deckbuilding" was popularized by mobile card games, which would be more shit like Hearthstone and whatnot. Collabs and crossovers have been a thing for a while. Mobile gaming definitely contributed to the rot, but I don't buy that it was the main factor, shit was already being corrupted. >My thesis is that games will eventually be designed for both mobile and PC from the ground up Hell, if they can get away with prioritizing the mobile audience, they will. >hot anime babes will eventually cleanse and purify the Jewish rot of the West Bold of you to assume they won't get censored.
>>986886 >Companies have been taking mobile seriously Yes, but the landscape was significantly distinct, primarily because of limitations and because of fuckups on how the mobile market was managed. It's hard of think of it now, but in 2013 mobile gaming was autorunners and puzzle games. Casual as most people think of it. Monster Strike and Puzzles and Dragons were considered the peak of mobile in the East, whereas in the West it was Candy Crush and Angry Birds. 3D was shied away from because people thought mobile devices couldn't handle it. To this day you still have to emulate FGO on PC. Mobile games were thought of as "play for five minutes" fodder. I will give you Fortnite as that's one of the first games to be true cross-platform and the same experience on PC and mobile, but the issue is that it was and is a multiplayer battle royale shooter. COD and PUBG were custom games made specifically for phones as opposed to exporting from the PC build. I primarily bring GI up because it's a good example of a game that's thought of as a primarily single-player experience. I think you're misunderstanding the OP I wrote, which I don't blame you since it is muddled. >Bold of you to assume they won't get censored Ironic considering that there has been significant pushback against this practice as the mobile market has gotten crunched by the fallout of the petrodollar collapsing. I bring GI up once more as it inspired a lot of mobile developers to try to copy its pandering to fujos and yumejos. One of those devs, Mica of Girl's Frontline, decided to do this with its followup GFL2. Except gamers in the East had wised up to omnipandering leading to fanservice for males getting cut out while fanservice for females wouldn't, and tanked the game bigtime. Another gacha, Snowbreak, which had also tanked itself trying and failing to capture the fujo demo by censoring its girls, decided to cater to the participants of the backlash and saved itself from end of service. Since then it has been undoing its censorship and has been rewarded by becoming one of the top gacha in China. Yet another gacha, Brown Dust 2, was close to closing and saved itself by cranking up the fanservice. There has been a huge shift as gamers get tired of the WEF's bullshit and now know what has been causing the censorship. Even NIKKE, a game that advertised itself as T&A central for the past few years is receiving heat because SHIFTUP has been too willing to lie to consumers and then retroactively censor characters, and now that competing games are offering what they've denied they're in the crosshairs. A petition spearheaded in the gynocentrist West got SHIFTUP to undo its censorship of Stellar Blade. Right now there's a notable shift in favor of fanservice for males because times are so tight. They can try to censor but they will just tank the game financially. There is more scrutiny of the Jews than ever.
I can't speak on mobile gaming crossplay because I don't play any of that shit, but I always appreciate console/pc crossplay. Having one combined community really helps the longevity of vidya games. That aside, the ass cancer that spread from mobile games to console/pc is especially frustrating and I wish bad ends on all the suits/retards pushing that blight.
Pretty sure valve and mmos are the reason microtransactions and live service became a thing for many games now, mobile gacha was simply convergent evolution because of how interwoven japanese companies are with eachother. In any case crossplay is why so many modern games are shit, devs should release on one console first and pc/others later, or pc only.
I'm having great difficulty to understand OP's rambling. If he's talking about the core of Japanese game development (excluding the big third-parties aka Squeenix, Capcom, Bamco and Sega), that's primarily on Switch and Steam these days. I also remember an article that mentioned Japanese mobile games have been on a downward trend for a few consecutive years, and most people who play those are freemium users or rarely spend much on microtransactions.
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>>986892 You are wrong to think that America is the only entity that censors games. China also cesnors a ton of games, and from what I heard even Genshin Impact got hit hard by this, and even now they are trying to get back to the character designs from it's first year. Thankfully, for now, they simply release two versions, one for China and one for the rest of the world, but there is no guarantee that they won't just release one version that is China approved, if China becomes even stronger.
God why can't there be games as good as Genshit Impact or Withering Waves that aren't live-service and gacha shit?
>>986877 I still remember when NebulaJoy was gonna port DMC: PoC to PC but said "fuck it" once people said they were gonna mod the older combat system back in.
>>986961 Ask not for good gamas ask for the fortitude to not buy gacha shit
>>986877 >Discuss the inane technical, economic and sociopolitical ramifications None of this effects me one fucking bit! Primarily because none of the games that I play are on these platforms or don't subscribe to these models. And those couple that did, I've already jailbroken them. >>986892 >Yes, but the landscape was significantly distinct, primarily because of limitations and because of fuckups on how the mobile market was managed. It's hard of think of it now, but in 2013 mobile gaming was autorunners and puzzle games. I take it you DON'T remember companies putting in honest efforts to make full games for mobile, like how we had a legitmate and original Dead Space, Deus Ex, and FF style RPG series (Chaos Rings) for mobile phones. Not to mention full ports of console games like Record of Agarest War, XCOM, RE4 and GTA:SA. It's just that Flappy Bird, Temple Run, and Candy Crush brought in more money, so the market went towards making "play for five minutes fodder".
>>986983 >The fall >2013 >Front and center ass Its fucked how quickly everything went to absolute shit. Not like 2013 was good or anything, but goddam.
>>986972 Maybe, but there's always gonna be whales.
>>986961 Because >gacha pays the artists better and showcases their art almost like trading cards, and can be called again for alt costumes to the benefit of both parties >players and other artists gushing over characters is tied to the genre in a way that most other games don't have, besides some nintendo, atlus, and vanillaware rpg/tactics games, leading to a positive feedback loop when alt costumes release and point one happens >most companies just kill your art if you're a permanent hire slaving under some art director influenced by HR, or don't know how to make games to begin with tl;dr you just want more RPGs in the large-cast nip-style rather than solo snowflake character creator western-style
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>>986984 >Not like 2013 was good or anything There was still some fun to be had in the AAA space, gets more rare every year.
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>>987019 Dragon's crown as well. And that's a top 10 game for me,
>>987004 >you just want more RPGs in the large-cast nip-style rather than solo snowflake character creator western-style You say that like it's a bad thing.
>>987059 It's only bad if you pay for your games, make sure not to so companies know who to pander to.
>>987077 >make sure not to so companies know who to pander to So, they'll continue making gacha-shit and charging money for it.
I once wanted games to have huge casts like Chrono cross but not like this with all being paid only
>>987085 It's easier to make people shell out $5 a week for a free gacha rather than unlocking costumes in dlc waves like the atelier games or something, yes.
So it seems this thread had some timing in regards to recent announcements that partially refute the thesis in OP. Those Assassin’s Creed, Resident Evil and Death Stranding ports have BOMBED https://archive.fo/jVItE >Very few people are downloading the big-name console games ported over to iPhone in the last year – and an even smaller number are paying $15-50 to unlock the full games. I started this thread because I am staunch that some hybridization will occur in the future and some market forces point in the right direction also fuck cloud gaming, if there's one thing I'm glad Gulag did it was killing that market and smothering it in the crib but it also seems like there are common barriers to overcome. >The elephant in the room, which is thermals and battery drain. Even handhelds aren't foolish to ship without cooling fans. I honestly don't know about the new Snapdragon laptops but they track to have only 5000 mAh capacity, which gets sucked down the drain with a regular Unity gacha running. For reference the AYN Odin 2 packs a 8000 mAh battery to stand a chance of lasting on a roadtrip and the Deck has a 13800 mAh battery on x86, with competitors pushing the capacity upwards to compete. ARM falls apart with heavy workloads, sorry ARManon. ARM is going to have to redesign itself after being designed for passive cooling for so long if it wants to scale up. >Extending thermals and battery drain, ARM has the exact same issue of emptying your battery as fast as the Deck, sometimes even more. If you've tried to game on a phone thermal throttling also happens when the chip reaches 40 degrees Celsius. The Deck only shuts down above 100 degrees. So long as this limitation persists ARM loses to x86. >ARM is only getting pushed in the news as of recent because Qualcomm is trying to accrue market share rapidly and selling their new chips below cost to nab partners. Some people have commented that the new Snapdragon chips only seemed impressive in marketing because they are manufactured on a 4nm node while they compared them to old x86 chips manufactured with larger transistors. In real world performance AMD's x86 chips outstrip the Snapdragon X line: https://cpu.userbenchmark.com/Compare/Snapdragon-X-Elite-84100-vs-AMD-Ryzen-5-8500G/m2322028vsm2284775 and yes considering that this is from UserBenchmark who are Intel whores this is notable x86 and ARM are equivalent in power efficiency after all, and when a 7nm APU like the Deck's is running Cyberpunk better than a 4nm ARM chip that is trouble. >ARM also wants to push gay AI shit like hardware attestation and that would be TOTAL GAMING DEATH if that were to happen. This is one of the points I wanted to bring up in my OP but couldn't because of how multifaceted this topic is to cover. >Gamedevs are shit since many developers and publishers have switched to a "hire and fire" model and there are so many manbabies who defend the poor technical state of gayming. For the cross-platform model to work they need to program a game that can run very well on mobile and then scale up, like 8chan's old favorite Metal Gear Solid V: The Phantom Pain. One of the titles that inspired said thesis. Unfortunately, today's workforce are so optimization-adverse and disposable there are very few instances of them happening. >Ugly and poor mobile touch controls and UI. Enough said. >The mobile gaming market has been trained on F2P for so long trying to edge in a new market based around trying before buying for a set price is going to be difficult. Gachas tend to use casino-esque tactics because otherwise they EOS, and it's easier to manipulate a whale into spending $70 for fictional consumables than to get him to buy a full game. Also, tits and ass greatly extend your game's lifespan, look at The First Descendant thriving despite being worse than Destiny and Warframe I've always envisioned a "battle pass" model that would functionally replace retail purchases, but it seems this is a real-world result that shows how unviable it currently is at the moment. funnily enough /snowg/ on cuckchan has been discussing this exact topic when I was completely unaware of its existence until recently I've probably missed a shitload of points I've brainstormed, but I wanted to clarify what I want this thread to be about. >>986983 Nah, I do remember these titles, I was even a Gameloft kid before it collapsed and became the hostel of pajeet gamers. I'm oddly obsessed with the aesthetic of sixth-generation games that assume the modern graphic developments of current titles and are designed for four inch screens, and I see a lot of parallels with some Japanese developers like Nintendo as well as indies. I honestly don't remember but I think F2P games got prioritized in charts when games got ranked in terms of downloads rather than revenue.


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