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You have to be kind of careful with that too In my experience there's a substantial number of women who are fans of something like overwatch, but not of actual
by bluefirebrand 7mo ago
You have to be kind of careful with that too
In my experience there's a substantial number of women who are fans of something like overwatch, but not of actually playing Overwatch. They like the designs and the world, they make fanart and fics and such, but they don't actually play
Now, that might still be a real success for something that is billed as an esport, but if you're trying to move actual copies of your game you have to be aware that there may be a real big disconnect between your fans and actual paying customers
The usual disclaimers apply: I'm not trying to imply that no women play games or that women are "fake gamers" or whatever. This is just my personal observation
- something765478 7mo ago> In my experience there's a substantial number of women who are fans of something like overwatch, but not of actually playing Overwatch. They like the designs and the world, they make fanart and fics and such, but they don't actually play I'm the same way with Warhammer 40K. I love the lore, but have no interest in actually playing with the miniatures.
- bluefirebrand 7mo agoYep! There's nothing wrong with this. It doesn't make you lesser or anything But from the company's sales perspective it's important to recognize the difference between fans and customers How many games or products had huge social media followings and then flopped hard when they came out? Plenty.
- debugnik 7mo agoThat's still a win for the company if they engage with side media or merchandise, although perhaps not for the gaming industry as a whole. I, for example, don't like LoL the game but I recently watched Arcane, and I've bought more than one artbook from games I don't really feel like playing either. One great thing about multi-media projects (as in appearing in multiple media separately), is that you can like and engage with just part of them.