If they aren't building the game platform that way (time gated content w/pay-to-play) then its hard to even compare against companies that make a fortune that way.
Also, hardcore gamers like to be in control. Mobile platforms don't have fine controls since they are touch based. Accidentally swipe or touch the screen the wrong way and game over.
There are a number of accessories on the market combating this problem. This one was showcased at a gaming convention I visited this past weekend: https://www.apple.com/shop/product/HKPB2VC/A/gamevice-contro...
It's officially supported by Apple (for iPhones and iPads), and Android production is in the works. I was able to play GTA: Vice City on an iPhone with virtually no issues. Phone-based gaming is getting closer than you think.
edit: formatting.
Does _anyone_ really like playing pay-to-play features?
> Also, hardcore gamers like to be in control.
Which is why none of the hardcore gamers flock to mobile apps for real competition. Even with PS4, Xbox, etc in the mix, the largest eSports tournaments (Dota, CSGO, LoL, anything blizzard, etc) are still on a PC. I don't see any justification why this would change any time soon.
Lastly, most games that are popular in eSports drive a ton of value for the game itself via "skins" (e.g. dota, lol, csgo). I'm curious if hardcore gamers would want to buy skins on a mobile game platform. It feels way to ephemeral to me personally.
They do not. They really do not. I, along with several of my friends, would easily be considered part of the "hardcore gaming" audience and everything I know of the people on the forums I frequent and the games I play points to the fact that dumping cash into a game in order to progress is just about the most despised trend in video games among that section of the gaming community. A lot of people will happily pay for cosmetic purchases to support the developers and have some extra fun, but anything affecting the balance of the game is a strict no-no.
People spend hundreds of dollars buying packs in that game and end up winning not a single useful player while someone can win the best player of the whole game through a free pack they received from an in-game tournament
I'm guessing this is a pivot they've made recently- surprised they pitched it when so early: doesn't look like they are even at proof of concept yet with this new idea.
Gamedev studio targeting mobile device platforms with an emphasis on hardcore, competitive league style play. Backed by "one of the largest game companies in the world."
Honor of Kings, Clash Royale, Vainglory, Hearthstone and Supercell's upcoming Brawl Stars create a crowded marketplace. Interested to hear what will differentiate GameLynx's game? How is it planning to innovate and compete? What is the strategy for capturing market share in China, India and the rest of Asia? What exactly is the "next gen" in mobile eSports?
Revenues that these games generate is astronomical. And at some of the highest margins possible. Supercell hit the $2B per year mark recently. And Tencent's profit last quarter was close to $3B.
Best of luck to the team and can't wait to play!