I feel like the video game industry has not really evolved with the consumer group, still pitching "100+ hours of gameplay!" when what many of us really want is "An engaging play session wrapped up in 30 minutes while the baby is sleeping."
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Where's the video game equivalent of "It's a nice bottle of wine. I expect to consume it in +/- an evening, possibly in the company of other people who appreciate nice bottles of wine, at the nice bottle of wine price point."
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It probably says a lot about me that I understand that this is a thing that people in the professional class do but I cannot name any type of "nice bottle of wine" and don't have a good idea on the price point other than "Probably like $80 or so? I've never bought any."
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True, true. But being in the same boat, I am also less inclined to spend on in-game stuff. Maybe something about my expectations of video games growing up, or the fact I am not as invested as the 100+ hrs gamers. Ability to pay and willingness to pay seem to diverge here.
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This describes the original Wii audience. They were casuals and tended to buy peripherals like the Wii Fit board, the fishing rod, etc.
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the industry looked like it was heading that way for a while, until the self-declared ""core gamers"" started sending death threats to developers
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You've discovered the multi-billion dollar mobile games industry! This is literally their value proposition, demo = 25-35 yrs old w/money :) Popular right now: Clash Royale Fornite (mobile) or PUBG (mobile) Arena of Valor Many others Excited for your journey to start
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I feel like I'm in the exact bin
@patio11 describes but I can't stand mobile gaming at all, so probably more to the segmentation than mobile/"core"
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Give Celeste a whirl.
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Take an educated guess as to why the concept of loot boxes exists
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With the Switch’s “sleep mode”, this is exactly how you can experience those 100-hour games. No 2 minutes starting up, 3 minutes loading. Just *boop* and you’re playing. Amazing!
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