At 18:33 (my time, and honestly I don't even know what time that is because I can't translate the military), I received a distressing message from GS editor extraordinaire,
Stanley:
[18:33] stanley: a moment of silence...the mobile hub on GS is now gone
I looked up and there it was, SPACE on the navigational bar. SPACE where the word MOBILE used to be.
My first reaction was one of "Yippee!", which is unfair given that I got my whole start at GS doing mobile coverage. In fact, if you scrolly scroll all the way down this page and check out "My 'Recent' Reviews", you'll see that I reviewed 123 games at this site, the majority of which were mobile.
Even though I was in the midst of getting a philosophy major at the time (and thus should have been able to write exceedingly well), my first ever review,
Pat Cash Pro Tennis is totally cringe-worthy. Go ahead, cringe with me now.
But I love mobile, because it allowed me to cut my teeth on games journalism. Through the good: getting to review some hilariously bad games like
Fight Club and
Mean Girls Wannabee (why two e's you ask?), and the bad: spending an entire E3 playing only mobile games, talking to only mobile developers, and then writing thousands of mobile previews that nobody really cared about.
Mobile gaming is one of the most fascinating things about the game industry. There are hundreds of companies and thousands of dollars poured into games that are typically poor quality and not even worth the $1.99 you pay to download them. I have to think that most developers are counting on whim purchases, a la TEXT "BLING" to 2552 TO GET THE LATEST 50 CENT RINGTONE, but mobile gaming hasn't caught on the way that ringtones and screensavers have. There are a few successful developers, of course: Glu, Gameloft, Digital Chocolate, and JAMDAT all come to mind, but these are a few names among countless others that I can barely recall.
I tried to reason out mobile gaming in my first ever feature
The Hard Cell, but after months of mobile, I never came to peace with it. And so I moved on.
Shortly thereafter, GameSpot's focus on mobile gaming diminished, a move that I think we can all agree is pretty wise. I still continued to get calls and emails from extremely eager mobile developers. It was a little sad, having CEOs of companies write me to ask if I could please preview their next Java fighting game. I didn't have the heart to let them down to their faces, so I just sent them on to
Jeff. That's what he's there for, right?
I'm long out of the mobile scene, so perhaps things have changed, but I still can't reason out why there are so many developers. Is it because mobile development is the closest the game industry has to homebrew? Surely Xbox Live Arcade or PC is easier and more lucrative? Or maybe it's just that the platform, one that is already in millions of homes across the country, is just so tempting.
In the meantime, I'm happy to bid my mobile history adieu. It wasn't really for me, but it allowed me the chance to explore other gaming pastures, and for that I'm grateful.
Log in to comment