| ▲ | johnnyanmac 2 hours ago | |
1. The audience is mostly kids. They can't buy any premium games easily (and is the lens for the rest of my points) 2. Network effects. Works as well on them as any of us. Especially in a world that makes it more and more hostile to have them meet IRL. 3. It's a generation raised on "forever games". They are used to games they pick up and will continually play for years. Games that will always provide new stuff for them. They fundamentally have different habits from Millenials. 4. Mobile support. So many kids play on mobile. So they are even more isolated from the consple market. | ||