Followup on Apple Arcade
Thursday, July 2, 2020
Tagged: apple, apple arcade, indiepocalypse, economics, subscriptions, mobile, iphone
Back in September I wrote up my impressions on Apple Arcade's goals and where it might settle down.
Not long after that, I fired up my free trial month on the Arcade and started poking around. Which was fun! As always, I was most interested in short narrative games and clever puzzle toys. In that line, I was happy to discover Assemble With Care, What the Golf?, Card of Darkness, Over the Alps, Where Cards Fall, Tint, Discolored, and others.
(I'll also mention Manifold Garden, Neo Cab, and Mutazione. I played those three on PC, but they also fly the Arcade banner. Platforms should be tripping over each other to fund titles like those.)
At the end of my trial month, I let Arcade lapse. No regrets, no surprise. I'm not implacably opposed to subscription entertainment packages, but I'd rather pay for my fun (and spend my free time) a la carte. So far I've stuck to that plan. Yes, I watched Game of Thrones and Star Trek Discovery a year behind everyone else. Turns out I'm okay with that.
Now Apple Arcade hates me, right? I tried but didn't buy. I'm apparently not alone, either. This article just popped up:
Apple Inc. has shifted the strategy of its Apple Arcade gaming service, canceling contracts for some games in development while seeking other titles that it believes will better retain subscribers. [...] Apple is increasingly interested in titles that will keep users hooked, so subscribers stay beyond the free trial of the service [...].
For what it's worth, this fits with what I hear on the indie grapevine. So what does it mean for Arcade?
It's clear what it means for me: Apple Arcade doesn't want me back. It's jettisoning exactly the subgenres I care about. Myst/Room-style puzzlers (Discolored) are not meant to be replayed. Short narrative games or visual novels (Over the Alps, Neo Cab) may be worth two or three sessions to try different endings, but you're not going to sink hours into them every week. Puzzle collections like Tint can offer hundreds of levels, but honestly, I'm going to put them aside after twenty or fifty. (If it has only twenty or fifty more-focused levels, then I'll get completist about it.)
I'll occasionally get hooked on a roguelike or Brough-like (Card of Darkness), but that's rare.
No complaints! I declared that I wasn't in Arcade's target market; they turned elsewhere. Fair.
But it's a blow to the premium/unique/boutique brand that they launched with. Turns out, Arcade is chasing the same addiction-loop games as everybody else in the freemium market. Their fixed monthly fee precludes the worst "buy gems for your next move" abuses, but it's still the same genre. Games must be designed to hook you and maximize playtime.
In other words, no more Neo Cab, Mutazione, or Manifold Garden. Nothing like Monument Valley, either. Too bad for Apple.
This doesn't exactly match any of the imaginary futures in my post. Oh, my #2 was close: "Apple stops pumping money, continues curating a [narrow] list of games for Arcade." But I was thinking of curated premium games. Arcade has moved out of that space entirely. The games I care about are back where they were last year: poking hopefully at the smart indie publishers (mostly Annapurna), or trying to wangle deals with the other platform holders. (Sony, Microsoft, and Epic are still funding some interesting stuff. Nintendo is... still Nintendo. The Switch isn't completely played out yet for developers, which I admit surprises me.)
Those games are also appearing in the App Store, to be clear. Back in the fall, when Arcade was still launching five titles a week, the regular App Store got seriously quiet. But it's rebounded; my sort of stuff now pops up at the usual rate. (Song of Bloom, Samsara Room, The Almost Gone, If Found...)
Is Arcade a failure? It's certainly past its season of buzz. Nobody talks about Arcade any more. It will never again be the epicenter of exciting mobile games -- not unless Apple changes course yet again.
But look. Sometimes Apple puts up an unexciting product, lets it run long after everybody has written it off, adjusts it a few times, and then announces that it's making a zillion dollars a year. "Services" is now 22% of Apple's revenue. Maybe in a couple of years, Arcade will be an unstoppable powerhouse of... games I don't play much. Or maybe it will be quietly folded up and put away. I guess I'll post again when I know.