Alien Blackout: A Mobile Game
Alien Isolation is one of many games that I started but never finished. This was mainly because I was very bad at it and was spoilt for choice with other titles at the time. Hence when I got frustrated with its stealth mechanic and the deliberately slow pace of the gameplay I moved on, rather than persevere with it. However, I certainly recognise that it was a unique and innovative title and deserved all the praise that it received at launch. The retro-futuristic art direction, sound design, and the xenomorph’s artificial intelligence where all key factors to the games appeal and success. Developers Creative Assembly deserved further plaudits for doing so well with a game that was substantially different from their established output. The studio has a strong reputation for producing quality Real Time Strategy games. Overall, Alien Isolation was one of the stand out titles of 2014 and therefore the possibility of a sequel has been keenly anticipated by fans.
Alien Isolation is one of many games that I started but never finished. This was mainly because I was very bad at it and was spoilt for choice with other titles at the time. Hence when I got frustrated with its stealth mechanic and the deliberately slow pace of the gameplay I moved on, rather than persevere with it. However, I certainly recognise that it was a unique and innovative title and deserved all the praise that it received at launch. The retro-futuristic art direction, sound design, and the xenomorph’s artificial intelligence where all key factors to the games appeal and success. Developers Creative Assembly deserved further plaudits for doing so well with a game that was substantially different from their established output. The studio has a strong reputation for producing quality Real Time Strategy games. Overall, Alien Isolation was one of the stand out titles of 2014 and therefore the possibility of a sequel has been keenly anticipated by fans.
Therefore, there was a brief moment of joy for many fans as they read the recent headlines announcing Alien Blackout. However, this was short lived when it became clear that the new title was a mobile game. Furthermore, the game is not being made by Creative Assembly, but is being developed by D3 Go. The publisher has previous released such titles as Marvel Puzzle Quest and Adventure Gnome. Naturally, for core fans this was a disappointing revelation as the mobile game market is not held in particularly high regard by PC gamers. Need I mention Diablo Immortal and the subsequent debacle that ensued? Furthermore, there is still a degree of confusion as to whether Alien Blackout is a canonical sequel to Alien Isolation. It does feature the character of Amanda Ripley but judging by the marketing blurb, it sounds more like a re-iteration of the first game. “Try to stay alive while trapped aboard a crippled Weyland-Yutani space station carrying a deadly Xenomorph as it tirelessly hunts you and the crew. Outsmart the perfect hunter by making perilous choices... Survive seven fear-inducing levels by remotely guiding Amanda Ripley’s crew through increasingly challenging tasks using only the station’s emergency systems”.
It's a curious situation because although there is a lot of justifiable prejudice towards mobile games, the industry per se is incredibly lucrative. Mobile games sell and whatever your stance on the rectitude of such products and their inherent business model, never forget the old adage “money talks and bullshit walks”. Recent figures show that mobile game developers Supercell made just under $1.4 billion in revenue last year. This was generated via such titles as Clash Royale, Clash of Clans, Hay Day and Boom Beach. And that is just one company. The mobile gaming market is worth an estimated $70.3 billion globally at present. To put this in perspective this is more than double the revenue that console and PC gaming made last year. Console gaming generated $34.6 billion in 2018, while PC games brought in in $32.9 billion. It is therefore hardly surprising that more and more established franchises are branching out and making their presence felt in mobile gaming. That doesn’t necessarily mean that publishers will be doing so at the expense of developing new titles for consoles and PC. But I think it is time for a lot of PC and console gamers to come to terms with the fact that the mobile market isn’t some second tier backwater and it isn’t going away. However, there is objective business observation and then there’s personal taste. Although Alien Blackout will more than likely make a lot of money. I won’t be buying it.
The Iniquities of Mobile Gaming
The original title for this post was to be “the unfathomable iniquities of mobile gaming”, but when you pause to think about it, it’s hardly unfathomable from the publisher’s point of view. Mobile games are primarily designed to be money syphons, swathed in a superficial veneer of interactive entertainment. If you want a contemporary example, then look no further to the newly released Harry Potter: Hogwarts Mystery. The game capitalises on a popular franchise and quickly introduces a pay wall which hobbles those players who elect not to spend money. What I find “unfathomable” are those who do not consider this an egregious business model and are happy to sink substantial amounts of cash into this pitiful caricature of a game. Sadly, the core demographic for this and many other mobile titles, are the youth market, who therefore may not even be picking up the tab for the game. As a result, irrespective of my and other gamers disdain and subsequent boycott of mobile gaming, these sorts of products continue to be financially lucrative.
The original title for this post was to be “the unfathomable iniquities of mobile gaming”, but when you pause to think about it, it’s hardly unfathomable from the publisher’s point of view. Mobile games are primarily designed to be money syphons, swathed in a superficial veneer of interactive entertainment. If you want a contemporary example, then look no further to the newly released Harry Potter: Hogwarts Mystery. The game capitalises on a popular franchise and quickly introduces a pay wall which hobbles those players who elect not to spend money. What I find “unfathomable” are those who do not consider this an egregious business model and are happy to sink substantial amounts of cash into this pitiful caricature of a game. Sadly, the core demographic for this and many other mobile titles, are the youth market, who therefore may not even be picking up the tab for the game. As a result, irrespective of my and other gamers disdain and subsequent boycott of mobile gaming, these sorts of products continue to be financially lucrative.
My vocal dislike for mobile games if often met with cries of “why worry about something that doesn’t affect you”, which on a superficial level seems like a legitimate question. Well the answer is that games of this type are monopolising the mobile market, stifling innovation and normalising abhorrent business practises. Again because of the age group of core mobile gaming customers, an entire generation of gamers are growing up in an environment where game play is regularly disrupted by pay restrictions. Normalising such practises is dangerous. 2017 saw the console and PC game market try to adopt similar business practises with games such as Middle-earth: Shadow of War and Star Wars: Battlefront II. Mercifully, the consumer push back was sufficient to stall these initiatives but the cultural shift towards “live services” that Ubisoft and other developers frequently reference, shows that there’s more than one way to skin a cat. I don’t expect the likes of EA to give up so easily on the dream of bringing the mobile gaming business model to the console and PC market.
In 2016, the mobile gaming market was estimated to have taken $38 billion in revenues, compared to $6 billion for the console market and $33 billion for personal computing gaming. By 2017 the mobile gaming market increased to $46 billion. It’s a market with a broad spectrum of quality. Mobile gaming at it’s best can be as engaging and creative as other platforms. The inherent restrictions of the platform often mean that developers have to think outside the box. Yet a precedence has now been set early on as to how these game finance themselves. In a very short space of time this has gone from being an aspect of game development, to its very foundation with game mechanics being driven by the business model. I argued in a recent blog post that the very definition of a “game” needs to be redefined to encompass the variety of genres and the various different approaches to playing them. However, this evolving perception of exactly what is a game is equally open to negative factors. Hence if we are not robust and vocal in our opposition to the iniquities of mobile gaming, they will simply become the norm for all platforms.
Super Mario Run
Super Mario Run is now available for Android smartphones, so I thought I’d show willing and check it out. Despite Nintendo’s shockingly inane business decisions in recent years and their dogged determination to still approach the video games market as if it were still the nineties, I like many others still have a degree of good will towards them due to their franchises. So, I downloaded the game from the Google Play Store to find that, despite it’s free moniker, it is effectively a trial. Players get access World Tour, Toad Rally, and Kingdom Builder modes, with a selection of courses. The full game requires a single in-app purchase of $9.99 after which there are no further micro-transactions.
Super Mario Run is now available for Android smartphones, so I thought I’d show willing and check it out. Despite Nintendo’s shockingly inane business decisions in recent years and their dogged determination to still approach the video games market as if it were still the nineties, I like many others still have a degree of good will towards them due to their franchises. So, I downloaded the game from the Google Play Store to find that, despite it’s free moniker, it is effectively a trial. Players get access World Tour, Toad Rally, and Kingdom Builder modes, with a selection of courses. The full game requires a single in-app purchase of $9.99 after which there are no further micro-transactions.
Essentially, Super Mario Run is an automatic running game that uses simple touch controls to perform various types of aerial acrobatics. You can increase the size Mario's jump, delay the following fall and ricochet off enemies to reach inaccessible areas. The game utilises the screen relatively well, so I didn’t find my view obscured by my own finger and hand. However, the game also hinges on the basic mechanic of Mario’s continuous forward movement. Although it is easy in principle to grasp what needs to be done to successfully navigate the game environment, the skill lies in pulling it off.
Super Mario Run is a moderately fun return to the Mushroom Kingdom, yet it inherently lacks any major new wow factor. We’re still fighting the same trash mobs and bosses in the same old fashion. The levels designs are novel but the game seems to have one foot in the past. Now I know that nostalgia is a driving factor here and that fans expect to see key elements of the franchise but there is still a need to present a mixture of old and new to engage with players. The game overall feels too much like previous Mario outings and doesn’t make sufficient use of the benefits a mobile platform can provide. I was essentially disappointed with Super Mario Run.
And it would seem that I’m not alone in feeling that way. Although the game has had more than 78 million downloads since its December launch on iOS, only 5 percent of players paid to unlock the game. I was part of that niche group and although it is a relatively small sum of money, the game didn’t really live up to my expectations or provide any real long term value. Perhaps that is the problem. Nintendo are simply hamstrung by the nostalgic mindset of their player base and their own inability to fully embrace mobile platforms to the full. Either way, I think I shall certainly be far more cautious before buying another one of their mobile titles. That’s assuming that they still intend to pursue this particular market.