Highest Rated Comments


LogicalTechno5 karma

I live in Saskatoon and its bad. My work is in a gentrified neighborhood and during the 3 block walk to the office from my car i routinely get harassed by drunk & homeless native people. There's a really brutal cultural divide in Saskatoon between the native population and the rest.

LogicalTechno3 karma

I produce mobile games with behavioral addiction models. I find BAMs interesting and stimulating to research and create but not to play. Of course this is all relative. Just because our BAMs are less complex than the BAMs of a respected AAA game doesn't make it inferior.

LogicalTechno2 karma

The game I'm making is clever and original! I'm just adding the final pieces of polish. Tweaking the BAMs to create player progression and keep people coming back. It's like Desert Golf vs Super Stickman Golf

The former is just the raw mechanics, the latter is artistically polished and features BAMs like unlocks and an in game economy.

The art of mobile is a good BAM. Straight up.

Our numbers show us that people play mobile games for ~2 minutes. Once a day. The art of mobile is not to get more minutes out of a play session. It's to get more play sessions. To get a user to play for 2 minutes twice a day.

LogicalTechno1 karma

I'm just saying that even the simplest mobile games take a suprising amount of time to get right.

LogicalTechno1 karma

My point is that "low dev costs" is still > $10 000.