Comment by caseyy
Comment by caseyy 4 days ago
What users want, and what they collectively consume, are two different things. This is very evident in the AAA games industry, which is facing a 10x downturn in funding, abysmally bad (negative) ROI, and exhausted growth engines because it shaped itself around what players would consume for years, ignoring what they actually wanted. And the players got tired[0].
It turns out that demand matters when you sell a product or a service. And it is elastic in ways other than price (such as convenience, value, appeal), but not infinitely so. In plain English, you can force anti-social media onto the market by making it appealing/hooking/addictive/convenient/supposedly valuable for a while, but not indefinitely. People do demand proper socializing, especially recently. Many are realizing they've been sold a total bag of goods just because they consumed it, and it's not good enough to displace real human connection.
> This is very evident in the AAA games industry, which is facing a 10x downturn in funding, abysmally bad (negative) ROI, and exhausted growth engines because it shaped itself around what players would consume for years, ignoring what they actually wanted. And the players got tired[0].
My takeaway from that presentation is more that:
* Games cost more to make but there is resistance from players to pay more
* A number of growth areas (mobile, social gaming, displacing other forms of media, battle royale) are exhausted
* A lot of attention in China is moving to Chinese-made games
* The marketplace is overcrowded with titles
* Gaming is more social now, so a significant number of users are sticking to the same big 5/10 games where there friends are, which leaves even less room for the zillions of new games to gain traction.
I think the industry had a role in this, namely in locking people in to games, and simultaneously overspending on and underpricing games. But I'm not getting the sense (at least from this presentation) that the new games that are coming out aren't what users want.