You have to see games differently from other software. Treat games as consumables, that are meant to be finished. Once a player finishes a game, the desire to replay it soon after is going to be pretty low, no matter how good the experience was.
However, players will desire more of that similar experience. Ask anybody who just finished a good game and they'll tell you how finishing it left a void, and that they're looking for a similar game to fill that void again. Once you see this, it's easy to understand why there is an ocean of very similar games out there that still manage to sell in good numbers.
> Once a player finishes a game, the desire to replay it soon after is going to be pretty low, no matter how good the experience was.
I think this has changed a lot since the early 2000s. There are now plenty of "forever games" where players spend hundreds or thousands of hours in, especially MMOs and free-to-play games. And even traditional AAA franchises like CoD or Battlefield are essentially just releasing new episodes of the same 'forever game' with updated graphics but the same gameplay.
Quake came out in 1996, Diablo in 1997, Starcraft in 1998. Sure the adrenaline juicing is more sophisticated now, but there were already multiplayer games which could hook one for life.
In the early 2000s there were forever MMOs. I think Minecraft is the outlier "forever game" that isn't an MMO. And anyone can get hung up on a specific game and become a glitch-hunting speedrunner. But there really aren't that many.
You said it yourself, CoD and Battlefield have to keep releasing new similar games, not coast off the last one.
Every browser gives me a different result, I guess I can't blame the site for that. But it should perhaps mention which browser would be the most accurate.
Memory bandwidth is completely different on any browser from measured results on my M2 Pro machine. Weirdly, the estimated performance levels and even exact product name differ between Chrome and Firefox. Firefox calls it an M2 Pro and overshoots measured memory bandwidth by 40GB/S, Chrome calls it an "Apple M2 Pro" and overshoots by 80.
They've published a series of articles on this project:
>So this is how a lot of our assets ended up being primarily designed in real life as painted paper-cutout models. The models are then photographed, taken apart and scanned. Some paint samples are also created specifically to become tileable.
I find it insane that everybody is seemingly okay with the fact that websites get to know what a user was browsing before landing on their site. And that there's no straightforward way to disable this behavior without the use of extensions.
However, players will desire more of that similar experience. Ask anybody who just finished a good game and they'll tell you how finishing it left a void, and that they're looking for a similar game to fill that void again. Once you see this, it's easy to understand why there is an ocean of very similar games out there that still manage to sell in good numbers.