[HN Gopher] TouchArcade Is Shutting Down
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       TouchArcade Is Shutting Down
        
       Author : samsolomon
       Score  : 110 points
       Date   : 2024-09-16 18:08 UTC (4 hours ago)
        
 (HTM) web link (toucharcade.com)
 (TXT) w3m dump (toucharcade.com)
        
       | n3xus_ wrote:
       | I'm wondering how many sites are being affected due to AI, I've
       | noticed myself using Google less
        
         | minimaxir wrote:
         | TouchArcade dying is completely unrelated to the AI slop boom:
         | as the post notes they've been on the deathbed for many many
         | years due to shifts both in web revenue and mobile game
         | interests. They were good when premium mobile games sold well
         | (TouchArcade was the best place to learn about deals) but that
         | time is long gone.
         | 
         | Notably, websites specialized around gacha mobile games have
         | been doing very well.
        
           | PlunderBunny wrote:
           | I recall reading several years ago that Apple dropping
           | affiliate links (? Not sure if that's the correct name) was a
           | major financial blow. I had no interest in the podcast or the
           | reviews of games on other platforms, or the increased
           | coverage of anime games, but I continued to support them
           | financially in a modest way just so that I could read the
           | roundup of new games released every week. A few years ago,
           | there would be several games I would check out each week, but
           | more recently I would just scroll through the list and find
           | nothing of interest.
        
             | minimaxir wrote:
             | That is also correct.
             | 
             | > Apple Kills the App Store Affiliate Program, and I Have
             | No Idea What We Are Going to Do. (2018)
             | 
             | https://toucharcade.com/2018/08/01/apple-kills-the-app-
             | store...
        
               | wahnfrieden wrote:
               | Are there any good backend/IAP-integrated ways to do
               | affiliate referrals now ? I guess the only way is to use
               | in app code entry to unlock access to a promo code or a
               | special IAP
        
       | dlbucci wrote:
       | Now that is a name I haven't heard in a long time. I almost
       | struggle to remember where I heard them from, but I distinctly
       | remember reading this site trying to find the next great game for
       | my first-gen iPod Touch. I can't say I've ever followed it
       | closely, but there's a certain sadness bound to happen when a
       | childhood site goes down.
       | 
       | I'll poor one out for TouchArcade (and Joystiq. and Rooster
       | Teeth. Just checked, and gonintendo is still kicking!)
        
       | davidczech wrote:
       | Darn, I remember checking this website everyday for new games
       | when I had the 1st generation iPod Touch.
        
       | fidotron wrote:
       | This is a highly visible manifestation of something that has been
       | going on for years. I have been around mobile games for 20 years
       | (going back to J2ME) and have never seen interest in the field so
       | low.
       | 
       | Essentially the noise is that people are locked into habits in
       | the app stores. It takes huge amounts of money to get people to
       | try something new, and this invariably leads to amazing
       | conservatism on the part of publishers. The big breakout hit last
       | year was a Monopoly spin off, admittedly well executed, but with
       | absolutely massive marketing pushes.
       | 
       | Steam is squeezing on one side and web games on the other. When
       | the mobile herd simply moves where the marketing dollars lead
       | them who needs reviews?
        
         | burningChrome wrote:
         | I used to be a huge mobile gaming person, but then a few years
         | ago, I found out several of my mobile games were available on
         | PC so I just stopped gaming on my phone all together. I have
         | several co-workers who also did the same thing. We used to talk
         | all the time about whatever new game was coming out on mobile,
         | but now its all about PC and console titles.
         | 
         | You're 100% right that it takes massive amounts of money to
         | move the needle for gamers now. It seems like the group I run
         | in, whatever your game is and you're good at, you stay in that
         | lane. Any new additions or versions, you're on right away and
         | excited about.
         | 
         | It takes a lot for the people I know to try a new game and
         | actually spend the time and money to see if they like it.
         | Nobody I know is willing to do that now since the economy is
         | not great and money is really tight all over. The people I know
         | are only going to buy what they know they'll like.
         | 
         | I feel like a lot of this is people sticking with what they
         | know since the market is so saturated like you point out.
        
           | tourmalinetaco wrote:
           | I haven't bought a new game for myself for years. Most of
           | what I play is retro emulation, and what PC titles I do play
           | are ones I already own and have a lot of replay value. Indie
           | titles are far cooler than AAA, but even they don't speak out
           | to me as often. Why spend $60 on a flop like Hyenas, or even
           | $20 on a game inspired by Harvest Moon, when I can actually
           | play the original games for free? Especially on mobile, where
           | most games are idle timewasters looking to lock me into a
           | microtransaction loop. I'd rather boot up a GBA game and
           | spend my time on that.
        
             | golergka wrote:
             | If you're already pirating games with game emulators,
             | what's stopping you from pirating AAA titles as well? I'm
             | not making any value judgement here, it just feels like you
             | compare apples to oranges.
        
               | a_t48 wrote:
               | Buying a retro game no longer gives money to the
               | developers. It doesn't support the development of further
               | games, it mostly just puts money in the pockets of
               | collectors and scalpers.
        
               | golergka wrote:
               | > Buying a tomato in a grocery store no longer gives
               | money to the farmer, because he's already been paid for
               | it.
               | 
               | Same logic, same fallacy.
        
               | benoau wrote:
               | Except you don't have to hunt down the descendants of the
               | grocery store or who acquired the company that acquired
               | them that sold it for parts, decades later. With old
               | games the rights holders are scattered and even unknown
               | until they assert a claim they believe they have.
        
               | tourmalinetaco wrote:
               | I would if there were any AAA games I was interested in.
        
             | jhbadger wrote:
             | >or even $20 on a game inspired by Harvest Moon, when I can
             | actually play the original games for free?
             | 
             | If by that you are referring to _Stardew Valley_ , while it
             | is indeed inspired by _Harvest Moon_ , it is so much richer
             | and deeper and after playing it I guarantee you won't want
             | to go back . It is like saying why play a modern Roguelike
             | when you can just play _Rogue_.
        
               | tourmalinetaco wrote:
               | I've played a fair bit of Stardew Valley, and that
               | complexity can be fun, but sometimes I prefer to return
               | to Friends of Mineral Town for the simplicity, and can do
               | so on mobile (iOS lacks a mobile port of SD to my
               | knowledge).
        
             | nox101 wrote:
             | To you and the previous commenter, is it possible you've
             | just aged out of the market? (not sure what other word to
             | use than "aged") but my point is, most people eventually
             | change their habits in almost everything.
             | 
             | The way I game now has changed drastically over the years
             | for various reasons. The latest for me is probably just
             | being tired of games that seem 3% different than the last
             | fps/shumps/twin-stick-shooter/metroidvania/...
        
         | layer8 wrote:
         | Then there's also people opting to watch gaming streams or
         | videos to experience a game, instead of playing themselves.
        
           | the_af wrote:
           | I do this with DCS.
           | 
           | Flightsims fascinate me, and I used to play the old
           | Microprose sims, but nowadays it's too expensive and time-
           | consuming a niche. DCS is expensive, both the hardware and
           | the modules, and it also requires way too much time.
           | 
           | So I watch a couple of YouTube channels dedicated to DCS, and
           | get to "live" the experience through them.
        
         | abecedarius wrote:
         | Seems a natural result of monopolist app stores treating
         | software developers as a complement to be commoditized. That
         | relationship was what held me back the most when I was tempted
         | to write for iPod Touch.
        
         | golergka wrote:
         | I worked in mobile gamedev a long time, and I remember the
         | excitement around 2010, where it really seemed like we got a
         | new, innovative platform which will allow for completely new
         | types of gameplay and turn a lot of casuals into real gamers at
         | the same time. But turned out, the mobile crowd (which is
         | basically most of humanity at this point) really prefer
         | spending their money in a very specific genres, and innovative
         | gameplay just doesn't convert that well.
         | 
         | Marketing doesn't lead people. It just enhances the signal
         | about what people choose. Marketing can only drive an install,
         | but after that, it's the game quality and a person's
         | preferences that decide the LTV.
        
           | fidotron wrote:
           | > Marketing doesn't lead people. It just enhances the signal
           | about what people choose.
           | 
           | Marketing is also the process of surveying the market and
           | deciding what to make in the first place.
        
             | golergka wrote:
             | Good point, I should have phrased it differently.
        
           | pier25 wrote:
           | > _the mobile crowd (which is basically most of humanity at
           | this point) really prefer spending their money in a very
           | specific genres, and innovative gameplay_
           | 
           | Yeah although what percentage of mobile users actually play
           | on their phones regularly these days?
           | 
           | It's anecdotal but I haven't played a mobile game in almost a
           | decade now. I played a lot on my iPad 1 and 3.
           | 
           | The app fever of 2010 has passed. Again anecdotal, but I
           | avoid installing apps on my phone as much as I can.
           | 
           | My wife still plays candy crush on her iPad almost every
           | night but has zero interest in any other game.
        
             | jamesgeck0 wrote:
             | Anecdotally, when I was in Asia I saw people playing mobile
             | games all over the place. Mobile is the biggest gaming
             | platform by a large margin.
        
               | heraldgeezer wrote:
               | Yes, but it's all anime gacha games like Genshin, Honkai,
               | Arknights etc.
        
         | chasing wrote:
         | The mobile gaming market is overwhelmed with cheap trash. It's
         | what you see when you open a mobile game store. (I just opened
         | the iOS App Store games section and, apart from Minecraft and
         | Roblox -- which I'm not interested in -- everything on the main
         | screen pretty much looks terrible.)
         | 
         | It's a marked contrast to the major consoles and other game
         | store platforms which, for whatever reason, do a much better
         | job of not just promoting stuff that will be profitable -- but
         | of promoting stuff that's _not trash_ so when you think of a
         | Nintendo Switch you think of amazing Mario games; when you
         | think of a Playstation you think of The Last of Us or Elden
         | Ring or whatever. You know if you crack open Steam that you 'll
         | see interesting stuff.
         | 
         | The difference may be the norms set on pricing. Console games
         | are still $30-$70. People complained about the horrible race-
         | to-the-bottom on mobile game pricing in the early days. And
         | they complained about the total switch over to micro-
         | transactions. Those complaints were ignored. So the marketplace
         | was overwhelmed by companies who could execute cheap, micro-
         | transaction-addictive games the best. And so I think the market
         | generally treats mobile games like garbage. Which they by-and-
         | large seem to be. (With notable exceptions!)
        
           | fidotron wrote:
           | > And they complained about the total switch over to micro-
           | transactions. Those complaints were ignored.
           | 
           | There is a good reason for this. "Premium" mobile games never
           | reliably made that much money, even during the early iOS
           | boom. If you were a publisher it took having quite a few hits
           | to compensate, and Android was more trouble than it was worth
           | for a long time.
           | 
           | A successful MTX game made several orders of magnitude more.
           | (Instead of getting low millions you would be getting
           | hundreds of millions). The process was perfectly satirized in
           | South Park by the "Canadian Department of Mobile Gaming"
           | which like all the best South Park jokes wasn't nearly as
           | fictional as might be assumed.
           | 
           | Such games are "cheap trash" in the same sense as a vegas
           | casino. Similarly the actual operating of them at scale
           | becomes very sophisticated. Team Fortress 2 is an example of
           | Valve indulging in exactly this on Steam, so it is far from
           | isolated to mobile.
        
         | bsder wrote:
         | > It takes huge amounts of money to get people to try something
         | new, and this invariably leads to amazing conservatism on the
         | part of publishers.
         | 
         | This is purely the fault of enshittifying the mobile gaming
         | experience.
         | 
         | I moved through various genres like Puzzle and Dragons, Clash
         | of Clans, Clash Royale, etc.
         | 
         | Each one of those games was a lot of fun because initially they
         | left a path to play them with _skill_ instead of _money_.
         | Putting together a set of characters to beat the tough bosses
         | in Puzzle and Dragons required a _lot_ of skill to get the big
         | combos you would need since you were underpowered. Clash of
         | Clans was neat because you couldn 't make a castle to protect
         | against everything and someone with some skill could probably
         | get an extra star off you with some work (I was _really_ good
         | at timing the placement of dragons against the algorithms to
         | exploit seams and make higher leveled players cry). I had a
         | Clash Royale deck based on Golems and Lightning that would win
         | about 30% of the time even against players who had super
         | powerful decks (I was casting things before stuff even hit the
         | field in anticipation of what players would do and timing the
         | delay from the system--sure it was high risk but also high
         | reward).
         | 
         | Alas, the siren call of the microtransaction is strong. People
         | who spend money expect to win and complain when they don't.
         | Those games eventually all nerfed any skill-only paths. And
         | then they expanded to make _massive_ purchasing the only real
         | path toward higher levels.
         | 
         | And that led me to stop playing mobile games altogether. There
         | is no point. If a game is money or gacha, it's completely not
         | interesting. If a game has a skill path, it will get nuked post
         | haste as soon as the publisher figures out that it exists.
        
       | smileson2 wrote:
       | Feels like the race to the bottom is nearing the finish line
        
         | incrudible wrote:
         | Case in point, I just saw one of these bizarre advertisements
         | for a game where they show some simplistic gameplay that is
         | supposed to hook you, which is not at all the point of the
         | actual game. It was about a pregnant women and her other child,
         | freezing outside in the winter. I had to watch it to the end
         | and it turns out the game was... Gardenscapes.
        
           | htrp wrote:
           | a/b testing to the (local) max
        
           | mschuster91 wrote:
           | Yeah they've run shitty ads for years now.
           | 
           | And it seems like the one time they _did_ face consequences
           | for their fake ads four years ago clearly wasn 't enough [1].
           | 
           | [1] https://news.ycombinator.com/item?id=24761349
        
             | n_ary wrote:
             | It is a common trick. There are many culprits using same
             | tricks: Gardenscape, Whiteout Survival, Frozen City,
             | Township, Fishdom, Hero Wars and to some extent Royal
             | Match.
             | 
             | All of these appear to enjoy a lot of downloads, so
             | whatever tricks they are using works very effectively.
        
               | mschuster91 wrote:
               | > All of these appear to enjoy a lot of downloads, so
               | whatever tricks they are using works very effectively.
               | 
               | That's because "# of downloads" is a crap metric that's
               | easily gamed (be it by fake ads or bot campaigns or
               | whatnot). A more useful metric would be "# of installs
               | still active after 1/2/4 weeks", that would
               | disincentivize a lot of these scams, but at the cost of
               | Google being able to claim download numbers for the
               | vitality of their app store ("# of app installs a
               | day!!!"), which is why Google doesn't do much against
               | this shit despite the "quality" dragging down the image
               | of the entire Play Store. Unfortunately there is no
               | competition worth the name as the Apple Store is
               | similarly plagued by copycats and fakes, so neither party
               | has an incentive to de-enshittify.
        
           | jandrese wrote:
           | The one thing I like about new Twitter is how those deceptive
           | ads can get community notes that say "gameplay depicted is
           | not in the game".
        
             | bonestamp2 wrote:
             | Ugh, if they make an ad that has non-game game-play that
             | gets a lot of clicks... why not make that game instead/too?
        
               | jprete wrote:
               | I've heard that they do metrics on the ads to pick
               | particular pseudo-games to implement.
               | 
               | But they don't make money on clicks, they make it on
               | whales, so they are also going to get rid of pseudo-games
               | that can't get whales to spend more microtransaction
               | money.
        
               | tivert wrote:
               | > But they don't make money on clicks, they make it on
               | whales, so they are also going to get rid of pseudo-games
               | that can't get whales to spend more microtransaction
               | money.
               | 
               | This video did a very good job of explaining it, to me,
               | someone who never plays mobile games:
               | https://www.youtube.com/watch?v=NhajAqI66nU
               | (https://archive.org/details/youtube-NhajAqI66nU).
               | 
               | tl;dr: it's all about getting whales into the game. The
               | type of games people will download based on ad game-play
               | are not the most monetizable (b/c whales). So the main
               | game is a highly monetizable city-builder (which whales
               | spend on), with the ad's minigame _somewhere_ (which at
               | most only has a few minutes of playtime). The ad 's mini-
               | game is often developed as a concept for the ad _first_ ,
               | then only actually implemented later after A/B testing
               | the ads. It doesn't matter that most people will get
               | frustrated and delete the game when it's not as
               | advertised, because the people who do that aren't whales.
        
       | rightlane wrote:
       | One of the last bastions of good games journalism, and the only
       | good mobile gaming site. Another casualty of the garbage
       | listicles and AI generated garbage that fills up search results.
       | I would do anything to have the old, fun, internet back. This
       | monstrosity we have now just isn't doing it for me.
        
         | thierrydamiba wrote:
         | Can you explain to me what you mean by this? What about the
         | internet today isn't fun? There are plenty of websites that
         | don't have garbage listicles and AI slop, they just aren't as
         | popular.
        
           | mercacona wrote:
           | But they don't get attention-public-funding enough to be
           | profitable because of the garbage. The garbage is burying
           | them in search results but also literally.
        
             | firebirdn99 wrote:
             | i don't know if they were ever profitable. But certainly i
             | think there's been a paradigm shift to commercializing
             | everything (mostly through advertising) the last decade or
             | two and if you fall behind, whatever growth you were aiming
             | for goes away and revenues shrink.
             | 
             | And also almost all advertising revenues have probably
             | become centralized with google search, social media by
             | facebook, and youtube, etc. That combined with rising
             | costs, and higher opportunity cost to instead do something
             | else means these sites are biting the dust.
        
       | soup10 wrote:
       | Them featuring my game in a front page article was a big moment
       | for me(and helped it become a viral hit). Best of luck guys.
        
       | bmalicoat wrote:
       | As a mobile game dev, this is a bummer. I have been fortunate to
       | get review and preview coverage on a few of my games from TA.
       | There aren't many sites doing what that do. I get that the market
       | has moved and now discovery happens in the App Store and via
       | advertisement dollars, but growing up reading EGM or IGN.com and
       | seeing people excited about a game just from a few screenshots
       | colored me for life. I'm sad mobile game players don't have that
       | opportunity.
        
       | MBCook wrote:
       | Really too bad, but I'm not surprised. I know losing affiliate
       | money many years ago hurt bad.
       | 
       | But the truth is I don't care much anymore. I loved TA because
       | they helped me find fun games. And while I've found a few from
       | them in the last few years like Peglin most of their coverage is
       | unsurprisingly what most of the industry makes: pay to win with
       | smurfberries advertising laden crap.
       | 
       | I strongly believe the iOS gaming scene died the day IAPs came
       | out.
       | 
       | There is the incredibly rare indie game that you can pay for now,
       | and Apple Arcade. While I enjoy that most of the good games I've
       | played before (a plus on the name = existed before). Those that I
       | haven't played or are new often were obviously designed for IAPs
       | and aren't that fun when they're removed.
       | 
       | And I know devs seem to hate it, and I'm not surprised. But it's
       | the only option I've got left.
       | 
       | I'll miss you, Touch Arcade. You long outlasted the era of
       | greatness for the platform you covered. Thanks for making it as
       | long as you did. One more sign we can't have nice things because
       | ruthless unnecessarily exploitive capitalism.
        
       | Jyaif wrote:
       | Shame!
       | 
       | Fwiw nowadays MiniReview is a very good source of games:
       | https://minireview.io
        
       | nkrisc wrote:
       | It's a shame for sure, as I've occasionally used sites like TA as
       | a consumer. But it's also not anything I'd ever actually _pay_
       | for. If these kinds of sites go away then I'll just go on living
       | without them. They're nice to have, but they're not necessary by
       | any stretch. Life will go on, with or without video game
       | journalism.
        
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       (page generated 2024-09-16 23:01 UTC)