On Which perspective?
On marketing view? Pro Developer view? Doujin(Hobby) Developer view? Or Gamer's view?
Marketing:
Most publishers never aim for or invest in anything that last more than 2 years.
They either sell it off to someone else, or simply discontinue the service after 2 years. This goes especially for MMO markets.
While the game hard copy manufacturing probably only last for the 1st month of its release. They prefer to sell it digitally nowadays.
For Marketing, there's no difference on the platform, the more the merrier if the game sells. And it turns sour if the game doesn't sell. Thus, the 2 years span contracts.
Pro Developer:
As the licensing goes, it's best that the game can sell forever and someone's willing to publish it. But things aren't as sweet as it sounds.
The reason you find PC lacks the release of solo games is that on PC it's easier to pirate compared to console games. A game developing company spend 2-3 years making a game (monthly salaries/bonuses for programmers/artists/designers + license fees on voice/music/sfx)
The game is published by publisher X, and within a week, the pirated versions are ready for download.
That's why they only focus on MMO for PC nowadays. And you can find them changing publisher every 2-4 years as long as that company stay alive and there's player willing to pay to play the game.
And since the common turn over is 2 years, they don't really expect anything more than a 2 years span. Anything pass that line is a bonus.
Doujin Makers (Hobby Developer):
You can find most of them using RM as the RTP system is being a big help.
So... yup, most are PC based.
They want their game to be shared and widely known, and they don't care about profit. Most can't do much about pirating, they simply let it go.
So the "quality" ain't really being pursued here. The player knows it and accept it gladly on their side as long as the game play and story is nice.
If the game has its demand in the market, then a publisher will show up offering a "remake" of the game which is a different story.
Gamer:
Gamers generations changes as time change.
The old school games are loved and remembered. Players back then knows how to deal with their addict problems and move on with it.
Late 90s and early 2000s, the "trend" has changed to games that cause addict problems and most "gamers" prefer to stay home and play games than outdoor activities. (Gamers around this age like the term "VR")
But as the portables are introduced, human with their "vanity", has move on a new route. Kids showing off with friends at school on "monsters" they "captured", exchanging "rare items" via infra/bt can be seen in the younger generations. Games are then focused on portable systems.
As the mobile catches up in their OS and graphic processing power. Mobile games and portable games has merged line. And with the new augmented reality(AR) in trend. Games have moved back to the material world. Selling cards and such the kids can actually touch and collect in real world while on the other hand allowing them to use it to do virtual battles on phone/portable devices or the AR glasses. AR system is not only used in games but real life work/machines/tourism nowadays. So most adults have their fair share in the experience.
So my opinion is, PC has its limit on this new trend. No fun playing AR alone in your own room on a PC that can't be moved around right?
Unless some very unhealthy game is being developed.
