![]() ![]() ![]() This is what we see from Fortnite, Civilization 6, XCom or, Bastion or Transistor: don't release a watered-down version of your game on mobile, just release your game on mobile. The other way is a relatively new approach, but one that I predict will only become more and more prevalent in the coming years. Nobody's going to mistake that for a mainline Pokemon RPG. Here's an example of taking an existing IP and making it mobile-native: Pokemon GO. Some of my favorite adaptations take a core concept or feeling and build something else from the ground up. It's true whether or not you're working with existing IP: people can tell if they're playing a watered down version of the "real" game, and it causes trouble. The most successful mobile games tend to bear little relation to the PC or console ecosystems, and for good reason: mobile is really different than PC or console. It doesn't look either different enough to be its own thing or similar enough to be the same thing. I worry that's what I'm seeing here: a kind of Diablo-lite, even though it's being referred to as a "full-fledged" RPG. The result isn't usually great: we can take Animal Crossing: Pocket Camp as an easy example of that. This looks like something we've seen before: an attempt to take extant IP and game concepts and then translate them over to both touchscreen controls and the different expectations of playtime that come with mobile. I have no issue with bringing beloved IP to new platforms, even with major changes. I've played Command and Conquer: Rivals and it's a tight, excellent little game, perfectly suited to touch controls and the mobile platform. I should be clear that I'm a big fan of mobile games in general. ![]()
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