I feel like this message applies to pretty much anything you can make and for any generation.
To make, be authentic

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I feel like this message applies to pretty much anything you can make and for any generation.
To make, be authentic
Sure but „GenZ!!!111oneleven“ in the title generates more clicks.
I dont agree with this article at all. There are still as much intrest to longer single player games than before. Its just that the audience is wider now that 15-30 years ago.
Back in the 90's and 00's gaming at home had pretty high level of entry. PC side was just starting up and installing and trouple shooting games were much more cumbersome than now days. If you bought a console you basically committed to the games on that console. Thats why games were catered to much narrower audience. Those audiences are still there, but now that the bar for starting to play games is so much lower there is completelly new group of gamers on the market.
They'd rather spend hundreds of dollars on skins that'll give them a sense of identity than $70 on a one-time experience.
ugh
The century of the self to its fullest potential
Completely caused by corporations and “every Man by Himself” government policy, too. We were never meant to be like this.
To make video games for people, be authentic. Children and people early in their careers usually don't have a lot of money, so it should come as no surprise that they're primarily playing games that cost nothing or under $10. We can talk ourselves out of a lot of logical decisions by insisting on grouping people into these arbitrary generational buckets.
Blame marketing research, CEO Sharon Tal Yguado thinks Gen-Z + sandbox + live service = authentic.
Is this better or worse than the actual roblox CEO describing having a platform for children that's crawling with peodphiles as an opportunity?
This is the most generic content ever, catering to companies who don't give a fuck even if it means they'll crash and burn their company they won't change a damn thing.
The headline and even the content of the article don't make much sense and I don't get why they are so focused on the term authentic (and what do they mean by it).
Surely a viral coop game, $70 AAA and a $20 indie game can all be authentic (or not). So what does authenticity mean in this context?
And some "clones" are actually pretty fucking good.
How big is traditional marketing for games in the US or Western Europe? I remember seeing billboard for TheSims, COD and a few other games when I lived/travelled in the US, but this was a while ago.
In Ukraine, the only time I've seen traditional marketing for video games was with new Stalker game.
I would almost be inclined to say digital hobby news/discussion (doesn't matter which platform/type) has de facto become traditional marketing in context of video games.
I agree that "authentic" isn't really the word for this. They seem fixated on the term when it's really just non-traditional media/marketing but even that is nothing new nowadays.
I believe she refers to the concept of her new game, authenticity = social media/word of mouth from influencers that people trust. Viralbility, memebility, social media and coop are the heart of it, leveraging social media as the central marketing force through the players has been a thing for sandbox games for quite a while.
This article feels like a sign that devs are finally acknowledging that market potential; it has nothing to do with authenticity, it's just that social media "feels" more authentic than game journalism, though.
Viralbility, memebility, social media and coop are the heart of it
So, 'Authenticity' really means 'astroturfing' in this context?
"Gen Z have a BS meter and they're so cynical and critical..." CEO Sharon Tal Yguado
If GenZ has a BS meter, it's wired backwards.
In France, I rarely see "real world" ads for video games. Except a couple huge releases from EA or Ubisoft occasionally plastered on train station walls, but doesn't happen a lot and it's just like release week and nothing beyond that.
On traditional TV channels, Nintendo is still the one buying the most screen time, by far. Mostly the very mainstream stuff, lots of Mario (platformers/kart/party), Pokémon and Animal Crossing (shit, if you'd told me before 2020 that Animal Crossing would be mainstream one day, I'd have a hard time believing that, but it sure became so).
I see occasional Sony TV ads, but nowhere near as many.
Yguado believes that those players will "graduate" from Roblox and other sandbox titles, although they probably won't be leaving Roblox forever.
So they'll simultaneously "graduate" and also not graduate? Okay.
The amount of indie games that pay a company to market for them to create pure marketing garbage is too high.