But due to the potential of me getting a quest to 'aid x people' in my daily quest with no ability to swap it out(especially when the number is a high % of actual friends). This inherently reduces the way we use a 1.9 thread idea.Īiding is a big deal for many. Recently I had a friend that left my friend list due to an incentive that was created by the inherent timing of the daily quest system. I have LONG since moved on from being willing to suggest game changes even though I still come up with ideas regularly. Case in point: Our mobile-first city building game Rise of Cultures was nominated for a German Computer Games Award 2023 in the category "Best Mobile Game".Just putting this out there. Whenever we bring a game that was originally developed for browser to mobile devices, we make very sure to optimize it to do the same.īy now, we are just as proficient at making mobile games as we are at making browser games. they were developed to make the most out of the mobile platform and its special features and capabilities right from the start. Some games, such as our historic city builder Rise of Cultures and our exploration and farming simulation Sunrise Village, were released for mobile first, i.e. Today, nearly all our games are also available for mobile devices. In the same year, Forge of Empires also received an "MMO of the Year" award for being the "Best Strategy Browser MMO" of 2012, while the same jury had named Grepolis "Best Classic Browser MMO" just a year earlier. During those early days of InnoGames, we received quite a few browser game awards, which we are still very proud of because they are a wonderful reward for all the hard work we put into our games.įor instance, in 2013, our global strategy hit Forge of Empires received Germany’s highest honor for games, the German Computer Games Award, in the category "Best Browser Game". Not as widely distributed, not as powerful, not as connected. Back then, mobile devices simply weren’t the same as they are now. For the first few years after our foundation in 2007, we focused on making browser games.
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