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Like all Paradox games, Stellaris's popularity can be attributed to the Gambler's fallacy. The player has invested hundreds of dollars into DLC. Can't let that money go to waste!
Importantly, that number is lower than it used to be. This time last year, the average players online at any given times was around 35k.
On Steamcharts the average player count is not lower. The player count during this DLC release is lower than last year's. The number is pretty much the same all the other months.
Having played this since it came out, coming back to a new game every time DLC releases, is good value! Jokes aside, you can definitely get engrossed even on a medium sized map and watch 12 hours just vanish before your screen
1. Those who like 4X games in space: find them, oppose them, subdue them.
2. Those who like story telling in space: "Once upon a time, in a distant galaxy..."
3. Those who like both aspects: to beat some alien ash, but only if they are Klingons, Grey Ones, Kilrathis or Shadows.
It really gives you that feeling of conquering the galaxy, and reaching the stars. What humanity could be if not restrained by our, erm, current restraints. The feeling it gives you is epic and kinda the best part more than the fun.
Although it has a lot of fun and complex systems to learn. If you enjoy learning complex games you will probably have a blast.
that's sunk cost fallacy, not gamblers fallacy.
i wonder if "one more turn" syndrome is a sunk cost fallacy too now that i think about it. probably not probably just regular brain trickery with proper line up of short and long term goals.
So, some aspects will apply here, some may not, but it doesn't really matter. What matters is whether it's a game worth buying and/or playing. In my opinion, it is.
Even the base game is worth a single playthrough of 8-10 hours, and it goes on sale for $10. That's a pretty decent deal by itself.
psychology is biology. very real. games are very good at exploiting the biologically hardwired reward system in your brain. some countries already classify lootboxes as gambling because of how real the psychology behind that mechanic is. and nowadays exploiting the desire to show off/be better than others is massively exploited to rake in the big bucks.
just look at that immoral design of diablo immortal video by josh stife hayes, and then look at blizzard financial report to see how much money it made.