So glad that it runs on Bluestacks.
I just wish they'd port these high quality mobile games to other platforms. Genshin Impact should be strong evidence that mobile games will make money on PC and console too if people want to play them.
I think that's something that's likely a possibility
if it does well on its own. There are a ton of reasons for focusing exclusively on mobile at first that carry a huge amount of weight and seem slightly counterintuitive without diving into the weeds a bit. First with Japan having a relatively big mobile gaming scene, one of the things that mobile games are attempting to do is diversify the install base of players, because by adding a mobile game, you're expanding to reach a larger total addressable market (TAM) overall without oversaturating into your primary market. Essentially the starting goal is to get to as many mobile-specific players as possible, and put the largest investment into that player base.
Japan having a larger mobile gaming market to pull from also means that there'll be a lot of mobile developers looking for work, and if you're a big company like SE and those devs can do work for you, you're likely to be able to see an RoI on that project that serves in everyone's favor. Also given that the mobile gaming is bigger, you're less likely to have devs that multi-specialize between both mobile AND console/PC development, so they're less likely to be as easily launched across multiple platforms, especially since it's not just porting it to the other platforms, but also multiplayer often will need their own dedicated back-end devs to any multiplayer & content update management, as well as support training and community management that has to expand to encompass those things behind the scenes as well. That brings us to the next point.
Any devs who are familiar with the PC/Console development are already primarily involved full time in other projects like FFVIIR or FFXVI, so unless the mobile launch of the game ends up being definitively successful, moving development resources off of those dedicated projects and onto multi-release projects isn't cost effective. It's extra difficult to try to justify that, especially because if you're going to add in a launch to PC/console, it also has to line up so that it's not overlapping into the launch windows of other dedicated projects and undercutting from the reach of those projects.
Essentially that's why things like TFS launched on mobile-only and then ended up dying without ever expanding into a larger PC/console market which might have helped to hold up the game beyond the lifecycle it had. It's a difficult move to make from the business side of things, because there's a lot more planning and accommodation that you need to make for those things to happen, and while other games like
Genshin prove that there's a market for that, it's really just even more heavily reinforcing that model of seeing whether or not your gatcha game has strong enough legs (or gambling mechanisms) to be able to stand on its own, such that the move to PC/console is essentially a guaranteed RoI that offsets losses of other PC/console launches going to that instead AND the added overhead of developers being focused on that work as well as the active maintenance costs for those versions that will also account for any of the playerbase shifting off of mobile and onto alternative consoles.
AND... all of that is needing to both be a larger priority that will also balance itself against the requirements of every other in-flight project that's been roadmapped out over the period of the next 6 months to 3 years. Which would be difficult enough, but the fact that the Japan-centric market interests are markedly different when it comes to the mobile gaming space from those of the majority of the global market add in further complications to how those are planned by the Japanese-focused companies, but also in what the resource investment has to look like for the overseas PC/console support staff that are highly prioritized for other projects compared to the more available mobile devs & staff.
So, tl;dr is that it's a frustratingly more complex balancing act than it looks like from the outside. But I really do hope that
Ever Crisis has those legs and does end up being able to be brought into the non-mobile markets at some point as well. It's just important to see that
Genshin shows why there's a market for this but ALSO shows what it takes to be able to do that is different within different companies, and there's a LOT to pay attention to in the space, especially when it comes to release of other games like
Vampire Survivors and various other mobile-type games and how and where they end up being successful within different markets from a global install base, since those are the things that the Product Managers, Sales Managers, & other big decision makers look at in order to justify cost spending on the Engineering headcount budget to facilitate that type of work to be able to happen.
For what it's worth, the
Ever Crisis UI seems to be fairly clean for the most part and set up in a way where the translation into a non-touch-interface is viable. As Hito mentioned there's tap to move, but the game also has the "joystick" movement, which points to programatically accounting for players using a controller or other interface for movement. You can see other multi-disciplinary work in games like how basically the entirety of
FFXVI's menu screens are all designed as if it were a PC game and not console game, because they all have a floating mouse cursor in them and even allow you to interact with the left joystick to operate it that way. (In
FFXVI's case that's actually deeper evidence of a lot of
really bad fundamental software design practices that were also all over the rushed
Overwatch 2 console release. While that's mostly a totally different conversation, the quick differentiator is that mobile-first development is extremely a11y-friendly and makes it easier to adapt into other platforms using minimalist efficient methodologies, whereas PC-first development is precisely the opposite in a way that leaves artifacts of bad design everywhere and then after-the-fact stacks overly redundant systems and control mechanisms unnecessarily all over the place).
Essentially, being mobile-frst developed now comes with a huge amount of consideration for porting it onto other systems in the future, but whether or not it ever gets the opportunity to leverage all of that comes down to whether or not the game itself does well (which is why the pre-installation campaigns are marketed so heavily). At least from a distance, especially compared to the rather lukewarm launch of TFS, this at least seems to have a lot more genuinely positive response around it but with so much being a numbers game it's really hard to tell what they're judging those figures against in terms or their internally projected performance expectations.
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