|
59 | 59 | <div class="control-group"> |
60 | 60 | <label class="control-label">Time window</label> |
61 | 61 | <div class="slider-wrap"> |
62 | | - <input type="range" id="time-slider-start" min="2012" max="2024" value="2012" step="1"> |
63 | | - <input type="range" id="time-slider-end" min="2012" max="2025" value="2018" step="1"> |
| 62 | + <input type="range" id="time-slider-start" min="2003" max="2024" value="2012" step="1"> |
| 63 | + <input type="range" id="time-slider-end" min="2003" max="2025" value="2018" step="1"> |
64 | 64 | <div class="slider-values"> |
65 | 65 | <span id="time-start">2018</span> - <span id="time-end">2021</span> |
66 | 66 | </div> |
@@ -309,19 +309,19 @@ <h2 class="act-title">The Graveyard</h2> |
309 | 309 | <div class="act-label">§ 02</div> |
310 | 310 | <h2 class="act-title">Time is not the verdict</h2> |
311 | 311 | <p class="story-lead">Old games can be alive. New games can be dead.</p> |
312 | | - <p>If decay were just entropy, every 2012 release would be a ghost. The scatter refuses that story. Survival spreads across every release year: age is a weak excuse for dying.</p> |
| 312 | + <p>If decay were just entropy, every 2010 release would be a ghost. The scatter refuses that story. Survival spreads across every release year: age is a weak excuse for dying.</p> |
313 | 313 | <p class="story-thesis">Release year explains almost none of the variance in alive ratio. Something structural separates survivors from the rest.</p> |
314 | 314 | </div> |
315 | 315 | <div class="story-chart-wrap"> |
316 | 316 | <div class="story-chart"><svg id="act2-chart"></svg></div> |
317 | 317 | <div class="act-chips" id="act2-chips"> |
318 | 318 | <button class="act-chip active" data-filter="all">All</button> |
319 | | - <button class="act-chip" data-filter="aaa">AAA only</button> |
| 319 | + <button class="act-chip" data-filter="aaa">AAA and Immortals</button> |
320 | 320 | </div> |
321 | 321 | <p class="story-caption">Each dot is a game. Y = alive ratio. Size = sqrt(peak players). Color = alive ratio.</p> |
322 | 322 | <div class="story-guide" id="act2-guide"> |
323 | 323 | <div class="guide-eyebrow">Try this</div> |
324 | | - <p class="guide-instruction">Switch to "AAA only" to restrict to titles that mattered at launch.</p> |
| 324 | + <p class="guide-instruction">Switch to "AAA and Immortals" to restrict to titles that mattered, at launch or never stopped mattering.</p> |
325 | 325 | <p class="guide-expected">The rolling median stays nearly flat across cohorts. Age is not destiny, even for the biggest releases.</p> |
326 | 326 | </div> |
327 | 327 | </div> |
@@ -424,8 +424,8 @@ <h2 class="act-title">The slope after the peak</h2> |
424 | 424 | <div class="story-prose"> |
425 | 425 | <div class="act-label">§ 08</div> |
426 | 426 | <h2 class="act-title">Release month is a rounding error</h2> |
427 | | - <p class="story-lead">November launches peak higher. The surviving share is the same.</p> |
428 | | - <p>Q4 launches outperform in absolute player numbers at launch, the holiday window is real. Six years later, the retention percentage is indistinguishable. The calendar matters to marketing, not to memory.</p> |
| 427 | + <p class="story-lead">November and May launches peak higher. The surviving share is the same.</p> |
| 428 | + <p>Q2 and Q4 launches outperform in absolute player numbers at launch, the holiday window and the spring-sale spike are both real. Six years later, the retention percentage is indistinguishable. The calendar matters to marketing, not to memory.</p> |
429 | 429 | <p class="story-thesis">Timing the launch is a launch-week optimization. It does not change the structural question of whether the game has a reason to persist.</p> |
430 | 430 | </div> |
431 | 431 | <div class="story-chart-wrap"> |
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