So this will confort them in this strategy :



put as many FTP titles on mobiles as they can, there will surely be one which will succeed. And by succeed, I mean a Puzzle and dragons success.

Aim wide. Anyway, such games must not be very expensive to make. I really can't see why companies would choose this business structure (ahem) when they see these results. And that really depresses me.



In the past, a game was conceived to provide the player an enjoyable experience, an experience that could lead him to buy the game in anticipation of it. Once the game was sold, it was done. It had to be good, and if it was, you could issue a sequel that players would be akeen to buy immediately.

Now this shit is over.

Now the (FTP) game is conceived with a simple purpose in mind : how can we stir more money from the player? As I see things, there is 3 formulas :

- customization (see the FTP initial D game on 3DS)

- the more subtil way of "create frustration among players through difficulty, then offer them the choice to skip this peak by paying". Bravely Default tries that

- the possibility to gain time. You need millions of XP to wear this armor? You can just buy them, you know? You only have 3 lives a day? You can buy more, you know?



This kind of game design is the future. This a paradigm shift.



Future of gaming is really gloomy.