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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="Alnag" data-source="post: 3700531" data-attributes="member: 10087"><p>Well let's pretend, that you are right, and these games have those 2%. How much is that in absolute numbers? Somebody probably knows more about this, but let's say we have 5 millions of players worldwide. (Just my wild guess, but still). Those 2% woud mean 100,000 players than.</p><p></p><p>Now compare that with those indie games... best one has sold how much? How many players acutally play those games? That is completely different league...</p><p></p><p></p><p></p><p>As somebody already point out, the visitors of gamecon are not a good sample of the gamers out there. It is unnecessary activity of a gamer. Most of the causal gamers never visit this con or any other. But those casual gamers are pretty much the big base of buyers. If you will not appeal them... well, you might get your game hyped on forums or cons, but that is pretty much all.</p><p></p><p></p><p></p><p>Are you sure, that common gamers visit cons? For what purpose?</p><p></p><p></p><p></p><p>Hobby yes, industry I am not so sure about.</p><p></p><p></p><p></p><p>As far as I understand Ryan Dancey, he is speaking about rebirth of the hobby. Anything less would miss the point. So the comparison is important. Indie revolution is very small scale, very local and globaly unsuccesful. That would not save the industry. I am sorry...</p><p></p><p>Also imagine, that you would want to do those "one-man" publishing for like thousands or tens of thousands people. That would require different approach which I am worried the indies are not prepared to. They still sell in hundreds at the very best, which could be managed. That is not a model that can simply be just made larger.</p></blockquote><p></p>
[QUOTE="Alnag, post: 3700531, member: 10087"] Well let's pretend, that you are right, and these games have those 2%. How much is that in absolute numbers? Somebody probably knows more about this, but let's say we have 5 millions of players worldwide. (Just my wild guess, but still). Those 2% woud mean 100,000 players than. Now compare that with those indie games... best one has sold how much? How many players acutally play those games? That is completely different league... As somebody already point out, the visitors of gamecon are not a good sample of the gamers out there. It is unnecessary activity of a gamer. Most of the causal gamers never visit this con or any other. But those casual gamers are pretty much the big base of buyers. If you will not appeal them... well, you might get your game hyped on forums or cons, but that is pretty much all. Are you sure, that common gamers visit cons? For what purpose? Hobby yes, industry I am not so sure about. As far as I understand Ryan Dancey, he is speaking about rebirth of the hobby. Anything less would miss the point. So the comparison is important. Indie revolution is very small scale, very local and globaly unsuccesful. That would not save the industry. I am sorry... Also imagine, that you would want to do those "one-man" publishing for like thousands or tens of thousands people. That would require different approach which I am worried the indies are not prepared to. They still sell in hundreds at the very best, which could be managed. That is not a model that can simply be just made larger. [/QUOTE]
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