@ Jahmen & further along JWP…
I push the idea that personal opinion lacks the objectivity and the knowledge to clearly reveal what direction Uru development needs to take to become popular. If one wants to continue to be guided by their personal views and casually formed opinions taken from mass-media, it’s their choice. I think there is a smarter path.
Jahmen wrote, “Statistics are usually generated with and for a particular result or outcome in mind. “ I think that is a fallacy stated as fact. Can anyone prove it accurate? I’m not saying it does not happen. The statement indicates it is the norm. All the evidence I’ve seen suggest the majority of polls and stats are gathered to gain knowledge without bias and that is the norm.
Statistics can be manipulated to push/support an agenda. When one looks at raw data and cross checks with what is going on in the world, they can be pretty accurate.
A good example of miss use is the potato-prisoner stat. 90 to 100% of violent criminals in jail eat potatoes. Therefore potatoes cause violent behavior. That does not discredit statistics. It discredits the one using stats and the one simple enough to believe it. One has to have enough brain power to take the next step and question the information and look at the other side of the stat. It’s called critical thinking and intellectual honesty.
For months I’ve read lots about game design and game studies. I’ve posted studies here that point toward what I consider serious omissions from Uru. The game design studies have progressed past surface level descriptions of ‘people like violence.’ Psychologists and game developers are looking into what it is about violent games people like.
I’ve realized violence is NOT the factor that attracts the masses. Stated as I have here, it is opinion. It is reasonable to assume I may have formed opinion from mass-media influence. But, I think the idea that people like violence is more the mass-media’s opinion and the idea they promote, which we see put forth on this form for why Uru is not so popular.
So… what are the stats?
These give some related information and are from the sources shown and from an article about whether video games cause violence.
Reference The interesting stat is violent crime has decreased as sales of violent games increased, unrelated but interesting and contrary to popular opinion.
Top rated games are listed at Gamespot. Super Mario is the top game and has been for some time. Super Mario Galaxy is also the top game on Wii (2010). While not a hard, pertinent stat it does contribute to where I’m going.
The 15 Most Addictive Flash Games, 2010
While best games ratings are interesting they don’t tell us where the most players are playing.
Video Game Stats – Includes number of players and top 5 selling console video games. This is only what they are buying and may not accurately reflect popularity.
Video Game Statistics / Video Game Industry Stats – You have to look through lots of numbers to find those related to this discussion. So, I’ve quoted what I think are the most pertinent;
GrabStats wrote:
Fastest growing entertainment software category in 2007: The genre with the greatest growth was "Family Entertainment," which grew 110 percent over the previous year. Family games accounted to 17.2 percent of all games sold in 2007, more than one of every six games sold, up from 9.1 percent in 2006. In addition, of the games sold in 2007, 56.6 percent were rated "Early Childhood (EC)," "Everyone (E)" and "Everyone 10+ (E10+)." The NPD Group's data also indicates that only 15 percent of games sold last year were rated "Mature (M)."
Top-Selling Video Game Genres in 2007 by Units Sold 4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing), 12.1% (Shooter), 8.3% (Racing), 14.1% (Sports), 22.3% (Action), 0.7% (Flight), 0.5% (Arcade), 1.0% (Children), 2.3% (Other)
Top-Selling Computer Game Genres in 2007 by Units Sold 33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shooter), 1.5% (Racing) 2.5% (Sports), 2.6% (Action), 2.2% (Flight), 0.9% (Arcade), 3.5% (Children), 3.0% (Other)
Facebook and Facebook games far over shadow the general game industry. But, the stats aren’t really out to give a clear indication of what is happening. Reference:
Washington Post – They use 500 million and other sources put it at 800 million. A cursory look at Facebook games reveals what may be an aspect of Flash based games rather than computer games in general. Violence based games don’t seem to fit well into Flash. Mafia War’s is not the typical First Person Shooter we commonly associate with violent games. But, that is another issue. The massive adoption of Facebook games suggests what people do like and it is the creative and non-violent games growing the fastest.
When one looks deeper into the psychology of game play the common aspects of popular games are person-to-person interaction, creativity, and challenge. Challenge may be come in the form of violence. So, it is easy to adopt the simple position violence is popular. Facebook suggests something else.
JWP points out what I’ll label the energy physics of construction and destruction and what may be considered violent. Storms can be violent but I believe that is not the type of violence meant by those proclaiming it is so sad people are moving on to violent games and abandoning Myst-Uru.
Good stats lag behind and studies even farther. Jahmen’s statement, “When it comes to groups and repeated stated beliefs in forum threads, everything becomes subjective under our worlds diverse social cultural ever changing norms that separate us all here.” But, Jahmen saying everything is subjective is inaccurate. Objective data is available whether we use it or not. Jahmen is precisely on point when he states we typically use subjective information in this forum. But, the point is to get us off imprecise broad statements and get us to more precise definitions and objective information. While what is or is not violent is different for each person we can agree on some standard and move forward. That is how the world works. We don’t have to agree just come to a consensus for the discussion of a farther point. The point challenged is which way people are moving, not what precisely is or is not a violent game. Generality can suffice in this case because of the huge numbers.
Are more people moving to what people in general consider violent games? Some believe so. I think significant and quantifiable facts show otherwise.
_________________
Nalates - GoC - 418 - MOULagain: Nal KI#00 083 543, Nalates 111451 - Second Life: Nalates Urriah
Guild of Cartographers 