Player difficulty explained.
There is a certain difficulty associated with everything or everyone. Example, difficulty to attract certain players (audience/market) to your product/stream, and so on, and a difficulty to start receiving financial support from it, and then if so by how much.
Over the last two decades I've seen a similar pattern within most products that were coming to the market, and what led to their imminent fall, or should I say for the audience to stop playing/supporting it. Hundreds of good products have arrived in the last two decades, but we can agree that you aren't playing and supporting 99%+ of them today. As long as something has a value to someone and by how much, the longer they'll be involved in it, the more they'll care for it, which is why the greater the value there's to something to someone the more it will become popular and successful through a longer period. As one of the most avid gamers within my generation my primary interest has always been first about having a great game that I can't wait to sink my free time on, a game that has value for me to play, because after all I'm here for only a brief, finite period, hoping to get the best lifetime experience, which I'm sure is the same for the rest. I've noticed how through the last decade I've had more cash to spend than required on most products, and then a lot more free time, but the problem was that I had more difficult time than in the past to find products that had value for me to play and support, which leads to the following conclusion. This culture, this mindset of what games should be about, and most who've been involved in producing them hasn't been evolving at the same or similar pace with me as one of the most avid gamers within the last few decades. The industry has been missing on some key elements that led to alienating their market from their product, and thus opening opportunities for others to step in. There are many similarities that sadly have been copied from one company to another, which is why they're ending up experiencing the similar outcome, with the only difference, when. If you are in this industry for the purpose to only take and take as much and try to give as little as possible and hoping to get away with it, it's just a matter of time before more and more notice they're not getting as good of a value for their support, and usually move on to the next product, especially if they notice that only then their product is stepping up to that competition. The more successful a product is, it is expected to be able to bring more value for its supporters through time, but that has been the opposite within this industry for most of the time. So, the competition comes down to how much of a value a producer can offer for its product compared to others. Outside of this industry I've seen more and more companies apply this method so they become more relevant and competitive. Today the focus and emphasis is more on how much one can give back for their service compared to someone else. This is 101 economy, who can sell you the same product cheaper, or give/deliver the same service cheaper. Example, GGG has enjoyed great support and opportunity to finish development on their product after 4-5 years, and then they could either hire their staff to start developing another product or let them go to a different company. This would give them a significant edge against most of their competitors because they would no longer be required to spend as much or any resources on development, and thus use those resources elsewhere, like giving it back and as much as they can to their supporters, and in the process raising the value on their current product. Within the last 10 days Tencent stocks have fallen by 12-13%, and just like with any stock losing value there is always a good reason behind it, and regardless how happy or not some would be with this news, it does give indication what it will follow. GGG-Tencent at this stage in its product has two options, to reinvest so it can recover the support it has lost, as well as gain on the opportunity it's been missing or step aside and bow to its upcoming competition. By 2030 expect products continue to evolve, since evolution is the one thing that's consistent. Expect to see more and more players being more rewarded for playing certain products as well as for playing them better than others. Consumers/customers will have more options how to receive rewards/value from their products. The focus will be on raising the value of a product. You can advertise something as much as you want, you can make it accessible to as many out there, but at the end if you have 1,000 supporters supporting your product for a year it's better than if you have 10,000 supporters supporting your product for a month. Further, the cost is far lower to manage a product to a smaller audience. Last bumped on Feb 27, 2021, 12:12:01 AM
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Let's just let this one go.
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" Lol "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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Is there a award for the most avid gamer of this or past generation? Well where I can sign up? I want to compete too
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" Money reward! |
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The 11th commandment of gamers everywhere: Though shalt not drink and post, it leads to ugly accidents :)
May your maps be bountiful, exile
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" Muhahaaa! I am the most avid gamer of all generations: I can play... mmmh... 1 MILLION seconds per year! Last edited by FNX_Heroes#6628 on Feb 26, 2021, 2:15:58 PM
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You guys should listen to shag. Shame.
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''Within the last 10 days Tencent stocks have fallen by 12-13%''
What ? Google Tencent stocks again 2010 - 35 HKD 2021 - 691 HKD |
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Again, I am here for my mandatory, "just stop it" post.
~ Please separate the PoE1 and PoE2 forums.
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