zorg1000 said:
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. |
Nah, Zorg, you had it right the first time.
People liked Wii Sports and Wii Fit ... however they were never going to like that forever. They enjoy it for a while, then it gets boring, and then they want something else and there is no gauruntee that the same publisher can make the same casual hits forever (more than likely they won't).
That's just the nature of the casual market. Guitar Hero was the same thing. It was the biggest franchise in gaming about 10 years ago, today it's a small little niche product.
Even on smartphones we see a similar problem with smartphone publishers having problems iterating on a hit because eventually people get tired of it (see: Angry Birds).







