12/26/2024

Headline, December 27 2024/ ''' VIDEO GAMES VIBES '''


''' VIDEO GAMES 

VIBES '''




!WOW! : FROM ART TO ADDICTIVE! - FOR SELFLESS SERVINGS FOR HUMANITY - and in helping build a better world -, the esteemed Global Founder Framers, would be very serious candidates for a '' Nobel Prize.''

WITH ALMIGHTY GOD'S BLESSINGS - all awards, prizes, recognitions will go to !WOW! - the exclusive and eternal ownership of every student in the world. And the world will do well to remember that !WOW! is for every subject in the world.

Video-game makers - like novelists, filmmakers and Netflix executives, have always employed a raft of techniques to keep their audiences engaged.

But there is an especially close link between engagement and economics in video games, where, for the first two decades of the medium's existence, most players paid to play by the coin.

In the 1980s, an executive at Atari, the company behind Pong, remarked that the ideal arcade game should provide a short burst of entertainment before frustrating players, so they insert another quarter to continue : something easy to pick up and master and with a difficulty curve that followed a trajectory of a mountainside.

In the early 2000s, after video games became widely internet connected, publishers discovered that keeping players engaged for as long as possible could be even more profitable than trying to move them on to their next product as quickly as possible.

At the peak of its popularity, in 2010, the online fantasy game World of Warcraft had over 12 million subscribers, a population roughly equivalent to that of Senegal at the time, all of whom paid a monthly fee to live out digital lives in the game.

Players were incentivized to join clans of like-minded players and pursue their shared goals with the determination of a sports team hoping for a promotion.

While through the '90s and early 2000s designers had vied with one another to attract players through novel, imaginative design, now, for many, the main goal was to keep players engaged for months, even years at a time, mainly through familiarity.

With so many virtual worlds competing for our attention, publishers did anything they could to lure players away from rival games.

Rather than sell a video game for a fixed and profitable price, like a hardcover book or a Bluray Disc, many began to offer their titles free, at least in the beginning.

Once invested in the game, players could then purchase a season pass, a kind of I.O.U from the publisher promising to bestow a clutch of rewards such as digital consumers, potent weapons and other benefits in exchange for a fee - the allure no longer the creativity so much as the promise of virtual trinkets.

Fortnite, released in 2017, refined this '' season pass'' model, which helped generate more than $9 billion in revenue for its creator, Epic Games, during its first two years.

This extravagant success had a profound effect on the industry's major players, who began to see their games no longer as discrete pieces of entertainment but more like destinations such as Instagram or Facebook, to which users would, ideally, log in every day.

Jacob Navok, former director of business development at Square Enix, one of the largest Japanese publishers of video games, recently pointed out that pre-Fortnite most players would, like readers of books, finish our game before moving on to the next.

Today, while the industry continues to grow, he wrote that a smaller number of games are developing '' stickiness seen on social media companies.''

The industry's prioritization of these live service games - the term for video games that never fully end - mirrors, to a degree, Hollywood's investment in ''forever'' universes.

The Honour and Serving of the Latest Global Operational Research on Video Games makers and all, Markets and Students, continues. The World Students Society thanks Simon Parkin.

With respectful dedication to Video Games makers, Big Corporations, and the Global Founder Framers of !WOW!. See You all prepare for Great Global Elections : wssciw.blogspot.com and Twitter X !E-WOW! - The Ecosystem 2011 :

Good Night and God Bless

SAM Daily Times - the Voice of the Voiceless

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