I'm sorry to bring this up, but it's really difficult to understand what you are saying. So, I'm going to answer very simply.
Your graph is not wrong.
Data is good.
Data gives us information on markets.
Trying to apply any data to any market is bad.
Even the
original article with this graph says so.
The least important (but still important if you want to make a truly successful game) one is Audiovisual & Story (the visual genre, is it a true 3d game or not, how smooth the animation is, what narrative elements the game has etc.). The result is not surprising: if you want to make a successful mobile game that is played not only days or weeks but months and years, graphics alone won’t get you there – this is totally different compared to triple A console or PC games where graphics plays a much bigger role.
Notice what the end of the quote says, visuals/story are not as important as in other markets.
Markets are different, so different data.
The stores promote much more the free games that have purchases, than free games without purchases because they profit much more from it.
While stores do promote lots of free-to-play games, there is another side.
Apple, at least, has made a lot of promotion of "pay once, play forever" products. This is because it fits more with their values, even if they are making lots of money with F2P.
Now for branding and other stuff.
Again from the same article.
The Top 3 factors that are the most important in driving success at the moment are Brand & Publisher (for example is it based on a well-known brand, who is the publisher/developer), game mechanics (how the game is played) and how the monetization mechanics/in-app purchases are built (what you can buy and how).
No mention of marketing. Just using brand and who is the publisher has effect.
At least the article says what they mean by in-app purchase in the graph.
What I mean to say is that you can write any preposterous story. The paper accepts it all.
Programming is not so. A comma out of place no longer works.
Can you imagine any fantasy in your head or on paper or text.
Turn this in code is another reality.
How much more complex, more harder, and more bugs appear.
So writing a book is much more easier.
I agree with you.
Except, my original point was to say this:
Some products are based on story and do very well financially and critically.
If we were to listen to your data/graph, no games would have story.
A healthy market is a market which answers to many different tastes with different products.
Better graphics are graphics with harmony of colors and shapes.
Sorry, but art doesn't work well with absolutes.
Speaking of absolutes:
So, who does not have much time to think about this can follow what I said.
So, don't think, just do what you say?
Besides that, even that 50% of 10.000 is 5.000. Consider that 100% of 0 is 0.
Pareto principle - roughly 80% of the results come from 20% of the work.
Lastly, flee of the councils, guesswork,and absolute truths.
These are just phrases thrown in without context.
General rules you are writing to try to give arguments.
I think I've made my point, so I will not be answering to this thread anymore, unless someone else has something interesting to say.
OP, I hope you got your answer.