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everydaygamer
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Posted: Wed Oct 12, 2022 7:27 am
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That's a shame but not too surprising. A mobile exclusive battle royal was unlikely to get very popular but I appreciate the attempt.
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SenpaiDuckie
ANN Community Manager
Joined: 16 Sep 2021
Posts: 523
Location: PH
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Posted: Wed Oct 12, 2022 8:14 am
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I was able to try this mobile game when it first came out and it wasn't a 'smartphone' friendly. I think it could have been okay if they all stick to melee, but adding the magic element in a battle royale, made the game rather overwhelming. The buttons were all over the place
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Wyvern
Joined: 01 Sep 2004
Posts: 1597
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Posted: Wed Oct 12, 2022 1:12 pm
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More and more of these things seem to shut down after less time. I think it's safe to say that the market can't really sustain the huge glut of free-to-play live service games that are being churned out. Especially since big hitters like Fortnite continue to attract millions of players. There's just not that many people left for the glut newer games to attract.
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RockSplash
Joined: 28 Oct 2019
Posts: 501
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Posted: Wed Oct 12, 2022 1:22 pm
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Wyvern wrote: | More and more of these things seem to shut down after less time. I think it's safe to say that the market can't really sustain the huge glut of free-to-play live service games that are being churned out. Especially since big hitters like Fortnite continue to attract millions of players. There's just not that many people left for the glut newer games to attract. |
Just like MMOS, and military FPS, and JRPGs. When a fad happens, the industry never fails to "accidentally" create a monopoly by having several failures occur. However, unlike the previous examples, GAAS has truly been showed to never actually be profitable(remember all those "10-year plans"?)
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AmuroNT1
Joined: 07 Apr 2005
Posts: 107
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Posted: Wed Oct 12, 2022 2:22 pm
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Yeah, people already get the reasons why this happened. The biggest one is being exclusive to mobile - which not only limited the game's reach, but meant you were stuck with really awkward controls. It was also a bit generic, despite being based on an incredibly famous video game property. It was basically just PUBG with magic, and even then the spells could just be seen as alternatives to special weapons like grenades and airstrikes. If Squeenix had made it melee-focused it would have been more distinct and a bit truer to the source material.
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Strike105
Joined: 21 Sep 2014
Posts: 41
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Posted: Wed Oct 12, 2022 5:16 pm
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I totally forgot this was released.
It seems very few mobile games based on preexisting IPs actually work, especially if they try to actually make them feel like console titles with controls and everything. The only ones I can recall that haven't died within a year or two are Gundam Breaker Mobile and Rockman X DiVE.
It's even worse if they try to revive long-dormant IPs as some sort of half-assed, obvious cash-grab mobile title. What Capcom did with Breath of Fire 6 by turning it into a microtransaction-heavy mobile MMO still elicits a lot of rage from me because I know that failure of an experiment was the complete result of poor management and foresight, as well as a complete misunderstanding of what people loved as the series beyond the name. It's no wonder it barely lasted a year. However, Capcom would've likely saw it as "I guess no one likes BoF anymore, so now we're REALLY not gonna do anything with it anymore."
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MFrontier
Joined: 13 Apr 2014
Posts: 13750
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Posted: Wed Oct 12, 2022 10:24 pm
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Wow, that went by quick.
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