| ▲ | torginus 7 hours ago |
| Kids who play video games grow up, and get off Fortnite, and you have to convince the next generation to sign up. And anyways, the population who plays these kind of live service shooters is relatively constant imo, and there are new games on the block nowadays. Actually what's an anomaly is how long Fortnite continued to be popular. |
|
| ▲ | MeetingsBrowser 7 hours ago | parent | next [-] |
| I don’t think this is necessarily what is happening. Roblox predates Fortnite by a decade and is only getting more popular over time |
| |
| ▲ | lylejantzi3rd 5 hours ago | parent | next [-] | | > I don’t think this is necessarily what is happening. This is exactly what happened with my niece, my nephew, and all of their friends. Which isn't to say they've outgrown all of the games they played when they were younger. They still play minecraft, stardew valley, kirby, mario, etc. I don't know why, but they all bounced off of Fortnite after they hit a certain age. I wonder why. | |
| ▲ | OkayPhysicist 5 hours ago | parent | prev [-] | | Tbf, "just make the next Roblox" is kind of an insane business proposition. Roblox has enjoyed unprecedented success at engaging the same age range for 20 years. Most games that are anywhere near that old have for the most part followed their playerbase as they aged. Runescape is a great example, where enough of their playerbase in 2013 were the same people who were playing 2007 that they demanded a reversion. Roblox, in contrast, has been extremely popular with 7-16 year olds for 20 years. They're funneling in new players faster than old players age out. It's pretty wild. My personal theory is that Roblox largely stepped into the amateur game dev hole that Flash left. |
|
|
| ▲ | glenstein 7 hours ago | parent | prev [-] |
| Right. I think one way to think of your relationship to customers is you grow up with them. Trying to be intergenerational can be really hard because you have to keep winning over a new generation for the first time. |