Originally posted by ResistTheSun
Recently I saw a bit of news coming which was the ratio of games never played by Stream users but owned.
The percent found was 37%
A couple years back a couple news outlets had been doing a report into the finish rates. Rates around 10% to 45% was common and appear to be the normal rate.
What was also striking is that a couple of these studies found that the longer the game did not mean lower completion rates.
It would appear in order to keep gamers playing the game needs to interest us and keep our interest in it.
Shorter titles often had lower rates compared to longer games, hinting that depth is important after all.
Swrve released some data showing 1.5% of players spend money on mobile games with 10% of these players being 50% of the income for that game.
What strikes me as odd is knowing this why do 37% of gamers owned in Stream don't get played at all?
Curious about the ratio for Consoles.
Does this mean we often buy games on an impulse forget about them and never play that title.
Or
Like mobile gaming most of the profit comes from the top over spread around.
Only number I could find from other media was 20-percent of Spotify tracks have never been streamed.
So what do you guys think is going on why.
Steam sales and charity sales give us games we don't want and who wants to play some random game when there's skyrim,arma,gmod,starcraft etc