10 Big Myths About Video Games, Debunked By The People Who Make Them
kotaku.com
Today, more people than ever before are playing video games…but most people still don’t actually understand how games are made. Even for hardcore game aficionados, game development remains fairly shrouded in mystery.
The Kim Kardashian game, across iOS and Android, has at least as many installs as DOTA2 if not many more — except DOTA2 is #1 on Steam by far, while the Kardashian game is just one of many huge mobile hits with tens of millions of users.
I think what people don’t understand (and what I barely comprehend myself) is the magnitudes of all these numbers. Gamers were shocked that Bioshock Infinite selling five million units was deemed a “failure” — well, maybe we wouldn’t have been shocked if we knew that Clash of Clans has several hundred million downloads on Android alone… and was probably much cheaper to make, market, and maintain.
Gamers want to deny this because it upends a lot of our ideas about which games deserve to be considered popular or successful; games with novelty, systemic depth, high artistic intent, expensive production values… the Kim Kardashian game has none of these things, but by the numbers, it is so much more successful and culturally influential than practically any “real” game on Steam.
beh cmq non si può confrontare direttamente roba f2p con roba a pagamento, centinaia di milioni di download vanno cmq rapportati a un 5% di utenza che (in media) paga qualcosa, di cui un 1% che paga assai
100 milioni di download = 5 milioni di paganti
però di sicuro è vero che costa molto meno farle le cagate mobile
Il rapporto rischio produttivo – risultato è semplicemente NON paragonabile… 🙂
