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Square's World Is Mobile


On 03/12/2013 at 07:18 AM by Coolsetzer

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I didn't post anything yesterday. There are too many of you that had blogs to read, so I had to wait. Laughing Anyway, I think you'll enjoy this. I had originally wrote this article for a Final Fantasy site back in January, but it was never posted. So it's their loss. It's about how and why they have so many dang iOS games. It's more of an editorial than a friendly conversation though. Hope you like it.


 

Over the past twelve months, Square Enix has released a total of seventeen different games on the Apple App Store. Compared to just six titles on traditional consoles, there certainly seems like a disparagement on between what is getting released for what platform. Their predisposition to release so many games on iOS is a definite shift for the company, whose majorities of past games have been on popular Nintendo and Sony machines. In addition, nine games have been ports that have been on other systems as well, such as Chrono Trigger and Final Fantasy Tactics: War of the Lions. So why has there been such a change on what is being developed and released? For that matter, why are so many fans disappointed with the company?

Before publishing their own games on Apple gadgets, SE experimented with several cell phone games in Japan. A Japanese only title named Before Crisis, a prequel to Final Fantasy VII, was the most profitable, which saw two other releases on other carriers in that country. In 2007, they started releasing ports of older games on the Wii Shop Channel, and expanded to include the Japanese PlayStation Network as well(1). Prior to developing games for the Apple platform, SE released several games in North America for different mobile carriers with little success. It wasn’t until the IPhone revolutionized the cell phone market and became globally dominant that SE was able to find an untapped market for their lower cost game production. While continuing to support the Nintendo DS and PlayStation Portable, they also released approximately eighteen games on iOS from 2008 to 2012. Since those platforms are now discontinued, 2012 has seen a doubling of games released on iOS.

When asked why Square Enix is developing so many social games, President Yoichi Wada said that they’re cheap to develop and more consistently profitable than console games(2). Taken at face value, you can extrapolate that for them, console games are expensive to develop for, and they are not profitable a majority of the time. More so in Japan, where the company is headquartered and gaming culture has moved beyond home life and into public places. Also, SE executive Julien Merceron stated in an interview that, “This [console] generation has been way too long,“ meaning that those extended lifecycles can be harmful to developers(3).

That’s not to say that the transition has been smooth between them and the Apple audience. SE’s first large scale game, Chaos Rings, was released with a price of $13, which was considerably higher than most other IPhone games. Ports of their older games are consistently higher priced than their counterparts on PSN as well. Not only do they charge a premium price for their full games, they have been notorious for bugs. The main reason for this is because of compatibility issues whenever Apple upgrades their operating system, which is currently version 6. When the IPad was released, that caused further confusion in the market because they were different formats. SE was further criticized for not making several of their games universal across both products. Combined with frequent crashes on older devices and long periods of their games not being updated, it irritated consumers.

In addition to the challenges of bringing their games to a touch screen platform, SE experimented with different pricing models in order to make their games more accessible. Episodic games, similar to Final Fantasy IV: The After Years, were released. However, Drakerider and Final Fantasy Dimensions received negative user reviews because the cost to download the entire game was still expensive, $16 and $30 respectively. Games with an In App Purchase (IAP) model, like Final Fantasy All The Bravest and Theatrythm, are not well received. In order to get all of the downloadable content from those games, it costs $47 and $150. There are a few free-to-play games such as Guardian Cross and SolaRola, although according to European Mobile General Manager Antony Douglas, higher priced games are performing better(4).

When asked why they charge so much for their mobile games, a spokesman replied that their games have been optimized and reconfigured specifically for the platform(5). He went on to say, “Each game is priced individually and evaluated based on the type of game, depth and overall experience it provides for players.” What this can be taken to mean is that their pricing structure won’t be influenced by the consumer or comparable games at lower price points. Neither have they lowered their prices on any games. Some encouraging news is that last month, they had a sale on selected iOS games from between 30% - 50% off the original price.

The problem that many mobile users have with the company is the fact that most other games on that platform start at $1 or $2 to download onto their i-device. Many others are free. The market is divided into two groups: Free and Paid. Premium quality apps such as Grand Theft Auto: Vice City average around $5. Very rarely do others cost $10 or more. Unfortunately, many buyers have stated that they feel ripped off when they are forced to purchase additional DLC in order to get the complete experience. Some users have gone on to say that their outsourced games have become a money grab, and they should be ashamed to publish garbage apps that require them to buy optional characters and stages.

It’s clear that the company has alienated some fans with their choices in the mobile market. No other traditional console developer has put in more effort to break into the smart phone world of gaming. In leading the way for other companies to follow suit, it remains to be seen if similar developers can compete and outperform Square Enix when it comes to the success they have already had in their digital games distribution.

1. http://en.wikipedia.org/wiki/List_of_Square_Enix_downloadable_games

2. http://www.siliconera.com/2012/12/17/why-do-square-enix-develop-so-many-social-games/

3. http://www.gamesindustry.biz/articles/2012-07-09-square-enix-on-next-gen-and-why-the-uncanny-valley-will-always-exist

4. http://www.digitalspy.com/gaming/news/a435871/square-enix-gbp20-ios-games-more-profitable-than-free-to-play-adverts.html

5. http://kotaku.com/5950253/square-enix-defends-the-surprisingly-high-pricing-of-their-ios-games


 

Comments

Matt Snee Staff Writer

03/12/2013 at 07:31 AM

yeah Square's prices are a little insane, but you are getting more game than regular iOS games.  I wish there was a middle ground though.  And that All the Bravest crap sucked.  

Coolsetzer

03/12/2013 at 08:01 AM

I don't mind it if it's good value. I did buy and enjoy Dimensions. But yeah, the dlc for ATB was so lazy. But you already know how I feel about that game from a past 1up blog. lol

Ranger1

03/12/2013 at 07:34 AM

And then there are people like me, who have neither a cell phone nor an iPad.

Coolsetzer

03/12/2013 at 08:07 AM

I got an iPad Mini for school, so that kind of worked out for me. If you take the plunge, just know that many games these days won't work on the older devices. I think that the cheapest way to get into iOS gaming is with an iPod Touch, if you want to try it out.

Chris Yarger Community Manager

03/12/2013 at 07:38 AM

I never realized how many games were ported to the iOS until Snee blogged about it before. I knew they had a few Final Fantasy games and Final Fantasy Tactics, but it seems as if they are sreally pumping these out quickly as of lately. It's cool though, I don't mind using iOS to catch up on things I may have missed at some point!

Coolsetzer

03/12/2013 at 08:25 AM

The only bad thing for me is that I miss their support of the DS. They had a lot of games on that device. I don't like using a touch screen for gaming all that much. The only thing I really see on the horizon is Dragon Quest 7 & Chocobo Racing 3D from them. It looks like Bravely Default is a lost cause at this point.

TheMart22

03/12/2013 at 09:20 AM

Good article. Personally, i'd never pay $10 for an iOS app. I don't think i've ever paid more than $2 now that I think about it. For me its a waste seeing as I only play them sparingly and the depth in gameplay is typically shallow and short-lived. I must say however that i've never played a SE game on my iPhone but they don't exactly make it hard to resist... I mean you can buy full complete PS3/XBox/PC games for those prices!

Coolsetzer

03/12/2013 at 09:58 AM

Exactly. Plus I would have traditional controls rather than a touch screen. But the future is looking better. Hopefully they will realize that consumers want value, even on mobile games.

Surfcaster

03/12/2013 at 09:26 AM

Konami is following suit and making a big push to the mobile/touch market. If you check out the mobile section of their site, you can see all the "Coming Soon" titles, which include Contra 4: Redux, Metal Gear Solid Touch, X-Men, Elebits, and Castlevania Puzzle: Encore of the Night (which I think is actually an old cell phone game) to name a few.

There's easy money in the mobile market, and the new pay models are making headway.

Coolsetzer

03/12/2013 at 10:02 AM

I haven't been impressed with Konami's offerings, or Capcom's either. Sega has been starting to make headway on good games, but they aren't there yet. I think the mobile market can be good for developers if they can learn to give better value. 

mothman

03/12/2013 at 12:16 PM

I'm not really a fan of mobile games. Ok, I play my 3DS and my PSP a lot but I don't like gaming on Cell Phones and Tablets. That being said I am trying. I got Dimensions for 10 bucks and I have been playing it for the last couple of days. I like the Old School FF vibe but I absolutely cannot stand the controls. Maybe I'm doing it wrong but I wind up missing stairs and doorways and have to resort to inching myself into position which usually means I wind up getting into 3 random battles before I'm able to get to where I want to go.

I tried playing Eternal Legacy HD on my Galaxy SII and chewed up 75% of my battery life in 40 minutes.  Sorry I missed your call, my phone ran out of juice while I was playing a game. WTF?

I figure that if I'm going to rail against phone/tablet gaming, I better know what I'm talking about. LOL

Coolsetzer

03/12/2013 at 03:32 PM

You're not the only one. A lot of people complained about that, myself also. The trick is to use your pointer finger instead of thumb. It controls a lot better that way.

SanAndreas

03/12/2013 at 12:19 PM

Final Fantasy: ATB is an example of a social games phenomenon in Japan called "Kompu Gacha." Japanese mobile developers are very fond of selling random DLC for people who like to collect digital goodies. It's like a monetized form of the same mentality that drives the popularity of games like Pokemon and Dragon Quest Monsters.

And Square's attitude towards mobile is sadly little different from that of a lot of other game companies. Game companies have struggled with higher production prices and diminishing returns all this generation. It's why a lot of developers in the West have gone under and why a lot of developers in Japan stayed on handhelds/mobile devices, coupled with the fact that Nintendo, Sony, and MS failed to make a compelling case for the HD generation to the Japanese gaming community. EA went whole hog into mobile when the iPad and iPhone started to take off as well. It is lazy, but that's what the stockholders demand. However, companies are starting to realize that very few games are going to see the huge success of Angry Birds - and the only real reason that game became such a success is because it's dirt cheap to buy and requires little effort from people that aren't really into video gaming anyway. But the mobile space is pretty glutted. Even in mobile land there are studios going under all the time because they can't even survive in a market characterized by cheap-to-make cash grabs.

Square has recently announced that they are planning to refocus more on the core market than on the glutted mobile market. Certainly Tomb Raider has been a bigger success than anything they've done on mobiles. I doubt Square will stop making mobile games, but it's a good sign they're realizing that the mobile gold rush has gone bust for most of the gaming world.

As for the pricing, Square's games are generally worth $10-15, with the exception of the "kompu gacha" crap in ATB that I wouldn't touch with a 39 1/2 foot pole. They're great games. The problem is that Square is trying to sell them on a platform where people are not really gamers so much as they're looking at cheap diversions to keep their hands occupied while they're on the crapper.

While I would like to see Square return to form on consoles, in the meantime, Sega and Namco have stepped up to the plate admirably and delivered the kinds of games I used to get from Square. Valkyria Chronicles and Ni no Kuni are as good as anything I've seen on PS1 or PS2. But if Square announces Final Fantasy XV and instills in me the sense of wonder I had from FFVII and FFXII, my two favorite FF games, I will be there day one.

P.S. Sorry for the comment blog. :)

Coolsetzer

03/12/2013 at 03:47 PM

Oh no, yours is a great comment. It was very informative. I totally agree that the mobile market has become saturated with lazy and cheap product. The untapped potential there has come to mean timewasters and social games in addition. Playing games on your smart phone would be great if they designed the hardware with gamers in mind. Case in point: I bought an Xperia Play out of everything else for the control pad alone. It was great for me, but it was quickly outclassed by all the other cell phones coming out, and generally wasn't a great phone. I think it would have been more successful if it had seen more advertising and hadn't been exclusive to Verizon. It had some very nice buzz before it was released. But after it was, people realized that it was very limited and underpowered.

True Gamer At Heart

03/12/2013 at 12:59 PM

Not really fan of mobile game, but it makes since. If they release games on mobile phones, they are reaching a larger market for people to play games by square.  But man square is charging a arm and a leg for getting a game from them in mobile form.

Coolsetzer

03/12/2013 at 03:55 PM

Yeah, they charge a lot of money because people are paying what they are asking. In a way, they are tarnishing what good name they have left with that group. 

Super Step Contributing Writer

03/12/2013 at 04:58 PM

Only game I ever bought for my Android phone was a $5 HD version of Sonic CD. I think I'm ending it there.

Coolsetzer

03/12/2013 at 05:31 PM

My favorite Android game was actually Sonic Spinball. heh

Super Step Contributing Writer

03/12/2013 at 05:39 PM

I don't know if my phone is able to have that (I couldn't download Sonic 4 Episodes either, cause it's old), but if it can I might just get that.

Coolsetzer

03/12/2013 at 05:47 PM

It should. SS was originally a Genesis game. Still pretty fun, too.

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