The only game to ever become a lasting cultural phenomena via internet virality is Minecraft. The reason is that the r value is small enough that population growth during the games lifetime is non-negligible.
The only game to ever become a lasting cultural phenomena via internet virality is Minecraft. The reason is that the r value is small enough that population growth during the games lifetime is non-negligible.
If you watch, say the Direwolf20 series on Age Of Engineering, he ends up building this huge space station to win. But, that space station was his idea, not a requirement, my play of AoE has a tiny airless platform with a warp drive in it for space exploration and my main base was in the open air in a parallel universe where it never rains. He spends lots of time building structures in low gravity wearing a jetpack, I spent more fencing off wildlife. This wasn't a choice explicitly offered in the game, just a consequence of different people with the same infinite box of Lego bricks building a different layout. The very different experiences mean essentially infinite replay value.
"Random" sandbox elements became very popular in video games, but QA teams militate against building anything like Minecraft where you just can't test because there's a combinatorial explosion of interactions. Instead most games have a handful of set pieces with inconsequential random elements.
But that means even if nobody else's game of Shadow of Mordor is exactly the same, they're so similar as to preclude most interest in replaying. Which makes good economic sense, sell the player a new one every year. But you don't become a phenomenon like Minecraft that way.
Can you clarify?
Is the following an example of an instance of that curve?
y = x2^(-1x)https://en.wikipedia.org/wiki/E_(mathematical_constant)
This curve is a variant of the natural exponential function, where the dependent variable is time. See here: https://en.wikipedia.org/wiki/Exponential_function
EDIT: To phrase it more bluntly:
"The only game to ever become a lasting cultural phenomena via internet virality is Minecraft."
... is mistaken. Mario is the most obvious counterexample, but there are dozens of others.
Dota became a cultural phenomenon, and has stayed a cultural phenomenon, solely through the internet. No internet, no dota.
It's simply mistaken.
Or do I need to prove Dota is a cultural phenomenon? https://www.youtube.com/watch?v=0OzWIFX8M-Y
I would say that franchising/sequels reflect the fact that if you have content which is just barely sub-viral you can pump money into marketing to get virality to get more money. Basically a controlled fission reaction instead of an explosion.