@Ameer_Kotecha If you were to set means testing on council housing so that you and your family would immediately become homeless above a certain threshold, you would find a lot of people would start not taking work or reporting taxable income to prevent that outcome. It's not viable.
If you were a fish at an aquarium, I'd read your entire little information plaque and stand there way too long watching you swim around so you'd know you were my favorite.
I know it was hard to see this coming at the time, but in hindsight a guy who invented a fake backstory to pretend he was working class despite being the son of a corporate attorney and failed at literally everything he tried his entire life to the point the totality of his income came from federal disability fraud and a fake nepobaby oyster farming business that only made money because his largest customer was his mommy's restaurant may have been a poor choice to run for Senate against an inoffensive three-term incumbent who's never won by less than 8.6%
quick thesis: "kids today aren't even playing videogames the way we were, millennial relationship to gaming is now a cultural relic, like listening to the radio or drive-in movies"
TL;DR -- Millennials are the new boomers, Halo is Woodstock, WoW is the iPod, Dad gamers are the only "gamers" left by their own definition (& they don't have time to play anymore), the kids are all cracked out on Live Service Slop platforms that they can't escape and don't want to, competition is dead, E-Sports is dead, creative content is dead, screaming down the mic is dead, couch co-op with your friends is dead, couch co-op with your Dad is dead, AAA games are dead, consoles are dead, Game Pass is dead.
And at the end of the day it's all because, if you squint, the kids don't play games anymore.
long thesis:
supporting industry stuff:
- industry publications say average gamer is now ~37, up from 29 in 2004
- they also note that kids <12 have seen the largest drop in videogame engagement post-pandemic of all age ranges (-6%)
- Pew's 2008 report says "Fully 97% of teens ages 12-17 play computer, web, portable, or console games", whereas their 2024 report says "the vast majority of U.S. teens (85%) say they play them. Just 15% say they never do"
- Gen Z's favorite games are Minecraft, CoD, GTA, Fortnite, and Roblox
- PC gaming has a notably larger share of the overall market now vs. console gaming
- Console game sales were 4x-6x PC game sales back in 2004
- PC game sales were 1:1 with Console game sales last year
- Everyone being stuck at home in 2020 seemed to permanently inflect things here, with PC game sales stagnant from 2015-2019 but then becoming the dominant source of industry growth since
- Roblox (2006), Minecraft (2011), & Fortnite (2017) are top 5 gaming IPs for Gen Z....
- ....these are more live-service game-hosting platforms that actual games themselves
- Newzoo has a 2026 report saying only ~13% of gametime went to new releases!
- 2/3rds of gametime went to >6 year old games!
- That same report did an analysis comparing playtime concentration across PC/PS/Xbox platforms and their Top 20 Games vs. the long tail of their library (it's a really good report)
Note on the recent restructuring: for Xbox it was called out specifically that Game Pass caused a redistribution of playtime away from top titles and towards the long tail, without any actual expansion of the total audience/playtime.....basically, Game Pass nukes Xbox's ability to monetize it's big blow out titles without any offsetting gains from expanding the market.
oops.
supporting game stuff:
- let's call it the "Roblox" problem -- all the kids exist within a massively multiplayer online gaming ecosystem, with play, creation, socialization, and monetization all embedded in one platform
- the creation angle and the monetization angle also i think encourage parents to view these games as "educational" more so than, say, Call of Duty, and are therefore more willing to encourage their kids to play with time and/or money
- there is no clear off-ramp from this platform
- you can have totally new gameplay experiences within it, with low friction adoption
- as this platform captures a larger and larger share of player attention, it sucks the available playtime & monetization out of the rest of the industry
- this process naturally changes the incentives around making games, including what kind of games get made, for what audience, and targeted at what price point
- we got legions of "WoW killers" and "Halo/CoD clones" in the early 2000s because those games were platform beasts of their own...
- ...and so now we're years-deep into every financially motivated major game studio trying to figure out how to build a "Roblox" of their own, aka Live Service Slop 24/7, 365
- the fans might hate it but there's a giant pile of money labeled "Live Service Slop" in the middle of the room and it's clear to publishers & studios that the prize is there, if only they can be good enough to claim it
- [of course, all millennials know that WoW and Halo both killed themselves, nobody ever steals the crown by copying it]
- and so while all this is happening, it's opened up a previously under-served niche in the "lower-mid price point indie-to-double-A targeted niche game"
- Palworld, Enshrouded, Schedule I, Silksong, and so on, were all in the very top % of revenue-earners for newly released PC games in the year they dropped
- In console land, Space Marine 2 just blasted a quarter of a billion dollars in revenues of a budget way smaller than a typical AAA release
- If AAA studios had been dropping Halo/CoD/Gears-style games every other year chasing success, the niche for Space Marine 2 wouldn't have really been there, not at the same scale
- I think there's a similar effect even with BG3, whose awesome success likely would've been a little lower (though still great) if fans had gotten genre-adjacent Skyrim & Witcher sequels already
- but instead, we have the "Roblox problem" (Roblox, Minecraft, Fortnite, GTA), where cross-platform self-contained game-related live service platforms have monopolized huge chunks of (younger) gamer time and money......and warped the kinds of content big studios try to make in the process
supporting adjacent stuff:
- there's also a whole cloud of adjacent areas that are impacted as a result of the above
- picture everything as a big web and these nodes as farther out on the web
- but you see a related decline of "E Sports" and the rise instead of "Influencers", as community figures with large audiences they can monetize become higher status than ultra sweaty competitive pros
- the decline of competitive online culture has also coupled with intentional pushes by studios and their hardware platform partners to reduce online toxicity, changing the culture of online spaces
- the decline of forums & reddit and the rise of ig/tiktok/youtube has turned third-party game-content-ecosystems into more pyramidal "one mega influencer" structures
- chasing the Live Service dragon has led to a massive decline in couch co-op ("local splitscreen") titles, which reduces a certain KIND of gaming experience that, while not the norm from a playtime POV, was nonetheless an integral part of millennial gaming
- the above also makes Family Gaming a lot harder with kids, as what was once an expected default across most games has moved into a separate genre reserved for "Girlfriend Games"
- game-related content has been nearly totally evaporated by Twitch (which is itself in the process of being evaporated), short form video, and "creator talks at the camera" long form video
- "Machinima" and "Parody Game Songs" and "Montages" are both bizarre millennial cultural content that seems egregiously lacking in disaffected irony to the younger audience
- it's covered extensively elsewhere so wasn't worth jamming in here too much, but the explosion of MTX means in-game "status" derived from earned rewards & achievement, such as it is, has been nearly totally replaced with purchased status...and in so doing, game studios have *totally* devalued the actual status that playing their game used to convey
- we're already dealing with a young generation who is hyper-cynical, hyper-financially oriented, ""crypto-native"" and spammed with ""prediction"" markets 24/7...so to have yet another part of their lives see its earned status replaced with dollar-signs and a casino logo likely seems totally normal to them
@iiiiwanttolive "Polite" is the killer though. When was the last time you ever described a friend as polite? This is someone who sees you in purely social terms and not as someone you want any kind of intimacy with. Actual friends need a hook, a reason to want to know you better.
I would like to remind people that my op-ed "Graham Platner is a Golden God and I Will Personally Wash His Feet and Anoint Him with Oils at His Coronation" was merely a piece of political analysis and shouldn't be viewed as any sort of advocacy.
DSA types seem to have the wildest emotional swings of any of the major American political subgroups when they get good news its HA HA HA HA WE ARE UNSTOPPABLE! WE ARE COMING FOR YOU WE ARE COMING FOR YOUR FAMILIES YOU WILL BOW TO US YOU WILL BOOOOOOOOOOWWWWWWWWWW and then five minutes later they get bad news and its "capital is undefeated we will NEVER get a fair shake Israel AIPAC Israel media"
May the benevolent Lord forgive me, but I do believe this is the first time I have posted anything from Big Train, which remains one of my favourite sketch shows from, well, any decade really.
This sketch, London to Edinburgh, is one of my favourites from the series, not least because the performances (from Simon Pegg and Amelia Bullmore), are inspired.
Good morning.
@faeified@mfwhoneedsanap It's not tanking their ratings, they've more than doubled the AMC viewing target. They're almost certainly getting a fourth season despite changing the name, tone, and having the main character fuck his mother. In Rolin I trust.