a few years back when i was single and living in a shared house, i had more free time and less money. i would only be able to justify buying games if i got good value for the money i put in, mostly only being able to buy games during the big sales of the year. i could not imagine paying 40$ for a 20 hour game. now living with my partner and having a better job, i have slightly more money but very little time. all the games ive been able to finish lately are very short but i find myself enjoying them a lot. on a different note, im also dyslexic and the duck detective had an option to change to font to "dyslexia". i'd never heard of that font before and holy shit does it make things easier for me to read. i found out that hoopla will let you read e-books in that font as well! if you havent heard of it, id check it out.
I think ultimately it comes down to target audience. "AAA" games have a fundamentally different type of target audience than an indie title. Neither of the target audiences will like one mimicking the other. AAA fans want all of thar heavy graphics 60+ hours games and they are ready to pay $70 even. Indie audience on the other hand prefer the more experimental experiences and want them to be short and sweet. They are not willing to pay $60 for same old AAA experience. Mobile enjoyers want fast and snappy short games with little to no consequences for leaving a round mid way coz they want to play it on the go or to just kill time for a while. So just make your game accordingly.
@@Samuell1998 Yeah. And I kind of do realize that. Which is why I didn't spend the whole video ripping on AAA games. But I do believe that at least this consciousness of cost is important for any games, as there so much crossover audience that can get left out not doing this. And I believe it would be a mistake to just assume some people simply wouldn't be interested in the game anyway, since I know so many people who talk about certain games, but don't actually buy them for the reasons listed For example, if you were playing a team first person shooter like Valorant, an easy fix would be having an option to set how many rounds the game goes on for, or maybe shorter a mission timer before you connect to a match. And people who want the more drawn out experience would probably just play the game as they usually do on normal settings
@@Code_Anima i agree, more the options the better, but logistically devs can't put in all the options in a polished way, maybe if its Live service its possible over time. Its important to recognize when to cut your losses and accept that certain sections of the audience can't access your game to make sure your core target audience gets what it wants. Coz ultimately they will carry you financially most likely .
a few years back when i was single and living in a shared house, i had more free time and less money. i would only be able to justify buying games if i got good value for the money i put in, mostly only being able to buy games during the big sales of the year. i could not imagine paying 40$ for a 20 hour game. now living with my partner and having a better job, i have slightly more money but very little time. all the games ive been able to finish lately are very short but i find myself enjoying them a lot.
on a different note, im also dyslexic and the duck detective had an option to change to font to "dyslexia". i'd never heard of that font before and holy shit does it make things easier for me to read. i found out that hoopla will let you read e-books in that font as well! if you havent heard of it, id check it out.
This video was very well made you deserve more attention
*by 2030, Rockstar and EA/2K will be the only AAA developers left standing 🕵 AA games will be everybodies favorite.*
I think ultimately it comes down to target audience. "AAA" games have a fundamentally different type of target audience than an indie title. Neither of the target audiences will like one mimicking the other. AAA fans want all of thar heavy graphics 60+ hours games and they are ready to pay $70 even. Indie audience on the other hand prefer the more experimental experiences and want them to be short and sweet. They are not willing to pay $60 for same old AAA experience. Mobile enjoyers want fast and snappy short games with little to no consequences for leaving a round mid way coz they want to play it on the go or to just kill time for a while. So just make your game accordingly.
@@Samuell1998 Yeah. And I kind of do realize that. Which is why I didn't spend the whole video ripping on AAA games. But I do believe that at least this consciousness of cost is important for any games, as there so much crossover audience that can get left out not doing this.
And I believe it would be a mistake to just assume some people simply wouldn't be interested in the game anyway, since I know so many people who talk about certain games, but don't actually buy them for the reasons listed
For example, if you were playing a team first person shooter like Valorant, an easy fix would be having an option to set how many rounds the game goes on for, or maybe shorter a mission timer before you connect to a match. And people who want the more drawn out experience would probably just play the game as they usually do on normal settings
@@Code_Anima i agree, more the options the better, but logistically devs can't put in all the options in a polished way, maybe if its Live service its possible over time. Its important to recognize when to cut your losses and accept that certain sections of the audience can't access your game to make sure your core target audience gets what it wants. Coz ultimately they will carry you financially most likely .