Follow TV Tropes

Following

History Analysis / AmericansHateTingle

Go To

OR

Is there an issue? Send a MessageReason:
None


Lifestyle differences account for a lot of the ValuesDissonance between East and West on the subject. In much of Asia, the mobile format is generally favored due to the smaller size of residences, which can make it a hassle to put up big devices like a TV for a console or a PC without the place getting cramped. What's more, people spend more of their time commuting in public transports like trains or buses, where the mobile format can be more accessible. This is not the case in the West. Homes tend to be big enough to not only contain such devices but in some cases have separate rooms dedicated to them, and most working adults make enough money to afford a new television, computer, and game console, a lifestyle that is considered a luxury in many developing nations like those of South and Southeast Asia (which opens up Western critics of mobile gaming to accusations of elitism). People also have less leisure time in Asian countries, with adults working unpaid overtime into the evenings, and kids having school club activities and cram school to occupy their time. Most adults, especially in North America and Australia, also rely on cars as their primary transport, which leaves them few opportunities to touch their mobile devices when commuting or traveling, as doing so is considered a road hazard and is illegal in many jurisdictions. Western kids and adults generally have more free time in the evenings to play PC and console games.

to:

Lifestyle differences account for a lot of the ValuesDissonance between East and West on the subject. In much of Asia, the mobile format is generally favored due to the smaller size of residences, which can make it a hassle to put up big devices like a TV for a console or a PC without the place getting cramped. What's more, people spend more of their time commuting in public transports transportation like trains or buses, where the mobile format can be more accessible. This is not the case in the West. Homes tend to be big enough to not only contain such devices but in some cases have separate rooms dedicated to them, and most working adults make enough money to afford a new television, computer, and game console, a lifestyle that is considered a luxury in many developing nations like those of South and Southeast Asia (which opens up Western critics of mobile gaming to accusations of elitism). People also have less leisure time in Asian countries, with adults working unpaid overtime into the evenings, and kids having school club activities and cram school to occupy their time. Most adults, especially in North America and Australia, also rely on cars as their primary transport, which leaves them few opportunities to touch their mobile devices when commuting or traveling, as doing so is considered a road hazard and is illegal in many jurisdictions. Western kids and adults generally have more free time in the evenings to play PC and console games.
Is there an issue? Send a MessageReason:
None


Lifestyle differences account for a lot of the ValuesDissonance between East and West on the subject. In much of Asia, the mobile format is generally favored due to the smaller size of residences, which can make it a hassle to put up big devices like a TV for a console or a PC without the place getting cramped. What's more, people spend more of their time commuting in public transports like trains or buses, where the mobile format can be more accessible. This is not the case in the West. Homes tend to be big enough to not only contain such devices but in some cases have separate rooms dedicated to them, and most working adults make enough money to afford a new television, computer, and game console, a lifestyle that is considered a luxury in many developing nations like those of South and Southeast Asia (which opens up Western critics of mobile gaming to accusations of elitism). Most adults, especially in North America and Australia, also rely on cars as their primary transport, which leaves them few opportunities to touch their mobile devices when commuting or traveling, as doing so is considered a road hazard and is illegal in many jurisdictions.

to:

Lifestyle differences account for a lot of the ValuesDissonance between East and West on the subject. In much of Asia, the mobile format is generally favored due to the smaller size of residences, which can make it a hassle to put up big devices like a TV for a console or a PC without the place getting cramped. What's more, people spend more of their time commuting in public transports like trains or buses, where the mobile format can be more accessible. This is not the case in the West. Homes tend to be big enough to not only contain such devices but in some cases have separate rooms dedicated to them, and most working adults make enough money to afford a new television, computer, and game console, a lifestyle that is considered a luxury in many developing nations like those of South and Southeast Asia (which opens up Western critics of mobile gaming to accusations of elitism). People also have less leisure time in Asian countries, with adults working unpaid overtime into the evenings, and kids having school club activities and cram school to occupy their time. Most adults, especially in North America and Australia, also rely on cars as their primary transport, which leaves them few opportunities to touch their mobile devices when commuting or traveling, as doing so is considered a road hazard and is illegal in many jurisdictions.
jurisdictions. Western kids and adults generally have more free time in the evenings to play PC and console games.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]... and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment (e.g. cannot afford one for the home or one's personal device, traveling someplace where cellular signal and Wi-Fi hotspots are scarce, traveling to a foreign country and not willing to pay for a local SIM card, personal hotspot, or cellular roaming fees) and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]... and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment (e.g. cannot afford one for the home or one's personal device, traveling someplace where cellular signal and Wi-Fi hotspots are scarce, traveling to a foreign country and not willing to pay for a local SIM card, personal hotspot, or cellular roaming fees) and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super Platform/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 Platform/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.



Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy and [[UsefulNotes/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket. However, it still carries the stigma the home console gaming has in many (particularly Southeast) Asian countries due to ludicrously high price tags of their online services (itself a mandatory for online play in contrast to mobile phones) and games, let alone the console.

to:

Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy Platform/GameBoy and [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket. However, it still carries the stigma the home console gaming has in many (particularly Southeast) Asian countries due to ludicrously high price tags of their online services (itself a mandatory for online play in contrast to mobile phones) and games, let alone the console.
Is there an issue? Send a MessageReason:
None


Pachinko in general is ''absolutely reviled'' in the West (even moreso than gacha mechanics), but in Japan, it's generally treated more neutrally, more on the equal levels of 'Slot Machines' found in casino areas even in the USA (Las Vegas), even if in the end it all boils down to 'gambling'. This is because of a combination of NoExportForYou and the fact that Japan is usually free to put in other media's titles as the decoration and main theme of the machine, which can be used to tell an original story which gives extra incentives for Japanese gamblers to see what happens next, and either anime or video games are fair game for this. For the Westerners, however, it's considered like 'locking the next page of the book with gambling incentives' and the fact that it used an anime/video game story (slot machines in Las Vegas casinos usually do not use such themes) means that it might expose the usually 'innocent' gamers to gambling (this is the same reason they dislike mobile gaming with gacha mechanics as seen above, Japan's law towards gambling is more lax and tolerant than the West). Surprisingly, beforehand, Westerners had no problems with pachinko existing in Japan and left it alone. It's only after a debacle caused by video game developer Creator/{{Konami}} making an exodus to pachinko while burning bridges to video game development, in addition of causing several controversies at the cost of their employees, certain beloved [=IPs=], and its superstar developer Creator/HideoKojima (especially beloved in the West) that the Westerners practically declared ''absolute war'' against pachinko (swearing eternal hatred while they're at it too) regardless of the publisher, viciously decrying any video game franchise that got a pachinko spinoff as "dead" or a FranchiseZombie (a claim that is not necessarily true, and ignores that video games have been getting pachinko spinoffs for decades) To a certain extent, since Konami also included mobile platforms as their other exodus place, this causes Westerners to be extra livid towards mobile games (for more general information about this, see the PC/Console vs. Mobile section below).

to:

Pachinko in general is ''absolutely reviled'' in the West (even moreso than gacha mechanics), but in Japan, it's generally treated more neutrally, more on the equal levels of 'Slot Machines' found in casino areas even in the USA (Las Vegas), even if in the end it all boils down to 'gambling'. This is because of a combination of NoExportForYou and the fact that Japan is usually free to put in other media's titles as the decoration and main theme of the machine, which can be used to tell an original story which gives extra incentives for Japanese gamblers to see what happens next, and either anime or video games are fair game for this. For the Westerners, however, it's considered like 'locking the next page of the book with gambling incentives' and the fact that it used an anime/video game story (slot machines in Las Vegas casinos usually do not use such themes) means that it might expose the usually 'innocent' gamers to gambling (this is the same reason they dislike mobile gaming with gacha mechanics as seen above, Japan's law towards gambling is more lax and tolerant than the West). Surprisingly, beforehand, Westerners had no problems with pachinko existing in Japan and left it alone. It's only after a debacle caused by video game developer Creator/{{Konami}} making an exodus to pachinko while burning bridges to video game development, in addition of causing several controversies at the cost of their employees, certain beloved [=IPs=], and its superstar developer Creator/HideoKojima (especially beloved in the West) that the Westerners practically declared ''absolute war'' against pachinko (swearing eternal hatred while they're at it too) regardless of the publisher, viciously decrying any video game franchise that got a pachinko spinoff as "dead" or a FranchiseZombie (a claim that is not necessarily true, and ignores that video games have been getting pachinko spinoffs for decades) decades). To a certain extent, since Konami also included mobile platforms as their other exodus place, this causes Westerners to be extra livid towards mobile games (for more general information about this, see the PC/Console vs. Mobile section below).
Is there an issue? Send a MessageReason:
None


Pachinko in general is ''absolutely reviled'' in the West (even moreso than gacha mechanics), but in Japan, it's generally treated more neutrally, more on the equal levels of 'Slot Machines' found in casino areas even in the USA (Las Vegas), even if in the end it all boils down to 'gambling'. This is because of a combination of NoExportForYou and the fact that Japan is usually free to put in other media's titles as the decoration and main theme of the machine, which can be used to tell an original story which gives extra incentives for Japanese gamblers to see what happens next, and either anime or video games are fair game for this. For the Westerners, however, it's considered like 'locking the next page of the book with gambling incentives' and the fact that it used an anime/video game story (slot machines in Las Vegas casinos usually do not use such themes) means that it might expose the usually 'innocent' gamers to gambling (this is the same reason they dislike mobile gaming with gacha mechanics as seen above, Japan's law towards gambling is more lax and tolerant than the West). Surprisingly, beforehand, Westerners had no problems with pachinko existing in Japan and left it alone. It's only after a debacle caused by video game developer Creator/{{Konami}} making an exodus to pachinko while burning bridges to video game development, in addition of causing several controversies at the cost of their employees, certain beloved [=IPs=], and its superstar developer Creator/HideoKojima (especially beloved in the West) that the Westerners practically declared ''absolute war'' against pachinko (swearing eternal hatred while they're at it too) regardless of the publisher. To a certain extent, since Konami also included mobile platforms as their other exodus place, this causes Westerners to be extra livid towards mobile games (for more general information about this, see the PC/Console vs. Mobile section below).

to:

Pachinko in general is ''absolutely reviled'' in the West (even moreso than gacha mechanics), but in Japan, it's generally treated more neutrally, more on the equal levels of 'Slot Machines' found in casino areas even in the USA (Las Vegas), even if in the end it all boils down to 'gambling'. This is because of a combination of NoExportForYou and the fact that Japan is usually free to put in other media's titles as the decoration and main theme of the machine, which can be used to tell an original story which gives extra incentives for Japanese gamblers to see what happens next, and either anime or video games are fair game for this. For the Westerners, however, it's considered like 'locking the next page of the book with gambling incentives' and the fact that it used an anime/video game story (slot machines in Las Vegas casinos usually do not use such themes) means that it might expose the usually 'innocent' gamers to gambling (this is the same reason they dislike mobile gaming with gacha mechanics as seen above, Japan's law towards gambling is more lax and tolerant than the West). Surprisingly, beforehand, Westerners had no problems with pachinko existing in Japan and left it alone. It's only after a debacle caused by video game developer Creator/{{Konami}} making an exodus to pachinko while burning bridges to video game development, in addition of causing several controversies at the cost of their employees, certain beloved [=IPs=], and its superstar developer Creator/HideoKojima (especially beloved in the West) that the Westerners practically declared ''absolute war'' against pachinko (swearing eternal hatred while they're at it too) regardless of the publisher. publisher, viciously decrying any video game franchise that got a pachinko spinoff as "dead" or a FranchiseZombie (a claim that is not necessarily true, and ignores that video games have been getting pachinko spinoffs for decades) To a certain extent, since Konami also included mobile platforms as their other exodus place, this causes Westerners to be extra livid towards mobile games (for more general information about this, see the PC/Console vs. Mobile section below).
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment (e.g. cannot afford one for the home or one's personal device, traveling someplace where cellular signal and Wi-Fi hotspots are scarce, traveling to a foreign country and not willing to pay for a local SIM card, personal hotspot, or cellular roaming fees) and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]... and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment (e.g. cannot afford one for the home or one's personal device, traveling someplace where cellular signal and Wi-Fi hotspots are scarce, traveling to a foreign country and not willing to pay for a local SIM card, personal hotspot, or cellular roaming fees) and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.
Is there an issue? Send a MessageReason:
None


The ''imouto'' (translation: "little sister") genre of anime/manga/light novels, etc. is well liked in Japan, but in the West it's seen as the low point of otaku pandering, being that even if they are not related by blood ( stepsiblings or adopted sibilings), it is seen as distasteful for two siblings to be in love.and admitting you're a fan is considered among some segments of the fandom as equivalent to calling yourself a creep.

to:

The ''imouto'' (translation: "little sister") genre of anime/manga/light novels, etc. is well liked in Japan, but in the West it's seen as the low point of otaku pandering, being that even if they are not related by blood ( stepsiblings (stepsiblings or adopted sibilings), it is seen as distasteful for two siblings to be in love.love and admitting you're a fan is considered among some segments of the fandom as equivalent to calling yourself a creep.
Is there an issue? Send a MessageReason:
None


As stated above, Japan seems to take the pretty boys as the epitome of self-assurement that one doesn't really care what others have to say about their looks, so they can dress up like whatever the hell they want to as long as they can keep their confidence, which is often times [[ValuesDissonance their defintion of a]] ManlyMan. Other Asian countries like China and South Korea tend to also have similar views for pretty boys. This usually contrasts with the Westerners who values the muscular, macho types for ManlyMan. Though they're open for brooding characteristics for the depths of the ManlyMan in question, their macho and muscular looks tends to be the better first impression points for what it means to be a ManlyMan.

to:

As stated above, Japan seems to take the pretty boys as the epitome of self-assurement that one doesn't really care what others have to say about their looks, so they can dress up like whatever the hell they want to as long as they can keep their confidence, which is often times [[ValuesDissonance their defintion definition of a]] ManlyMan. Other Asian countries like China and South Korea tend to also have similar views for pretty boys. This usually contrasts with the Westerners who values the muscular, macho types for ManlyMan. Though they're open for brooding characteristics for the depths of the ManlyMan in question, their macho and muscular looks tends to be the better first impression points for what it means to be a ManlyMan.
Is there an issue? Send a MessageReason:
Only on TV are tropes so extreme, elsewhere the insults are not so extreme.


The ''imouto'' (translation: "little sister") genre of anime/manga/light novels, etc. is well liked in Japan, but in the West it's seen as the low point of otaku pandering, and admitting you're a fan is [[PedoHunt considered among some segments of the fandom as equivalent to calling yourself a pedophile (or at least a creep)]].

to:

The ''imouto'' (translation: "little sister") genre of anime/manga/light novels, etc. is well liked in Japan, but in the West it's seen as the low point of otaku pandering, being that even if they are not related by blood ( stepsiblings or adopted sibilings), it is seen as distasteful for two siblings to be in love.and admitting you're a fan is [[PedoHunt considered among some segments of the fandom as equivalent to calling yourself a pedophile (or at least a creep)]].
creep.
Is there an issue? Send a MessageReason:
None


The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription, a common business model amongst South Korean and other Asian online-based games), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs in access to large libraries of games.

to:

The reverse can be said true for online subscription services started by recent generations of console gaming, gaming as a requirement for their online gaming services, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription, a common business model amongst South Korean and other Asian online-based games), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs in access to large libraries of games.
games. While many Asian mobile games have similar subscription services, they're reserved for special member rewards instead of being a requirement for online play, thus negating the extraordinarily high barrier seen in online console gaming.



Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy and [[UsefulNotes/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket. However, it still carries the stigma the home console gaming has in many (particularly Southeast) Asian countries due to ludicrously high price tags of their online services and games, let alone the console.

to:

Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy and [[UsefulNotes/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket. However, it still carries the stigma the home console gaming has in many (particularly Southeast) Asian countries due to ludicrously high price tags of their online services (itself a mandatory for online play in contrast to mobile phones) and games, let alone the console.
Is there an issue? Send a MessageReason:
None


The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription, a common business model amongst South Korean online-based games), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs.

to:

The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription, a common business model amongst South Korean and other Asian online-based games), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs.
needs in access to large libraries of games.



Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy and [[UsefulNotes/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket.

to:

Creator/{{Nintendo}}, incidentally, found a way to square this circle with the [[UsefulNotes/NintendoSwitch Switch]] by making a handheld console that's far larger than a phone, or their old UsefulNotes/GameBoy and [[UsefulNotes/Nintendo3DS 3DS]] handhelds, but still small enough to carry in a backpack and play on the go. As such, while it still makes compromises for its portability, it lacks the stigma that mobile devices otherwise have with Western gamers and is generally treated as a proper home console, especially with Nintendo's pedigree behind it, while also being a major player in the Japanese game market thanks to the fact that it can be played on a train or a bus just as easily as at home even if you can't carry it in your pocket. However, it still carries the stigma the home console gaming has in many (particularly Southeast) Asian countries due to ludicrously high price tags of their online services and games, let alone the console.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment (e.g. cannot afford one for the home or one's personal device, traveling someplace where cellular signal and Wi-Fi hotspots are scarce, traveling to a foreign country and not willing to pay for a local SIM card, personal hotspot, or cellular roaming fees) and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media, while Western gamers their age will likely be well-acquainted with physicals.
Is there an issue? Send a MessageReason:
None


The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs.

to:

The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription), subscription, a common business model amongst South Korean online-based games), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The reverse can be said true for online subscription services started by recent generations of console gaming, which some Western players wouldn't mind paying some bucks on as long as they're not similar to aforementioned mobile game formats. Gamers from Asia, as well as PC gamers from [[EnemyMine both sides of the world]] (both who prefer free online play without mandatory subscription), see this as predatory cash grabs forcing them to pay every month even just for one online game. Console gamers (and few PC gamers) from the West, on other hand, see this as a ''good'' business model to justify their online needs.
Is there an issue? Send a MessageReason:
None


First-person shooters also tend to do poorly in Japan, mainly because many of the popular first-person shooter games tend to be too violent for the Japanese audiences and the fact that the genre itself is often associated with the Xbox and PC gaming platform (which also aren't that popular in Japan). Japan having basically no firearms culture (due to a near-total ban on guns in the country, in face even most of the ''police'' in Japan don't have a gun) also doesn't help.

to:

First-person shooters also tend to do poorly in Japan, mainly because many of the popular first-person shooter games tend to be too violent for the Japanese audiences and the fact that the genre itself is often associated with the Xbox and PC gaming platform (which also aren't weren't that popular in Japan).Japan, until recently). Japan having basically no firearms culture (due to a near-total ban on guns in the country, in face even most of the ''police'' in Japan don't have a gun) also doesn't help.
Is there an issue? Send a MessageReason:
None


Westerners generally celebrate varying species within characters, including those that are non-humanoid. For Easterners, but especially the Chinese with their very strict censorship system that doesn't allow the display of skeletal parts of human bodies, the non-humanoid characters tend to be not too popular, the non-human characters tend to be limited to either elves or dwarves or just LittleBitBeastly, as long as the humanoid parts are still in prominent display. Completely non-humanoid characters on other cases are more reserved for bad guys such as MonsterOfTheWeek. This is why 'anime pandering' (such as giving humanoid features into non-human characters) in certain media (usually video games) is usually met with disgust with Westerners, but for the Easterners or companies that want to reap profit there, giving an all-humanoid cast is one way to get popular and bring profit.

to:

Westerners generally celebrate varying species within characters, including those that are non-humanoid. For Easterners, but especially the Chinese with their very strict censorship system that doesn't allow the display of skeletal parts of human bodies, the non-humanoid characters tend to be not too popular, the non-human characters tend to be limited to either elves or dwarves or just LittleBitBeastly, as long as the humanoid parts are still in prominent display. Completely non-humanoid characters on other cases are more reserved for bad guys such as MonsterOfTheWeek.MonsterOfTheWeek or EldritchAbomination. This is why 'anime pandering' (such as giving humanoid features into non-human characters) in certain media (usually video games) is usually met with disgust with Westerners, but for the Easterners or companies that want to reap profit there, giving an all-humanoid cast is one way to get popular and bring profit.
Is there an issue? Send a MessageReason:
None


Cold, logical, [[LawfulGood by-the-book characters]] tend to fare much better in Japan then they do in America, Toshiro Hitsuguya of Manga/{{Bleach}} being a great example. This is probably due to East Asian culture of obsessive obedience to established authority versus American and European tradition of being the exact opposite of that. This might be why ''VideoGame/MetroidOtherM'' is so controversial with the Western fanbase; Adam and Samus' relationship is nothing more than acknowledged obedience, authority, and order for Japanese players, nothing noteworthy. But here we see it as dysfuctional, with Samus being weak willed, submissive, and/or has some deep sexual/parental issues with Adam. In contrast, a CowboyCop would be less liked in Japan.

to:

Cold, logical, [[LawfulGood by-the-book characters]] tend to fare much better in Japan then they do in America, Toshiro Hitsuguya of Manga/{{Bleach}} being a great example. This is probably due to East Asian culture of obsessive obedience to established authority versus American and European tradition of being the exact opposite of that. This might be why ''VideoGame/MetroidOtherM'' is so controversial with the Western fanbase; Adam and Samus' relationship is nothing more than acknowledged obedience, authority, and order for Japanese players, nothing noteworthy. But here we see it as dysfuctional, with Samus being weak willed, submissive, and/or has some deep sexual/parental issues with Adam. In contrast, a CowboyCop would be less liked in Japan.
Japan, to the point they seldom appear outside of their more-serious FilmNoir and {{Dorama}} stories.



Westerners generally celebrate varying species within characters, including those that are non-humanoid. For Easterners, but especially the Chinese with their very strict censorship system that doesn't allow the display of skeletal parts of human bodies, the non-humanoid characters tend to be not too popular, the non-human characters tend to be limited to either elves or dwarves or just LittleBitBeastly, as long as the humanoid parts are still in prominent display. This is why 'anime pandering' (such as giving humanoid features into non-human characters) in certain media (usually video games) is usually met with disgust with Westerners, but for the Easterners or companies that want to reap profit there, giving an all-humanoid cast is one way to get popular and bring profit.

to:

Westerners generally celebrate varying species within characters, including those that are non-humanoid. For Easterners, but especially the Chinese with their very strict censorship system that doesn't allow the display of skeletal parts of human bodies, the non-humanoid characters tend to be not too popular, the non-human characters tend to be limited to either elves or dwarves or just LittleBitBeastly, as long as the humanoid parts are still in prominent display. Completely non-humanoid characters on other cases are more reserved for bad guys such as MonsterOfTheWeek. This is why 'anime pandering' (such as giving humanoid features into non-human characters) in certain media (usually video games) is usually met with disgust with Westerners, but for the Easterners or companies that want to reap profit there, giving an all-humanoid cast is one way to get popular and bring profit.
Is there an issue? Send a MessageReason:
None


{{Yamato Nadeshiko}}s and other "traditional" {{moe}} character types are the DistaffCounterpart version of the above, being liked in Japan (though still not as much as {{tsundere}}s) but not so much in the West; Westerners tend to find them boring and, in some cases, sexist for promoting women being submissive and obedient. The {{Moe}} criticism from the West gets worse when the TokenMiniMoe trope is applied on females (due to pseudo-{{lolicon|AndShotacon}} and pedophilia implications). [[GermansLoveDavidHasselHoff Inversely]], tomboy female characters are valued in a greater extent in the West, but doesn't generate any greater values when presented in Japan.

to:

{{Yamato Nadeshiko}}s and other "traditional" {{moe}} character types are the DistaffCounterpart version of the above, being liked in Japan (though still not as much as {{tsundere}}s) but not so much in the West; Westerners tend to find them (and their Western counterparts ProperLady) boring and, in some cases, sexist for promoting women being submissive and obedient. The {{Moe}} criticism from the West gets worse when the TokenMiniMoe trope is applied on females (due to pseudo-{{lolicon|AndShotacon}} and pedophilia implications). [[GermansLoveDavidHasselHoff Inversely]], tomboy {{tomboy}}ish female characters are valued in a greater extent in the West, West and most other parts of the world (the latter where both types are equally liked in moderation), but doesn't generate any greater values when presented in Japan.
Is there an issue? Send a MessageReason:
None


Male characters that look pretty instead of manly and have hair that makes them look even prettier tend to be extremely popular in Japan, but are usually loathed everywhere else due to the different cultural values over how a man should look. For example, Raiden from ''VideoGame/MetalGearSolid2'' has long bleached hair and a somewhat feminine/boyish looking face while Kratos from the ''VideoGame/GodOfWar'' series is hugely muscular and has a goatee. This is more pronounced among the male part of the fandom, especially when it comes to view point characters or characters you are meant to relate to and ''especially'' when it comes to characters you are meant to play as. The Raiden example mentioned above was intensely disliked by American fans that enjoyed playing as the older and less “pretty” Snake and who did not want to take the role of what they saw as a significantly less macho player character. These characters can still have an intense female fandom in the west, although there are subtle differences in how they are perceived. Compare PrettyBoy to {{Bishonen}} for more information.

to:

Male characters that look pretty instead of manly and have hair that makes them look even prettier tend to be extremely popular in Japan, but are usually loathed everywhere else due to the different cultural values over how a man should look. For example, Raiden from ''VideoGame/MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' has long bleached hair and a somewhat feminine/boyish looking face while Kratos from the ''VideoGame/GodOfWar'' series is hugely muscular and has a goatee. This is more pronounced among the male part of the fandom, especially when it comes to view point characters or characters you are meant to relate to and ''especially'' when it comes to characters you are meant to play as. The Raiden example mentioned above was intensely disliked by American fans that enjoyed playing as the older and less “pretty” Snake and who did not want to take the role of what they saw as a significantly less macho player character. These characters can still have an intense female fandom in the west, although there are subtle differences in how they are perceived. Compare PrettyBoy to {{Bishonen}} for more information.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many older gamers may not have been able to afford genuine (non-pirated) physical media growing up and younger gamers from that region may not have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media.
media, while Western gamers their age will likely be well-acquainted with physicals.
Is there an issue? Send a MessageReason:
None


For instance, anime has a low popularity level in the Netherlands, where it is often pejoratively referred to as "manga-movie" (this is a little ironic considering its proximity to Germany and France, places where anime tend to be extremely well-received). While international successes such as ''Anime/SpiritedAway'' or kid-friendly shows such as ''Anime/PokemonTheSeries'' got more acceptance in that country over time, there exists still a sort of "animephobia" around the medium. Or rather, pure mindless fear towards anime in the way only a phobia would do. [[AllAnimeIsNaughtyTentacles There's also a sexual angle to this; in the 1990s, people believed most anime consisted entirely of sex and violence.]] It really does not help that it had a rather limited fan base coming at a time when teen slasher movies and live-action shows were really popular. This made anime an easy target for hate and controversy as the intended audience would prefer. Now though anime is starting to get a Dutch audience that tries to break that ideal, with plenty of organizations there to make Japanese pop culture more accessible to the Dutch audience that organize weekly conventions. It is also a good explanation for why in Belgium Japanese media such as anime and manga only started getting popular in the 2000's and The New Tens, since most Belgians were never really able to watch anime before that period came along.

to:

For instance, anime has a low popularity level in the Netherlands, where it is often pejoratively referred to as "manga-movie" (this is a little ironic considering its proximity to Germany and France, places where anime tend to be extremely well-received). While international successes such as ''Anime/SpiritedAway'' or kid-friendly shows such as ''Anime/PokemonTheSeries'' got more acceptance in that country over time, there exists still a sort of "animephobia" around the medium. Or rather, pure mindless fear towards anime in the way only a phobia would do. [[AllAnimeIsNaughtyTentacles There's also a sexual angle to this; in the 1990s, people believed most anime consisted entirely of sex and violence.]] It really does not help that it had a rather limited fan base coming at a time when teen slasher movies and live-action shows were really popular. This made anime an easy target for hate and controversy as the intended audience would prefer. Now though anime is starting to get a Dutch audience that tries to break that ideal, with plenty of organizations there to make Japanese pop culture more accessible to the Dutch audience that organize weekly conventions. It is also a good explanation for why in Belgium Japanese media such as anime and manga only started getting popular in the 2000's 2000s and The New Tens, since most Belgians were never really able to watch anime before that period came along.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't as concerned about preservability, especially in Southeast Asia where many younger older gamers may not have grown up in a time when games were mainly distributed through been able to afford genuine (non-pirated) physical means media growing up and thus younger gamers from that region may not fully have any experience with consoles at all (which, as stated above, can be prohibitively expensive in developing countries), and therefore may not understand why Western video game enthusiasts are proponents of physical media is touted by many Westerners.
media.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation}}S2 UsefulNotes/{{P|layStation2}}S2 which never need updates and their respective libraries of games will always work on them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation}}S1 which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power). This in contrast to, say, an old UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation}}S1 UsefulNotes/{{P|layStation}}S2 which never needs need updates and its library their respective libraries of games will always work on it them whether now or 50 years later as long as the console and cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems, and conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power); this is in contrast to, say, an old SNES which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems, and systems; conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power); this is power). This in contrast to, say, an old SNES UsefulNotes/{{Super N|intendoEntertainmentSystem}}ES or UsefulNotes/{{P|layStation}}S1 which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges cartridges/discs are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; this is in contrast to, say, an old SNES which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; systems, and conversely if you're attached to an old smart-device and won't or can't upgrade, it may not be able to receive the OS updates needed to run newer games or routinely-updated games, or be incompatible with those games for other reasons (such as insufficient hardware power); this is in contrast to, say, an old SNES which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.
Is there an issue? Send a MessageReason:
None


Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, mandate a connection to a central server; you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; this is in contrast to, say, an old SNES which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

to:

Another big point against mobile games by Westerners, particularly older Western gamers, is that mobile games lack preservability, something that is championed by many retro gamers in the West who take pride in owning games on cartridges and discs. Almost no mobile game has a physical-copy release, instead being distributed through digital channels, meaning that once they get delisted from their respective storefronts, [[KeepCirculatingTheTapes the only way to obtain these games legally is to buy a secondhand device that has the game installed]]...and that's if the game ''can'' be played offline, because a growing number of games, especially GachaGames, [[EverythingIsOnline mandate a connection to a central server; server]], even if the game has a single-player component (or ''only'' has single-player gameplay); you can't play these games if you don't have an internet connection at the moment and [[DefunctOnlineVideoGames once that server goes down, that's it, even if you don't uninstall the game]]. On top of that, because of the rapidly-changing nature of smartphone platforms, games that have not been updated in roughly five or so years may not work correctly (or worse, at all) on devices running current versions of smartphone operating systems; this is in contrast to, say, an old SNES which never needs updates and its library of games will always work on it whether now or 50 years later as long as the console and cartridges are kept clean. Many Asian players aren't concerned about preservability, especially in Southeast Asia where many younger gamers may not have grown up in a time when games were mainly distributed through physical means and thus may not fully understand why physical media is touted by many Westerners.

Top