Are you saying that single player games don't need a hook?
So if players purchase a single player game, get bored after 1-3hrs then quit and waste their money, it isn't a design flaw that should be improved?
I don't think having a hook is a bad thing, in all games. The whole point of any game is to keep players entertained. What are you trying to say here?
I'm an advocate for in media res within narrative storytelling when it's appropriate. The issue isn't about good or bad pacing, it's pacing specifically designed to correlate with the younger generation's attention span. Again. As a priority for monetization.
For example, Energy Currency. Systems where you have to either wait or pay to continue playing. It's specially designed to prevent burnout and (along with login bonuses) is socially engineered to subconsciously turn a game into a habit, or pay to bypass what is an entirely arbitrary limitation.
So commercial single player game developers aren't selling their games and make money?
There are significantly better and more reliable ways to make money than making RPG Maker games. I think it's safe for me to broadly assume that even the majority of commercial developers on this forum are merely hobbyists.
They are both, so does commercial single player games. Fun and profitable aren't mutually exclusive.
Maybe you think mobile games aren't fun, but I've seen plenty of game mechanic designs from mobile game that certainly fits the definition of fun in my eyes.
If you remove the "mobile games are all bad!" lens maybe you'll see a different perspective.
I have given mobile games multiple chances. I think there was a time when they were even good back in the later 2000s. This is a very different era.
I have yet to play a Free to Play a mobile game that I believe benefits from the inclusion of Free to Play mechanics. If you are referring to indie games that don't include these mechanics, which I do think it an admirable part of the mobile market, then I would assume you would have specified this by now.
I do not find socially engineered experiences to be fun or moral. At best I see mechanics that merely echo the of satisfaction I find by playing an actually fun game.
One person's opinion doesn't represent every developer's.
And "Make sure your games aren't too skill-based" is a common design philosophy that is often used in single player genre aiming for low skill players too. It doesn't make mobile games inherently bad.
You completely ignored the context.
The context behind "Make sure your games aren't too skill-based" with the Tribeflame CEO was to incentivize players to buy microtransactions. It wasn't a samaritan statement to encourage accessibility.
I know many mobile game developers out there still look for ways to entertain players and make profit on the same time. So whatever one CEO said doesn't apply to everyone.
Smaller indie devs that don't follow these practices, sure. But any games with these mechanics are taking advantage of video games as an interactive medium to exploit.
If you want to provide any sympathy for companies using mechanics that are borderline on gambling. I can't agree. And trying to somehow guilt me into thinking otherwise, putting it very mildly, is distasteful.
The opposite applies to many metacritic 9/10 games such as God of war Ragnarok.
Money may not always make a game successful but it doesn't change the fact that some of the talents do work for money. I wasn't trying to suggest people pick the learning material based on budget, I suggest people pick the learning material based on result and not to limit oneself with genre.
Broadening scopes is a very important technique. I agree. However, you are doing that very poorly.
You literally contradict this very ideology right here:
if you want to learn game writing, learn from successful writers
Because learning from the faults of others is just as important as learning from others success. That's how you learn to make something successful and unique.
Yet for some reason, you seem to believe that only the victors are worth remembering.
successful games like Stardew Valley and Hollow Knights pretty much all learned from earlier successful games like Castlevania, dark souls and harvest moon. Very few people think those games are bland.
Hollow Knight is also inspired by Zelda 2: The Adventure's of Link. A game many within the Zelda community dislikes. It's also inspired by the original Faxanadu, which is a niche series even within Japan.
Hollow Knight would not be what it is if the developer did not look at Zelda 2 and tried to improve on elements he liked from it. He did not ignore Zelda 2 because of its lukewarm to poor critical reception, or Faxanadu in spite of it not being a big commercial success.
If Hollow Knight was inspired by Castlevania and ONLY Castlevania, then it would at best be a worse Castlevania. And that would be bland.
Personally, if I see a good idea from a mobile game(or any genre really) I am going to learn from it. I don't need that "mobile games are bad!!!" lens stopping me from learning.
I get that you dislike mobile games. But even the post above agreed that mobile game has at least something to learn from. What are you trying to tell me here exactly? Mobile games are all bad so I shouldn't learn good ideas from them ever?
Quote me when I said all mobile games are bad and I will tell you that they have nothing to learn from.
Believe it or not, there are specific elements of specific mobile games I will praise. Recent ones too. Even ones with F2P mechanics. For example: I like how Genshin Impact limits the use of healing items, a flaw of Breath of the Wild.
Even in border terms, I won't deny the impact mobile games have on the evolution of touchscreen UI.
And as previously stated, I also at one point believed mobile games to be one of the few places with actual innovations in the gaming industry, but that was over a decade ago in the wild west days of Angry Bird and Cut the Rope.
My issue isn't gaming on a mobile device. That is silly, and trying to frame me as if that is the root of all of my issues is a bit rash. My issue is the culture surrounding the mechanics behind Free-to-Play economies. I believe them to be predatory and immoral. If I miss out on the occasional innovation because of my moral distaste for these systems, whatever, I have literally thousands of games that aren't free-to-play to pull from.