| Bart Stewart |
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This supports a point I've been trying to make for a while now.
Given that most disposable income is in the wallets of 30-50-year-old workers, i.e. not teens and twenty-somethings, it's strange to me that so many developers persist in targeting the mechanics of games to teens and twenty-somethings. It's arguable that considerable content in today's games is pretty mature, and have the M ratings to prove it. But that may simply be just another aspect of entertainment creators trying to be "edgy" and push boundaries. It doesn't necessarily imply that developers are consciously trying to extend their products with features that appeal to the 30-50-year-old gamers who have the money to spend on games. I don't know that what's needed is something like a few studios specifically targeting "silver gamers" (or whatever they get called), although it wouldn't be bad to have a few such. But is there any hope that news stories like this one will awaken publishers to the reality of who actually has the cash to buy games, and start nudging conventional developers to make games with mechanics and features that are particularly fun for these gamers? What features might those be, anyway? |
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| Roger Tober |
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I think people that buy virtual goods in games don't have a firm grip on reality. I'm older, so it doesn't apply to me. I also think people that buy lottery tickets don't have a firm grip on reality.
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