I'd be intrigued if this is any kind of seismic shift (per capita, anyway) away from MMOs or MOBAs or Battle Royales, even, in their day, and I'd like to see what that 8% actually constitutes in-terms of a raw number. Just throwing out a percentage doesn't actually tell me all that much, a lot of people just pick up 1 game and then play it until they get sick of it. If it's a live service game, it scratches a similar itch to MMOs, but with more robust solo content, so it's not exactly surprising that something like Warframe, Sea of Thieves, and Destiny have a ton of staying power with people who just want to hop on, do dailies, chat with friends, and hop off.
The problem for me is that major publishers refuse to learn from the past and are still trying to "make" new live services work (just like they did when ever new MMO tried to dethrone WoW) and, failing that, push the bullshit "graphics arms race" because that's what's always worked in the past.
Bespoke, artistic experiences have never sold better in any industry than big, flashy mainstream ones, it's why The Pixies never outdrew New Kids on the Block, it's why the year Abbey Road came out, the #1 single was "Sugar, Sugar" by The Archies. Alan Wake 2 was never going to outsell Fortnite, because more people would rather floss as Ninja, Goku, or the xenomorph than play a meditative, meta narrative about a writer coming to grips with the very notion of fiction and the supernatural.
There's a reason The Lighthouse isn't as much of a draw as Transformers 4, I'm not sure this is anything new, it's just becoming hyperfocused as more and more the myth of "infinite growth" is further exposed.
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