I think this data will benefit Degica/Kadokawa as well. You guys will recall that before MV came out there was a huge demand for making RPG Maker games mobile compatible. Was this just chatter or do people really need it? Well, the RPG Maker team delivered and now the community can voice its response.
I think I made the questions as comprehensive as possible. The logic of the 3 questions are as follows:
1. Plug-ins aside, do people really need mobile deployment? Directed at the engine itself.
2. Do people want scripters to make mobile friendly plug-ins? This is asking market demand.
3. Regardless of demand, do scripters want to do this? If yes, which direction will you go in? If no, then is it because you don't want to or because the engine has technical issues that prevent you from doing it? Info on the supply side of things.
Now according to the current data, which isn't much yet (8 votes now), mobile deployment is getting a lukewarm response and mobile plug-ins are not deemed that important. As more people vote we will get an even clearer picture.
Disagreement. If you want to benefit the whole firm, you need to write a more concise survey- and you need to target the greater audience. Reality is, you're leaving out Kadokawa's core first-class market of Japanese users and hobbyists. That generally makes that data useless, except to Degica, which doesn't play nearly as core a role to RPG as Kadokawa does.
1. Honestly? No. RPGs are a small niche in mobile, especially as an indie. Why invest time and money into developing a 2D JRPG, only to sell it on mobile for around 2-5 dollars? You don't have the clout or history to drop the 15-20 dollar price bombs that Square Enix does, and you're need to invest 99 dollars (per year) and 25 dollars into publishing fees, not factoring the cut that the mobile app stores levy on you. It's simply not going to be worth it for most. A PC market is more lucrative and less investment heavy.
2. Will people pay for scripters to make mobile friendly plugins? There are a small set of scripters that actually create public free use code, without regards to market demand. Thus, market demand is a moot point. Market demand becomes more important if the scripters exist in the role to fulfill requests, or sell licenses. If a scripter is making and releasing plugins of his own volition, the market doesn't matter.
3. This is up to the scripters, to be honest. As a coder, I'll say this for sure- the desktop executable and desktop web browsers FAR OUTCLASS mobile web browsers. They're also easier to debug for. Mobile browsers are far weaker than their desktop brethren, which limits what you can do with your code if you want to stay performant. This is why you see the 'Mobile-first' movement, where web frameworks for frontend development come into play. You develop for mobile, and scale up for Desktop.
In the case of MV, if you're a developer that only has access to Windows, you might as well say, 'screw this' and disregard mobile, since you'll only be targeting an Android niche (remember, we can play web hosted games from a browser too), of which not all devices have access to a recent version of the browser webview- especially as, with no surprise, you can only deploy to and debug web on iOS from a Mac.
I'm sure if you give a free Mac to every developer that is willing to create mobile first plugins, you'll see plenty of devs stepping up. Otherwise, you're asking them to invest at least 700USD (cheapest Mac Mini, no keyboard, no mouse, no monitor, and cheapest iPod Touch).