What mobile developers can learn from Angry Bird’s cross-platform approach (VB Live)

Introduced by Xsolla


Taking your cell recreation to new platforms can enhance the discoverability of your recreation, assist you to create a neighborhood along with your gamers, and scale your cell enterprise. Discover ways to develop a multi-platform launch on this VB Dwell occasion.

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The pandemic has highlighted how important a cross-platform strategy is for builders, and three video games specifically have reaped the rewards. Amongst Us was first launched on cell in early 2020. However as its recognition grew over the course of the pandemic, the sport went cross-platform, changing into obtainable on Steam, Change, and Xbox. And it turned probably the most profitable video games of the 12 months. The builders of Genshin Influence launched the sport throughout platforms concurrently, together with cell, desktop, and consoles. Fall Guys, one other wildly fashionable recreation in 2020, was launched on PC, desktop, and console first, and primarily based on success on these platforms, is now popping out in a cell model.

“It’s a quite simple equation: The extra platforms your recreation can assist in a manner that’s intuitive to the gamers, the broader your viewers,” says Miikka Luotio, interim director of enterprise improvement, Europe, at Xsolla. “That’s particularly vital for free-to-play video games and video games as a service, the place you wish to maximize what number of gamers you possibly can monetize.”

A cross-platform technique additionally has a major affect on retention. Gamers respect once they can log in to their favourite recreation on all of their gadgets. And clearly, he provides, the higher the retention, the extra folks pay, particularly with free-to-play.

There are some obstacles to entry, Luotio says. The speedy barrier is that it’s worthwhile to double your reside operations staff once you launch a recreation, simply to have the ability to keep related content material and updates, which requires time, vitality, and cash. One other alternative is to redirect your inside sources away from producing new video games to producing a brand new model of a present recreation.

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The opposite barrier is porting and the technical difficulties that include it. Ideally, you’d wish to allow folks to play with the identical account on a number of platforms, however that’s simpler stated than carried out. “Typically builders are confronted with a scenario the place they’ve to make use of or construct their very own account system that may speak to different platform variations, so participant stock carries over,” explains Luotio. “Engines like Unity or Unreal don’t have the expertise to allow cross-platform play between completely different variations and completely different platforms from the get-go — so it’s a must to construct it your self or discover the precise instruments, and there will not be many sturdy options obtainable now.”

He factors out the challenges that Rovio had with Offended Birds. It was an unlimited hit on cell, and the corporate’s preliminary response was to get Offended Birds on each doable platform and system. However it was a shotgun method, he explains, and in some circumstances it was a guess that didn’t return on the funding. The desktop model of Offended Birds by no means had wherever close to the success of the cell variations. Whereas the desktop model was extra immersive, it wasn’t essentially the most effective match by way of gameplay. A lot of the attraction of the cell recreation, and far of the explanation it was so addictive, have been the touchscreen controls, and taking that away diluted the expertise.

“However a decade in the past, they didn’t have the instruments to measure and predict success on completely different platforms,” says Luotio. “Now it’s a lot simpler to try this. Even when the reply is clearly that it doesn’t make sense, you should use that data to focus extra on the platform the place you understand your recreation works finest. Discovering the viewers match, testing for it, is one thing that’s key.”

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That is the place market testing is available in, to find out whether or not there’s an viewers match on different platforms. Typically, the issue could be promoting the thought internally, convincing your groups and your management that making one other model of your recreation for an additional platform is definitely worth the effort, Luotio says.

He recommends that builders do usability testing on tough prototypes of the variations they’re all in favour of releasing, which additionally helps decide the perfect platform to concentrate on initially. The sooner you are able to do that, the higher.

He additionally suggests working easy market exams with an early registration marketing campaign on Fb or Google to search out out whether or not a particular platform appeals to your audience. “You may supply pre-order for PC,” Lutio says. “See if there’s an urge for food from gamers in enjoying a sure kind of recreation on a sure kind of platform.”

“Now’s the most effective time, greater than ever earlier than, to plan for titles and video games which can be true cross-platform merchandise,” he provides. “When you’ve got an excellent cell recreation, testing out an internet model of your cell recreation, even a prototype, and working a market check is simpler than ever.”

To be taught extra about the right way to decide in case your cell recreation has the potential to be a cross-platform hit, what it takes to create profitable variations of your recreation on each platform, and extra, don’t miss this VB Dwell occasion.


Don’t miss out.

Register here for free.


You’ll study:

  • Buying new customers with a multi-platform expertise
  • Artistic methods to construct a neighborhood past the app retailer
  • Methods to goal the precise markets, platforms, and areas in your recreation

Audio system:

  • Michail Katkoff, CEO & Co-Founder, Savage Recreation Studios
  • Chris Hewish, President, Xsolla
  • Miikka Luotio, Interim Director of Enterprise Growth, Europe, Xsolla
  • Steve Peterson, CEO, StoryPHORCE Leisure (moderator)

 

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