| oniyide said:
your original argument was that the reason why casuals left because they werent being catered too, which is false because they were and now you say maybe they didnt want to play that much games in the first place? Which one is it? Were they not getting enough games or were they getting TOO much games? |
I didn't say casuals left because they weren't being catered to, I said they never showed up on 3DS/Wii U in the first place because those devices did not cater to them.
Casual focused games were so far and few in between on 3DS/Wii U so casuals never got on board with them to begin with. A bunch of other reasons caused casuals to not buy 3DS/Wii U but I have already gone over that in previous posts and I'm not going to repeat it.
On the other hand, we saw individual franchises decline while on DS/Wii due to an over abundance of the same experiences over and over, party/minigame, dance/fitness, music/rhythm & life simulator genres were very well represented. The decline wasn't necessarily because people got sick of these types of games but because these games ended up flooding the market and they had soooooo many options to choose from.
For example, let's say there were 12 fitness games available on Wii in 2008 but by the end of 2010 there were 100+ fitness games available for Wii. In 2008, each game had a high chance of success but by 2010 there were so many options that each individual game sold poor despite the overall market for this genre remaining strong. Another example, the Imagine series debut on DS in 2007, the first few titles well but by the end of 2010 the series had grown to over 30 individual releases so each game sold poorly but the series as a whole was still selling well. The same goes for other series and genres.
Two completely different points I was making when talking about DS/Wii & when talking about 3DS/Wii U.
When the herd loses its way, the shepard must kill the bull that leads them astray.







