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Ayse Kulabas's avatar

Thanks for the blog.

I eagerly anticipate the emergence of new distribution models and strategies through social avenues. I hope for the creation of fairer environments, and perhaps the advent of web3 will facilitate this. I am aware that there is a long journey ahead of us. :)

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Burak Tezateşer's avatar

You should probably consider the growth models in mobile vs PC as well.

In PC, games have to go trough a funnel of audience starting with the hardcore players of the genre. This is more accurate for smaller games but it holds for bigger games as well. When you publish a game in any genre, the platform shows your game to the most hardcore fans of that genre first. The game has to convince an audience who played around 20 games in that genre. This is an extremely difficult task to achieve driving games to be very innovative and more and more hardcore every year. Because if they can't convince that initial hardcore audience, the platform won't be showing the game to the mainstream.

Whereas, when making a mobile game, the audience is randomly picked by an ad network and they aren't necessarily genre players. Usually just demographically selected random people. Also it's not a death/life issue for the game to convince the first 1000 of players. They can just switch their targeting and keep up. This part is reciting what your article is about so no reason to repeat it.

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