informa
2 MIN READ
News

Molyneux faces unexpected challenges as a mobile game maker

The long-time designer says mobile game design has been some of the hardest work he's done, in part because he underestimated how easy it is to design ethical monetization systems.
"On mobile, it's constant fucking crunch. You release and then you realize your busiest day is two days after release."
- Peter Molyneux speaks to how his life has changed since moving into indie mobile development. Game industry personality Peter Molyneux delivered an interesting keynote address at Apps World Europe in London today of the lessons he's learned since leaving Lionhead (and Microsoft) two years ago to become an indie developer at 22Cans. According to a Develop report, Molyneux said that working on free-to-play games like Curiosity: What's Inside The Cube? and Godus was some of the hardest he's ever done -- due in no small part to his underestimating how hard it can be to design ethical, successful monetization systems. "That's the biggest mistake I've made in the last 20 years, because it's not simple," said Molyneux. This is particularly interesting in light of Molyneux's GDC talk earlier this year, when he opined that greedy monetization models are handicapping game design. Today Molyneux repeated himself, noting that his experience at 22Cans has reinforced his belief that "harsh monetization techniques won't work" but admitting that monetizing mobile games and providing enough content to keep players satisfied is more challenging than he expected. "Virtually every three weeks there needs to be updates," he said, referring to 22Cans' god game Godus. "This is just iOS. When we do Android, god knows what's going to happen. We'll probably explode from the pressure." The problem was exacerbated by the remarkable rate at which players burn through content in mobile titles. "We were looking at the analytics and this graph, and literally hour by hour we were saying to each other, what the hell are we going to do, they are going to run out of content," said Molyneux, adding that mobile players were taking six days to play through things he'd expected would take them six weeks. You can -- and should -- read more exceprts from Molyneux's presentation over on Develop. For more insight into why the long-time Lionhead designer went indie and what he hopes to accomplish, check out our interview with Molyneux from earlier this year.

Latest Jobs

Xbox Game Studios

Redmond, Washington
10.5.22
Technical Lighting Artist

Innogames

Hamburg, Germany
10.5.22
Game Designer - Elvenar

Bandai Namco Mobile

Barcelona, Spain
10.5.22
Principal 3D Animator

Cryptic Studios

Los Gatos, California
10.5.22
Staff Core Software Engineer
More Jobs   

CONNECT WITH US

Explore the
Subscribe to
Follow us

Game Developer Job Board

Game Developer Newsletter

@gamedevdotcom

Explore the

Game Developer Job Board

Browse open positions across the game industry or recruit new talent for your studio

Browse
Subscribe to

Game Developer Newsletter

Get daily Game Developer top stories every morning straight into your inbox

Subscribe
Follow us

@gamedevdotcom

Follow us @gamedevdotcom to stay up-to-date with the latest news & insider information about events & more