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RPGs begin to require an absurd amount of repetitive grinding to get the equipment you need. In a story game, like the recent Harry Potter: Hogwart's Mystery, you run out of energy for actions and your character gets caught in a sticky situation for days unless you pay to progress. If it's a fighting game, your opponents beat you down over and over again, if it's a strategy game, your town is raided repeatedly because you can't afford the protection shield. Just enough to get you hooked, and then the screws turn.
NEXT FORTNITE CLONE FREE
You're playing a free game, it's fun and exciting for a little while. Most mobile gamers have experienced this tension. Why? Because hardly anything's really free, and if a game is free to download, it means there will be pressure to pay somewhere down the line, and often at the expense of fun. Whenever I see a really promising game out there, with impressive-looking graphics, story or concept, my heart almost always sinks if I find out that it's a free download. Why should studios copy Fortnite? Just follow the money. The problem at the heart of mobile games is the monetization. Snobbery over the low-end specs of mobile devices isn't so much of an issue as the hardware continues to advance, and there are certainly plenty of quality offerings out there. Mobile games as a whole don't have a great reputation. Mobile gaming's problems of quality and monetization are one and the same Fortnite is a huge success in an industry where success breeds imitation, and I'm begging devs, when it comes to monetization, for the love of God please copy Fortnite. But what I like to see is just how it's making its money: in a way that bucks the trend and breaks all the rules of what you're 'supposed' to do for a successful mobile title.
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I'm happy for Fortnite's success, and I'm not even a massive Fortnite fan. I'm begging devs, when it comes to monetization, for the love of God please copy Fortnite All that before it's even available on Android. This is one of the most successful mobile launches in the history of the industry, with Fortnite Mobile’s initial three-month period ranking just behind Supercell’s Clash of Clans and Niantic’s Pokemon Go. Regardless, the free-to-play battle royale raked in some $25 million in revenue in its first month on Apple’s iOS App Store and another $25 million over the following two weeks. That's impressive all on its own, but then factor in that Fortnite is still only available on iOS and spent the first two weeks of its availability as an invite-only beta game. Fortnite Mobile earned approximately $100 million over its first three months on the market, according to new data collected by digital market research company Sensor Tower. One can imagine that the champagne corks don't stopping popping over at the Epic Games HQ.