Pinky said:
F2P is winner take all, PC gaming not so much. The risk factor of mobile gaming will shoot up, lots of low cost games failing can be as large a loss as 1 AAA game failing. It will be, efficient markets and all.
PS. I think they should just split up the F2P developers to a separate conference, they are not like normal people.
Well yeah. But the fact is MORE money gets made by mobile right now. And a company can recover from a cheap mobile game failing. A poor AAA game means the developers sink, since its hard to build a war chest when starting out.
And companies are looking at data like this: https://s3.amazonaws.com/CGA_Report/CCNewzooSpringReport-pages.pdf
The stats show mobile (mobile + tablet) set to have the largest playerbase by 2017, without counting desktop social games.
And the issue is, in broad strokes, the PC IS winner take all. When 1.3 million people are frequently buying games, that's a target audience very difficult to shoot for, especially since that number doesn't account for genre taste.
This isn't the death sound of core gaming. It's just saying that developers are looking to other routes and business models. As a note, it's still unclear what "owning" a F2P title counts as on steam - that could be skewing the numbers, or only showing when a micro transaction is engaged with. The point of the talk is that developers aren't looking for the person who buys everything. They want the person who buys specifics, and that audience is easier to engage in other outlets.
I also disagree that F2P should be separated. It's a valid design tactic, and a new way of looking at things. The important thing to note is that while GDC is public, it's not a consumer show. It's a time for devs to talk shop, and talk about weird things or useful trends they've noticed. The talk wasn't about steam players being useless, it was about a shifting focus to mobile and the benefits/challenges "mobile as the new core" (the panel title) presents. The start that headline's this article was a way to grab the viewer's attention with a shocking stat and support it over an hour. Treating it as a press release is misrepresenting the content.
Oh, and to everyone calling SpryFox out as hacks or crap developers, I know opinions are a thing, but their games aren't slapdash garbage. They take calculated risks, but always have a fun game with fair microtransaction systems. The most common is the turn timer, limiting gameplay rounds for the time it takes to poop, but not being so limiting as to be frustrating like most energy systems. And their more core steam/console game, Road not Taken, is one of their worst performing titles in the company's history.