Game on: Con­sole to phones GAD­GETS

An in­creas­ing num­ber of pop­u­lar con­sole games are be­ing adapted for smart­phones

Hindustan Times (Patna) - Live - - Entertainment - Sneha Ma­hale­hale@hin­dus­tan­

From at­tract­ing ca­sual play­ers look­ing to level up on An­gry Birds and Candy Crush Saga, or break records on Tem­ple Run and Fruit Ninja, the mo­bi­legame mar­ket has evolved, so much so, that today, con­sole games are mak­ing their way to mo­bile phones. This, as core ti­tles such as Clash Of Clans are also gain­ing pop­u­lar­ity.

“This is a re­sult of the mass adoption of smart­phones and an ex­po­nen­tial in­crease in the num­ber of mo­bile gamers in the past four-five years. Game devel­op­ers, too, pre­fer mo­bile de­vices to con­soles as it takes lesser time to de­velop these ti­tles,” says Ankush Gera, CEO, Jun­glee Games.

Ex­perts are, how­ever, not sur­prised by the trend. Mo­bile gam­ing has been on the rise for nearly a decade. With smart­phone graph­ics and pro­ces­sors im­prov­ing, gamers, who, per­haps, ear­lier played on con­soles such as Nin­tendo or web-based games on PCs, are opt­ing to spend that time on their phones in­stead. Nat­u­rally then, ti­tles are be­ing adapted for this au­di­ence. So, while fran­chises such as Hit­man, Ray­man Jun­gle Run, Lara Croft and Minecraft suc­cess­fully made the tran­si­tion from con­sole to mo­bile, cult in­die ti­tle Skull­girls and Ti­tan­fall, among oth­ers, are also go­ing the smart­phone way.


That would ex­plain why, for the first time, mo­bile gam­ing rev­enues are set to out­strip the money gen­er­ated by con­sole and PC games in 2016, ac­cord­ing to re­search firm New­zoo. Games from tablets and smart­phones will gen­er­ate a to­tal of $36.9 bil­lion in rev­enue. In com­par­i­son, PC games will bring in $31.9 bil­lion while con­sole gam­ing will gen­er­ate $29 bil­lion in rev­enue. This is prob­a­bly also why gam­ing com­pa­nies such as Nin­tendo and pub­lish­ers such as Elec­tronic Arts and Ac­tivi­sion Bliz­zard, among oth­ers, are warm­ing up to the mo­bile-gam­ing mar­ket.

But ex­perts are quick to add that not all ti­tles can make the tran­si­tion. “Some con­sole games still pro­duce ex­pe­ri­ences that mo­bile games can’t truly repli­cate. They also cater to di­verse needs of play­ers who want to be en­gaged on a game for mul­ti­ple hours,” says Roopak Nair, chief mar­ket­ing of­fi­cer and busi­ness leader of Live Games at Re­liance En­ter­tain­ment – Dig­i­tal. The size of these games is also a con­cern be­cause it be­comes hard to run a heavy game on mo­bile de­vices.


To make it eas­ier for devel­op­ers to utilise the op­por­tu­nity, smart­phones are keep­ing pace too. Even at an en­try-level price point, they of­fer good specs, enough pro­cess­ing power and more RAM to help users play in­ten­sive games. Other fea­tures such as hap­tic feed­back, bet­ter dis­play res­o­lu­tion and chips that can han­dle heavy gam­ing ex­pe­ri­ences are some of­fer­ings that are im­prov­ing the over­all mo­bile-gam­ing ex­pe­ri­ence.

A still from Clash of Clans

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Game Of Thrones As­cent

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