Game postmortems are usually a very interesting peek behind the curtain of game development and a useful teaching tool for other developers trying to navigate the troubled waters of the App Store. When that postmortem is about a game as great as Crashlands [$4.99] and comes from developers as open and smart as Butterscotch Shenanigans (BScotch), then it becomes a must-read for many. How did the game do? According to BScotch, Crashlands has been successful enough to allow them to make plans for growing the studio and making games for at least a few more years (which is great news for gamers). However, the most interesting part of the postmortem for me was the issues they had to face when developing a truly multi-platform game that looked and played almost the same on both PC and mobile.

According to BScotch, a surprising problem the game encountered is the way PC gamers perceive mobile games. Since the game was made to be as similar as possible on both platforms, many PC reviewers and gamers presumed it's a game that has sacrificed plenty in both form and function just to fit on mobile. Because of that perception, some reviewers seemed determined to dislike the game and even blamed features they didn't like on the developers making concessions to fit the game on mobile. BScotch admits it underestimated its ability to overcome this bias, and now feels it might have to launch its next title on Steam and then mobile simply to avoid having to deal with PC gamers' bias regarding what mobile games really are.

CrashlandsCrashlands in a way ended up being an interesting litmus test on the way PC gamers and PC reviewers look at mobile games. There's often a misperception that mobile games are just "maimed" versions of PC games, games whose developers had to chop away various parts simply to fit on mobile. That line of thinking ends up leading to arguments along the lines of "if the game was on PC, it would be better." And don't think that this was just BScotch's impression; there's a growing number of mobile developers who quickly learn that if they want to avoid being stigmatized, they have to first launch their game on PC and then bring it over to mobile, even if the two versions of the game are effectively identical. It's quite disappointing, to be honest, that there is this misperception about mobile games at a time when we're seeing developers doing fantastic work on mobile.

The other mistake was that the developers (unintentionally) made a game that looked a bit too much like Don't Starve, even though the two games are quite different. They didn't like that their game wasn't as unique as it could be, and from now on plan on designing games as different from existing games as possible. That bodes well for us because BScotch is a very creative studio, so putting its creativity towards making new experiences on mobile could lead to great things, I hope. However, it worries me a bit that they are going with PC first because the way players interact with mobile and PC is different (touchscreen vs mouse and keyboard). When a developer is working on a single vision for both platforms, like BScotch did with Crashlands, those differences don't really matter; however, when they work on one first and then the other, it might end up affecting game design decisions.

Finally, not all went wrong with Crashlands; the Beta test was extremely helpful in making the game better, building the tools you need to develop your game is often time well spent in the long-run, and committing to your project even if it takes over your life usually can lead to success. So, some great info here that offers gamers a look on how the games they play are made and helps them, perhaps, realize how challenging it is for developers to put a good game into gamers' hands. Still, what stuck with me was the PC/mobile perception problem and how it might actually affect development of mobile games. In their attempts to deal with PC gamers' perceptions about mobile games, mobile game developers might end up making unnecessary concessions in terms of gameplay and UI that go against their original vision simply to avoid the stigma. And in case you don't believe such a stigma even exists, I suggest you check out the comments on the original story here.



  • hellscaretaker

    You always going to get the "my machine is better then your machine"

    Total biscuit calls mobile gaming toilet gaming.

    There is many quality title now on mobile that can rival that which is on PCs and console format but you try telling someone that owns said device and they likely tell you to go and do a running jump.

    • Dawn Stung atoms

      Totalbiscuit compares mobile to toilet gaming, because for the most part, he plays a lot of mobile games in his toilet (even admits to playing a f2p cash-grab and spent actual money).

    • Eli Hodapp

      I always wonder how much of this kind of thing is pandering to your audience. TB is an incredibly smart guy, and I'm sure he knows his fanbase remarkably well... But it always makes me curious when I see such obviously intelligent people often wholly dismissing a platform if they're doing it because they truly believe it themselves or if they're just telling their viewers/listeners what they want to hear. Honestly, it's what I'd do if I were in his position too.

      The hated of mobile in the PC world is *incredibly* strong, which has always seemed crazy to me. I have more than a few friends who are every bit stereotypical PC Master Race people who hate mobile with a passion but have a Town Hall 11 in Clash of Clans or are on level 500 in Candy Crush. When confronted about this, their retort is always, "Well, these aren't *real* games, I just play them on the toilet or at work." ...Totally dismissing the fact that they're obviously enjoying mobile gaming enough to spend what's likely a cumulative play time of hundreds of hours in the exact kind of free to play bullshit they love ranting about.

      People are weird, and I guess when you grew up arguing whether Sega or Nintendo was better on the school bus every day, you've got to keep that flame alive somehow- No matter how nonsensical it may be.

      • cabuckn

        Nintendo is better though. Stop bringing up our fight from that one school bus ride. It's been 26 years man ^_^

      • delirium38

        Back when Nintendo and Sega were big, the master race already knew that their $3000 PC was truly the best.
        Nowadays our PC's can do really fancy hair and since none of that was shown in Crashlands it clearly belongs on mobile.

      • Butterscotch Shenanigans

        People think that what makes games fun and interesting are the mechanics, the challenge, the social dynamics, the community. Wrong. It's the hair rendering.

      • Ponyfox

        But detailed hair rendering is incredibly important!
        This is essential for the (PC) gamers to get in one another's hair proper regarding which or what is better! ;D

        PS: Ever since your game came out, I have not been playing anything else up to this day when commuting back and forth from work. 🙂

      • Bool Zero

        You are asserting that all games are played for the sam reasons when they are not. I think you're dismissing the fact that those gaming experiences are played entirely different provide a different sense of entertainment on a gamer. Certain games are played as a distraction while others are played for the experience, and so on. I can easily blow cumulative hundreds of hours away at a FTP game as compared to a more nuanced experience of a game (mobile or otherwise); that's not indicative of their quality but rather just their addictive nature. I can fully recognize that I play certain games not because they are fun but because of their addictive elements whereas I'll play other games for actual enjoyment of mechanics, experience, theme, story, etc. People play different types of games for different types of reasons and they all aren't solely for enjoyment or comparative between games.

    • curtisrshideler

      I do most of my gaming on the porch while I pipe or in bed after waking up. Neither are very conducive to using a mouse! Thankfully I've got phone full of crap. 😉 See what I did there. Toilet joke.

    • TotalBiscuit

      There are no quality titles that can rival PC, sorry. They are all games that would run and play better on a PC or are casual touch experiences rather than core titles. This is just a universal truth at this point. Why anyone would expect a mobile device to rival a static device in terms of power and interface I really don't know, it's delusional. Crashlands just proves my point. Even a game which is designed expressly for mobile, still runs and plays better on PC. This will always be the case when dealing with traditional core titles unless a radically different control scheme come along which somehow offers more control without a mouse and keyboard. I won't hold my breath,

      • flashbackflip

        Galaxy On Fire 2 is not 'core' enough for you? Lmao! Accelerometer control in 'space' is less fun to joystick? Should i put some really shallow pc games on the table for you to see the real 'core' is not in controls or FX, but in gameplay itself? P.S. Have you played 'Cosmonautica'? Is it worse on ipad than on pc? How?

  • athros

    The #pcmasterrace strikes again.

  • Drizzt79

    Again, a loud vocal minority. 93% of steam reviews recommend the title. For a simultaneous pc/mobile launch, that's about as WIN as you can get!

    • Eli Hodapp

      The tricky part is when that loud vocal minority are the people writing the reviews that are dragging down your Metacritic rating...

      • OrangeKnickers

        Crashlands has a 77 on metacritic, don't starve as an example has a 79. which on average seems rather appropriate for both Games. And crashlands has not even one negative critics review.

      • Adrian Werner

        93% of recommended Steam reviews in no way should translates to 93% metacritic score. It just means 93% percent of people would give it scores in the "60/70-100%" range, as 60/70% is usually where people start to consider games worthy of playing. Steam review system doesn't allow for anything more specific than that.

      • speetz

        Which is sad. They should have a more aggregate type system where even when peer reviewed has separate numerical and paraphrased categories. Would be a lot more effective.

      • InTheAir

        Well, you have to admit part of the reason why Crashlands has such a high rating on Metacritic is because most of the mobile reviews were subjective with the review score, and not treating it like sonething superficial. While pushing away from review scores is a place for growth in the industry, having those heavily contradicting ratings increases the platform bias even more.

      • Eli Hodapp

        I hate to break this to you, but all reviews on anything are subjective. If you're looking for something that is objective, that's called a "description."

      • flashbackflip

        Spot on

      • Xenomorphking

        Yes all reviews are subjective but if multiple people say a game is good it usually is.

      • Eli Hodapp


  • nini

    Tribalism in gaming? Well I never...

  • Dawn Stung atoms

    BS got so much things right in their release of Crashlands that the success overshadowed their failures. The most important that they mentioned is the Beta Testing bug reports... AND the cross-platform BS ID feature--- they just work so damn well that puts iCloud and Game Center features to shame.

    • Scott Soapbox

      Good point. I wonder if BS could allow other developers to use it (for a fee of course) since game center is now a joke.

      • Butterscotch Shenanigans

        This is something we have been pondering, although that would make us a game services company and not just a game studio, and we're not sure if we're ready (or willing) to divide our attention like that just yet.

  • Ghostwalker

    "However, it worries me a bit that they are going with PC first because the way people play games on PC is often different from the way they play on mobile"

    No kidding. So, why then, do you expect the mobile experience to be able to be exactly the same? Is this a competition? Nintendo has been pretty successful in the mobile space by not trying to be a platform they are not.

    • Dankrio

      Great point.

    • Tasos Lazarides

      Actually, I was referring to the differences in term of interface rather than content. And if you actually read the final paragraph of the story, you'll see precisely what this story is about, and it isn't about a "competition," as you put it, or an expectation that games are designed to be exactly the same on both platforms.

      But hey, out of context quotes work well too, I suppose.

      • Ghostwalker

        I read the whole article, it's the typical "wah-wah, other gamers hate us for reasons" BS that is written here way too frequently.
        You guys harp on other gamers not treating the mobile space as equals, and then you summarize the core reason why, with one sentence. But you go ahead and keep stirring the pot with articles like this, Carter Jr.

      • speetz

        So because games are played differently, they are therefore lesser? I am confused as to your point exactly is all, if you could rephrase. I'll go back and reread tho....

      • Ghostwalker

        I never said that, nor did I imply that...only that there is this ever-present thread that ties all the articles like this together that somehow, PC users are all medium snobs and hate mobile games, when in fact, it's not nearly as rampant as this site would have us believe, as evidenced by the fact that this game in particular has one of the highest approval ratings on Steam.

      • Dankrio

        I see that now.

  • Mince0

    I'm a steam gamer and I have to admit most of the time I feel steam games are more fulfilling and often wonder if a mobile game will be lacking due too expense and userbility issues etc.

    • Mince0

      That said a good mobile game is just that a good game! Bertram fiddle comes to mind. The problem is the good games rarely get enough coverage. And instead you end up with 1000 'threes' games.

      • Mince0

        Steams also full of rubbish but your account and customisation/curators can make it so you rarely see a bad game. Where as the AppStore shows the same old f2p games. Though I do play robocide at work

  • Derek Plote

    Is it meant to be ironic that your article is about the perception of PC gamers that mobile games play differently than PC games, and then you end your article with: " However, it worries me a bit that they are going with PC first because the way people play games on PC is often different from the way they play on mobile, and that might affect game design decisions."

    • Mince0

      I play my iPad and Mac exactly the same find a great game usually point and click or strategy and play it for as many hours as I can. Really the diffesnce between pic and mobile gaming is the restrictions f2p places and the need for quick/auto save invade the app gets lockout of memory or you loose battery.

    • Jared Nelson

      I think the bigger irony is that the quote you mention was NOT the end of the article, and what that quote actually meant is explained at the ACTUAL end of the article.

      • Derek Plote

        The point is that it seems to be arguing against PC gamers arguing that a game existing for mobile might cause it to compromise on what they like as PC gamers, while the article goes on to argue that the game being developed for PC might make it compromise on what mobile gamers like.

        I mean, design decisions don't just go one way, right? If making it appeal to PC gamers impacts the mobile experience, then it stands to reason that making it appeal to mobile gamers can impact the PC gamers.

      • Jared Nelson

        Oh for sure. But the game in question Crashlands didn't make concessions for either platform (unless you count things they didn't think about, like control options on PC) but just the stigma of mobile games caused people to THINK concessions were made, and that they were getting a lesser product on PC because the game was also on mobile, which is a shame. The two platforms are very different and I think it's essential to think about things that impact the usability of both platforms' users, but I also think it's unfair to think that mobile is somehow a lesser platform and that any game that's on PC and also on mobile (or god forbid, is mobile first and ported to PC) is just some junky shit that's not worth a "real gamer's" time.

      • Derek Plote

        I agree. People need look no further than something like XCOM to see that great games can exist on both platforms without significantly compromising anything.

        A few years ago, I'd say that the view of mobile games being crappier than PC games had mostly to do with the fact that the mobile game market was flooded with cheap, crappy shovelware and fremium games, but then PC kind of followed that trend (particularly when it started getting a lot easier to get games on Steam) and now you've got the same flood of potential crap on PC. It can be hard to separate the gems from the garbage on both platforms now if you're not talking about the AAA titles.

        I game on both PC and mobile, and my only real complaint is that I have a harder time trusting the reviews I read on Touch Arcade or Pocket Tactics. I'm not trying to say the reviews are dishonest, but just that their tastes don't align with mine well. Sometimes they seem so grateful for certain types of games that are underrepresented in the mobile market (like in-depth RPGS) that they come off sounding a lot better than the same game would for PC, where the competition is a lot stiffer. But now I'm way off topic.

        Back to the main point, I just though it odd that this article was scared of something that hasn't even happened yet (mobile games being compromised by becoming PC-focused first), when that's really just the flipside of the complaint PC gamers are (often unjustly) making.

      • Jared Nelson

        OHHH, now I see what you're saying. I still think what Tasos was getting at is that it sucks that mobile gamers might have to get games much later just because a developer is artificially delaying a release on mobile to avoid the stigma in question. At least that's what I got from it, not necessarily that games will be compromised in mechanics or features when going PC first and then coming to mobile. In fact we just found a trailer for this awesome looking game, and when questioning the dev if it was coming to mobile, they were about as vague as possible and absolutely refused to confirm it, while at the same time kind of giving us that "wink wink well of COURSE it's coming to mobile it's a perfect fit for touchscreens, but please for the love of god DON'T TALK ABOUT IT COMING TO MOBILE YET" because they're so worried about ruining their chances of success by people thinking it's some crappy mobile game launching on PC. It's really f#%&ing sad actually!

        To your other point, I think there's some truth to that. Some games that seem like "OMG amazing this is on a little phone!" would simply be considered average or above average games on another platform. I think the portability of certain titles does add extra value though, and that sort of balances things out. However I think it's important to keep in mind we try to cater to the general iOS gaming audience, so even an above average RPG on another platform is probably a lot more exciting for someone who plays a lot of games on their mobile device but doesn't really game elsewhere (there are a lot of those people).

  • Adrian Werner

    I'm primarly a pcgamer, but I also play plenty of mobile games. Yet, despite the fact that Crashlands looks interesting, I didn't buy it on either platforms. because I just can't find it in me to support dev to charges three times as much on PC for the exact same game. If you are going to charge more make the pc version better, at least in some way. They didn't even include a damn soundtrack and instead sell it for additional 5 bucks on Steam.

    I might buy it once it hits some bundle or gets 90% off holiday sale. But I will never support a dev who pulls stuff like this by buying their game full price

    • Eli Hodapp

      I can get behind this price gouging logic, at least in a remote way, if we were talking some shadowy EA-like megacorp looking to juice as many gamers as possible to make shareholders rich... But Crashlands is literally three brothers making an indie game while one of them was (potentially) dying of cancer. They priced their games appropriate for each platform, with the exclusive goal of making enough money to keep making games. If that counts as "pulling" something, then, well... *sigh*

      • Adrian Werner

        Meh. Still doesn't make it right for me. If you're going to charge three times as much for the game I require that version to be better or have something extra. Otherwise I would feel like a sucker buying it.
        Now, I'm not going to be organizing boycotts or even trying to convince others to not buy the game. Heck. I wrote multiple news pieces about this game and the complain about price never entered any of those articles. All I'm saying is that in my personal opinion the devs gave pcgamers a shaft and I can't support devs like those with money when there are countless others who actually put a lot of effort into making their games for PC, instead of just porting the game straight from mobile and sticking three times larger price tag. That soundtrack just added to injury. You name EA, but even EA doesn't milk it's users like this.

      • Dankrio

        I think the problem is the mobile price, not PC. CRASHLAND is worth more than $5 bucks, for sure. I would like if they could charge more on the platform.

      • Dankrio


      • pizzapoke

        Honestly, the game probably is worth 15 dollars. It has more content than plenty of pc games, even triple a titles, and more than justifies the price. I would look at it as if they had to bring down the price for mobile rather than make it up for pc, as most iOS gamers are more stingy with their money and refuse to drop more than five dollars whereas on steam people are more used to games that cost 15, 20 and 60 dollars.

      • Mince0

        Yeah I've always felt mobile devs feel like they can just charge more on steam.

        Punch club did the same, it's the same game yet it cost almost twice as my on steam £3.99 upto £6.99 (there is a sale on now)

        It might that steam has higher fees I suppose, I'll look into that.

      • cabuckn

        Man I have no words for your comments. Are you a game developer? Do you have any clue the work they put into Crashlands? For the price they charged (across platforms) you can get a pizza. What world do you live in where you think this is "pulling" something?

      • cabuckn

        My comment was directed at Adrian

      • liam Hince

        I also wonder if the steam price is what they
        want too charge but are too aware people will not pay for anything over £3.99(understandable though because every ios update breaks something)

      • Edwin Ramirez

        Pizza is valuable in some parts of the world.

      • Mr_ C_

        It reminds me of when I read 1-star reviews of good games on the Play store whining "Omg you can't play forever for free!!!??!"

      • OrangutanKungfu

        I'm not on steam, so probably shouldn't comment, but I suspect the developers priced the game competitively according to the market - nobody is out to shaft anyone. It does seem unfair that PC gamers pay more for essentially the same product, but $15 or however much it is for a (very) good 40 hours of gameplay doesn't seem like a hard bargain. As Dankrio states, the issue is more with the App store - it's very hard to get the majority of iOS gamers to shell out as much as $5 on a game. Even that price seems to stick in the craw of many.

        Also, as a side note, this game wasn't ported straight from mobile - it was a cross-platform release.

      • Mr_ C_

        EA... Does much worse... But anyway...

        Not buying a perfectly good mobile game (with no iap!) for $5 because you resent the PC price (which is in line with PC competition) is an example of taking a principled stand against nothing.

    • Butterscotch Shenanigans

      Are we charging 3X more than we should on Steam because we're evil and want to gouge our players? Or are we charging 1/3 less than we want to on mobile because that market suppresses prices and it's our only choice if we want to be successful? Or did we price the game independently according to each market, since prices aren't an inherent property of a game and are instead dictated relative to competing goods within (not between) those markets?

      If you've decided that we're evil, then it's the first one. If you think we just might be honest, rational people trying to make a living in diverse, independent, hyper-competitive markets, it's one of the other two. (Hint: it's the last one. But that's of course what we'd say if we were evil.)

      As for the soundtrack: we don't own it! Like many indie developers, we contract others to make our music for us. We have a license to use the music within the game, and to promote the game, but we can't sell the music ourselves.

      We really like our sound guys, and want them to be able to become fully independent game music creators, so we're selling the Soundtrack on their behalf (all proceeds from it go directly to them). So buying it won't support our evil company at all, it'll support THEIR evil company ;).

      You're free to interpret our actions however you please, of course, though it seems like a rough path to take through life to always assume that people are out to get you.

      • cabuckn

        This. This is why I love Butterscotch. Since EA was mentioned earlier, I'll bring them up again. EA would NEVER take the time to post here. And if they did, we would have to pay $1.99 to read the post.

      • Butterscotch Shenanigans

        To be fair, we did just send you a bill. It'll arrive in 3-5 business days.

      • cabuckn

        I should have known!

      • Agkelos

        Very well said. Thank you for the great games!

      • Schpank

        Your game is stellar. I would gladly have paid the PC price for the iOS version. That the market dictates a lower price point on my preferred platform is nothing to bitch about IMO. Congrats on your success. I think studios like yours should be the model for the industry.

      • Dankrio

        Congratulations for the AWESOME game. If I could, I would pay even more than what is charged on Appstore.

        In fact, I probably going to buy the Steam version also, justo to support you guys.

        Thanks for providing so much fun and keep bringing the games, please!

      • Gurney Halleck

        Even though my iOS and Steam backlogs are now ridiculous beyond measure, and my time spent playing games overall has declined in the last year, I could not be happier with the choice to buy Crashlands and support your efforts as developers. The way you choose to approach game design, support gaming community, developer community, and work so well with each other is inspiring and a worthy effort.

        I never got to go deep into any of your other games (flop rocket was really fun, and I liked quadrupous rampage, but again, that massive backlog of mine heh...) So I am very excited by the deep, yet pick up and playable nature of Crashlands. When I get back onto my PC the ability to continue the same game on Steam will likely have me double-dipping my wallet in gooey Butterscotch goodness ;p

      • liam Hince

        Chrashlands looks and reads like the survival game I always wanted 🙂 i still haven't played it because my back log is about 2 years long but nevertheless this was a instabuy for me on the appstore @£3.99 and would have been an eventually purchase at even £8.

        I actually like the idea of you launching on steam first, only because you can do early access etc bring in the revenue while continuing development on further content.(I have often wonder if this is a more lucrative option for indie devs?)

    • speetz

      Do keep in mind, also, that it may simply cost more for them to sell their game on PC. It may cost more to host the files, to be on steam etc. there are plenty of costs that we don't see. (I don't know for sure if this is the case but I imagine it could be, I have heard it can be a bit much to feature on steam anymore considering how huge it has become)

      • onebigdoor

        i bought on both platforms, even though i never really touched the pc version. happy to have paid $20 for this game that was worth so much more. sad that the market dictates selling this valuable game at $5 on mobile.

  • Ron

    Crashlands is the Don't Starve that I always wanted.

    • Fangbone

      Agreed! I like Don't Starve but felt something was missing. Now, Crashlands is on a different planet, literally and figuratively. Crashlands for President!

    • Agkelos

      Double agreed! Don't starve was wonderful, but so very depressing! Lol. Crash lands is a much more relaxing experience in comparison.

      • onebigdoor

        i tried to get into don't starve after finishing crashlands because i wanted more crashlands. i couldn't get past all the things that crashlands did so much better, and couldn't get into it.

      • Ron

        I hated the roguelike aspect of Don't Starve. I tried talking about it on forums and everyone was angry I mentioned wanting a Load from Save.

  • Exact-Psience

    Eh... Elitist bullshit.

  • Scott Soapbox

    "When a developer is working on a single vision for both platforms, like BScotch did with Crashlands, those differences don't really matter; however, when they work on one first and then the other, it might end up affecting game design decisions."

    There is a difference between *making* a game for PC and then making a mobile version, and *releasing* a game for PC and then releasing it for mobile.

    At this point, not considering a mobile version at the start is simply bad planning. However, I think BS' point was that not considering a staggered release schedule is bad marketing.

  • garbui


  • speetz

    I don't understand everyone's idea that this article is trying to point out that games are played differently in different platforms. Don't think that's the point; it's that BECAUSE they are different, PC (or insert platform here) think mobile games (again, insert platform) are across the board inferior. Are they different and play different sometimes? Of course. Do certain mechanics have to change either from one to the other or because it is a multi game? Sometimes, I am sure. But many times games are better on a platform to someone simply because of preference. Mobile, especially tablets, have tech that can easily rival many, especially indie PC games. Or indie console games. This doesn't mean that whatever negatives a multi platform game has should be chalked up to it being on said platforms or that it was catered to one and it diminished the quality of the other. It does happen I am sure but generally devs are plenty conscious of these types of issues to avoid.

  • Themagicjesus

    Crashlands looks and plays completely different than Don't Starve. Never heard anyone complain or even remark that they are similar

    • bilboad

      I saw lots of people comparing the two games. Just go read through the reviews on the App Store, and you'll see lots of them mention Don't Starve and say how they like Crashlands better. I never played Don't Starve myself so I can't say, but apparently they are similar enough for that comparison to occur to a lot of people who played both.

  • MarsMachine

    I bought the game on iPhone first and absolutely loved it. Then I bought it on the iMac and now I enjoy it even more on the big screen. I like that it is a "PC" game with wonderful visuals but easy "mobile like" interface. I have to admit I don't belong to the PC master race that can only play games with keyboard and mouse using hundreds of keyboard shorcuts! I even struggle with asdf steering, lol! My final wish would be crashlands on AppleTV and I would gladly tripple dip! Well done Devs, you guys rock!

  • Busta

    Maybe PC gamers resent mobile gaming because they don't have lives, so they have no reason to be mobile? Tell them I said that.

  • Tallgeese

    Hey, look, a good game had to deal with the stigma(/reality) that (the vast majority) of mobile games are (comparative to everyone's individual holy grail of gaming) garbage(/slot machines). Which is weird because that's the same "stigma" many small/new Steam games have to fight (because many of them, are, comparatively, garbage).
    .BS made a non-BS game. That is commendable, another win for mobile, another win for Steam. A game that won't feel like a hole in the hand, heart, and/or wallet when people try it, but it exists in a world of rapidly increasing comparatives. Rule number 1 is still make the best experience imaginable. It'll be incredibly hard to develop something unique (not that it shouldn't be tried, I'm still waiting for an awesome Augmented Reality Game).
    .Marketing is another battle. It might have helped to do an art book or additional materials by bundling/refining some of the things on your website for the Steam release, exploring a humble deal with some sort of cancer charity, and that thing you guys are doing now with the Kickstarter (things that probably seem easy to me, but are probably not so, considering how busy you guys are in addition to the things you guys already did, like your great article for this site). Video games are evolving and I'm glad we still have tenacious small devs to evolve with it (ya ya and small revs too). Blah blah blah you should obvi sell 3-D printed wobblygonks... Blah blah blah and I said I wouldn't touch this one... Blah blah blah out of coffee...

  • jin choung

    "However, it worries me a bit that they are going with PC first because the way players interact with mobile and PC is different (touchscreen vs mouse and keyboard)."

    see, this is EXACTLY what the pc gamers are saying about the game. they have the exact same misgiving.

    you claim later that it won't be that way if they work on both at the same time but still if you launch on a platform that's different from your platform of choice, you won't necessarily believe that story.

    if you DO believe that story it won't be a problem then if they work on both simultaneously as in this case and then just release the pc version first. if the problem is with perception and not their workflow, why would they change that?

  • thumbs07

    I got 2 PC friends. They won't even touch mobile games, and barf at any thought there's any good games on there. It's quite annoying.

  • predator8u

    You can't fault PC gamers, let's face it 95% of mobile games are trash or dumbed down money pits. It's the the reality of the game space. AND developing on both platforms means that you can't truly take advantage of each platforms unique traits. Because you have to make it work on both.

    BUT that being said there is a bias that exists, RIghtfully so. That some "pro" game journalists couldn't get over. I love BS and the bros and have paid for all their games.

    • Tallgeese

      Yup yup!

  • predator8u

    This article is ridiculous, like typical TA fashion. The writer damns the PC crowd for being short sighted and thinking the lead launch platform effects development. thEn states that if said dev launches on PC first that possible concessions will be made toward the mobile crowd. Thus doing actually what he condemned. Also the tone of the post is as if mobile only consist of wonderful, artful, innovative games, being shi* on by the PC crowd, while in reality most mobile games ARE in fact dumbed down simpler fare. I understand that the point of the site is to evangelize mobile gaming but come on, for every 1 good game there's 5000 crap. I myself game mainly on mobile. But have PC, PS4, etc. and my favorite gaming experiences of the last 3 years have been mobile.

  • Reiner Warthmann

    my ios-game 2016 ! love that shit !

  • darkich

    Here's something to think about..
    so many pc gamers vocally detest mobile games, and go as far as resorting to insults ("only idiots play mobile games").
    Yet virtually no mobile gamer ever wrote anything against pc games. They don't argue, they don't care about arguing about games.
    They just play the friggin' game and then go on with life.

    • dancj

      That's because PC gamers feel threatened.

      • liam Hince

        To be honest i was a avid mobile gamer since the ipad2 and still love it, but PC all the way. I got into pc gaming last november and have not touched my ipad since even if the same games on both. MObile gamers dont say bad thigs about pc because once they try it they realise its better in a few ways. i.e

        xcom-shortage of map content
        banner saga/transistor- look much better on a big screen with dedicated graphics especcially there artstyle

        and point and click well same can be said but i prefer ios

      • Tallgeese

        The only thing I feel threatened by is the occasional whirring sound that maybe means my sweet rig is going to explode because of all of the sweet mods I've installed!!!

      • Bool Zero

        ... Or they just rather an uncompromised gaming experience... It's not so much about feeling threatened and fearing mobile so much as the negative effect it can have on that platform (PC) and what it brings over with it.

  • nxmode

    The harsh reality is that if you are a gamer you like games. And this is independent of the medium. There were and always will be "small fights" about what is better... Metallica Vs. Iron Maiden, Nintento Vs. Sega, Mortal Kombat Vs. Street Fighter, iPhone Vs. Android and so on.

    The problem is that today a developer / publisher can be heavily affected by all those "impressions" and generalities that can really affect the success of the end product.

    Just think of how many Crashlands (I mean great games / not clones) are out there that nobody ever discovered or featured anywhere, and why did this happen?