I thought it would be fun to play games that I enjoyed like Team Fortress 2 and Left for Dead, and we did indeed have some good times with those. Then in the summer of 2015 when my older son was consistently able to hold his own in Halo (i.e. able to get a higher K/D than me), I decided to give him a shot at playing Counter Strike: Global Offense (aka "CS:GO"). CS:GO is probably the most popular competitive first person shooter PC game in the world, with numerous professional e-sports tournaments held around the world. My son was almost 13, and spent the summer immersing himself in the game by watching YouTube videos on strategy, game mechanics, map control, etc, and of course playing and practicing. After he started to play the competitive mode, I was surprised to see the rate at which he advanced in ranking, and was soon playing tough games where he was clearly the youngest player. He hit the rank of Legendary Eagle with less than 200 hours of time played, and was regularly accused of playing on a "smurf" account by opponents who couldn't believe that a person who achieve this rank in such a short amount of time. After having a talk with him about gaming not being a likely career choice (and making him watch the sad documentary "Free to Play"), I offered to help him build his own PC so that he could have a no-compromise gaming experience, and hopefully stoke an interest in PCs in the process.
I didn't see this one coming. I was sure that this generation of kids would be playing primarily on consoles, which have the obvious benefits of being much easier to use and much lower in cost. How the heck did this happen? Here are my theories on the contributing factors based off of my observations:
- It starts with Minecraft as the gateway drug. They may start on a tablet, but kids know that PC is where the real fun is with all the mods, servers, and other features that they see their favorite YouTubers playing. Minecraft can also play just fine on low end laptops, so the barrier to entry is fairly small. Finally, Minecraft is non-violent and positioned as a digital Lego-type creative game, so parents are less fearful letting their kids play it. Brilliant acquisition, Microsoft!
- Consoles divide, but PCs unify: my sons' friends all have different types of consoles (PS3, PS4, Xbox 360, Xbox One, and Nintendo), and there is no way we'll be able to convince them all to buy an Xbox One. But all of them have a Windows PC that their parents were willing to let them play on.
- Games are cheap(er): Console games are usually $60, and while the same games start off at $60 on PC, they usually come down to $40-$50 soon after launch. But compare that to Minecraft ($26.95), CS:GO $15, and Gary's Mod ($10). PCs invented the free-to-play model, so games like League of Legends, Dota 2, Team Fortress 2, World of Tanks, and Warframe are all free. And don't forget the numerous free browser games like agar.io and slither.io.
- Network effect: The games my kids play the most with their friends include CS:GO, Overwatch, Minecraft, and Gary's Mod. All of these are highly interactive team based games where coordinated teams will play much better, and I often hear lots of gleeful screaming and laughing when they are playing with friends. You can bet that these guys are talking about that epic game they played at school the next day, and word gets around about how much fun it is.
- Parents see PCs as productivity tools: Parents who have a negative view about video games are not going to get a gaming console for their child. But PCs have an image of being an educational tool that their kids can learn to code or watch Khan Academy, so they may feel comfortable getting their child a PC is an "investment" in their education.
- Kids don't fear complexity: I had wrongly assumed that this generation of kids would have no tolerance for learning how to update drivers, configure their audio devices, or tweak a game's graphics quality settings. I was pleasantly surprised to see that they are not deterred by this, and they are pretty good about helping each other out and sharing their individual learnings (e.g. my son will regularly get a text message from a friend asking for PC tweaking advice). Ironically, it's my middle-aged friends who have the low tolerance for complexity, and are thus unwilling to consider gaming on a PC.
- Kids recognize and value performance: Consoles sacrifice a lot of visual quality to hit 1080p resolution, and it's a noticeable difference when they play a game on console vs. a mid-end desktop PC. These kids understand frame rates, screen tearing, and drool over the latest NVIDIA GPUs. Things like voice chat using Skype is much more reliable, higher quality, and adjustable (i.e. balancing the game vs. voice audio) compared to the voice chat services on consoles. Kids complain about consoles requiring over a minute to boot up and the laggy response of the UI, compared to 10-15 sec boot for a PC with snappy responsiveness. In short, they have no interest in going to a console after gaming on a PC.
So what does this mean? First, it validates what the reports say: the PC is the largest gaming platform in the world with a massive $32B in annual business that is continues to grow. Compare that to console gaming bringing in around $25B, or the stunning monetization of the top PC games compared to console. Secondly, games are becoming a social platform for kids to play and interact together. Besides the convenience of playing online, we sometime host or have our kids go to LAN parties to play Minecraft or other games, and it's always on PCs, never consoles. They always leave these parties having a great time, and looking forward to doing it again.
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