this post was submitted on 21 Feb 2025
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The problem is that phone games seem either unwilling or incapable of evolving past puzzle games. Within 10 years of the gameboys release ya had simple rpgs like pokemon let alone platformers and other genre. Combine that with the minimal overlap in games between phones and consoles/PC and ya get two notably different groupings.
Like I said this is an issue of culture and markets, slop will always exist in the entertainment industy just look at books. No the problem is how folks are interacting with them and how the market changes and grows. Note in 1998 id have seperated out different consoles from eachother let alone PC from console, but the market overlap is practically a circle now. Both because they had different markets and the fact that the types of games reflected how folks were interacting with the medium MGS, Super Mario 64, and Daggerfall probably had minimal overlap for example.
Plus I aint denying that phone games are games, my point is that grouping them up with more traditional game mediums can be misleading. If we're talking about women in gaming culture and their prevalence as a whole for example I dont really think Sharon the 55 year old nurse in Loma Linda California really factors in just because she plays bejeweled on her phone. Alice from Ipswich England who is actively doing an inbreeding contest in CK3 with her friends may actually be a factor.
My point is for data and how to best interpret it, not what counts as a whole. Seperating things out by market interconnection is probably the cleanest way of doing things. And Phone gaming is practically an independent market.