Interview

2013 In Review: Full Indie UK's Dave Mitchell, Jake Birkett, Alistair Aitcheson and Tim Wicksteed

'Someone will make the Citizen Kane of F2P games'

2013 In Review: Full Indie UK's Dave Mitchell, Jake Birkett, Alistair Aitcheson and Tim Wicksteed

As 2013 fades into memory, it's time to look back at the events that dominated the last 12 months in mobile gaming.

As such, we've asked the industry's great and good to give their take on the last year, as well as predicting the trends that will come to pass in 2014.

Dave Mitchell, Jake Birkett, Alistair Aitcheson and Tim Wicksteed are all lead members of developer collective Full Indie UK, which runs a regular column on PocketGamer.biz.

Pocket Gamer: What do you think was the most significant event for the mobile games industry in 2013?

Dave Mitchell: This just happened quite recently but I think it could be Disney dropping the energy mechanic in Where's My Water 2.

Resentment from players is starting to grow around certain types of F2P mechanics and F2P in general. No doubt we'll see more of this in 2014.

Jake Birkett: Perhaps the fact that the Office of Fair Trading in the UK conducted an investigation into free to play games and has come up with some draft principles.

I expect there to be further backlash against "immoral" practices in free to play games in 2014.

What was the most significant event for your respective companies?

DM: We changed our name to Two Tails, we helped soft launch Hopster - an exciting new pre-school kids TV and learning app for iPad and we've also grown our staff count by 50 percent. Quite a good year for us all round.

JB: The launch of Spooky Bonus on PC and Mac without a mobile version. I decided not to do a mobile version because previously mobile ports of my PC and Mac games haven't done that well due to discoverability problems and market saturation.

This allowed me to spend more time polishing the PC version into a great game and it turned out to be a big hit. I might do a mobile version in 2014, as there have been a lot of requests for it, but only if I can get a decent advance from a publisher.

Alistair Aitcheson:
Large-scale touchscreen all-in-one PCs appeared on the market. I've been working on a 27-inch Lenovo IdeaCentre, and it's opened my eyes to what can be done with touch on this scale.

I've been a huge believer in physical multiplayer on tablet devices, where players can get in each other's way and are encouraged to push, shove and cheat. Large-format touchscreens push that to the next level.

There's room to get even more players on one screen, so much space for players to move around, and everything feels so much richer and more tangible.

These are incredibly exciting devices that will allow incredible game experiences.

Tim Wicksteed: Lots of things changed after releasing my first game, Ionage, over the summer.

Some of these things were internal, you learn a lot from going through the process of releasing and marketing a game and as a result, my whole approach to designing, creating and selling games has fundamentally changed.

There have been external changes too, as a result of releasing Ionage I've had all sorts of opportunities to share my experiences at events, get my name out there and meet people from all across our industry.

What was your favourite mobile game of the year?

DM: The Room Two, it's amazing. I have lots of love for the Fireproof team.

JB: Drop that Candy by Greenfly Studios

AA: I recently picked up DEVICE 6 and been completely enamoured with its style, originality and creativity. Simogo really is a dev team to be inspired by. Each new game they bring out pushes the envelope a bit further, both in craft and in concept.

Greenfly's Drop That Candy

What do you predict will be the most important trends in 2014?

DM: I think F2P is going to continue to be less appealing to indie developers and they will start flocking back to premium games, which probably means in turn they will leave mobile as their primary market.

JB: Steam becomes completely open to game submissions, although it may still have some kind of reviewing process. Many indies will bomb out of the rat race due to increased competition and rising quality bar on all platforms. The Steam console will be a massive hit.

Indies will start falling out with Microsoft – again - and flocking to Sony and Nintendo. Bigotted gamers and developers will be increasingly shunned and we will see a tipping point in the quest for mutual respect - this one could just wishful thinking on my part.

There will be more art games. non-games or whatever you want to call them, and a greater acceptance of them by gaming culture.

People will become jaded with Kickstarter and early access games due to the large number that are never completed or that just don't deliver what they said on the tin. Someone will make the Citizen Kane of free-to-play games - this one's a long shot.

TW: Over the past few years we've seen a shift in the mobile space from a cultivation ground for new indie talent, to the home of blockbuster multi-million pound titles from large and established games companies.

The allure of the mobile space to indies has always been the low barrier to entry, but now with Nintendo, Sony and Microsoft all trying to make their consoles as indie-friendly as possible, this advantage is fading.

As a result, in 2014 I predict we'll start to see many indies pulling out of the mobile market in favour of other platforms.

What's your New Year's resolution and what resolution would you enforce on the industry?

DM: I don't do New Year's resolutions but I'd like the industry to grow up around issues of sexism and diversity in our games, in our workplace and in our culture.

JB: Mine is to be drink more tea in order to boost productivity. I'd enforce the industry to get rid of free to play games and raise the minimum price of all games to $5 to counter the entitled gamers who think that 99c for a game is too expensive.

This would level the playing field for developers a bit more and allow many of them to actually survive another year. Of course, it'll never happen.

AA: All of us in this industry have a responsibility to help out the next wave of developers. The mobile market in particular has become exceptionally competitive. This gives new indie developers fewer chances to cut their teeth as entrepreneurs.

Many of us have been able to practice reaching an audience, over multiple releases during mobile's greener days. We should all look for opportunities to pass on our experience - successes and failures alike - to startups and students who haven't had this privilege.

Thanks to everyone at Full Indie UK for their time. You can read the body's regular PocketGamer.biz column here.

With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.