Race the Sun is finally releasing on mobile, months and even years after coming out on Steam and Playstation systems. It's kind of a weird situation because, as one of our readers asked: "So it's basically an endless runner?" I mean, yeah. That's basically what it is. It's a mobile game that took two years to come to mobile. It's got daily modes, objectives, powerups; if you didn't know that it came out on Steam first, you'd have thought that it was built especially for mobile.

And yet, somehow it's a game that can sell for $9.99 on Steam, get reviewed by Gamespot, and get coverage on Polygon and Kotaku. It's not out of interest in visually-minimalist behind-the-back endless ship-fliers so much – the similar yet released later Kayos [Free] got seemingly no mention at all from anyone outside of mobile gaming media. Yet Race the Sun is prominent enough that one of the developers at Flippfly can get an expert column published at Polygon on Steam mods.

You know why? Because mainstream gaming culture has a warped perception toward mobile gaming. A developer can present a mobile game as something acceptable to a hardcore gaming crowd, and they'll consider it. This is taking advantage of the false perception of the quality of mobile games. Gamers are being misled by the most prominent voices in the community, including the press, who ignore great mobile games because they don't care for mobile games.

I don't blame the Race the Sun developers at all for trying to sell the game as a console and Steam game. It's smart! They're not the only ones who are doing this; I talk to developers regularly who want to avoid the mobile stigma on their game. There's presumably a reason why Space Food Truck from One Man Left announced tablet support after they said it was coming to desktop. It's because the perception is that mobile games are somehow lesser.

Race the Sun is a good example of how a good mobile game can be a good core game. It's a fun endless runner, no matter which platform you play it on. I like the daily mode having the same level for 24 hours compared to say, Shooting Stars [$2.99], because the levels that are generated are infinite and can be explored to a certain degree, you have options that changes your long-term experience in a level. The menu interface is a little ugly, but I like the minimalist style of the game world itself. I've met the developers a few times, they're nice dudes. I backed the Kickstarter way back in 2013. I wasn't sure why the game wasn't mobile, then, especially as it's a rather ideal mobile game now. But it's a strategy that now makes perfect sense to me: why not prevent a flawed perception of your game when you can fool a mobile-hating gaming culture instead, by making the game for desktop and consoles first, and then mobile later?

That's just where we are right now in gaming culture, thanks to popular perception among "hardcore" gamers and the prominent outlets that promote the "mobile games are inferior" perception. While mobile games are full of a lot of dreck thanks to the fact that there's a minimal barrier to releasing a game, think about it: there are 394,807 games on the App Store right now. If you go with the popular perception that 99% of mobile games are unredeemable crap, that's still 3,984 quality games on the App Store. That's twice as many games as came out on Xbox 360, period: 704 XBLA games and 1,163 disc games. A mobile game has different scope from a console game, but it is physically impossible to have played all the great mobile games. I know, mobile gaming is my life and I'm nowhere close to playing all the good ones!

And yet, mainstream gaming culture still looks down on mobile games.

For the players, I don't blame them too much for this situation, as I think most people's instincts are to find cool things and enjoy them. What they say they want and what they actually want are two entirely different things. It's how you get people who hate free-to-play...but like Hearthstone [Free] or MOBAs, or Crossy Road [Free]. That's just human nature, but it is suboptimal. I'd like to change it, by trying to convince people their perceptions are flawed and that they should re-evaluate them. The things they dismiss are things they'd likely enjoy if they considered them in a different context. Maybe some of those folks will make the connection that mobile endless runners aren't so bad after they see Race the Sun on mobile. They'll realize that there are a ton of fun games in a similar vein on mobile.

Kayos 1

I instead leave my sharpest rebuke for the mainstream gaming media who seemingly don't realize that they're being bamboozled. Many otherwise-intelligent people in the gaming media despise mobile, and only talk about it when they can put it down. But as we see with Race the Sun, if you dress up an actual endless runner in the right way, you can convince them to cover the game. But, if this game was mobile to begin with, no one at any mainstream gaming outlet would give it the time of day. It feels like it's true so many times over. It's sad that Rocketcat Games will probably only get the love they deserve as an amazing game developer because they're making Dad by the Sword for not-mobile. Wayward Souls [$6.99] was amazing regardless of it being a mobile game, and it could only muster cursory mentions at Polygon and Kotaku. Polygon hasn't even reviewed a mobile-exclusive game since they reviewed Monument Valley [$3.99]. It's otherwise games that are also on iOS. The mainstream gaming press gives serious consideration to mobile gaming literally once in a blue moon.

Mainstream gaming culture as a whole, and led by its loudest voices, willingly look down on a platform full of talented developers and countless numbers of great games released on a weekly basis. Even the so-called weak weeks usually have a few solid games in them, but those games could never muster the attention of mainstream gamers or the media. It's because they have a messed up perception of mobile because they don't like Candy Crush Saga [Free] or they don't realize that Mortal Kombat X [Free] is a CCG with some fighting game wrapped around it. But like the person who spent a hundred bucks on Hearthstone and curses free-to-play games in another breath, if you package up a "mobile game" in the right way, they'll care.

These are the people with some of the most prominent voices in gaming, and they've shown time and time again that a developer can say "look over there!" and slap a "not a mobile game" sticker on their intriguing game that would otherwise be ignored. And I'm not here to put Flippfly or anyone else going mobile-last on blast for doing that. It's a trick that works, and in a difficult and crowded market, developers have to do what they can to survive. Plus, it's just creating the ideal situation by hook or by crook: Race the Sun and other games that try to avoid the mobile gaming stigma should be given a fair shake as a legitimate game based on its merits, not because it was sold in the right way.

And these people in mainstream gaming? They ought to know better. They need to start treating mobile games as legitimate games. There's a ton of crap on mobile but there's so many gems, too. Don't treat great mobile games as a "surprise" when great mobile games keep releasing at a rate that's difficult to keep up with. Stop ignoring a platform full of amazing games just because you don't like Clash of Clans [Free].

It's not just because it's unfair to developers who make mobile games, and to mobile gamers who see developers being chased away because the only outlets that will cover their great games are the dwindling array of mobile gaming sites. It's because mobile gaming is where players are increasingly playing games at, and if you don't start treating mobile games with the significance they deserve? You're going to become irrelevant really soon. Do you just fear mobile because you don't understand it, mainstream gaming journalists?

So developers, as long as players and media that have flawed perception about mobile games, or eschew posting about them in favor of writing reviews for TV shows not related to gaming in even a tangential way, maybe you should dress up that mobile game and sell it as a console and desktop game first. Regardless of their actual strategy with the game, it's effectively what Flippfly has done with Race the Sun, and it's worked out swimmingly for their endless runner, which would have gotten a fraction of the coverage, sales, and attention it otherwise would have if it came out on mobile first. And while I understand why they and others are doing the same thing, great mobile games deserve respect for being great games, not because they were great console or PC games first.

  • hellscaretaker

    With 6 days to go I be very surprised if space food truck gets its funding, not even close to getting the funding of $35,000 current at $7,000

    • Edwin Ramirez

      I love Outwitters and have supported the guys behind it by buying all the IAP twice, when it came out on iOS and later when it came out on Android; but I see Space food truck and I just can't stop thinking "what a boring game".

  • iOS_Rules

    While I don't always see eye to eye with Carter's reviews, I wholeheartedly agree with this editorial. Mobile gaming has a ton of great games that should be praised as "real games" on the bigger gaming sites. In fact, it kind of bugs me when a mediocre game comes from PC or console to mobile, that somehow people jump up and down like it's an amazing thing regardless of how good or bad the game is. It's like "OMG, a PC/console port. Instabuy." To me that's just as insulting. There are many, many mobile games that are far better than some of the PC or console ports everyone seems to think are the greatest thing since sliced bread. Sure, there are some great ports. But there's also some just "ok" games that are ported that shouldn't be hyped like they are just because of where they came from. So that's another perspective. I'd take a great original mobile game over a bland PC port any day of the week.

  • rza422

    You'll be pleased to hear that Her Story is the lead review in Edge magazine this month in the UK and got itself a 9! However, definitely the exception to the rule at the moment...

    • ZeeMonkeyMan

      Yeah but isn't that on PC as well?

      • http://toucharcade.com Eli Hodapp
      • rza422

        Yep, good point! Though they do also review Fallout Shelter which is mobile only. And that's out of a total of 7 reviews in the magazine. I still accept Carters point overall and think it will be a while before we see any decent traction...

  • pillzhereish

    Well thanks Carter, as far as I know no one answered my question but you!
    I hear everyone talk about how great this game is, about its "instabuy" quality. I don't understand the hype but oh well... I'm not sure I can buy an endless runner for this price. It's not my type I guess...
    BUT I just watched the trailer and I MIGHT just buy it!

    And one thing: I'm absolutely pro-premium and I don't mind buying a game with this price tag (I bought Heroki a couple weeks ago, and also Implosion), but I'm more the type of player that needs some kind of "closure".

  • ste86uk

    I did wonder what all the hype was about this game because I've never heard of it before as I don't game on steam. So it's obvious it works....as to me looking at the trailer it looks worth a peak if free but otherwise I wouldn't bother. Seems strange also that it's a ship but in the video 99% of the time it's basically on the ground.

  • Jay G

    I hit adulthood before the whole Gameboy craze hit, so I guess part of the perception for me, is that my gaming 'space' is in front of a PC or TV screen, not staring at a small screen in my lap. Therefore, I attribute more value to the thing that fits my gaming habits...pure and simple. If something is on both platforms, I will absolutely pay 2-3 times as much to have it on the PC if it's something I'm wanting to play.

  • Tallgeese

    I'm speaking broadly here; the limitations and smaller scope of mobile games are why they aren't seen as equal. You can't play Final Fantasy XIII on mobile (you can play things LIKE IT but less "grand"). Mobile is also shooting for a more casual audience and therefor mostly creates games that are short and often shallow. Before you get angry, THERE ARE EXCEPTIONS, and a lot of once console/pc only games are now being transferred to mobile with little lost in the process. As for not reviewing mobile games, they are typically more inexpensive than bigger games so there is less risk involved in purchasing them, and therefor less of a need to google a review of them (in addition to the fact that many new to gaming are also probably new/unknowing of the "google it first" concept). I think the trend is changing but the perceptually glacial pace of mobiles' assimilation into larger gaming culture is completely understandable. Props for the Batman Begins reference and article, Carter!

    • MrAlbum

      One thing to consider is some of the hypothetical numbering Carter brings up. So only a few exceptions are as good or better than PC games, sure. However, the article points out that even if 99 percent of mobile games are crap, the percentage of 'not crap' games on mobile is still far greater than what was on the Xbox 360 during its entire life cycle (sourcing from this article). Sure, it's comparing past-gen numbers to current numbers on mobile, but current-gen consoles have barely any games released for them right now in comparison, which means that on average, mobile platforms are releasing non-crap games at a faster rate than console games release at. Do you have to wade through the muck to find them? Sure! But if you're hungry for new quality content, mobile gets you that quality content faster than current-gen consoles can. That is a big deal. Why? Well, you COULD wait another few months for games to get released on other platforms, letting your expensive consoles sit there like a brick... or play the same games you've played to death already... or you could get some great games on mobile right now, and just forego the expense, the hype, the need to google reviews and the disappointment if hyped games do not live up to their promise and/or require months of patching and bug fixing.

      • MrAlbum

        Mobile is simpler, and it is easier to find quality entertainment on that platform than to whip yourself into a frothing mess while waiting for a hyped product to release on another platform and HOPEFULLY not suck. It is for these reasons that mobile IS a big deal in the gaming industry, because it fills this gaming niche that nothing else right now satisfies. Why ignore something that fits the critical role of tiding us over while we wait for the much-hyped projects to get released, that calms us down as we pore over dozens of reviews to try and make a good purchasing decision, that entertains us as traditional gaming companies struggle to bring new content of unknown quality to market to match demand? For that matter, why aren't journalists realizing this niche and analyzing it? Why are they not considering mobile platforms as important to the hobby they endorse when the role they fill is just as if not more important than their usual wheelhouse? ARE Mobile games just as if not more important than console/PC games?! Nobody knows, because nobody talks about it seriously at ANY of these outlets! If nobody brings it up, the topic doesn't get explored.

      • Tallgeese

        I didn't say mobile games were "crap." I used the word "grand" for a reason. I understand yours and Carter's inferences, but mobile games do not have the "firepower" that larger games do. That is, many lack the hype, graphical capability, length, size, scope, etc. We can argue that those, do not, a great game, make, but I'm trying to explain that the heavy hitters can't be on mobile. You can have a dummed down version of Bioshock on a tiny screen but not the insanely beautiful version of it on a larger one you can play in a room with friends watching and commentating on (Fallout App:Fallout 4, Final Fantasy games that aren't as graphically intense but still well-written/Final Fantasy X+, the closest one could get currently is probably Deus Ex: Human Revolution/Deus Ex: The Fall, but one has a slight leg-up on graphics and a larger leg up on haptics). That is the limitation of mobile. When we start streaming mobile games for all to see or playing it with a controller on a larger screen, I imagine the line blurs a bit more towards calling it mobile and calling it a massively powerful tiny portable computer. I love games. I do not care what platform they are on as long as they're good. Apps' limitation on size is also their strength. They are much more proliferative. To say one is better than the other without additional context makes no sense because both have strengths and weaknesses that would make one or the other better suitable for a certain situation/type of game.

    • metalmandave83

      I'm not certain about this but maybe part of the reason there is so little coverage is the lack of revenue those media outlets receive from mobile gaming ads and developers? Just a thought. I mean Touch Arcade specializes in mobile gaming and I thought I read somewhere that they were hurting for money. I might be wrong about that and there may be more factors regarding that issue, but just a thought.

  • metalmandave83

    Even if it took a long time to come to mobile it's still a mobile game. I don't know who enjoys these runner games but more power to them. For me, it's not about what platform a game is on that determines whether or not it's a real game to me, it's a combination of genre and the way the game was designed. Tap Titans is a mobile game. Bioshock is not.

    The fact that we are seeing games like the one mentioned in this article on Steam and other platforms is very disturbing to me. I don't want thousands of crappy mobile games coming to consoles and PC. I think it's sadly inevitable though. I was ready to embrace mobile gaming as the new wave of gaming but after years of playing these games and watching how the platform has developed, I've lost all hope.

    My hope has been that mobile gaming would create some kind of innovation revolution in console/PC gaming but it seems instead we're just going to inherit the worst aspects of mobile gaming. I'm worried about the future of gaming.

    • http://toucharcade.com Eli Hodapp

      I like how you basically use "mobile" as a synonym for "shitty." Kind of proves Carter's point, really.

      • metalmandave83

        There are quite a few really good games for mobile. If not I wouldn't be here.

      • Dankrio

        Few? I have way more on my backlog than I can really manage.

      • metalmandave83

        Damn, everyone is so defensive. Yes a multitude more than three. Bad word choice on my part.

      • MrAlbum

        Heck, according to Carter's guess in the article, there's a "multitude" over three thousand. Let that sink in for a bit.

      • metalmandave83

        Yeah I wouldn't go that far...

      • metalmandave83

        Part of it is probably that I'm older now and my tastes have changed so far less games seem appealing to me. Like this whole retro craze. I played it already, it was called Nintendo.

      • Edwin Ramirez

        My backlog on Steam is 10 times longer than my mobile one. Just for comparison.

    • Aaron San Filippo

      FWIW, the game has a 94% positive rating on Steam 😉

  • klink

    I think mobile is missing central players to push the medium. PS4 has Sony, XBOX had Microsoft, PC had Valve (and others). Apple and Google aren't really headlining/marketing gaming on iOS or Android. For example big trade shows like E3 don't feature mobile gaming. So I's much more grass roots effort and therefore doesn't get the exposure from major media sites.

    • MrAlbum

      Mobile games get Super Bowl commercials, though. Perhaps they don't need to make games for their platform because the platform is doing that damn well financially speaking, such that they don't need to be first-party developers in order to attract customers. From that perspective, the fact that Sony, Microsoft AND Nintendo make first-party games (or work out exclusivity agreements with third-party developers) for their respective platforms suggests that their platforms are doing so poorly they HAVE to make games themselves for the platform in order to turn a profit, with PC being an odd duck in some respects (many people buy a PC for its functionality, NOT its entertainment potential, unless they go overboard with a gaming PC, which a hobbyist would do, not the average consumer). That perspective suggests that mobile as a development platform is far more stable than almost all other platforms in the industry. Food for thought....

  • Erik B
  • metalmandave83

    What determines whether a game is a real game or not is up to the player. I really dislike FPS, not because of the type of game it is but because of how popular they have become on consoles now. I think they've really hurt console gaming.

    Not sure what started all the DLC crap with consoles and PC games but that needs to go as well.

    • H4nd0fg0d

      'Hurt console gaming,' hmm. Right, aha, sure. Shakes head and laughs to self. Rofling actually.

      • metalmandave83

        Just my opinion.

      • metalmandave83

        Most of my friends play FPS and when I look for new games on the PS4 the majority seem to be FPS. It's hurt console gaming for me because I would like to see more variety so instead I end up playing games on the PC or my PS Vita.

      • Themostunclean

        Seriously? Are you still living in 2010? Other types of games outnumber FPS by a huge margin on the PS4 and almost every platform today for that matter. Out of the last 20 games released on the PS4 store not one has been a FPS. There hasn't even been a AAA FPS release in months. It's just flat out false to say most games are FPS- it's not even close.

    • MrThickDick

      You dislike something because it's popular, people like you are pathetic.

      • metalmandave83

        I dislike FPS because they bore me and while I don't mind repetitive gaming there is something about them that bores me fast. Also it has a pretty shitty culture that makes playing them online aggravating and disturbing. Has nothing to do with the genre being popular. I like Borderlands and I used to play Doom and Duke Nukem and all those old FPS games a long time ago.

      • Tallgeese

        That's not very nice. It's entirely natural to dislike something you don't understand (it's an integral part of reinforcing our self-worth). It's an impulse we should fight and therein learn to grow through empathy and understanding, but it's not helpful to tell someone they're "pathetic." I like FPSs because I'm good at them and I enjoy them. Many I've encountered don't like to play them because it's hard for them to do so because they didn't grow up doing so. The last thing I should do to someone in that situation is call them "pathetic." How about "maybe you should try them" or "this is why I like them?" This is why people find it difficult to get into MOBAs, the barrier for entry seems oftly steep and abrasive...

    • Modjular

      I think I understand what you're saying, about how the popularity of the FPS has homogenized what most major studios are putting out onto consoles. But I think you could see it as less of a defining characteristic of consoles, and more of a current trend or even a bubble. I'm optimistic that people Will get tired of the sheer number of FPS oriented games, and move onto another emerging genre that utilizes all the best features of consoles.

  • curtneedsaride

    Cool article. Good food for thought, for sure. The part about free to play I would still debate a little, though. I don't have one f2p game that I wouldn't enjoy more if it was fully paid. I mean, imagine playing Hearthstone and only buying packs of cards with in-game currency that you have to play to win. I might actually give it a try then. Anyway, can't wait to upgrade my phone so I can give this game a try. Looks cool, and I'll happily pay for a premium game that I'll enjoy.

    • http://toucharcade.com Eli Hodapp

      If you think spending money on Hearthstone makes you a better player you don't know a whole lot about Hearthstone, or collectable card games in general for that matter.

      • MrAlbum

        It gets you cards quicker, faster. It doesn't get you access to exclusive cards or even extra in-game currency. Also, some of the best cards in the game are not even commons; they are basic cards that all Hearthstone players get regardless of their spending habits.

      • curtneedsaride

        I know that if I downloaded it, I would want as much content available, which would lead to a lot of spending for me. I mean, that's my opinion based on my personality. I personally enjoy Ascension more than the CCG I've played because it isn't about the cards you collect, it's played by decks. And each deck released is purchased upfront and you build your hand from the full decks each game, instead of building your hand from your personally collected deck. And I enjoy that method of payment more. Doesn't mean I don't understand CCG. It means I prefer one method over another. And it sounds like you prefer another, which I don't discredit you for doing.

      • curtneedsaride

        Also, I don't think spending money on CCG makes people better players. I didn't mean to give you, or anyone else jumping to conclusions, that impression.

  • HelperMonkey

    Let's talk about indie games as indie games regardless of platform. A lot of the great indie games on Steam work well for mobile. Are they really mobile games? Are they really PC games? Well, it doesn't matter. But when you talk about PC gaming, I think people think of the games that can't run on other platforms. People who buy a gaming PC may enjoy a great indie game on Steam, but that's not why they bought their PC. We're really talking about major-label studio-produced games versus indie games, not PC versus mobile.

    • metalmandave83

      I think A LOT of games would work great on mobile with some tweaks for the platform. I think we've just seen some poor ports of certain games. Mobile gaming has a stigma attached to it about what gaming on mobile actually is. The fact that not enough people want to pay for the games hurts the platform in that it discourages great developers from going all out and putting a lot of time into developing really in-depth games with substantial content. I supported Gameloft back in the day when they actually made real premium games by buying ALL OF THEIR GAMES. On Android and then iOS when I made the switch.

      They just were not making enough money apparently and so both the quality and the payment model changed. Too many cheap asses don't want to pay anything for a mobile game or app for that matter. It's really hurt the platform and is frustrating for those of us that want great games on mobile. The other problem is a lot of people just want something to kill some time, short periods of time. I think dedicated gamers are just outnumbered on mobile.

      All these factors are why a lot of media sources and gamers don't take the platform serious and say they are not real games. The platform's progress had been hindered by financial hurdles created by the users.

      • MrAlbum

        It doesn't help that free-to-play games, at least in concept and often in practice, are better fits for busy people because their short, gated play sessions are perfect fits for the small breaks one finds throughout the day, rather than a half-hour to hour-long session sitting in one specific spot that MUST be devoted to that specific game on that specific platform. It makes gaming and the entertainment gaming provides easier to get without rewriting their daily schedule like dedicated gaming would. Going "hardcore" is a time and money sink, and most people don't want that commitment just so that they could be "entertained". If they can get it cheaper in an accessible package, why bother with premium options?

      • metalmandave83

        Yet the same game will sell on Steam for $10. Culture difference.

      • AppUnwrapper

        I think it just takes a little tweaking to make a game playable in bites. Transistor did it. And there are plenty of mobile-only premium games that are good in both small bites and long sittings. F2P is really only good for people who just never want to pay for a game (or those who only pay for consumables).

      • metalmandave83

        Plus we have 3DS and PS Vita. Both of which are mobile gaming, cost less for the hardware, and charge about $40 for games. So why can't iOS make more similar quality games? On my Vita, I can save the game (some auto-save) and turn it off at any time. Or just pause it and tap the power button so the screen isn't draining my battery. So small gaming sessions are easy to do and I don't have to be sitting in a specific room. Also, some games on iOS will quickly drain my battery. The only reason my phone probably gets more gaming is it is always with me. There's no reason iOS can't have great games like the 3DS and Vita. I stand firm on the biggest problem with mobile gaming being the users not wanting to pay for games... The developers are just making money the way they can with phone games by using IAP which has proven successful. It's not attractive to major developers, not in the sense that they want to develop great games in an ecosystem where no one wants to pay and the guarantee of success isn't there. For some of us that don't like to be exploited by the gimmicks of these mobile game payment models, it's hard for us to take the bulk of these games seriously. I just want to buy a full game and play it. That's it. No money for health potions or quicker progress. I just want to play a game like I'm used to. Less like Dungeon Hunter 5 and more like Dungeon Hunter 1 or 2. When people decide they want real games and are willing to pay for them and when developers stop trying to just cash in on the mobile market and decide to get serious, then you'll get more reviews from gaming media. Until then, TA will have to keep writing these articles advocating for mobile gaming's legitimacy. When I really want to play a real game, I'll turn on my PC, Vita or PS4 but when I'm out some where and want to kill some time, I'll boot up an iOS title and play it if my Vita isn't around.

  • orangecan

    Ive been a gamer for over 30 years and the reason I spend a great deal of my gaming time on iOS games is because it's got the most interesting and best variety of games that I want to play at the moment.

  • AppUnwrapper

    I think, at least with players, some of the excitement is from the basic fact that they fit a PC/console game onto mobile. Or many of us eyeing PC games that look amazing but we hate playing on PC (raises hand). I'm thrilled when a game I'm looking forward to makes it to iOS along with the PC version. I'm so happy I didn't have to wait an extra year for Her Story, and sad that I do have to wait for Submerged. It's nice when developers go through that extra effort to fit their made-for-PC game onto mobile so more people can play it.

  • XperimentalZ Games

    We've been making mobile games for 5 years now and I'm still under the impression that it's easier to get traction by releasing a game on PC first, then launching on mobile. PC/console games coming to mobile have a powered-up aura, even on the indie scene.

    • Rocketcat Games

      Yeah my suggestion is to always release on PC first if you can, then wait like a month for a mobile port. We're trying that soon, but have known about this for years now.

  • muttso1o

    I think the comparison of mobilegames to consolesgames like Xbox is an odd starting point. Most console games have a longer development cycle, and are often more complex and cost a whole lot more, mobile games are 'easier' to make, are shorter, cost less which result in a shorter dev cycle. So as to numbers it is pointless
    More realistic would be to compare them to Nintendo DS/i or Sony's PSP or even the Vita If you will but that is a dead platform. And the mainstream media covers what is selling best. Not to mention that the bulk of mobilegaming just isn't worth mentioning. Those that do get coverage. And give it time mobilegaming will get more momentum, don't forget that gaming as a whole is just getting the attention it deserves. It took more then 3 decades to be where it is at this moment. Give it another 5 ( i'm optimistic) and mobile games are in there teens and on their way to adulthood 😉

  • Gamer_Kev

    It's hard sometimes to fully blame the gaming community for this view. While those of us who have embraced mobile gaming know there is gold there, you have to wade through cart loads of crap to get to it. The reputation that hurts mobile gaming is more the fault of schemers that will use any old piece of rubbish to try to trick a buck out of you.

    On the other hand though, there are also the fanboys, every system has them including mobile, who trash every other system except their own chosen one. It's a sad fact that way too many people pay more attention to these nasty little trolls than they should and thus lots of myths start floating around systems that aren't true.

  • L0ck

    Please stop with the inferiority complex. Mobile gaming and pc/console gaming are two very different things for most people. Just look at the biggest sellers on each. Yes, there are pc-level games on mobile, but you're comparing apples to oranges while losing perspective that while you're a hardcore gamer with a keyboard and gamepad accessory to turn your mobile device into a mini-console, most people don't do that.

    I love my mobile games, I love my pc games, I love my console games. But they fit different needs in terms if entertainment.

    • metalmandave83

      Very true.

  • nini

    Nobody's right, everyone sucks, let's go play games.

  • BTA

    I feel like this "hardcore vs casual" situation you're describing isn't accurate at all for most members of the mainstream gaming press. I mean, I've seen some of the people from the sites you're discussing play and praise a lot of different mobile games on Twitter, which they don't necessarily talk about on their websites. I feel like the reason these sites don't cover these games often is probably more practical: as you describe, there's way too many games coming out on iOS. To assign someone (or multiple people) to cover them would be expensive when there's no real payoff for them if their audience (who may, in fact, buy into that "this isn't a real game" nonsense, but how is that the site's fault?) isn't coming to their site for iOS news/reviews (and even then games would slip through the cracks). There's a reason dedicated sites like this one exist! And as someone who loves gaming on iOS I'm thankful it exists, but I don't expect mainstream sites to try to keep up, especially as I really haven't seen any of this dismissiveness that you're arguing they have. From their audience, yes; from them, no. Which might mean they should probably try to change that, sure, but just suddenly adding more iOS coverage probably isn't the best way to do that successfully.

  • http://www.theslipperytruffle.com mrtruffle

    Agree with this 100%.

    PC games also don't have the perception than 99c is too expensive. We should have released OTTTD on Steam first and then ported to mobile/tablet. The other way around you just end up being a "mobile port".