Not sure but why are these people flocking to the unoriginal version instead of my version. The playerbase in that harmful game is filled with children.
I’m not encouraging anyone to stop playing the game. I’m just asking on why these people are going there.
Anyways, how do you grab players from the fake game to the real game? I mean, you basically ask players to join the real game, and wait for new players to come.
And ■■■■■■■■■■■ (nooo robots) how to k-ill the playerbase of that fake game.
@sken04942382 I really think the playerbase in that game is mostly kids, people just don’t care about my real stab.io 3, and instead flocking to the fake game. I really want to encourage people to play the real game and become a contributor in that fake game, and then renaming the game to Stab.io 4.
There could be several reasons why people still get attracted to playing a bad game despite recognizing it. One major factor involves the magic of novelty and curiosity. They might try it just because of mere curiosity or just to see what it’s like. Also, one cannot deny the magic of marketing and hyping. It will, if the fake game has had high publicity or advertisement, it might attract players who would want to know what all the fuss is about.
Furthermore, social influence plays a significant role in driving player engagement. If influential individuals or groups endorse the game, others may be inclined to try it out to align with the perceived social norm. Additionally, the psychological concept of “sunk cost fallacy” can also contribute to continued player engagement. Once individuals have invested time or money into the game, they may feel compelled to continue playing in order to justify their initial investment.
Escapism and entertainment are also very important concepts. People play games to escape or relax, whether they are good or bad. It might be a terrible game, but it may be a way to temporarily escape or be entertained for players.
In conclusion, the enduring appeal of a fake game despite its poor quality can be attributed to a combination of factors such as novelty, marketing, social influence, sunk cost fallacy, and the inherent desire for escapism and entertainment. These elements can collectively contribute to the continued engagement of players, even in the face of negative criticism.