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The Fortnite-ification of Everything
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<blockquote data-quote="Cergorach" data-source="post: 7777621" data-attributes="member: 725"><p>Games have done this in the past, before the proliferation of mobile devices even, based on an RPG no less. Shadowrun PC vs. Xbox. Final Fantasy MMO PS vs. PC. There are others, but none were very successful due to this feature. The platforms themselves have evolved and Fortnite took advantage of that. But that's not why Fortnite got big. Because Fortnite was out far longer and wholly unknown to the public at large, until they made a free to play Battle Royale mode at just the right time. BR games had already exploded previously with different games that were also quite popular, but those games were aimed at a certain target audience, due to Fortnites artstyle and 'humour' they appealed to a far larger audience. Not to mention that the game was far more stable then PUBG.</p><p></p><p>Sure Fortnite is popular, it ain't revolutionary. Compare it to lifetime of League of Legends revenue, many millions over the last couple of years. But that income is declining, just like PUBG in the BR genre, so will Fortnite eventually decline and be replaced by the next new big thing...</p><p></p><p>And due to it being the current new big thing everyone tried it once (or trice) and then stopped playing. So lifetime players is like saying how many people walked into a gamestore and not filtering out those who walked right out. A lot of people that are into BR games left for the newer Apex Legends, some stayed others went back to Fortnite and some new players that aren't Fortnite players showed up...</p><p></p><p>And that 'magic' conversion rate:</p><p></p><p>Those 200+ million 'players' aren't all those 1,000 interviewed Fortnite players. That is like asking a 1,000 RPG players in a gamestore if they ever bought a RPG book. Not the average player that has ever tried RPGs... You'll get totally different results.</p><p></p><p>This article reads and feels like "Something hot + D&D, let's write an article!". Added to that a bunch of stats and statements completely pulled out of context.</p><p></p><p>Where Fortnite is a (team) competitive game, most RPG games are certainly not that. Most RPGs aren't played in gamestores, cons, or tournaments. They are played with a bunch of friends or fellow enthusiasts at home. And where in Fortnite the players need to get good to advance in the game or get destroyed, in RPGs the DM/GM sets the difficulty level at just challenging enough, but still fun.</p><p></p><p>Maybe if, I close one eye, stand on my head and let a mule kick me in the nuts a few times I can vaguely see some commonality between Fortnite and RPGs/D&D... ;-)</p></blockquote><p></p>
[QUOTE="Cergorach, post: 7777621, member: 725"] Games have done this in the past, before the proliferation of mobile devices even, based on an RPG no less. Shadowrun PC vs. Xbox. Final Fantasy MMO PS vs. PC. There are others, but none were very successful due to this feature. The platforms themselves have evolved and Fortnite took advantage of that. But that's not why Fortnite got big. Because Fortnite was out far longer and wholly unknown to the public at large, until they made a free to play Battle Royale mode at just the right time. BR games had already exploded previously with different games that were also quite popular, but those games were aimed at a certain target audience, due to Fortnites artstyle and 'humour' they appealed to a far larger audience. Not to mention that the game was far more stable then PUBG. Sure Fortnite is popular, it ain't revolutionary. Compare it to lifetime of League of Legends revenue, many millions over the last couple of years. But that income is declining, just like PUBG in the BR genre, so will Fortnite eventually decline and be replaced by the next new big thing... And due to it being the current new big thing everyone tried it once (or trice) and then stopped playing. So lifetime players is like saying how many people walked into a gamestore and not filtering out those who walked right out. A lot of people that are into BR games left for the newer Apex Legends, some stayed others went back to Fortnite and some new players that aren't Fortnite players showed up... And that 'magic' conversion rate: Those 200+ million 'players' aren't all those 1,000 interviewed Fortnite players. That is like asking a 1,000 RPG players in a gamestore if they ever bought a RPG book. Not the average player that has ever tried RPGs... You'll get totally different results. This article reads and feels like "Something hot + D&D, let's write an article!". Added to that a bunch of stats and statements completely pulled out of context. Where Fortnite is a (team) competitive game, most RPG games are certainly not that. Most RPGs aren't played in gamestores, cons, or tournaments. They are played with a bunch of friends or fellow enthusiasts at home. And where in Fortnite the players need to get good to advance in the game or get destroyed, in RPGs the DM/GM sets the difficulty level at just challenging enough, but still fun. Maybe if, I close one eye, stand on my head and let a mule kick me in the nuts a few times I can vaguely see some commonality between Fortnite and RPGs/D&D... ;-) [/QUOTE]
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