It's very hard not looking at the bottom lines of some of these companies, especially today's weird Activision Blizzard and not see "the tail wagging the dog" and mobile games effectively sponsoring and/or subsidizing development costs on every other form factor of videogame. In general, "lowly" mobile gaming still has more active players spending more real-world money at any given time. (I forgot about Popcap in the above summary because as a brand to themselves they've quietly sort of disappeared from modern mobile trends, but their logo still often shows up in EA presentations.) The EA and Popcap merger is another one that was questionably a reverse merger/near takeover, especially in the way it shook up the executive board at the time. Zynga was thought to be the same for Take-Two (which at the time was particularly bloodied by bankruptcy-related issues and in a position to be eaten). My theory reverses your theory's cause and effect: King was a reverse merger that was very nearly a takeover of Activision Blizzard at the time. I agree that historically they haven't been great at relationships with game developers but they're clearly able to maintain relationships with third party developers when they have the incentive. > And Apple also doesn't know how to keep relationships with the AAA developers I'm not, and likely won't ever be, in the market for a gaming PC. I've since upgraded to a Silicon-based Mac so the door has closed on that. I'm exactly one of those people: I rarely play video games these days but when the pandemic hit I ended up installing Boot Camp to play COD:Warzone with friends. They want casual gamers to be able to load up a couple of games on the machine they're buying for non-gaming reasons. I don't think Apple is chasing the "dedicated gaming machine" crowd here. it can never compete with the gaming PCs which are far less expensive and far more powerfull graphics-wise
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