What you do need to do is think about what players really want.
It's like a balanced diet.
First you need to create games that are fun to play. Then you need to create games that can be used by people to make money.
At the moment, developers are going all out for the first one, whereas they should be going all out for the second one.
The key thing is that the earlier you get these things right the better because there's a lot of support in place. You only need a little bit of extra effort to go with the support.
You're also talking about adding a new facet to mobile gaming. How would you describe the current state of the game economy in the US?
It's more and more platform-agnostic. There is a huge variety of people creating games, so I don't think you have to design a game that is particularly focused for one platform.
The problem is that you can't really talk about the game economy unless you talk about mobile gaming.
The vast majority of game developers in the world are mobile game developers.
I would say that it's probably most mature in the US because it's a mature market. It's a lot like the movie industry.
We've seen growth in the past few years for the past few years. I don't see growth slowing down.
Do you think virtual reality will be a serious threat to the success of mobile games?
I don't think VR is going to be a threat to traditional gaming. It's going to be a threat to mobile gaming because I think the nature of VR is going to be mostly about interactive storytelling.
At the moment, the more immersive experience is mostly on mobile, and I think that there is a certain segment of the population for whom that's what they are looking for.
They want something that feels really immersive, not just a content bundle.
Is there any business model in gaming that could be faring better than others?
I think that game developers need to be more creative in the way that they are pricing their products.
What they have to do is find out how they can get the player hooked. What's the hook that makes people pay for the next one?
If you can hook them on the first game, then you can make them pay for the second one. If you can hook them on the first game and the second game, then you can make them pay for the next one and the next one, and so on and so on.
What games do you recommend people play now?
There's a game called Crypt of the Necrodancer. It's a rhythm game. The studio that made it, Crusty Demons, has done a lot of work.
It's got a really cool aesthetic, and it's quite different from a lot of what you might see today. It's not looking to be a shooter. It's not looking to be a simulation. It's just about rhythm.
What are your thoughts on the current state of indie games and crowdfunding?
I love Indie games. I think crowdfunding has given us an amazing opportunity to be creators, and it's given us this new sort of element to do something different.
That's fantastic, but as a developer I'm cautious because I think that you need to make sure that the game you make is the right game for your audience.
At the moment, I'm not really interested in building a game that's going to be free.
When you're building a product and you're going to monetize it, you want to build it so that it's going to be lucrative for you and for your team.
If I can make money, I'm not really worried about anyone else making money from that game.
Shark Tank and other shows like it demonstrate that there is a huge demand for talent. Do you think that the success of programs like this show that the bubble that was forming in the Hollywood film industry isn't going to pop?
I think it's a combination of a lot of things.
A very important element of the bubble is that there are a lot of really brilliant, very successful, very clever people that have made a fortune because the studios made a lot of money.
They made a lot of money because they made great blockbusters, so people would go see those blockbusters, but not necessarily because they were great movies or great stories.
Also, at the time, the internet was a new phenomenon. It was a new business.
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