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Why smartphone games suck so much?
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Why smartphone games suck so much?
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>>340501651
They're limited by their control scheme (turns out buttons are a really good thing to have) plus nobody wants to pay for games so you end up being further limited to games filled with RNG-based microtransactions (aka Gatcha).
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>>340501651
you tell me
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>>340501651
They're designed to be baby sitters for kids and to make money of said kids with "Gems" and "gold" to bypass timewalls
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SuperTribes is the best smartphone game. It's basically Civ but phone version and it's free.
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>>340502163
>shills p2w iphone cancer
>image.jpg

why am I not shocked
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>>340502039
>nobody wants to pay for games so you end up being further limited to games filled with RNG-based microtransactions (aka Gatcha).

this so much
You see everyone bitching about 5/10/15 dollar price tags
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Some of them aren't absolute hot garbage if you think of them playing like classic arcade games. Sure something like Crossy Road doesn't have much substance, but neither does Frogger.
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>Gameplay is severely butchered to the point where only extremely basic mechanics exist, no hard or advanced shit
>Shitty touchscreen controls that makes most games frustrating to play
>Few genres that are possible on touchscreen, but very limited in terms of what they can do
>Small as fuck screen : Touching stuff is difficult unless if you have stick fingers
>Ads popping up literally nowhere
>Developers are jews
>Good games are paid
>Free games are literally shit
>Bloated with tons of paid content
>Good games are hard to find, due to tons of shitty games filling up the market
>MOTHERFUCKING CASINO ADS
>MOTHERFUCKING CASINO APPS

You know what's wrong with it? It's the touchscreen that limits everything on what people can actually do. And besides that, video games aren't meant to be designed for touchscreen.

And GOD, I fucking hate casino apps popping up everywhere and shoehorned into everything that you see on your phone.
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Ooh, Ooh, I've got one

Because they never fucking do anything new. If you picked 10 random games, 7 of them would be garbage match-three puzzle games, 2 of them would be build-and-wait games, and 1 would be an endless runner.
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>>340502795
>Comparing a game released at early '80s with a game released at 2014
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>>340501651
They're designed to be played for a few minutes before your bus ride ends, and are meant to encourage you to buy shortcuts past grinding using real money in a vain attempt to make you think you are experiencing more content.

I would rather just pay $40 for a cartridge that has a whole game on it. That's how it was back in the days of the Gameboy and Gamegear, and even if this might be the last or second to last generation of handheld game consoles, I don't really see myself wasting any more time on mobile shit unless it's emulators.
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>>340502662
In my Senior Year of HS, I was playing the iOS Version of Shin Megami Tensei and someone was fucking shocked that I paid $10 for it. And they couldn't even understand what I meant when I said it's an old SNES RPG.
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The only one ive actually liked is fruit ninja.
also,fuck rinjin.
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>>340501651
Because the developers got destroyed!
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>>340503716
>Comparing a game released on a cell phone to a game released on literally anything else
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Phone games are just like any other type of game: Some use the medium terribly, some use it well. People always complain about micro-transactions, but not all games use them poorly. Certain games, such as MKX Mobile, give you enough resources just through normal play to progress at a reasonable pace without ever needing to pay. The only thing I ever bought for it was a special card pack, and that was less because I wanted the cards and items, and more because I felt that the devs had earned the money. I never felt obligated or even tempted to purchase anything to advance. Gacha turns some players off, but I personally love the collection element of those games, especially if as above they give you enough resources to feel like you're earning big rewards. Beyond that, there are games on phone that use a traditional up-front cost rather than micro-transactions, yet the complainers pretend those don't even exist.

As for controls, yeah, of course some games use touch controls badly. Console and PC games also sometimes have bad controls. This doesn't mean you can't make tightly controlled games for touchscreens with enjoyable game play. Runners and other single or low button requirement games are fun during breaks or bus rides, and games like UFC Mobile or Gods of Rome show you can make competent fighting games using only taps, holds, and gestures. As the finest example, they ported fucking X-COM to mobile, and it runs just as well as on PC with near flawless controls (moving the camera up and down is a pain), showing the potential for games that would traditionally be PC mouse-only games.

TLDR, find better mobile games OP. They exist. Right now I'm playing Psycard by Ludosity, great devs who know how to play to the strengths of mobile. It even has hot-seat multiplayer so you can play with your friends on bus rides or whatever.
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>>340503868
This. Get a 20 dollar bluetooth controller and an emulator library that runs up through the 64 bit era. Best thing you can do for yourself if you want to play games on your phone.
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It's a meme ya dip. The ones that aren't complete shit are ones that embrace phone controls such as touch and motion.
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>>340501651
Limited control scheme coupled with the fact that developers shit out as many games as they can as quickly as they can in the hopes that one will become the next flavor of the month. The developers who made Angry Birds shat out 40 other games before they got lucky.
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>>340501651
>playing Spacechem and doorkickers on my phone
Controls suck, but its still fun as hell
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https://www.youtube.com/watch?v=0nmCEcbD0go&ab_channel=NathenJonesy
I used to play this alot on my old jailbroken iPod Touch. That and pic related are the only mobile games I've found mild enjoyment in.
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>not spending at least an hour looking for your type of game

ive got only a few and they have little to no permissions.

also, i play brutal doom once in a while on my phone, works decent enough
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Mandatory post mentioning the superiority of mobile rhythm games to their console counterparts
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What's baffling is how the time-limited energy/resource/whatever managed to work it's way into non-mobile games, particularly MMOs. I mean, it's justified in the eyes of the publishers who are trying to profit, but it's just so fucking blatant compared to the older methods of masking the timesink such as low drop rates or ridiculous exp curves. Now we get both!
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>>340506907
It's one of the rare mobile games that you play when you're not even on the toilet.
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>>340504089
To be fair, the iOS versions is based on the enhanced GBA port. But yeah I get what you mean, pricing expectations on mobile games is fucked up.
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>wah shitty touch controls
>wah wait timers
>wah microtransactions
>wah ads everywhere

play better phone games
Thread replies: 28
Thread images: 6

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