I'm a queer adult (20th century baby) who is autistic and non-binary (they/she) with a multi-fandom blog with my current obsession being Baldur’s Gate 3. I enjoy writing and just got back into drawing after a ten year hiatus. Icon by @pauvre-lola. MDI 🔞
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joining tumblr for the first time now is like in movies when the city kid goes to the small small small town and someone there is like “we ain’t got nona that weefee or whatever but we’s got Jimbo who yells the news and that’s good enough” and points to Jimbo who is currently asleep on his rocker
Except for us it’s like “we ain’t got no al-go-rithm but we do have haiku-bot and that one destiel screengrab that tells us the news and that’s good enough”
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The Company of Wolves (1984) dir. Neil Jordan
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Text reads: "Mass Effect: Andromeda – Why You Should Give It a Second Chance"
#mass effect: andromeda#about mea at launch. and how a few years after mea launched you then started seeing these type of articles/takes about it popping up#see u in a few years when this cycle/tendency repeats for datv ..#keeping the prev tags#because so true
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YOURE 30???????
yeah I mean i've been posting on tumblr since 2011, I'm part of the geriatric tumblrinas
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On premium non-lifestyle games: As a success metric for the developer/publisher, how much does playing a game matter compared to purchasing it? If I like a game's premise and decide to buy it, but have no intention to play it any time soon, is my purchase less valuable to them?
In terms of value, a player who buys the game but doesn't play it much is slightly less valuable to the publisher than a player who plays a lot.
The most valuable players are the evangelists, the hard core players who will engage with the community, make content about the game, and serve as volunteer brand ambassadors to the community at large. These are our cosplayers, fan artists, bloggers, youtubers, fan fic authors, and so on. These people not only play the game, but also help encourage others to play the game as well. These players go to conventions and events. This cohort typically comprises less than 1% of all players.
Most regular players fall in the second group, the engaged players. These are players who will play the game regularly, maybe they'll read the patch notes as they drop or engage with new content that appears. Some of them will buy merch. They're the ones who play regularly and keep coming back. They're the primary consumers of the post-launch content. We usually see around 20-40% of players fall into this category.
A good 60-70% or so of players will buy a premium game and quit before finishing it, let alone engaging with post-launch content. We value these players for their contribution, but they don't really factor too much into our post-launch content plans since they have clearly fallen off of the game. We primarily think about how we can convert more of these players to engaged players in future game releases, as well as what these players did engage with in the game and how we might lean more into that. You probably fall into this category.
At the very bottom of this list are the gamers who haven't played the game and comment on social media. We consider how we might sell a future game to them, but they have basically zero effect on our plans for content and very little for sequels because they have no investment in the game other than talking about it.
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Frequent Questions: The FAQ
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poster for your poster needs (grossly oversimplified but i'm going for broad strokes not intensive academic rigor)
free to use, repost & reproduce, no credit necessary
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The Circleville Herald, Ohio, April 2, 1928
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