4 ms·
You are definitely in the right ballpark. The audience bears at least even responsibility, if not the majority. This is a widespread problem in the gaming commu
by otakucode 10y ago
You are definitely in the right ballpark. The audience bears at least even responsibility, if not the majority. This is a widespread problem in the gaming community, not just in mobile. Remember that Simcity 2012 version? The always-online one (that could never get online at launch) that spawned dozens of boycotts and petitions before it came out? Best-selling game on the Origin platform in history. This sends a crystal clear message. 'Ignore our protestations, we're just salty. Hurt us and we will pay you.'
However, we're facing an interesting time. Research suggests that the public response to media is actually random. Copycat movies and TV don't get churned out because they are successful or have a better chance of success, they get made because the people in charge of deciding what to create are executives who want to 'make their mark' and been seen as 'a tastemaker' in an environment where the only pattern is that there is no pattern. 'I know what people want' makes careers, and 'I got lucky' gets you nowhere.
The 'interesting' part is that this copycat system only works when there are a small number of players controlling the creation and distribution of the media. Once things open up and niche markets become viable, things get interesting.
(The book 'A Drunkard's Walk' runs the numbers if you're curious.)