Latest / The Game Business Show / Wolverine lifts PS5, but Xbox struggles despite Gears of War launch
Transcript
- 0:00SPEAKER_01: This week we talk to video game legend Bing Gordon about his new book,
- 0:03SPEAKER_01: US data leader Matt Piscitella chats GTA,
- 0:06SPEAKER_01: consoles and the state of the games industry,
- 0:08SPEAKER_01: and we find out about making games better for blind people.
- 0:14SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:18SPEAKER_01: I came across this saying a few months ago,
- 0:20SPEAKER_01: which is,
- 0:21SPEAKER_01: if you're not paying for it, then you're not the customer, you're the product.
- 0:24SPEAKER_01: And it's sort of in reference to social media and media, right?
- 0:28SPEAKER_01: Ultimately, a lot of modern media is about traffic.
- 0:30SPEAKER_01: It's about attracting as many people as possible to reading this article,
- 0:33SPEAKER_01: watching this video,
- 0:34SPEAKER_01: listening to this podcast, all so they can deliver for their advertisers.
- 0:37SPEAKER_01: The advertiser is the customer, not the reader.
- 0:40SPEAKER_01: So I kind of really love this movement we're seeing towards media charging
- 0:45SPEAKER_01: the reader or the viewer, whether it's via Substack or Patreon or whatever.
- 0:48SPEAKER_01: I think that's good because then suddenly the onus is on these writers and creators
- 0:52SPEAKER_01: to produce stuff for the audience primarily and not worry too much about having
- 0:55SPEAKER_01: to have a click-baity headline or write something that's a bit sensational
- 0:58SPEAKER_01: or misleading just to get a click.
- 1:00SPEAKER_01: And that's kind of what we're about at The Game Business.
- 1:02SPEAKER_01: We do have advertisers, but we limit it, and we really want it to be about you.
- 1:06SPEAKER_01: That's what we're all about.
- 1:08SPEAKER_01: And that's why a year ago we introduced a paid tier to The Game Business show,
- 1:11SPEAKER_01: which includes an extra podcast,
- 1:13SPEAKER_01: a newsletter every week, plus access to our live events for no additional cost.
- 1:19SPEAKER_01: We're sort of doing okay when it comes to paying subscribers but it has stalled
- 1:23SPEAKER_01: in recent weeks.
- 1:24SPEAKER_01: So if you're a fan of us,
- 1:25SPEAKER_01: if you like the show, please do think about becoming a paid subscriber.
- 1:28SPEAKER_01: I know that that's a lot to ask of people right now and a lot
- 1:32SPEAKER_01: of people it's just not realistic and that's actually why we do our main shows
- 1:35SPEAKER_01: for free because we're trying to help the business and not a lot
- 1:37SPEAKER_01: of people can afford things right now so that's why our shows are free.
- 1:41SPEAKER_01: Now, if you're part of a company, this is expensable in a lot of places.
- 1:45SPEAKER_01: And actually,
- 1:45SPEAKER_01: if you're a leader in one of these companies,
- 1:47SPEAKER_01: you can buy group subscriptions and share it with some of the team at a discount.
- 1:50SPEAKER_01: And you can find out more about all our subscription options at thegamebusiness.com.
- 1:54SPEAKER_01: Of course, we do have sponsorship options as well.
- 1:56SPEAKER_01: That's not really my side of things.
- 1:58SPEAKER_01: George Corner on my team handles that.
- 2:00SPEAKER_01: And we only allow one an episode.
- 2:02SPEAKER_01: There isn't one in this episode.
- 2:03SPEAKER_01: There isn't one in the next episode.
- 2:05SPEAKER_01: So hit up George on georgeatthegamebusiness.com if you're interested.
- 2:09SPEAKER_01: Now, before I dive into this week's episode,
- 2:12SPEAKER_01: just a reminder that The Game Business Marketing Awards is a thing we're doing.
- 2:15SPEAKER_01: You can submit your entry to the awards via our website right now,
- 2:18SPEAKER_01: and there's links to doing so in the email.
- 2:22SPEAKER_01: Also, there's some more details on what it's all about.
- 2:23SPEAKER_01: We just want to celebrate cool marketing campaigns.
- 2:25SPEAKER_01: I used to do it a lot on MCV when I used to work at MCV Magazine,
- 2:28SPEAKER_01: but we don't really talk about it these days since the end of retail,
- 2:31SPEAKER_01: and I thought it'd be cool.
- 2:32SPEAKER_01: There's been some interesting campaigns this year.
- 2:33SPEAKER_01: Right.
- 2:34SPEAKER_01: Now, this episode, we've got a bunch of stuff going in it.
- 2:38SPEAKER_01: We've got interviews with Bing Gordon, Matt Piscitella and Jenna.
- 2:41SPEAKER_01: And we're going to begin by talking about Bing Gordon,
- 2:43SPEAKER_01: the VC and former chief creative officer at Electronic Arts,
- 2:47SPEAKER_01: has written a new book with his daughter, Chloe.
- 2:49SPEAKER_01: The book is called Everybody Wins.
- 2:51SPEAKER_01: It is out this week.
- 2:52SPEAKER_01: And I had a chance to chat with Bing about it.
- 2:55SPEAKER_01: The interview was long.
- 2:56SPEAKER_01: It was well over an hour.
- 2:58SPEAKER_01: And we will release the full thing.
- 2:59SPEAKER_01: Don't worry.
- 3:00SPEAKER_01: However,
- 3:00SPEAKER_01: as the book is out this week,
- 3:01SPEAKER_01: I thought I'd best share some of the interview with you today.
- 3:04SPEAKER_01: I asked Bing, what is this book about?
- 3:06SPEAKER_01: What can we learn from it?
- 3:07SPEAKER_01: What can we expect from it?
- 3:08SPEAKER_01: And this is what he said.
- 3:10SPEAKER_02: I figure I've done probably maybe 40,000 notes giving sessions in my business career.
- 3:19SPEAKER_02: And a lot of the same themes come up.
- 3:22SPEAKER_02: And so the book is organized around themes.
- 3:25SPEAKER_02: So Everybody Wins is the title of the book.
- 3:27SPEAKER_02: And that's one of the themes that it turns out most people are not motivated by competition.
- 3:33SPEAKER_02: They're motivated by cooperation.
- 3:36SPEAKER_02: EA Sports,
- 3:37SPEAKER_02: for example,
- 3:37SPEAKER_02: with Madden,
- 3:38SPEAKER_02: we thought it was all about,
- 3:40SPEAKER_02: you know,
- 3:40SPEAKER_02: I'm better than you are and I can prove it, which was a tagline once upon a time.
- 3:45SPEAKER_02: And then we found out when we started getting older people
- 3:49SPEAKER_02: and more emotionally sensitive people into the games business that
- 3:55SPEAKER_02: for most people losing has a lot more emotional weight than winning.
- 4:00SPEAKER_02: You know, my first example of an everybody wins game was in football.
- 4:05SPEAKER_02: So we'd build a football game to basically prove who could win, and that's a teenage boy thing.
- 4:11SPEAKER_02: But your teenage boys, when they lose, they go, yeah, now I'm gonna get even, I'm gonna man up.
- 4:16SPEAKER_02: But a bunch of people,
- 4:17SPEAKER_02: when they lose, A Words
- 4:19SPEAKER_02: With Friends player,
- 4:20SPEAKER_02: when they lose, Just like real life, and they stopped playing.
- 4:25SPEAKER_02: So one of the lessons in a big arcade football game was, yeah,
- 4:32SPEAKER_02: I just scored a touchdown,
- 4:34SPEAKER_02: but you can come up and punch me out and get away with it because there were...
- 4:40SPEAKER_02: You know, there were no penalties.
- 4:42SPEAKER_02: So we could both win on the same play.
- 4:44SPEAKER_02: I get the points and you get the emotional satisfaction of wiping me out.
- 4:50SPEAKER_02: And so there's this whole notion of...
- 4:53SPEAKER_02: I think career scores are that kind of thing.
- 4:56SPEAKER_02: So in Fortnite, you could finish 99th and still win some points.
- 5:00SPEAKER_02: So that's...
- 5:03SPEAKER_02: I find an awful lot of times when I'm giving notes,
- 5:06SPEAKER_02: I start out trying to take it back to consumer behavior.
- 5:10SPEAKER_02: You know,
- 5:10SPEAKER_02: so often people,
- 5:13SPEAKER_02: when they're designing or they're strategizing,
- 5:16SPEAKER_02: they do it in a vacuum and I try to get them to tie it back
- 5:19SPEAKER_02: into what they would actually do with their mom or their brother or their kid
- 5:23SPEAKER_02: in real life.
- 5:25SPEAKER_02: So everybody wins is another idea called win fast, win first.
- 5:31SPEAKER_02: We learned that in the mobile business where you got to get somebody to level up
- 5:35SPEAKER_02: a few times in the first session or they won't come back.
- 5:38SPEAKER_02: We also learned that in Madden Football,
- 5:40SPEAKER_02: there was a year where we were competing with a Sony game.
- 5:46SPEAKER_02: And at one point,
- 5:47SPEAKER_02: I think Chip Lang,
- 5:49SPEAKER_02: who was a young prodigy in EA Sports Marketing, said,
- 5:54SPEAKER_02: have you actually counted the number of seconds it takes to run a first play
- 5:58SPEAKER_02: in Madden?
- 5:59SPEAKER_02: And I go, what do you mean?
- 6:00SPEAKER_02: He goes, well, just try, put a stopwatch on it.
- 6:03SPEAKER_02: We realized that people get the game,
- 6:07SPEAKER_02: they would unrack the shrink wrap,
- 6:09SPEAKER_02: they'd install the game,
- 6:11SPEAKER_02: and then they'd look at nothing but menus for a couple of minutes.
- 6:15SPEAKER_02: And we realized again and again and again that in life,
- 6:19SPEAKER_02: as in games, most people want to front load a sense of victory.
- 6:25SPEAKER_02: They want to get a sense of confidence to build resilience before failure.
- 6:30SPEAKER_02: So that's a book I found myself taking a collection of in-person notes and speeches
- 6:39SPEAKER_02: that I've done and tried to figure out how to make it into a single artifact
- 6:44SPEAKER_02: that people could consume that I could hand out.
- 6:47SPEAKER_02: And as I said before, I'm kind of a fanboy of authors.
- 6:51SPEAKER_02: And there was a time in life where I thought that's what I wanted to do is be a writer.
- 6:56SPEAKER_02: And then as a broke kid, I finally made enough money to afford some time off and a typewriter.
- 7:05SPEAKER_02: And I kept dithering and dithering and dithering.
- 7:07SPEAKER_02: And after about a week of that, I thought, you know, I forgot.
- 7:11SPEAKER_02: Writing is really painful.
- 7:13SPEAKER_02: And writing is really painful.
- 7:16SPEAKER_02: It's so much easier to create content in an interview format and then get
- 7:20SPEAKER_02: a transcript and then edit it.
- 7:21SPEAKER_02: So that first draft creation is so painful, which is another interesting thing about AI.
- 7:28SPEAKER_02: AI is in the business of much easier creation of shitty first drafts.
- 7:34SPEAKER_02: And creating a shitty first draft as a writer is really hard,
- 7:40SPEAKER_02: especially if you're self-critical.
- 7:42SPEAKER_01: What do you think is one of the key takeaways from it?
- 7:44SPEAKER_01: Do you think there's like an overreaching sort of...?
- 7:47SPEAKER_02: Yes, for different customers.
- 7:49SPEAKER_02: I think it's for people who have gamers in their lives they don't understand.
- 7:55SPEAKER_02: This gamification is a high life skill and applied everywhere.
- 8:02SPEAKER_02: And, hey, moms,
- 8:05SPEAKER_02: if your child is off gaming when they should be doing homework,
- 8:09SPEAKER_02: Think about that as a parental life enhancing moment
- 8:13SPEAKER_02: and understand how what they're doing connects to real life one way or another.
- 8:18SPEAKER_02: I think it's for game designers.
- 8:23SPEAKER_02: I hope people who are worried about employment in the game industry realize
- 8:28SPEAKER_02: that gamification broadly is an enormous growth business.
- 8:36SPEAKER_02: And the companies that I work with in education,
- 8:40SPEAKER_02: in medicine,
- 8:41SPEAKER_02: in health and fitness,
- 8:44SPEAKER_02: in commerce, in agentic design, All wish that they had game makers on the team.
- 8:55SPEAKER_02: And I used to tell companies back in the early 2000s,
- 9:01SPEAKER_02: if you don't have somebody in the executive suite who grew up playing Nintendo,
- 9:04SPEAKER_02: you're probably not as good with consumers as you think you are.
- 9:10SPEAKER_02: And I think that's still the case.
- 9:12SPEAKER_02: I think that people who channeled game-making lessons are more valuable than they think.
- 9:22SPEAKER_02: And so that's kind of an unlock.
- 9:25SPEAKER_02: It's the glorification of game-making skills and how it can be applied everywhere.
- 9:35SPEAKER_02: So many people think about games as this narrow lane, as movies is a narrow lane.
- 9:43SPEAKER_02: So gamification is to video games as storytelling is to books or storytelling is to movies.
- 9:51SPEAKER_02: And storytelling turns out to be a wildly valuable skill.
- 9:56SPEAKER_01: Thank you to Bing there.
- 9:57SPEAKER_01: Everybody Wings by Bing Gordon and Chloe Gordon is out this week.
- 10:01SPEAKER_01: Now onto my favorite topic, which is video game sales.
- 10:05SPEAKER_01: The US September games data has come in from Sakana and it was a big month for video games.
- 10:10SPEAKER_01: There were lots and lots and lots of new releases
- 10:12SPEAKER_01: and there were some really positive numbers in there.
- 10:15SPEAKER_01: And some negative ones too.
- 10:17SPEAKER_01: The PS5 sales spiked a little bit on the release of Marvel's Wolverine and Xbox sales were down.
- 10:22SPEAKER_01: Switch sales were down.
- 10:25SPEAKER_01: There were lots of new games in the charts,
- 10:26SPEAKER_01: including the likes of Onimusha and Fire Emblem and Blood of the Dawnwalker.
- 10:30SPEAKER_01: Surprisingly Halloween.
- 10:32SPEAKER_01: And to talk me through the numbers,
- 10:33SPEAKER_01: but also what we're expecting around the launch of GTA now that we're
- 10:36SPEAKER_01: a little bit closer to release,
- 10:38SPEAKER_01: I've invited Takana's games chief, Matt Piscitella, back on the show.
- 10:41SPEAKER_01: Matt is, of course, a regular and I know that you all love him.
- 10:44SPEAKER_01: And so here he is.
- 10:46SPEAKER_01: Hello, Matt.
- 10:46SPEAKER_01: Welcome to the show.
- 10:47SPEAKER_01: Hello.
- 10:48SPEAKER_03: It's good to talk to you again.
- 10:50SPEAKER_03: I don't know if you've noticed, but the business is a little crazy at the moment.
- 10:56SPEAKER_01: Oh, it's quite calm.
- 10:57SPEAKER_01: I don't notice anything.
- 11:01SPEAKER_01: Yeah, oddly,
- 11:03SPEAKER_01: just before this call,
- 11:03SPEAKER_01: I had a chat with Sean Layden,
- 11:05SPEAKER_01: and we were talking about how this period of utter,
- 11:07SPEAKER_01: we've just gone through Bioware,
- 11:09SPEAKER_01: we've just gone through all these sort of quite shocking stories,
- 11:11SPEAKER_01: And then I think everyone's looking at GTA playing, please save us.
- 11:15SPEAKER_01: No, no pressure, but please save us.
- 11:18SPEAKER_01: Well, I mean, I've just had this Sakana press release come in.
- 11:21SPEAKER_01: Apparently,
- 11:22SPEAKER_01: one in three US console and PC gamers plan to buy GTA 6,
- 11:26SPEAKER_01: which confused me because I'm not quite sure what the other two are planning to buy.
- 11:28SPEAKER_01: But that sounds like a lot.
- 11:32SPEAKER_03: It is a lot.
- 11:33SPEAKER_03: First off, though, congratulations.
- 11:35SPEAKER_03: You've been on a hell of a run with guests.
- 11:38SPEAKER_03: With uh you know your your appearances in person
- 11:41SPEAKER_03: in places I don't know what happened this week
- 11:43SPEAKER_03: but um like been really great uh watching everything you've been doing these last
- 11:48SPEAKER_03: few months here um so just congratulations on everything with the show um
- 11:53SPEAKER_03: and my other question for you that wasn't a question this is my question have you
- 11:57SPEAKER_03: in all of your experiences and all
- 11:58SPEAKER_03: the time you've been doing this has anyone ever worn a suit better than sean laden
- 12:03SPEAKER_03: that man Can wear a suit.
- 12:06SPEAKER_03: That is like, he is clean every time I've ever seen him in person.
- 12:10SPEAKER_01: Well, oddly, the interview I just did with him was wearing an orange t-shirt and a baseball cap.
- 12:13SPEAKER_01: And I was like, I like this version of Sean as well.
- 12:16SPEAKER_01: But he still pulled it off.
- 12:18SPEAKER_03: The guy's got swag, man.
- 12:20SPEAKER_03: I love that.
- 12:22SPEAKER_03: But yeah,
- 12:22SPEAKER_03: we had to get in on the action of all the Grand Theft Auto fun when it comes
- 12:26SPEAKER_03: to public press releases.
- 12:28SPEAKER_03: I don't know if you saw the other one floating around yesterday about
- 12:31SPEAKER_03: that work tracking company saying,
- 12:33SPEAKER_03: They've seen this huge increase in the number of planned work absences for the day.
- 12:38SPEAKER_03: We're going to see just a whole bucket of press releases come out.
- 12:41SPEAKER_03: But yeah, ours was around purchase intent in the US.
- 12:44SPEAKER_03: It is at a record high for Grand Theft Auto 6 because of course it is.
- 12:48SPEAKER_03: You know, it's rare to see purchase intent for any game, you know, exceed the mid-teens.
- 12:55SPEAKER_03: This thing is, you know, on a whole nother level, of course it is.
- 12:59SPEAKER_03: And of course, purchase intent is just a vibe check at a certain point in time.
- 13:03SPEAKER_03: Based on what players are feeling,
- 13:06SPEAKER_03: and that can always change based on marketing or reviews or influence or whatever.
- 13:13SPEAKER_03: But coming into this launch,
- 13:15SPEAKER_03: absolutely off the charts in terms of historical intent among those people who play
- 13:21SPEAKER_03: on PC and console.
- 13:23SPEAKER_01: Now, I've read some of your comments,
- 13:25SPEAKER_01: so I kind of know what I expect you're going to say here,
- 13:26SPEAKER_01: but what are you advising companies to do?
- 13:28SPEAKER_01: Are you saying, like, don't bother?
- 13:30SPEAKER_01: Don't put your game out anywhere near this thing?
- 13:32SPEAKER_01: Or are you saying,
- 13:33SPEAKER_01: hang on,
- 13:33SPEAKER_01: there's,
- 13:34SPEAKER_01: you know,
- 13:36SPEAKER_01: there's 60, 70% of players actually who aren't necessarily looking to get GTA?
- 13:42SPEAKER_03: Well, no one asked me before they had moved all of their games.
- 13:46SPEAKER_03: Everyone just got out of the way of this game, out of...
- 13:52SPEAKER_03: You know,
- 13:52SPEAKER_03: I'm sure it's well thought out and planned and considered very carefully,
- 13:56SPEAKER_03: but really at its core, I think it's more fear than anything.
- 14:01SPEAKER_03: And in that respect,
- 14:04SPEAKER_03: like everyone's moved their games into the same windows
- 14:07SPEAKER_03: that have become more competitive on their own.
- 14:10SPEAKER_03: So by trying to get out of the way of Grand Theft Auto,
- 14:13SPEAKER_03: they've just gotten into the way of several other titles that are coming out.
- 14:18SPEAKER_03: Like when you look at the September Sales charts or even release charts,
- 14:22SPEAKER_03: that was just such a crammed month of releases.
- 14:25SPEAKER_03: October was also pretty tight.
- 14:27SPEAKER_03: It's loosened up now, of course, because now everyone's moved out of this window.
- 14:31SPEAKER_03: So what they've left is this huge open space in November for Grand Theft Auto VI,
- 14:37SPEAKER_03: Legend of Zelda, Ocarina of Time Remake, and World of Warcraft Forever.
- 14:41SPEAKER_03: And those three things,
- 14:42SPEAKER_03: which are on different platforms entirely,
- 14:45SPEAKER_03: now they just have this window, which- Yeah.
- 14:49SPEAKER_03: Cool, I guess.
- 14:50SPEAKER_03: I mean, but really, like,
- 14:51SPEAKER_03: if you have a cozy sim or,
- 14:53SPEAKER_03: you know,
- 14:53SPEAKER_03: you have a first-person shooter,
- 14:55SPEAKER_03: is Grand Theft Auto 6 really your direct competition?
- 14:59SPEAKER_03: Or, you know, or is Fortnite still your competition?
- 15:02SPEAKER_03: I don't know.
- 15:02SPEAKER_03: I get it, but I think it's been more irrational than rational, but people disagree.
- 15:08SPEAKER_01: Interesting,
- 15:08SPEAKER_01: you had Call of Duty on the show recently,
- 15:10SPEAKER_01: and they talked about,
- 15:11SPEAKER_01: you know,
- 15:11SPEAKER_01: with Call of Duty,
- 15:12SPEAKER_01: a lot of the things,
- 15:12SPEAKER_01: it's about people hanging out and playing together online,
- 15:15SPEAKER_01: and GTA 6 isn't about that.
- 15:17SPEAKER_01: GTA 9's about that,
- 15:18SPEAKER_01: but GTA 6 isn't about that,
- 15:19SPEAKER_01: and so they sort of see themselves as playing a different role.
- 15:21SPEAKER_01: But, and by the way, Zelda and GTA are now called the Ocarina of Crime.
- 15:25SPEAKER_01: That's the...
- 15:26SPEAKER_03: Okay, is that it?
- 15:26SPEAKER_03: Yeah, yeah.
- 15:27SPEAKER_03: Okay, that's actually pretty good.
- 15:29SPEAKER_01: All right, that's fine.
- 15:31SPEAKER_01: But I think a lot of it's down to coverage,
- 15:33SPEAKER_01: and I don't know how important it is these days,
- 15:34SPEAKER_01: but I do know that, like,
- 15:36SPEAKER_01: What's left of the press is just going to be,
- 15:39SPEAKER_01: you know,
- 15:39SPEAKER_01: you're putting out press releases about GTAs because everyone's talking about GTA
- 15:42SPEAKER_01: and everything.
- 15:42SPEAKER_01: You know,
- 15:43SPEAKER_01: the BBC interviewed me recently and they were doing some preparation for a load
- 15:46SPEAKER_01: of coverage they're doing around GTA and it's the entertainment team
- 15:49SPEAKER_01: and they said it's all GTA for the next few weeks.
- 15:51SPEAKER_01: So I think there's probably an element of,
- 15:53SPEAKER_01: you know, you're going to struggle for coverage, but I think certain games Won't.
- 15:57SPEAKER_01: And I think that's, you know, I think that's what you're basically saying.
- 16:00SPEAKER_01: You know, if you're different, you're gonna still find those groups of people.
- 16:03SPEAKER_01: You know, the RPG specialist websites aren't writing about GTA.
- 16:07SPEAKER_01: The Nintendo websites aren't writing about GTA.
- 16:09SPEAKER_01: Do you remember the Red Dead Redemption launch?
- 16:11SPEAKER_01: Were you at Warner at the time?
- 16:12SPEAKER_01: I can't remember where you were.
- 16:13SPEAKER_01: But the impact it had on, like, Alan Wake and all that kind of stuff.
- 16:15SPEAKER_01: I think ever since then, people have been quite terrified of Rockstar.
- 16:18SPEAKER_01: And what happens if you go too close to it, fly too close to that sun?
- 16:22SPEAKER_03: Correlation, causation, I don't know.
- 16:26SPEAKER_03: Certain games just don't have the mass market appeal of others.
- 16:30SPEAKER_03: Anyways, we could go into whole rabbit holes about that.
- 16:33SPEAKER_03: I mean, I've always been after 20 years of over 20 years now looking at this stuff.
- 16:39SPEAKER_03: There's a lot of audience that has It has a lot of different tastes and wants and needs.
- 16:45SPEAKER_03: And we're not a monoculture in gaming, haven't been in a long time.
- 16:49SPEAKER_03: There's opportunity for games to find audiences.
- 16:53SPEAKER_03: It's very difficult.
- 16:54SPEAKER_03: It's getting harder all the time.
- 16:56SPEAKER_03: But I think for the vast majority of games, Grand Theft Auto is not your competition.
- 17:02SPEAKER_03: It's still Fortnite, Minecraft, Roblox, and that's never going to alleviate any time soon.
- 17:07SPEAKER_03: So I don't know.
- 17:09SPEAKER_03: Have their own takes on all this stuff and I get it.
- 17:12SPEAKER_01: Well, this is obviously the question nobody has answers to is,
- 17:16SPEAKER_01: will GTA 6 bolster console sales beyond launch?
- 17:19SPEAKER_01: Will it lift the market for everyone and boost sales of other games
- 17:21SPEAKER_01: or will it just suck all the oxygen out of the room?
- 17:23SPEAKER_01: Will lapsed players or even new players come in for GTA 6 and stick around
- 17:27SPEAKER_01: and play more games or just drop out at that point?
- 17:30SPEAKER_01: These are all questions we don't have answers to, but do you have a best guess?
- 17:35SPEAKER_03: Yeah, so, I mean, you can look historically, right?
- 17:39SPEAKER_03: If you look at 2013,
- 17:40SPEAKER_03: which was forever ago,
- 17:43SPEAKER_03: but when Grand Theft Auto V launched, there was a moderate bump to hardware sales.
- 17:47SPEAKER_03: It wasn't earth-shattering or massive.
- 17:50SPEAKER_03: It was moderate, you know, teens bump over baseline.
- 17:54SPEAKER_03: They had some people showing up that hadn't invested in PlayStation 3 or 360 at the time.
- 18:00SPEAKER_03: So, you know, you look at that and go, okay, well, maybe we get a moderate bump this time.
- 18:05SPEAKER_03: The challenge now is,
- 18:07SPEAKER_03: of course,
- 18:07SPEAKER_03: you know, back then you could walk into a store and pick up a bundle for cheap.
- 18:12SPEAKER_03: And now you've got to pay six, seven hundred dollars for a new box.
- 18:16SPEAKER_03: And then you got to pay, you know, $80 or $100 for the game.
- 18:21SPEAKER_03: So the costs are far different than they used to be.
- 18:25SPEAKER_03: And back in the day in 2013, you didn't have the big live service games.
- 18:29SPEAKER_03: You didn't have the competition from mobile like you do now for attention and all
- 18:33SPEAKER_03: of these other areas where people are focusing.
- 18:36SPEAKER_03: So maybe it's less.
- 18:37SPEAKER_03: So, you know, we had that reveal, right?
- 18:39SPEAKER_03: The Netflix reveal.
- 18:41SPEAKER_02: Mm-hmm.
- 18:42SPEAKER_03: You know,
- 18:42SPEAKER_03: we saw a moderate bump on PlayStation in the US hardware unit sales,
- 18:47SPEAKER_03: according to Serkana data.
- 18:49SPEAKER_03: Around that time,
- 18:50SPEAKER_03: it was the same time NBA 2K was doing some stuff,
- 18:52SPEAKER_03: so it's kind of hard to parse out exactly what percentage of any lift is
- 18:56SPEAKER_03: from one game or another if there's competing games out there.
- 19:00SPEAKER_03: But at the same time that happened on PlayStation, Xbox sales fell.
- 19:04SPEAKER_03: So do people not know the games coming out on Xbox?
- 19:08SPEAKER_03: Are Xbox's bigger problems kind of dwarfing potential incremental demand because of GTA?
- 19:16SPEAKER_03: We don't know.
- 19:16SPEAKER_03: Those are questions.
- 19:17SPEAKER_03: We also don't know the answer to.
- 19:18SPEAKER_03: But generally, I think we're going to see a moderate increase.
- 19:22SPEAKER_03: But because of the price points,
- 19:23SPEAKER_03: because of the availability,
- 19:24SPEAKER_03: because of how different the market is now than it was back in the day,
- 19:28SPEAKER_03: there certainly is more uncertainty.
- 19:32SPEAKER_03: I think that's something you could...
- 19:34SPEAKER_01: Well, yes, certainly more so.
- 19:36SPEAKER_01: Or a thing with GTA V,
- 19:38SPEAKER_01: because I went,
- 19:38SPEAKER_01: obviously,
- 19:39SPEAKER_01: this is about a year ago when GTA was coming out last year,
- 19:42SPEAKER_01: and I was looking at, oh, what could it do?
- 19:44SPEAKER_01: I think it was a GTA V. GTA V was the second GTA on that platform, right?
- 19:48SPEAKER_01: PS4 was the first on PS3 and 360.
- 19:50SPEAKER_01: So if there's going to be a GTA which drove users to a console,
- 19:54SPEAKER_01: the second one might have some impact, but it would be the first one.
- 19:57SPEAKER_01: But even that was hard for me to work out looking back at that.
- 20:01SPEAKER_01: Now we're going back nearly 20 years and you're sort of getting It's
- 20:05SPEAKER_01: a completely different ecosystem.
- 20:07SPEAKER_01: And GTA is obviously a bigger beast today than it was in that time.
- 20:12SPEAKER_01: And obviously there's been this build up and hype.
- 20:14SPEAKER_01: That's what I mean.
- 20:14SPEAKER_01: We don't know.
- 20:15SPEAKER_01: I think there's a lot of anticipation, a lot of waiting for it.
- 20:18SPEAKER_01: We haven't had a new GTA on a console since two generations ago.
- 20:23SPEAKER_01: So it's mad to think, really.
- 20:26SPEAKER_03: And Ajeet and Grand Theft Auto V has been a best-selling game for 13,
- 20:30SPEAKER_03: now 14 straight years in the US.
- 20:32SPEAKER_03: Online had the third most players in the US on both PlayStation and Xbox last year.
- 20:39SPEAKER_03: So the property hasn't gone anywhere.
- 20:42SPEAKER_03: So the question to me is like, okay,
- 20:44SPEAKER_03: Grand Theft Auto VI launches,
- 20:45SPEAKER_03: does it have the biggest two weeks in gaming history and then completely fall off
- 20:50SPEAKER_03: because there's no online component or recurring component?
- 20:55SPEAKER_03: Does that pull in more people over time?
- 20:57SPEAKER_01: And if it does fall off,
- 20:58SPEAKER_01: do those people like,
- 20:59SPEAKER_01: I'm done now,
- 21:00SPEAKER_01: put their console back under the TV or do they,
- 21:02SPEAKER_01: you know, play James Bond or Call of Duty?
- 21:05SPEAKER_03: Or do they start up online, right?
- 21:06SPEAKER_01: Like, do they start playing
- 21:08SPEAKER_03: Grand Theft Auto online and they start building shark dollars
- 21:11SPEAKER_03: or whatever?
- 21:11SPEAKER_01: I think the work for the data analyst such as yourself will really begin after November 19th.
- 21:17SPEAKER_01: Well, I mean, talk about Xbox.
- 21:18SPEAKER_01: It really, so same thing happened in the UK, by the way.
- 21:21SPEAKER_01: So I know the difference in the UK and the US numbers for September was that
- 21:25SPEAKER_01: the data windows That's the other thing.
- 21:28SPEAKER_01: But PlayStation 5 did pretty well.
- 21:31SPEAKER_01: Nintendo Switch 2 did pretty well in the UK, but not so well in the US.
- 21:35SPEAKER_01: I know the price rises around that point.
- 21:37SPEAKER_01: But with Xbox,
- 21:38SPEAKER_01: I was surprised at how much it was down,
- 21:40SPEAKER_01: both the US and the UK, because that's the Xbox's strongest markets, those two.
- 21:45SPEAKER_01: And so, I don't know.
- 21:48SPEAKER_01: I did wonder if there was another reason why those numbers might be
- 21:50SPEAKER_01: the way they are,
- 21:51SPEAKER_01: outside of the fact that it's just been a bit of a brutal time for consoles
- 21:54SPEAKER_01: in general.
- 21:55SPEAKER_03: I mean, it seems to be just on another level with Xbox and everything they're doing,
- 22:00SPEAKER_03: all of the new programs they're putting into place,
- 22:03SPEAKER_03: at least in the sales and engagement data that I look at,
- 22:06SPEAKER_03: I'm not seeing that have any impact.
- 22:08SPEAKER_03: Positive impact,
- 22:09SPEAKER_03: like the disk to digital program hasn't changed their sales
- 22:13SPEAKER_03: of new physical software trend at all.
- 22:17SPEAKER_03: No matter what they do in terms of the console side saying like Gears is going
- 22:20SPEAKER_03: to be exclusive, that hasn't made any difference in terms of the hardware trend.
- 22:26SPEAKER_03: In fact, like the hardware trend keeps getting worse.
- 22:29SPEAKER_03: You know, they've lost some distribution in the US.
- 22:32SPEAKER_03: So like, it just seems like everything they're doing Is not having a positive impact.
- 22:37SPEAKER_03: And now, you know, they took Call of Duty out of Game Pass on day one.
- 22:41SPEAKER_03: And, you know,
- 22:41SPEAKER_03: in the engagement data I'm looking at through our player engagement tracker, I mean,
- 22:46SPEAKER_03: basically you just,
- 22:48SPEAKER_03: you know,
- 22:48SPEAKER_03: you lost a ton of engagement on Xbox because it's no longer on Game Pass day one
- 22:53SPEAKER_03: and you got no benefit.
- 22:54SPEAKER_03: Like, it's just, I don't know what they do.
- 22:58SPEAKER_03: It's just, it's really hard to find any Signs of positivity or hope on that platform right now?
- 23:06SPEAKER_01: Gears of War.
- 23:07SPEAKER_01: Obviously, half a billion dollars it costs to make that game.
- 23:09SPEAKER_01: So I'm sitting there going, Did it do anything?
- 23:12SPEAKER_01: In the UK,
- 23:13SPEAKER_01: because they got their hardware data in,
- 23:15SPEAKER_01: Xbox was down 2% over September and 22% down over October last year.
- 23:19SPEAKER_01: That's the Xbox hardware sales.
- 23:21SPEAKER_01: In the month, they finally released an exclusive Xbox game.
- 23:25SPEAKER_01: I don't know about the engagement numbers.
- 23:26SPEAKER_01: I don't know how many more people turned on their Xboxes or something.
- 23:29SPEAKER_01: In terms of hardware sales, not only did it not move the needle, the needle went down.
- 23:33SPEAKER_01: So you just feel like the momentum is so against
- 23:37SPEAKER_01: that it's almost like they're trying to push both uphill and they just can't do it.
- 23:41SPEAKER_01: Maybe for the next generation.
- 23:42SPEAKER_01: I don't know.
- 23:43SPEAKER_03: Yeah, the $1,200 to $1,800 Xbox console.
- 23:49SPEAKER_01: Yes, yes.
- 23:51SPEAKER_03: I don't know.
- 23:51SPEAKER_03: I don't know what you do.
- 23:53SPEAKER_03: They're still the biggest publisher around.
- 23:54SPEAKER_03: Oh, of course.
- 23:56SPEAKER_03: But for how long?
- 23:58SPEAKER_03: Like, I don't know.
- 23:59SPEAKER_03: Everything they're doing seems to be,
- 24:03SPEAKER_03: you know,
- 24:03SPEAKER_03: I mean, it's getting Twitter likes from the most passionate part of their fan base.
- 24:06SPEAKER_03: But other than that,
- 24:08SPEAKER_03: in terms of the actual results,
- 24:10SPEAKER_03: I'm not seeing anything right now yeah and I'm looking really hard
- 24:14SPEAKER_03: and you know gears is beautiful what a it is a gorgeous game I know that is
- 24:18SPEAKER_03: a gears ass gears of war game and it looks great uh but yeah you kill
- 24:23SPEAKER_03: the you know you make it exclusive you kind of chop the legs out from
- 24:28SPEAKER_03: under its potential as an individual title in order to try to boost your platform
- 24:32SPEAKER_03: and that I don't know, at least in the short term, it hasn't made a difference.
- 24:35SPEAKER_01: I'll be honest,
- 24:36SPEAKER_01: one of the key things about Xbox I've always said,
- 24:38SPEAKER_01: and I don't mean this like they've put out lots of good games,
- 24:40SPEAKER_01: they've not put out a lot of great games,
- 24:42SPEAKER_01: you know,
- 24:42SPEAKER_01: and this year, I think Gears, this is what I'm reading, has been as a great game.
- 24:47SPEAKER_01: I think Modern Warfare 4,
- 24:48SPEAKER_01: by the sounds of it, is a significant Improvement on where we were last year.
- 24:53SPEAKER_01: World of Warcraft Forever from people in the beta telling me that this is
- 24:56SPEAKER_01: a pretty special thing.
- 24:58SPEAKER_01: So it certainly feels like Microsoft anyway,
- 25:00SPEAKER_01: Xbox as a sort of a whole,
- 25:01SPEAKER_01: as a publisher, are getting there with the quality of the games.
- 25:04SPEAKER_01: They are obviously the same old franchise Which I wonder if that's part of the problem.
- 25:08SPEAKER_01: But that's always been the key thing for me.
- 25:10SPEAKER_01: We can talk about business models and we can talk about all that kind of stuff.
- 25:14SPEAKER_01: But the key element in video games,
- 25:16SPEAKER_01: as we know,
- 25:16SPEAKER_01: is the game's got to be,
- 25:17SPEAKER_01: you've got to do something, you've got to create a Strauss on it.
- 25:19SPEAKER_01: Whenever I asked him, like, He goes, you make hit games.
- 25:22SPEAKER_01: Like, it's a really, really dull answer.
- 25:25SPEAKER_01: But Xbox hasn't made many hit games.
- 25:26SPEAKER_01: And I don't know.
- 25:27SPEAKER_01: I was quite pleased to see that they're getting some good review scores
- 25:30SPEAKER_01: and some good ratings from fans as well.
- 25:32SPEAKER_01: But I'm not seeing anything in the numbers as of yet.
- 25:35SPEAKER_01: I guess it's a long-term play, what they're going through.
- 25:37SPEAKER_01: But so go on, you say what you're going to say.
- 25:41SPEAKER_03: No, it just reminded me of the mission statement when I first joined Activision in 2005.
- 25:47SPEAKER_03: It was, we make great games that sell.
- 25:49SPEAKER_03: And then later on,
- 25:50SPEAKER_03: they turned it into this really long,
- 25:52SPEAKER_03: convoluted engagements and delights and all this stuff.
- 25:56SPEAKER_03: But really, like, ultimately, yeah, like, those very basic statements still tend to work out.
- 26:00SPEAKER_03: But anyways, go ahead.
- 26:02SPEAKER_01: Well, I was going to ask if there's any early indicators around Call of Duty,
- 26:04SPEAKER_01: because the only indicator I've got is I've got the physical weekly sales for
- 26:07SPEAKER_01: the UK.
- 26:08SPEAKER_01: And it was basically the same as last year.
- 26:10SPEAKER_01: Last year, as we know, was a disaster.
- 26:13SPEAKER_01: Switch 2 version didn't do much at all in the UK.
- 26:16SPEAKER_01: In fact, Final Fantasy Resonance, is that the new Final Fantasy game?
- 26:19SPEAKER_01: Sold more copies on Switch 2 than Call of Duty did.
- 26:22SPEAKER_01: So that didn't seem to do anything.
- 26:24SPEAKER_01: But I don't know if you saw any early indicators.
- 26:27SPEAKER_03: I was just looking at this this morning.
- 26:28SPEAKER_03: We have our player engagement tracker, which,
- 26:30SPEAKER_03: you know,
- 26:30SPEAKER_03: we have a large panel of players and,
- 26:33SPEAKER_03: you know,
- 26:33SPEAKER_03: we snapshot what they're doing every few minutes and then aggregate all
- 26:37SPEAKER_03: that information to see what they're playing for how long and where.
- 26:40SPEAKER_03: Anyways,
- 26:40SPEAKER_03: I was comparing the launch window,
- 26:43SPEAKER_03: the public launch window, the full launch window, not the early access or whatever.
- 26:47SPEAKER_03: But like, hey, here's the games available to everybody year on year.
- 26:52SPEAKER_03: And so last year, We had,
- 26:55SPEAKER_03: with the Game Pass Day 1 launch,
- 26:57SPEAKER_03: according to our worldwide engagement tracker data for Xbox,
- 27:02SPEAKER_03: we had about 28 percent of players last year on Xbox who turned on their Xbox on
- 27:07SPEAKER_03: that day and played Call of Duty.
- 27:10SPEAKER_03: So, good chunk, right?
- 27:12SPEAKER_03: This year, on the same day the game was fully released, that was 14 percent.
- 27:18SPEAKER_03: So that engagement rate was cut in half because the game wasn't available
- 27:22SPEAKER_03: on Game Pass on day one.
- 27:25SPEAKER_03: Now on Sony,
- 27:27SPEAKER_03: it was very similar,
- 27:28SPEAKER_03: a point different, just slightly lower than last year, which makes sense.
- 27:34SPEAKER_03: You know, it wasn't on PS Plus day one last year, it's not this year.
- 27:39SPEAKER_03: Relatively similar engagement.
- 27:41SPEAKER_03: And PC was actually boosted a little bit in terms of our Steam tracking.
- 27:45SPEAKER_03: I think it was somewhere on a much lower scale because PC is a whole different thing
- 27:50SPEAKER_03: when it comes to engagement rates,
- 27:51SPEAKER_03: but we did see an increase in engagement on Steam.
- 27:54SPEAKER_03: Ultimately,
- 27:55SPEAKER_03: the PlayStation platform in terms of the percentage
- 28:00SPEAKER_03: of PlayStation players playing Call of Duty on launch day was higher than it was
- 28:05SPEAKER_03: on Xbox in terms of the percentage of Xbox active players that day playing Call
- 28:09SPEAKER_03: of Duty.
- 28:11SPEAKER_03: PlayStation's returned to become like this lead platform for Call of Duty
- 28:14SPEAKER_03: because they've pulled it off at Game Pass and Last year there was all
- 28:19SPEAKER_03: that conversation.
- 28:20SPEAKER_03: You remember it like, oh,
- 28:22SPEAKER_03: we lost 300 million or some crazy number because the game was on Game Pass
- 28:27SPEAKER_03: on day one.
- 28:28SPEAKER_03: And you do the backwards math on that and you go, okay,
- 28:30SPEAKER_03: what they probably did was take the total number of people who played on Game Pass
- 28:35SPEAKER_03: and multiplied it by the cost of the game, like piracy math, which whatever.
- 28:40SPEAKER_03: But in any case, like...
- 28:42SPEAKER_03: We've seen this dramatic downtick in terms of the daily engagement rate on Call of Duty.
- 28:46SPEAKER_03: You're on your own Xbox because it isn't on the subscription service.
- 28:50SPEAKER_03: We didn't see a whole bunch of Xbox players buy the game this year because it wasn't available.
- 28:56SPEAKER_03: Maybe there's a gap there because still 14% of people played, so you had some gap there.
- 29:04SPEAKER_03: But it wasn't like they maintained the player count.
- 29:07SPEAKER_03: All the people who played on Game Pass last year went out and bought it this year.
- 29:10SPEAKER_03: That just doesn't look like that was the case at all.
- 29:12SPEAKER_03: So what did it buy you?
- 29:15SPEAKER_03: All this really does is,
- 29:16SPEAKER_03: in my opinion,
- 29:18SPEAKER_03: looking at this,
- 29:19SPEAKER_03: is you've hurt the value proposition of the one key differentiator of your platform,
- 29:27SPEAKER_03: which was Game Pass.
- 29:29SPEAKER_03: So you've removed some of that value proposition there,
- 29:33SPEAKER_03: you haven't improved the value proposition anywhere else,
- 29:36SPEAKER_03: and you've raised the price significantly a couple of times.
- 29:39SPEAKER_03: Like, that's a bad combination,
- 29:42SPEAKER_01: especially leading into a holiday.
- 29:44SPEAKER_01: Is it an indication that more people might have bought it this year,
- 29:47SPEAKER_01: or is it a bit too early for that kind of thing?
- 29:48SPEAKER_03: We'll have to see.
- 29:49SPEAKER_03: Like, I don't have that data in yet.
- 29:51SPEAKER_01: So we had Call of Duty on the show,
- 29:52SPEAKER_01: and actually when I asked them what went wrong last year,
- 29:55SPEAKER_01: they said the game wasn't good enough.
- 29:56SPEAKER_01: That was there.
- 29:57SPEAKER_01: Well, not only good enough, it just didn't connect.
- 29:59SPEAKER_01: That's probably the more accurate sentiment.
- 30:01SPEAKER_01: That was their analysis of it.
- 30:03SPEAKER_01: It just wasn't what fans wanted.
- 30:04SPEAKER_01: And when I asked them,
- 30:05SPEAKER_01: and it was quite a good answer,
- 30:06SPEAKER_01: actually, when I asked them, what would success look like this year?
- 30:09SPEAKER_01: And they said, look, it might not be, they didn't say it.
- 30:11SPEAKER_01: It's not exactly like this, but the numbers might be whatever the numbers are.
- 30:14SPEAKER_01: But really what we've got to do is put out a good Call of Duty so that
- 30:17SPEAKER_01: the fans aren't disappointed in us anymore.
- 30:20SPEAKER_01: And then we can rebuild that trust and regain that enthusiasm and build over time.
- 30:24SPEAKER_01: And obviously they're talking about Modern Warfare 4 being an end of an era
- 30:27SPEAKER_01: and they're being Doing new things for the future ones.
- 30:30SPEAKER_01: And I thought it was quite good answers to that sort of a question.
- 30:34SPEAKER_01: I hope that that does the case.
- 30:35SPEAKER_01: But I think I agreed with you when you said it earlier in the year.
- 30:38SPEAKER_01: So I said, yeah, I think there's bigger problems at Call of Duty.
- 30:40SPEAKER_01: There isn't Game Pass.
- 30:42SPEAKER_01: And, you know,
- 30:43SPEAKER_01: you can see that in the drop in engagement figures,
- 30:46SPEAKER_01: the amount of players they're getting on a month-to-month basis.
- 30:47SPEAKER_01: You can see that it's losing momentum.
- 30:50SPEAKER_01: It's still obviously a juggernaut.
- 30:52SPEAKER_03: Oh, absolutely.
- 30:53SPEAKER_03: But like the bouncing around between the studios, kind of the...
- 30:57SPEAKER_03: The other studio didn't do it right,
- 30:59SPEAKER_03: we're doing it right this time,
- 31:01SPEAKER_03: and boots on the ground, and oh,
- 31:02SPEAKER_03: we're getting boots off the ground in this back and forth over the years and sniping
- 31:06SPEAKER_03: at itself as a franchise.
- 31:08SPEAKER_03: And look, man, I got a personal interest in this.
- 31:12SPEAKER_03: At Activision,
- 31:13SPEAKER_03: the day we launched Call of Duty 2 on Xbox and like saw the numbers coming in
- 31:18SPEAKER_03: and went,
- 31:19SPEAKER_03: oh my God, this is like, you know, the 76% or whatever attach rate we had on that.
- 31:24SPEAKER_03: So yeah, like I've got this game in my heart.
- 31:26SPEAKER_03: And when I hear like that kind of thing's happening or like, oh,
- 31:30SPEAKER_03: there's a Call of Duty tax from journalists on the reviews or whatever,
- 31:34SPEAKER_03: it's like,
- 31:35SPEAKER_01: That was in my interview, yeah.
- 31:37SPEAKER_01: Come on, man.
- 31:38SPEAKER_01: Like, what are we doing here?
- 31:40SPEAKER_01: I did feel a little bit...
- 31:41SPEAKER_01: I did was surprised about that, because I basically...
- 31:43SPEAKER_01: I spoke to a journalist who...
- 31:45SPEAKER_01: I said they don't cover Call of Duty as much as they used to.
- 31:47SPEAKER_01: And I asked this,
- 31:48SPEAKER_01: you know,
- 31:48SPEAKER_01: it's Andy Robinson of EDC,
- 31:49SPEAKER_01: and he said, well,
- 31:50SPEAKER_01: we do cover it,
- 31:51SPEAKER_01: he said, but,
- 31:51SPEAKER_01: you know,
- 31:52SPEAKER_01: we don't cover it as much as you used to,
- 31:53SPEAKER_01: because sort of influencers have been the domain of Call of Duty.
- 31:57SPEAKER_01: You know,
- 31:57SPEAKER_01: they've become such a dominant force in terms of sharing that news that Activision,
- 32:01SPEAKER_01: I guess, have leaned into that.
- 32:02SPEAKER_01: And I brought that up in my interview.
- 32:04SPEAKER_01: And I wasn't having a go.
- 32:05SPEAKER_01: I was like, is it the space where you go now for that kind of thing?
- 32:08SPEAKER_01: And then they brought up this Call of Duty tax.
- 32:11SPEAKER_01: And then I looked back on it.
- 32:12SPEAKER_01: And actually, Call of Duty review is generally pretty well.
- 32:14SPEAKER_01: Pretty well.
- 32:15SPEAKER_01: Last year's didn't.
- 32:16SPEAKER_01: Well, last year's didn't as high as usual.
- 32:18SPEAKER_01: And the Modern Warfare, Black Ops, What was the one?
- 32:22SPEAKER_01: Was it seven?
- 32:23SPEAKER_01: Seven, yeah.
- 32:24SPEAKER_01: That didn't.
- 32:25SPEAKER_01: And then Modern Warfare 3 didn't.
- 32:27SPEAKER_01: So those sort of quick sequels that they did didn't do quite as well.
- 32:30SPEAKER_01: But the ones after beforehand didn't.
- 32:32SPEAKER_01: I wasn't quite sure.
- 32:33SPEAKER_03: This one's great.
- 32:33SPEAKER_03: Like it's reviewing extremely well.
- 32:36SPEAKER_03: People are really into it.
- 32:39SPEAKER_03: It's just very strange.
- 32:40SPEAKER_01: They seem to be like swinging from we're so back, we're so up.
- 32:43SPEAKER_01: But anyway, hopefully, hopefully, you know, they've got a new plan.
- 32:47SPEAKER_01: They've got a movie coming out and they say, we hope they do really well.
- 32:49SPEAKER_01: But it's a bit early, I guess, to tell how this one does.
- 32:51SPEAKER_01: So let's talk about Switch 2 quickly,
- 32:53SPEAKER_01: because we talked about how you didn't think necessarily that the Netflix reveal had
- 32:58SPEAKER_01: a big impact on PlayStation 5 sales.
- 33:00SPEAKER_01: Did you see anything on the Switch 2 sales around Ocarina?
- 33:02SPEAKER_01: I'm guessing you didn't based on the Ocarina Direct they did,
- 33:05SPEAKER_01: based on the fact that Switch 2 sales were down in September.
- 33:09SPEAKER_03: Yeah, nothing that jumped out at me.
- 33:11SPEAKER_03: And of course,
- 33:12SPEAKER_03: like when you're looking at like a weekly sales number or whatever,
- 33:16SPEAKER_03: like it's very hard to kind of pick out the components of what would influence that.
- 33:20SPEAKER_03: Right.
- 33:20SPEAKER_03: But nothing jumped out.
- 33:22SPEAKER_01: As I asked the question,
- 33:23SPEAKER_01: I realized it was kind of a stupid question,
- 33:24SPEAKER_01: because obviously they showed a new Switch 2 Special Edition that isn't out
- 33:27SPEAKER_01: until November.
- 33:29SPEAKER_01: Yeah, when that shows up, I'll see something.
- 33:32SPEAKER_03: Yeah.
- 33:32SPEAKER_03: Like when Marvel Wolverine's PS5 showed up.
- 33:35SPEAKER_03: Like, you see that in the sales.
- 33:38SPEAKER_03: It pops, like when a Special Edition shows up and people actually buy it.
- 33:42SPEAKER_03: And people are going to buy the hell out of the Zelda one,
- 33:46SPEAKER_03: and I'm sure on eBay you'll be able to find one for four grand if you want.
- 33:49SPEAKER_01: I bought a third
- 33:51SPEAKER_03: Switch 2.
- 33:52SPEAKER_01: Off of that Zelda thing.
- 33:54SPEAKER_01: I'm very much that target audience.
- 33:56SPEAKER_01: I was disappointed to see the Switch 2 drop, mainly because it did quite well in the UK.
- 33:59SPEAKER_01: So in the UK, it was up 17% year on year in September over here.
- 34:02SPEAKER_01: But at the same time,
- 34:03SPEAKER_01: that should be a surprise to me because I think the price rose from September 1st.
- 34:07SPEAKER_03: And like early on, early on in the Switch 2's life in the US, like stock was never a problem.
- 34:13SPEAKER_03: It was widely distributed.
- 34:15SPEAKER_03: So like we still have that elevated early.
- 34:17SPEAKER_01: Yeah.
- 34:18SPEAKER_03: Like early run for Switch 2 we're comping against.
- 34:20SPEAKER_03: Like it's no longer the fastest selling console ever.
- 34:24SPEAKER_03: I think it's, I don't know, I don't know.
- 34:26SPEAKER_03: I don't even want to say it because then I'll see something on a message board.
- 34:29SPEAKER_03: But it's no longer the fastest selling in the U.S.
- 34:33SPEAKER_03: They're still doing very well,
- 34:34SPEAKER_03: but yeah,
- 34:34SPEAKER_03: the comps are weird on Switch 2 because it's rare that such a successful device
- 34:39SPEAKER_03: in its first year in market is widely available and doesn't have supply constraints
- 34:43SPEAKER_03: or whatever.
- 34:45SPEAKER_03: I'm not seeing anything to be concerned about in the Switch 2 numbers at all,
- 34:48SPEAKER_03: and I'm sure it's going to pop with Zelda.
- 34:51SPEAKER_03: But yeah, the price increase took effect.
- 34:54SPEAKER_03: What they did was pretty smart.
- 34:56SPEAKER_03: They dropped the world bundle and they went to a standalone skew, maintained the price point.
- 35:01SPEAKER_03: So effectively on shelf,
- 35:03SPEAKER_03: there wasn't a significant price change, but yeah, it's less value in the box.
- 35:07SPEAKER_03: And so, yeah,
- 35:08SPEAKER_03: that's going to have an impact,
- 35:09SPEAKER_03: especially in like a short-term window following that implementation.
- 35:12SPEAKER_01: Yeah, I did wonder if,
- 35:15SPEAKER_01: was there a new Mario Kart World bundle that showed up as well at the end?
- 35:18SPEAKER_01: I wasn't sure if somebody was telling me about that.
- 35:21SPEAKER_03: I didn't see anything.
- 35:22SPEAKER_01: No, maybe not.
- 35:23SPEAKER_01: Well, September was an odd mix, I thought.
- 35:26SPEAKER_01: There was a new IP.
- 35:26SPEAKER_01: Like, War Dogs obviously took a lot of people by surprise.
- 35:29SPEAKER_01: Blood of the Dawn Walk I did think was going to do well, and it did do well.
- 35:32SPEAKER_03: But Halloween?
- 35:36SPEAKER_01: What was that about?
- 35:38SPEAKER_01: It was worldwide, by the way.
- 35:40SPEAKER_01: It wasn't just in the US.
- 35:41SPEAKER_03: Yeah.
- 35:41SPEAKER_03: And across platform, like it wasn't even just a Steam thing.
- 35:44SPEAKER_03: Like that was a, it was a console thing too.
- 35:46SPEAKER_01: It just had a nice pop.
- 35:48SPEAKER_01: It was right in there in some, on some platforms globally in the Top five.
- 35:52SPEAKER_01: If there's one thing that caught me off,
- 35:53SPEAKER_01: I didn't,
- 35:53SPEAKER_01: you know,
- 35:53SPEAKER_01: Control Resident and Silent Hill wasn't up there,
- 35:56SPEAKER_01: but then it was towards the end of the month that game,
- 35:58SPEAKER_03: but those games.
- 35:58SPEAKER_01: But yeah,
- 35:59SPEAKER_01: seeing Halloween do so well,
- 36:01SPEAKER_01: I did wonder if I thought, is there some sort of secret from it?
- 36:04SPEAKER_01: You know, was it a particular It was at a slightly budget price.
- 36:09SPEAKER_03: But if you look at the whole list, right,
- 36:10SPEAKER_03: you look at the top 10 list from the US where you have things like Ace Combat,
- 36:13SPEAKER_03: you have Dawn Walk,
- 36:14SPEAKER_03: you have, I mean,
- 36:15SPEAKER_03: the variety of, like,
- 36:17SPEAKER_03: a bunch of new games moved into September, right,
- 36:20SPEAKER_03: because they wanted to get out of the window for GTA,
- 36:22SPEAKER_03: like we were talking about earlier.
- 36:24SPEAKER_03: But all of those games, they were different.
- 36:26SPEAKER_03: Like, it wasn't all of the same game, different genres, different variety.
- 36:30SPEAKER_03: It was beautiful to see the variety.
- 36:33SPEAKER_03: Of different types of experiences and all of them found audiences.
- 36:37SPEAKER_03: Like that's what we should be focusing on.
- 36:40SPEAKER_03: Like every big publisher's like, no,
- 36:41SPEAKER_03: we're just going to do fewer, bigger and to hell with like EA to hell with racing.
- 36:47SPEAKER_03: We're just going to make sports and battlefield like,
- 36:50SPEAKER_03: man, like there's so much opportunity there for these smaller ones.
- 36:54SPEAKER_03: If, if you can control your costs, which of course is the problem.
- 36:58SPEAKER_01: Which is the big question,
- 36:59SPEAKER_01: which is honestly all we've been talking about now for 18 months is how can you make
- 37:03SPEAKER_01: a game,
- 37:04SPEAKER_01: sell a million copies and that'd be fine,
- 37:05SPEAKER_01: you know,
- 37:06SPEAKER_01: but people are finding ways,
- 37:07SPEAKER_01: you know,
- 37:08SPEAKER_01: you go back to Star Wars Zero Company,
- 37:09SPEAKER_01: end of August, you know, it took a little longer to get to a million than some.
- 37:12SPEAKER_01: Onimusha, but it got there.
- 37:14SPEAKER_01: Onimusha did very well.
- 37:15SPEAKER_01: The Dawn Walker did very well.
- 37:16SPEAKER_01: And again, you say variety.
- 37:17SPEAKER_01: And in fact,
- 37:17SPEAKER_01: going into the month where I did a little bit on the show, I said,
- 37:20SPEAKER_01: the thing is people talk about September being highly competitive and congested.
- 37:23SPEAKER_01: But a lot of these games are targeting different groups.
- 37:26SPEAKER_01: I don't think Fire Emblem Fortune's Wii fanatics are choosing that over War Dogs.
- 37:34SPEAKER_01: Yeah, it's the secondary audience, right?
- 37:36SPEAKER_01: So if you've got an audience of people who really want Fortune's Wii, They'll get it.
- 37:39SPEAKER_01: But if they,
- 37:39SPEAKER_01: if they're maybe also like Western RPGs,
- 37:41SPEAKER_01: like the Dawnwalker, maybe they're choosing one now and getting one later, maybe.
- 37:46SPEAKER_01: But so secondary audiences, I think primary audiences will go with the games they love.
- 37:49SPEAKER_01: Maybe there's Halloween and Silent Hill, maybe Control and Wolverine.
- 37:52SPEAKER_01: There's some sort of crossover.
- 37:53SPEAKER_01: But broadly speaking, there was a lot of different stuff.
- 37:56SPEAKER_01: And I thought, and I agree with you, basically.
- 37:59SPEAKER_01: And it was great to see so many of them do well.
- 38:03SPEAKER_01: It wasn't like,
- 38:04SPEAKER_01: you know,
- 38:04SPEAKER_01: we thought maybe one might emerge as, well,
- 38:06SPEAKER_01: one did emerge as the successor,
- 38:07SPEAKER_01: but like one would particularly come out of it on top.
- 38:09SPEAKER_01: Actually,
- 38:09SPEAKER_01: lots of companies,
- 38:10SPEAKER_01: I think, would have come out of September with a bit of a smile on their face.
- 38:13SPEAKER_03: Yeah, it's encouraging in a market that's lacking Encouraging things to see.
- 38:19SPEAKER_03: But, you know,
- 38:20SPEAKER_03: it also kind of showcases this shift that we're seeing away from
- 38:24SPEAKER_03: the traditional big publishers towards,
- 38:27SPEAKER_03: you know,
- 38:27SPEAKER_03: the mid-tiers are,
- 38:28SPEAKER_03: well, now the big ones like a Capcom I don't think is a mid-tier anymore.
- 38:33SPEAKER_03: But you know what I mean?
- 38:33SPEAKER_03: Like these publishers that aren't the Ubisoft's EAs of the world because You know,
- 38:41SPEAKER_03: we're kind of seeing those types of companies going through all kinds of things,
- 38:46SPEAKER_03: whether it's, yeah, EA,
- 38:47SPEAKER_03: Ubisoft,
- 38:48SPEAKER_03: now Warner Brothers is apparently going to be going through the ringer because
- 38:52SPEAKER_03: of its acquisition.
- 38:54SPEAKER_03: You know,
- 38:54SPEAKER_03: there's opportunity there for,
- 38:56SPEAKER_03: like you said, like some of these smaller teams and smaller games to really thrive.
- 39:00SPEAKER_03: And that is encouraging, although also depressing at the same video games.
- 39:05SPEAKER_01: Yeah.
- 39:05SPEAKER_01: Yeah.
- 39:07SPEAKER_01: So what you're talking about there is the big AAA companies like Microsoft.
- 39:10SPEAKER_01: Microsoft and EA are the best two examples.
- 39:11SPEAKER_01: They've done it recently where they're going,
- 39:13SPEAKER_01: right, we're going to focus in on the big bets, right, the big plays.
- 39:16SPEAKER_01: I'm not entirely sure focusing in on franchises that might be past their best is
- 39:19SPEAKER_01: the ideal scenario.
- 39:21SPEAKER_01: But I completely,
- 39:22SPEAKER_01: much as I hated what happened to Bioware and Mass Effect, you go,
- 39:25SPEAKER_01: look at EA,
- 39:26SPEAKER_01: look at,
- 39:26SPEAKER_01: you know,
- 39:27SPEAKER_01: EA Sports FC doesn't get out of bed for the sort of money that Mass Effect sort
- 39:30SPEAKER_01: of would probably make them.
- 39:32SPEAKER_01: And that is where they go, right, that's our bet.
- 39:34SPEAKER_01: But that leaves all these other companies to go,
- 39:36SPEAKER_01: okay, then we would get out of bed for that money, actually, quite happily.
- 39:40SPEAKER_01: And then I think what I'm,
- 39:41SPEAKER_01: I've talked about it on the show a couple of times,
- 39:43SPEAKER_01: I'd be really fascinated to see if companies like EA
- 39:46SPEAKER_01: and like Microsoft Maybe we should open our brands up for licensing opportunities.
- 39:50SPEAKER_01: Maybe we should,
- 39:51SPEAKER_01: you know,
- 39:52SPEAKER_01: because a lot of these smaller AA studios,
- 39:54SPEAKER_01: AA budgets, I don't think they're AA quality necessarily.
- 39:56SPEAKER_01: These sort of smaller teams that go, you know what, we're struggling for attention.
- 39:59SPEAKER_01: We're struggling for cut through.
- 40:02SPEAKER_01: And our game is quite similar to Dead Space, right?
- 40:05SPEAKER_01: You know, maybe what if we could, AEA, could we do a, we'll fund it?
- 40:08SPEAKER_01: And could we have a,
- 40:09SPEAKER_01: I always want, we had people like Velen Studios come on and talk about that.
- 40:12SPEAKER_01: And I just think that would be an interesting opportunity for those franchises
- 40:15SPEAKER_01: that are dormant, fans love them.
- 40:16SPEAKER_01: And there's probably a lot of passionate game studios out there,
- 40:18SPEAKER_01: they're independent,
- 40:20SPEAKER_01: that would take that and probably do it,
- 40:22SPEAKER_01: working out ways to get those games out faster and on a cheaper budget,
- 40:25SPEAKER_01: but still delivering on the quality.
- 40:28SPEAKER_01: Sorry, I've gone off on one.
- 40:30SPEAKER_03: Well, no,
- 40:30SPEAKER_03: it's similar to, like,
- 40:32SPEAKER_03: the Disney model and how they shifted when they,
- 40:34SPEAKER_03: you know,
- 40:35SPEAKER_03: when they stopped doing things like Disney Infinity and started partnering
- 40:39SPEAKER_03: with teams that wanted to make games.
- 40:41SPEAKER_03: And, you know,
- 40:41SPEAKER_03: things like Galactic Racer are the result of that reaching out they did
- 40:47SPEAKER_03: to smaller teams and saying, hey, you know, we have the IP, bring us your ideas.
- 40:51SPEAKER_03: And we've seen some of the benefits of that.
- 40:53SPEAKER_03: And so it would be beneficial.
- 40:54SPEAKER_03: But like with the big publishers,
- 40:56SPEAKER_03: it's what,
- 40:57SPEAKER_03: every 10,
- 40:57SPEAKER_03: 15 years we get this, we get this like, oh, we're going to do smaller, bigger bets.
- 41:02SPEAKER_03: And then it's a few years later, it's like, oh, no, we're indie friendly now.
- 41:06SPEAKER_03: We want to fund teams.
- 41:07SPEAKER_03: And then a few years later, oh, we're going in bigger bets.
- 41:10SPEAKER_03: It's like, golly, like this back and forth we've been doing for 20 years.
- 41:14SPEAKER_03: It's true.
- 41:15SPEAKER_01: It's very true.
- 41:16SPEAKER_01: Let's talk about the number one game, Marvel's Wolverine.
- 41:19SPEAKER_01: I know it's difficult to get a read without knowing what Sony was expecting,
- 41:22SPEAKER_01: but it's bigger than Yotai, right?
- 41:24SPEAKER_01: Smaller than Helldivers 2 for launch.
- 41:27SPEAKER_01: Obviously, you've got the numbers.
- 41:28SPEAKER_01: Were you sitting there thinking, hmm, when you saw that, or were you, do you think it did well?
- 41:33SPEAKER_01: I think, hmm, I think that's good.
- 41:35SPEAKER_03: It sounded like, whoa, and it sounded like, hmm.
- 41:41SPEAKER_01: Yeah.
- 41:41SPEAKER_01: That's going to make a really tough headline, Matt.
- 41:43SPEAKER_03: Yeah.
- 41:45SPEAKER_03: I mean, if you look at,
- 41:46SPEAKER_03: you know,
- 41:47SPEAKER_03: if you look at the weekly sales cadence of things like accessories and hardware,
- 41:50SPEAKER_03: like the Wolverine DualSense was the best-selling accessory of the month.
- 41:56SPEAKER_03: You know,
- 41:56SPEAKER_03: we tracked those by individual SKU,
- 41:58SPEAKER_03: so that Wolverine controller best-selling accessory, the bundle sold out.
- 42:04SPEAKER_03: There wasn't huge quantities,
- 42:05SPEAKER_03: but they sold it out,
- 42:06SPEAKER_03: and that really helped boost PlayStation 5 sales that particular week.
- 42:09SPEAKER_03: So in terms of,
- 42:10SPEAKER_03: like, An old school, here's an exclusive game and we're going to sell some consoles.
- 42:15SPEAKER_03: We're going to sell some accessories with it.
- 42:18SPEAKER_03: I think, yeah,
- 42:19SPEAKER_03: I think it's about as good as you could hope for,
- 42:22SPEAKER_03: for an IEP that, you know, isn't the level of a Spider-Man.
- 42:25SPEAKER_03: No.
- 42:26SPEAKER_03: I don't know.
- 42:26SPEAKER_03: I thought it was, I thought it was fine.
- 42:28SPEAKER_03: I thought it was like, good, good for them.
- 42:30SPEAKER_01: It didn't review as highly as it normally, as you would expect from a Sony first party.
- 42:34SPEAKER_01: So I guess.
- 42:34SPEAKER_01: Sure did.
- 42:35SPEAKER_01: Yeah.
- 42:36SPEAKER_01: So, um, so I mean.
- 42:38SPEAKER_03: A lot of that's also like,
- 42:40SPEAKER_03: especially from like the influencer community was very mis-targeted and overblown
- 42:45SPEAKER_03: on it.
- 42:46SPEAKER_03: But of course it is because that's just kind of what they do to drive
- 42:48SPEAKER_03: that engagement, which is fine.
- 42:50SPEAKER_03: But from a general player perspective, like it seemed to do the trick.
- 42:54SPEAKER_03: Like if someone just wanted to run around and slash things and have a good time,
- 42:58SPEAKER_03: you know, a popcorn movie video game.
- 43:01SPEAKER_03: So yeah, sure.
- 43:03SPEAKER_03: It's fine.
- 43:04SPEAKER_01: I'm with you.
- 43:04SPEAKER_01: When people say to me, it just tells you where to go all the time.
- 43:07SPEAKER_01: I'm like, oh, good.
- 43:07SPEAKER_03: Okay, good.
- 43:09SPEAKER_03: It's like, yeah, great.
- 43:10SPEAKER_01: I could do with that, actually.
- 43:11SPEAKER_01: I don't know.
- 43:12SPEAKER_01: Thank you.
- 43:12SPEAKER_01: Thank you for holding my hand.
- 43:13SPEAKER_01: I could just do with it.
- 43:14SPEAKER_01: I could just tell me.
- 43:15SPEAKER_01: I did that with Spider-Man 2, to be honest.
- 43:17SPEAKER_01: I just went, where do I need to go?
- 43:19SPEAKER_01: Show me the direction.
- 43:20SPEAKER_01: Because I'm a 40-year-old and I don't have time to wander around aimlessly and look
- 43:25SPEAKER_01: under every barrel.
- 43:26SPEAKER_03: Yeah, sometimes you want an Elden Ring and sometimes you're just like,
- 43:29SPEAKER_03: I just want to go hit this button a lot and drink this half bottle of wine and try
- 43:33SPEAKER_03: to forget.
- 43:35SPEAKER_03: In that respect, hey, it worked out pretty well.
- 43:39SPEAKER_01: What happened to subscriptions?
- 43:41SPEAKER_01: Yeah.
- 43:42SPEAKER_01: Every month I'm getting used to the subscriptions are up,
- 43:44SPEAKER_01: subscriptions are up, but they weren't.
- 43:47SPEAKER_01: In September, they're just down 5% first drop in 18 months plus.
- 43:51SPEAKER_01: What happened there?
- 43:53SPEAKER_03: Yeah, the first year on your drop in a while.
- 43:56SPEAKER_03: Tough to say.
- 43:57SPEAKER_03: It was pretty broad in terms of the downtick in spend.
- 44:00SPEAKER_02: Okay.
- 44:01SPEAKER_03: So, is this a, you know, people adjusting their spend?
- 44:06SPEAKER_03: Is it a, you know, waiting for certain things to happen?
- 44:09SPEAKER_03: Is it some subscriptions that people started up a year ago,
- 44:14SPEAKER_03: they decided not to renew or something?
- 44:16SPEAKER_03: Like, is there some Call of Duty's not going to be on game pass day one impact?
- 44:21SPEAKER_03: Like, Not super clear yet.
- 44:24SPEAKER_03: We're going to need some more time to see the trends and see if it was a blip or something more.
- 44:31SPEAKER_03: You know,
- 44:32SPEAKER_03: consumer dollars are in a real pickle,
- 44:33SPEAKER_03: especially in the U.S.
- 44:34SPEAKER_03: at the moment,
- 44:36SPEAKER_03: between all of those cost of living factors that are impacting everyone globally.
- 44:42SPEAKER_03: And so we're starting to see consumers in the U.S.
- 44:44SPEAKER_03: really focus more on essentials,
- 44:47SPEAKER_03: shifting their dollars around things like,
- 44:48SPEAKER_03: you know, if you look at the mobile numbers from Sensor Tower, Yeah.
- 44:52SPEAKER_03: They've been hit pretty hard,
- 44:53SPEAKER_03: both from a combination of people changing spend,
- 44:57SPEAKER_03: but also because of those storefronts opening up and some dollars entering
- 45:01SPEAKER_03: the ecosystems from outside the in-app purchase environment.
- 45:04SPEAKER_03: Not my wheelhouse, but that's what my friends over there tell me.
- 45:08SPEAKER_03: So like, yeah.
- 45:11SPEAKER_03: And of course,
- 45:11SPEAKER_03: Grand Theft Auto and Zelda are going to make that problem disappear for a couple
- 45:17SPEAKER_03: of months.
- 45:18SPEAKER_03: But what happens in January and February?
- 45:21SPEAKER_03: And I think that's when we're really going to see things,
- 45:24SPEAKER_03: where things are netted out, including subscription.
- 45:27SPEAKER_01: I think it might take a little bit longer because actually February is
- 45:30SPEAKER_01: the other month everyone's run away to from GTA.
- 45:33SPEAKER_03: Fair enough.
- 45:33SPEAKER_03: There's the people that move forwards and then there's the
- 45:36SPEAKER_01: fabled God of War,
- 45:37SPEAKER_01: Tomb Raider, whatever, February, which also seems like a mess.
- 45:41SPEAKER_01: And actually those do seem a little bit less variety there.
- 45:44SPEAKER_01: There's a lot more crossover.
- 45:45SPEAKER_03: Yeah, because what big AAA studio brings games up, right?
- 45:50SPEAKER_03: The people bringing games up are the ones that are a little bit more agile
- 45:54SPEAKER_03: and budget conscious, I guess.
- 45:56SPEAKER_01: Yeah.
- 45:57SPEAKER_01: Um, I think we've gone through most of it.
- 45:59SPEAKER_01: Um, is there any like data point that you think that,
- 46:02SPEAKER_01: you know,
- 46:03SPEAKER_01: I'm not talking about or nobody's talking about and we definitely should be?
- 46:06SPEAKER_03: Oh my, I mean, let me look at my notes here.
- 46:08SPEAKER_03: I wrote some notes down.
- 46:10SPEAKER_03: Uh, well, okay.
- 46:12SPEAKER_03: The only other thing I thought we might get into is the whole decompiling,
- 46:17SPEAKER_03: recompiling, jailbreaking, Hmm.
- 46:20SPEAKER_01: I'm going to talk about that next week.
- 46:21SPEAKER_01: Okay, go on.
- 46:22SPEAKER_01: Oh, you're doing that next week?
- 46:23SPEAKER_01: Okay.
- 46:23SPEAKER_01: Well, I'll let you get to it next week.
- 46:25SPEAKER_01: No, no, no, no, no, no.
- 46:26SPEAKER_01: I'm interested in your take on it.
- 46:27SPEAKER_01: Go on.
- 46:28SPEAKER_03: It is terrifying.
- 46:32SPEAKER_03: It is very concerning.
- 46:34SPEAKER_03: I don't know how you stop it, if you do.
- 46:37SPEAKER_03: And what,
- 46:38SPEAKER_03: you know,
- 46:38SPEAKER_03: the average player,
- 46:40SPEAKER_03: like right now,
- 46:40SPEAKER_03: it's very much isolated to like the core group of sickos who are really into it.
- 46:46SPEAKER_03: But if that does break out in a mainstream way,
- 46:48SPEAKER_03: if people go, well, wait a minute, why am I buying this game?
- 46:51SPEAKER_03: I can just play it in a browser through this vibe, decompiled, recompiled version of this game.
- 46:57SPEAKER_03: That could have...
- 46:59SPEAKER_03: Pretty big implications that I don't think anyone's got their heads around yet.
- 47:04SPEAKER_01: It's an interesting question,
- 47:05SPEAKER_01: and so I have,
- 47:07SPEAKER_01: not to spoil next week's episode too much,
- 47:08SPEAKER_01: I have been speaking to the anti-piracy groups in the industry a little bit,
- 47:12SPEAKER_01: and they are being,
- 47:13SPEAKER_01: some of them are being quite corporate with their answer,
- 47:15SPEAKER_01: some of them being a little more candid,
- 47:16SPEAKER_01: but it's weird,
- 47:17SPEAKER_01: they're looking at that and going,
- 47:18SPEAKER_01: that's a concern, but because the lid is on piracy in a way, right?
- 47:21SPEAKER_01: It's happening, it happens.
- 47:23SPEAKER_01: But since the R4 days, they've managed to keep a little lid on it.
- 47:27SPEAKER_01: There seems to be an element of people just aren't pirating on a mass market scale.
- 47:33SPEAKER_01: And what you're saying there is, what if they start doing that?
- 47:35SPEAKER_01: But at the moment, they're not.
- 47:36SPEAKER_01: And so I think their biggest issues are people Bot farming and all that kind
- 47:41SPEAKER_01: of stuff is there sort of where their things are.
- 47:44SPEAKER_01: They are concerned.
- 47:46SPEAKER_01: What I'm trying to get a sense if there's any panic coming from
- 47:48SPEAKER_01: the platform holders,
- 47:49SPEAKER_01: obviously because the PS5 has been jailbroken now
- 47:51SPEAKER_01: and I'm not surprised it's happened in an AI era.
- 47:53SPEAKER_01: But while it was interesting Was one of the answers I got, I'm ruining next week's episode.
- 47:58SPEAKER_01: Don't skip next week's episode, please.
- 48:01SPEAKER_01: There's one of the answers around what AI might be doing to help combat it.
- 48:04SPEAKER_01: But yes, it's an interesting topic.
- 48:07SPEAKER_01: Because then Xbox announced Xbox Labs,
- 48:09SPEAKER_01: which seem to be sort of them leaning into that rather than anything else.
- 48:15SPEAKER_03: Yeah.
- 48:16SPEAKER_03: Led by Scott.
- 48:17SPEAKER_03: Yeah.
- 48:18SPEAKER_03: Like Scott in the email.
- 48:20SPEAKER_03: Who's Scott?
- 48:20SPEAKER_03: Okay.
- 48:20SPEAKER_03: And I later found out who
- 48:22SPEAKER_01: Scott was.
- 48:22SPEAKER_01: I emailed them when they sent me it to me.
- 48:24SPEAKER_01: They sent it to me like an early embargo version and I said, great.
- 48:28SPEAKER_01: Who's Scott?
- 48:28SPEAKER_01: Yeah.
- 48:29SPEAKER_01: Scott.
- 48:29SPEAKER_01: Well, Scott's got it.
- 48:30SPEAKER_01: Great.
- 48:30SPEAKER_01: Thanks.
- 48:31SPEAKER_01: Scott.
- 48:32SPEAKER_03: Scott's on the case.
- 48:33SPEAKER_03: I'm like, from Star Wars?
- 48:34SPEAKER_03: Star Trek?
- 48:37SPEAKER_03: Oh, come on, Xbox.
- 48:38SPEAKER_03: Just like, come on.
- 48:40SPEAKER_01: But what I liked about that is, look, I'm being mean.
- 48:44SPEAKER_01: I think it's a cool thing they're trying to do.
- 48:45SPEAKER_01: But I did think to myself,
- 48:46SPEAKER_01: surely Xbox Labs,
- 48:47SPEAKER_01: which is experimenting with AI tech,
- 48:50SPEAKER_01: surely you already had a division that experimented with AI tech.
- 48:52SPEAKER_01: But it's just another press release excuse.
- 48:54SPEAKER_01: But I guess for them,
- 48:55SPEAKER_01: any disruption in the market might be seen as an opportunity for them to find
- 49:00SPEAKER_01: a place for them platform-wise, which is...
- 49:04SPEAKER_01: It might be interesting for them.
- 49:05SPEAKER_01: I'm intrigued.
- 49:06SPEAKER_01: Last time you came on,
- 49:07SPEAKER_01: you announced you were moving to this model where you had,
- 49:10SPEAKER_01: the charts you were putting out had like, what's the word I'm trying to find?
- 49:14SPEAKER_01: Projected volumes?
- 49:15SPEAKER_01: Projected volumes in it.
- 49:17SPEAKER_01: How's that gone?
- 49:18SPEAKER_01: Have you had a few companies that are being a little bit more secretive
- 49:20SPEAKER_01: of their data at the moment?
- 49:21SPEAKER_01: That's the vibe I'm getting from Any chance on receiving these days?
- 49:26SPEAKER_03: Yeah, and it's global and it's the big publishers,
- 49:31SPEAKER_03: the big traditional publishers that are moving to a fewer bigger model
- 49:35SPEAKER_03: and are limiting their slate so they no longer really need
- 49:39SPEAKER_03: the deep detailed benchmark looks because they're not,
- 49:42SPEAKER_03: you know, they're playing in some very defined spaces, usually the ones they own.
- 49:46SPEAKER_03: So, you know, it's happening here, it's happening in Europe.
- 49:51SPEAKER_03: People are getting a little bit cagier about that stuff.
- 49:53SPEAKER_03: Now, in terms of like what we're doing, I feel pretty good about it.
- 49:56SPEAKER_03: I mean, anytime you project anything, you're going to have a range of error.
- 50:00SPEAKER_03: Your outputs could be dependent on the quality of your input.
- 50:04SPEAKER_03: In video game projections in particular, there's a lot of art that goes with the science.
- 50:08SPEAKER_03: No one's told me that the projections we're doing are shockingly wrong.
- 50:13SPEAKER_03: So I take that as a positive.
- 50:15SPEAKER_03: And I think relatively speaking, in terms of the rankings, I think we're pretty close.
- 50:20SPEAKER_03: Yeah.
- 50:20SPEAKER_03: Yeah.
- 50:20SPEAKER_03: Yeah.
- 50:20SPEAKER_03: Yeah.
- 50:21SPEAKER_03: Yeah.
- 50:21SPEAKER_03: Yeah.
- 50:21SPEAKER_03: Yeah.
- 50:22SPEAKER_03: Yeah.
- 50:22SPEAKER_03: Yeah.
- 50:22SPEAKER_03: Yeah.
- 50:22SPEAKER_03: Yeah.
- 50:22SPEAKER_03: Yeah.
- 50:23SPEAKER_03: Yeah.
- 50:23SPEAKER_03: Yeah.
- 50:44SPEAKER_03: It's going okay.
- 50:46SPEAKER_03: It's going to get dicier over time as physical becomes less and less important
- 50:50SPEAKER_03: as trying to find engagement to sales correlations becomes tougher to do.
- 50:56SPEAKER_03: Uh, you know, it's just the nature of the beef with numbers, you know that.
- 50:59SPEAKER_01: I just, yeah, I just,
- 51:00SPEAKER_01: it always drives me nuts,
- 51:01SPEAKER_01: this industry,
- 51:02SPEAKER_01: because we can never really,
- 51:04SPEAKER_01: and I guess it's because we're such a disparate industry that does
- 51:07SPEAKER_01: so many different things,
- 51:08SPEAKER_01: but we can't seem to align on certain,
- 51:10SPEAKER_01: you see,
- 51:10SPEAKER_01: same with the piracy thing that, again,
- 51:11SPEAKER_01: I don't want to spoil next week's episode too much, but,
- 51:13SPEAKER_01: you know,
- 51:13SPEAKER_01: some of the anti-piracy people said to me,
- 51:15SPEAKER_01: everyone's got slightly different It's difficult to do certain things
- 51:19SPEAKER_01: to combat piracy because some publishers care more than others.
- 51:22SPEAKER_01: I've got this thing with data in that,
- 51:23SPEAKER_01: you know,
- 51:23SPEAKER_01: in the movie industry,
- 51:24SPEAKER_01: not only do we know how well films do at the box office,
- 51:27SPEAKER_01: we also know how much it costs to make the film.
- 51:31SPEAKER_01: I get it.
- 51:32SPEAKER_01: It's weaponized by fanboys and idiots online that want to go,
- 51:35SPEAKER_01: hey, ha, ha, your game didn't sell very well, like kind people like to do.
- 51:41SPEAKER_01: But it also shows us all, oh, this is where we need to be looking.
- 51:44SPEAKER_01: These are the budgets we need to be aiming for for a title of this And there's,
- 51:47SPEAKER_01: you know,
- 51:48SPEAKER_01: so useful information,
- 51:49SPEAKER_01: I think,
- 51:50SPEAKER_01: for particularly this rising number of small and mid-tier game developers out there.
- 51:54SPEAKER_01: Well, maybe not rising, but increasingly important.
- 51:58SPEAKER_01: And I don't know, I hate the fact that we're this secreted with our data.
- 52:02SPEAKER_03: There's a lot of like, you know, we have a secret sauce we don't want people to know about.
- 52:06SPEAKER_03: There's also like, well,
- 52:07SPEAKER_03: we want to protect the stock price,
- 52:09SPEAKER_03: but also a lot of these companies are going private now.
- 52:13SPEAKER_03: They're just pulling back because they just don't have to or they're not interested
- 52:18SPEAKER_03: in the other data in the marketplace.
- 52:19SPEAKER_03: And then you have the ESA,
- 52:22SPEAKER_03: which hasn't really filled that particular role of trying to provide that level
- 52:26SPEAKER_03: of guidance as they focus on their lobbying efforts.
- 52:29SPEAKER_03: So the IDGA was doing some stuff around this a long time ago.
- 52:34SPEAKER_03: I don't know if they're still doing that kind of thing for helping folks around.
- 52:37SPEAKER_02: But yeah, it's...
- 52:39SPEAKER_02: It's way too secretive.
- 52:42SPEAKER_03: There are lockdowns on every piece of information.
- 52:47SPEAKER_03: The reason we've never shared digital sales from our panels is because we're not allowed to.
- 52:52SPEAKER_03: It's just one of those things.
- 52:56SPEAKER_01: It would be great.
- 52:57SPEAKER_01: It gets out there anyway.
- 52:58SPEAKER_01: That's the thing.
- 52:59SPEAKER_01: It's like, oh, we don't want to share it because blah, blah, blah, this will happen.
- 53:02SPEAKER_01: But then you get the projectionists out there,
- 53:04SPEAKER_01: like the Alineas of the world, that are happy to share all of it.
- 53:07SPEAKER_01: And all the Amperes that do it as well, via me a lot of the time.
- 53:10SPEAKER_01: And you can just get the information that way.
- 53:12SPEAKER_01: And I'm sure it might not be completely accurate,
- 53:13SPEAKER_01: it might not be completely correct, but the headlines are still happening.
- 53:16SPEAKER_01: I don't know.
- 53:17SPEAKER_01: I don't think it's great, I guess, for the data companies.
- 53:21SPEAKER_01: Gives you a reason to exist.
- 53:22SPEAKER_01: But in a positive, I mean, Sakana always did, but like some of the more estimated ones.
- 53:28SPEAKER_01: But I don't know.
- 53:29SPEAKER_01: It frustrates me.
- 53:30SPEAKER_03: That's the funny thing, though, is like all the data that's public is usually estimated.
- 53:36SPEAKER_03: And so therefore,
- 53:37SPEAKER_03: by some measure,
- 53:39SPEAKER_03: in some increment,
- 53:41SPEAKER_03: incorrect,
- 53:42SPEAKER_03: just because a range of error on projections and the data that's real, Is in public.
- 53:47SPEAKER_03: So, like, it's one of the challenges.
- 53:50SPEAKER_03: Like, I always feel like I have to be so cagey online.
- 53:53SPEAKER_03: I'm like, well,
- 53:53SPEAKER_03: that's not quite how it is,
- 53:55SPEAKER_03: but I can't actually say it's 16% because,
- 53:58SPEAKER_03: you know, then, Then I'm not saying anything to anyone soon after that.
- 54:03SPEAKER_03: Yeah, yeah.
- 54:03SPEAKER_03: Anyways, it's a really kooky, dumb business world that we're in here.
- 54:08SPEAKER_01: Years and years ago, Shatoru Iwata talked about doing the digital stuff because he was trying
- 54:13SPEAKER_01: to reassure retail.
- 54:14SPEAKER_01: He said, look,
- 54:14SPEAKER_01: I'm going to share all the data with you so you can see and you can work out what
- 54:17SPEAKER_01: to do with your business and how we can work together by showing you how many
- 54:21SPEAKER_01: of our sales of box games are digital.
- 54:24SPEAKER_01: And then Nintendo are the least open with that.
- 54:28SPEAKER_01: And it was like, oh, that wasn't that intro anyway.
- 54:31SPEAKER_01: Anyway, sorry, Matt, it's my usual rant.
- 54:34SPEAKER_01: I just find it hardly since launching The Game Business, data is a lot more data out there.
- 54:39SPEAKER_01: But I find it harder to actually work out.
- 54:41SPEAKER_01: You know, I want to know how well certain types of third party games are performing on Switch 2.
- 54:46SPEAKER_01: Not because I want to stitch up Nintendo,
- 54:48SPEAKER_01: but because I know that Nintendo are trying to push that.
- 54:50SPEAKER_01: It'd be interesting to measure that and see what games are working,
- 54:53SPEAKER_01: which ones aren't working and where audiences are.
- 54:55SPEAKER_01: I think that would be really useful for readers.
- 54:57SPEAKER_01: But who knows?
- 55:01SPEAKER_03: Yeah, no, I get it.
- 55:03SPEAKER_03: I mean, part of the reason I I'm out there on social doing stuff is like,
- 55:08SPEAKER_03: I want to try to bring some level of like, okay, you're on the wrong path here.
- 55:14SPEAKER_03: This is the better track.
- 55:15SPEAKER_03: But because I can't be specific with a lot of this stuff,
- 55:19SPEAKER_03: you know, I
- 55:20SPEAKER_01: get, I get, I did the same thing.
- 55:22SPEAKER_01: I used to do it occasionally on X and I would sit there and go,
- 55:24SPEAKER_03: well, you know, it's, that's worked out well
- 55:28SPEAKER_01: for you sometimes I've seen.
- 55:29SPEAKER_01: Yeah.
- 55:30SPEAKER_01: I mute conversations on X.
- 55:32SPEAKER_01: Sometimes I post something and immediately mute it.
- 55:34SPEAKER_01: Like, it's just like, I don't want to know.
- 55:38SPEAKER_01: There's been a few times I've got the information wrong,
- 55:40SPEAKER_01: but often it's when I get sent a report and they've put the data wrong in the report
- 55:46SPEAKER_01: and then I've gone, oh, that was okay.
- 55:48SPEAKER_01: And then I get an email from them and then I have to go sheepishly.
- 55:50SPEAKER_01: But now I just make sure anything that I say will be published on The Game Business now.
- 55:53SPEAKER_01: I'm not putting it out on social media.
- 55:55SPEAKER_03: Smart.
- 55:56SPEAKER_03: I should think about that.
- 55:57SPEAKER_01: Yeah.
- 55:59SPEAKER_01: A famous one was everyone was saying all of Horizon's sales in Europe were basically
- 56:02SPEAKER_01: the bundle and everyone's just getting a cheap PlayStation bundle and
- 56:05SPEAKER_01: then nobody's actually buying Horizon.
- 56:06SPEAKER_01: And I was like, well,
- 56:07SPEAKER_01: I've got the bundle split here in front of me and I know that,
- 56:11SPEAKER_01: okay, the bundle has done well, but I can tell that That's not true.
- 56:15SPEAKER_01: And so I'm trying to sit there, but I can't share that.
- 56:16SPEAKER_01: It's not my data.
- 56:18SPEAKER_01: So I'm sitting there and I'm trying to sort of,
- 56:20SPEAKER_01: and they go, why won't you just tell us the numbers?
- 56:25SPEAKER_01: But trust me, you're on the wrong path on that analysis.
- 56:29SPEAKER_01: Well, he's partially on the wrong path.
- 56:30SPEAKER_01: But anyway, sorry, I've gone off on one.
- 56:34SPEAKER_03: It's nice to hear the similar Kind of pain points from my own life
- 56:40SPEAKER_03: because there are very few of us out here talking about this stuff, right?
- 56:44SPEAKER_03: And so it's nice to know you're not alone in some of these things.
- 56:49SPEAKER_01: Well, it's a pleasure having you on.
- 56:50SPEAKER_01: I always love having you on.
- 56:52SPEAKER_01: And I'm sure we're going to get a lot of angry fanboys about everything we just said.
- 56:55SPEAKER_01: But to make it be known that we love all games consoles and this all comes from
- 57:02SPEAKER_01: a place of trying to help the market succeed.
- 57:05SPEAKER_03: Yes.
- 57:06SPEAKER_01: Yeah.
- 57:06SPEAKER_03: We want everyone to be successful and everyone to be employed and everyone to have
- 57:10SPEAKER_03: the games they want to play and be happy.
- 57:11SPEAKER_03: And any C-suite executive that wants to hit me up on LinkedIn
- 57:15SPEAKER_03: about how purchase intent doesn't equate to sales,
- 57:18SPEAKER_03: I know already you don't have to send me that DM.
- 57:21SPEAKER_02: Thank you.
- 57:23SPEAKER_03: I understand.
- 57:24SPEAKER_03: And that's why I keep saying purchase intent is a vibe check,
- 57:26SPEAKER_03: so don't yell at me about where we rank your game on purchase intent charts.
- 57:31SPEAKER_03: Thank you very much.
- 57:31SPEAKER_03: Okay.
- 57:32SPEAKER_03: That saying, that's...
- 57:33SPEAKER_01: There's your caveat, there's your little, there's our terms and conditions at the end.
- 57:39SPEAKER_01: Matt, thank you so much for joining us.
- 57:41SPEAKER_01: Look, the data is going to be really followed, I think, over the next couple of months.
- 57:45SPEAKER_01: So I'm sure we'll be talking again soon.
- 57:48SPEAKER_03: Right on.
- 57:48SPEAKER_03: Thank you.
- 57:49SPEAKER_01: Right, thank you to Matt there.
- 57:51SPEAKER_01: Now for one more thing.
- 57:53SPEAKER_01: At Gamescom,
- 57:54SPEAKER_01: I met up with Jenna,
- 57:54SPEAKER_01: who is a prominent video game accessibility expert and also a producer for live
- 57:58SPEAKER_01: and interactive audio description at Descriptive Video Works,
- 58:01SPEAKER_01: which is a subsidiary studio at Keywords.
- 58:03SPEAKER_01: Now, I spoke to Jenna about video game accessibility,
- 58:05SPEAKER_01: in particular around blind and people with low visibility.
- 58:09SPEAKER_01: Now, I think it's a surprising conversation.
- 58:11SPEAKER_01: I think it's an area where I imagine a lot of people think about,
- 58:14SPEAKER_01: particularly when it comes to building their games.
- 58:15SPEAKER_01: And so I'm going to share this with you now.
- 58:18SPEAKER_01: Here is Jenna.
- 58:20SPEAKER_01: Hello, Jenna.
- 58:20SPEAKER_01: Welcome to the show.
- 58:21SPEAKER_01: Thank you.
- 58:22SPEAKER_01: You have quite a unique job, right?
- 58:26SPEAKER_01: Tell us about it.
- 58:26SPEAKER_00: It's a little unconventional, yeah.
- 58:28SPEAKER_00: So, I mean, in short, we help make video games more accessible for blind people.
- 58:32SPEAKER_00: But in long,
- 58:33SPEAKER_00: Descriptive Video Works,
- 58:34SPEAKER_00: which is a keyword studio,
- 58:36SPEAKER_00: helps add audio description,
- 58:38SPEAKER_00: which is a narrator that talks between any of the existing dialogue to describe
- 58:42SPEAKER_00: the visuals that are on screen.
- 58:44SPEAKER_00: Most of what we do is for TV and film, but I am our resident expert on video games.
- 58:49SPEAKER_00: Is there much demand for it?
- 58:50SPEAKER_00: Are you getting an increase in it?
- 58:51SPEAKER_00: Yes, actually, yes.
- 58:53SPEAKER_00: I mean, technically the demand has always been there
- 58:55SPEAKER_00: because blind people have played video games for as long as video games have been
- 59:00SPEAKER_00: a thing.
- 59:01SPEAKER_00: It's just,
- 59:01SPEAKER_00: it's never been easier to be a blind gamer when the game itself isn't itself
- 59:07SPEAKER_00: a barrier to playing it.
- 59:08SPEAKER_00: And the more that that demand and,
- 59:10SPEAKER_00: if I'll excuse the pun,
- 59:11SPEAKER_00: the visibility towards blind gamers increases,
- 59:15SPEAKER_00: The more those accessibility features get added to new titles.
- 59:18SPEAKER_01: Is there a common misconception about it?
- 59:20SPEAKER_01: I assume there is.
- 59:22SPEAKER_00: I mean, I often run into the misconception that blind people or that,
- 59:27SPEAKER_00: by extension,
- 59:28SPEAKER_00: players with disabilities just won't play games or won't even try to play games.
- 59:33SPEAKER_00: In reality, the opposite is true.
- 59:35SPEAKER_00: People with disabilities are going to buy games,
- 59:39SPEAKER_00: they're going to try games, they're going to play them.
- 59:41SPEAKER_00: It's not a matter of, will a disabled person play my game?
- 59:45SPEAKER_00: It's more a matter of, when they do, how much is that title going to disappoint them?
- 59:51SPEAKER_00: And our job is to make sure that it disappoints them, not at all, ideally.
- 59:56SPEAKER_00: But there are many common misconceptions that people
- 59:58SPEAKER_00: with certain disabilities won't play games or won't be interested in certain titles
- 1:00:03SPEAKER_00: or won't even want to try a game, when that couldn't be further from the truth.
- 1:00:08SPEAKER_00: In reality,
- 1:00:09SPEAKER_00: we want to bring as many games to as wide of an audience as possible,
- 1:00:13SPEAKER_00: and that includes the world's largest minority, people with disabilities.
- 1:00:18SPEAKER_01: Well, I was just going to say, like, obviously it's a very good thing to do.
- 1:00:23SPEAKER_01: Of course.
- 1:00:23SPEAKER_01: But is there actually a good business reason for it?
- 1:00:26SPEAKER_01: Is there like a big address in the market?
- 1:00:27SPEAKER_01: Yes.
- 1:00:27SPEAKER_00: Definitely.
- 1:00:29SPEAKER_00: Consistently,
- 1:00:30SPEAKER_00: when there have been surveys conducted between people of the general public
- 1:00:33SPEAKER_00: who self-identify as having a disability versus gamers who self-identify as having
- 1:00:39SPEAKER_00: a disability,
- 1:00:40SPEAKER_00: gamers comprise a larger percentage of the population of people identifying
- 1:00:46SPEAKER_00: as having a disability as compared to the general public.
- 1:00:49SPEAKER_00: So there are more disabled people playing games than those who aren't.
- 1:00:54SPEAKER_00: It is a very large market share,
- 1:00:56SPEAKER_00: and even though I'm sure video game studios have the data on which people are using
- 1:01:04SPEAKER_00: which accessibility features,
- 1:01:05SPEAKER_00: how often they're turning them on,
- 1:01:07SPEAKER_00: how many of them they're using,
- 1:01:09SPEAKER_00: Unfortunately,
- 1:01:10SPEAKER_00: as I'm sure you know,
- 1:01:11SPEAKER_00: studios are rather opaque with data like that,
- 1:01:14SPEAKER_00: so that doesn't normally get publicly released.
- 1:01:16SPEAKER_00: But we can infer what that data says by looking at the development habits of studios
- 1:01:23SPEAKER_00: who have intentionally They've intentionally built in robust accessibility features
- 1:01:27SPEAKER_00: and then looking at what they do with subsequent titles.
- 1:01:29SPEAKER_00: And in every single AAA studio that I've worked with and that I've seen,
- 1:01:35SPEAKER_00: every time they have chosen to continue and increase the breadth
- 1:01:40SPEAKER_00: of accessibility features that are in their games.
- 1:01:43SPEAKER_00: We can read into that a little bit and infer that what that means is that
- 1:01:47SPEAKER_00: the features that they built in with their last game made them more
- 1:01:50SPEAKER_00: than enough money to justify expanding those accessibility features.
- 1:01:54SPEAKER_00: We have yet to see,
- 1:01:55SPEAKER_00: or I personally have yet to see,
- 1:01:57SPEAKER_00: a studio regress in the offerings of their accessibility features.
- 1:02:02SPEAKER_01: What are the biggest roadblocks?
- 1:02:05SPEAKER_01: Potentially putting people off, sort of doing these things.
- 1:02:08SPEAKER_01: Is it the money?
- 1:02:09SPEAKER_00: For some it is.
- 1:02:09SPEAKER_00: I mean, I'd be remiss if I didn't mention that.
- 1:02:12SPEAKER_00: It does oftentimes cost a little bit of money to get over the initial hump
- 1:02:16SPEAKER_00: of getting these accessibility features in the game.
- 1:02:19SPEAKER_00: But the advantage of it is that if you are working with the same engine
- 1:02:23SPEAKER_00: between titles,
- 1:02:24SPEAKER_00: oftentimes you only have to build in a lot of features like mine once.
- 1:02:29SPEAKER_00: You only have to build in the infrastructure for it once.
- 1:02:32SPEAKER_00: And then you can just keep doing that.
- 1:02:34SPEAKER_00: And that looks great to players and it builds so much loyalty because Players
- 1:02:40SPEAKER_00: with disabilities are unfortunately very accustomed to disappointment when it comes
- 1:02:45SPEAKER_00: to trying new titles because even though we've seen an increase
- 1:02:49SPEAKER_00: in accessibility features over the years,
- 1:02:52SPEAKER_00: the fact remains the vast majority of new titles are still closed off to a lot
- 1:02:57SPEAKER_00: of players with certain disabilities.
- 1:02:59SPEAKER_00: But that means that when they find a studio who is willing to ensure
- 1:03:04SPEAKER_00: that their needs are met,
- 1:03:05SPEAKER_00: that they can actually play the game,
- 1:03:07SPEAKER_00: You are going to have an unending loyalty from that fan base and they are going
- 1:03:12SPEAKER_00: to buy every single one of your games and every single one of your expansions
- 1:03:16SPEAKER_00: from there on out.
- 1:03:18SPEAKER_01: What stages should developers, studios, publishers be thinking about doing this?
- 1:03:22SPEAKER_01: Is it from the start or is it something they can do at the end?
- 1:03:24SPEAKER_00: Yeah, it's a good question because the accessibility feature that I help build in is
- 1:03:30SPEAKER_00: a little unique in the sense that audio description normally comes very late in
- 1:03:34SPEAKER_00: the development process.
- 1:03:36SPEAKER_00: But that's not the norm.
- 1:03:37SPEAKER_00: The vast majority of accessibility features should be considered extremely early in development.
- 1:03:44SPEAKER_00: There are specific features that we know from experience are an absolute nightmare
- 1:03:49SPEAKER_00: to effectively retrofit.
- 1:03:51SPEAKER_00: Things like a screen reader, control remapping.
- 1:03:53SPEAKER_00: There are some things that are much easier to do it if you do it early.
- 1:03:59SPEAKER_00: I'd recommend engaging with an accessibility QA service or an accessibility consultant.
- 1:04:05SPEAKER_00: Preferably a wide variety of consultants to tell you what your game might need even
- 1:04:10SPEAKER_00: if you're at the early concept building stages.
- 1:04:14SPEAKER_00: They will be able to give you more pointed recommendations for things like,
- 1:04:18SPEAKER_00: ideally,
- 1:04:18SPEAKER_00: audio description,
- 1:04:20SPEAKER_00: Which is written very,
- 1:04:21SPEAKER_00: very late in the game because by the nature of our work it has to be done
- 1:04:25SPEAKER_00: when visuals are at or almost completed.
- 1:04:29SPEAKER_00: But I don't want anyone to think that,
- 1:04:31SPEAKER_00: oh yeah,
- 1:04:32SPEAKER_00: I can wait until three months until release and then I can start on accessibility.
- 1:04:36SPEAKER_00: No, the vast majority of that has to happen really early.
- 1:04:39SPEAKER_01: Obviously,
- 1:04:40SPEAKER_01: so many games are live service these days constantly being updated all the time
- 1:04:43SPEAKER_01: and changing.
- 1:04:45SPEAKER_01: Is that an added complication for you or does it not change as much as I imagine it does?
- 1:04:49SPEAKER_00: No, it's a boon actually.
- 1:04:51SPEAKER_00: It is nice because it is a great opportunity for oftentimes older games to build
- 1:05:00SPEAKER_00: in new accessibility features that maybe they didn't necessarily have time for prior
- 1:05:04SPEAKER_00: to release.
- 1:05:05SPEAKER_00: So we've seen this with the Elder Scrolls Online, we've seen this with Sea of Thieves.
- 1:05:11SPEAKER_00: Both have put a very noble and concerted effort
- 1:05:15SPEAKER_00: into building more accessibility features into their live service,
- 1:05:18SPEAKER_00: which also just makes good business sense because it is effectively expanding
- 1:05:22SPEAKER_00: the game to audiences that previously just couldn't play it
- 1:05:26SPEAKER_00: because every single accessibility feature added is a barrier removed
- 1:05:30SPEAKER_00: for someone out there.
- 1:05:31SPEAKER_00: It's a new customer out there who is subscribing to that live service model.
- 1:05:35SPEAKER_00: Every time they make updates, that's a new chance to remove more barriers.
- 1:05:40SPEAKER_01: Can AI help?
- 1:05:41SPEAKER_01: Is AI the tools that sort of help enable some of this?
- 1:05:45SPEAKER_00: It's a bit of a...
- 1:05:46SPEAKER_00: It's a complicated question.
- 1:05:47SPEAKER_00: I think, yes, potentially it could, but it's not there yet.
- 1:05:52SPEAKER_00: In my field,
- 1:05:52SPEAKER_00: in audio description specifically,
- 1:05:54SPEAKER_00: there have been quite a few attempts at generating or at writing an AI model
- 1:05:59SPEAKER_00: that can generate and or voice audio description.
- 1:06:04SPEAKER_00: And we've reviewed a number of these attempts.
- 1:06:05SPEAKER_00: There have been some studies,
- 1:06:07SPEAKER_00: there have been some large tech giants that have tried it,
- 1:06:11SPEAKER_00: but none of them have really come close thus far to the quality and
- 1:06:16SPEAKER_00: the knowledge base of human narrators.
- 1:06:18SPEAKER_00: In audio description specifically,
- 1:06:20SPEAKER_00: there's a lot of rules and AI models for some reason are terrible at adhering
- 1:06:26SPEAKER_00: to those rules.
- 1:06:27SPEAKER_00: That's not to say it can never happen.
- 1:06:29SPEAKER_00: We are very open to the idea of an AI assisted workflow in the future,
- 1:06:35SPEAKER_00: but it's just not there yet.
- 1:06:37SPEAKER_00: And until we get to that point, it is extremely vital to maintain quality for our audiences.
- 1:06:44SPEAKER_01: Well, obviously,
- 1:06:44SPEAKER_01: smaller studios have less resource,
- 1:06:46SPEAKER_01: let's say, and capability to do these sort of things.
- 1:06:48SPEAKER_01: What would you recommend for them in doing this sort of thing?
- 1:06:51SPEAKER_00: Yeah, I mean,
- 1:06:52SPEAKER_00: I am going to quote an accessibility giant in the industry in that we only have
- 1:06:58SPEAKER_00: so many blueberries that we can put into our blueberry muffins.
- 1:07:01SPEAKER_00: So sometimes you do have to decide where those blueberries go
- 1:07:05SPEAKER_00: and how many resources you have effectively.
- 1:07:09SPEAKER_00: There's an entire Game Accessibility Conference talk on that that's available
- 1:07:13SPEAKER_00: for free that I would highly recommend.
- 1:07:15SPEAKER_00: But smaller developers,
- 1:07:17SPEAKER_00: just do what you can with the resources that you have available,
- 1:07:20SPEAKER_00: and you'd be surprised what you can achieve for something Something that is low
- 1:07:25SPEAKER_00: to no cost or low to no effort,
- 1:07:28SPEAKER_00: using tools or resources that you already have in the game or
- 1:07:31SPEAKER_00: that you already have available, you just have to ask the right people.
- 1:07:35SPEAKER_00: And the right people are disabled consultants who will be able to point you in
- 1:07:40SPEAKER_00: the right direction.
- 1:07:41SPEAKER_01: Where would you like to see,
- 1:07:42SPEAKER_01: I guess this is quite a broad,
- 1:07:44SPEAKER_01: I imagine I know what the answer is,
- 1:07:46SPEAKER_01: but where would you like to see sort of Not just the stuff that you do,
- 1:07:49SPEAKER_01: but accessibility features in general.
- 1:07:51SPEAKER_01: Where would you like to see that in five years?
- 1:07:54SPEAKER_01: Maybe where do you think it will be in five years?
- 1:07:56SPEAKER_00: Ooh, good question.
- 1:07:57SPEAKER_00: I mean, the future is bright.
- 1:08:01SPEAKER_00: In my line of work we've seen a steadily increasing interest in audio description
- 1:08:05SPEAKER_00: and by extension a steadily increasing interest in making games more accessible
- 1:08:11SPEAKER_00: for gamers who are blind or low vision.
- 1:08:14SPEAKER_00: But ideally,
- 1:08:16SPEAKER_00: I want to see some games come out where it's not even a question whether it's going
- 1:08:21SPEAKER_00: to be accessible.
- 1:08:22SPEAKER_00: It's just a matter of myself and all of my friends who are blind get the privilege
- 1:08:28SPEAKER_00: of getting excited about the same game at the same time
- 1:08:31SPEAKER_00: because we know we're all going to get to play it.
- 1:08:34SPEAKER_00: And that's a privilege that we normally don't have access to.
- 1:08:38SPEAKER_00: Normally,
- 1:08:39SPEAKER_00: when new games get announced,
- 1:08:40SPEAKER_00: players with disabilities have to tamper their excitement.
- 1:08:44SPEAKER_00: Because you can watch a trailer and you can get super hyped about it,
- 1:08:48SPEAKER_00: you can watch it with any amount of interpretive services to ensure
- 1:08:53SPEAKER_00: that you can digest that trailer and know what's in it.
- 1:08:56SPEAKER_00: But you can't let yourself get excited about it because you know,
- 1:09:00SPEAKER_00: deep down in your heart, you might not be able to get to play that game.
- 1:09:04SPEAKER_00: I want there to be a game or a series of games or a franchise
- 1:09:08SPEAKER_00: or something five years in the future where during the first announcement,
- 1:09:11SPEAKER_00: we all know we're gonna get to play that game and we can be excited about it.
- 1:09:17SPEAKER_01: I think that's not an unreasonable ask.
- 1:09:20SPEAKER_01: Jenna, thank you so much for your time.
- 1:09:21SPEAKER_00: Thank you so much.
- 1:09:23SPEAKER_00: You've been a lovely interviewer and I adored being able to chat with you.
- 1:09:27SPEAKER_00: Thank you.
- 1:09:28SPEAKER_01: Thank you.
- 1:09:29SPEAKER_01: Lovely.
- 1:09:29SPEAKER_01: Thank you.
- 1:09:30SPEAKER_01: Thank you to Jenna there.
- 1:09:32SPEAKER_01: Certainly lots of food.
- 1:09:32SPEAKER_01: For thought from her and indeed from everybody in today's episode of The Game Business Show.
- 1:09:36SPEAKER_01: It's such a packed show.
- 1:09:37SPEAKER_01: I don't really have time to go on news roundup,
- 1:09:39SPEAKER_01: but the news roundup will be in the newsletter attached to the show.
- 1:09:42SPEAKER_01: So do read that if you want to remind yourself all the goings on from the last week.
- 1:09:46SPEAKER_01: But thank you for tuning in.
- 1:09:48SPEAKER_01: We will be back,
- 1:09:49SPEAKER_01: of course,
- 1:09:49SPEAKER_01: with more news analysis, insight and interviews in the days and weeks ahead.
- 1:09:52SPEAKER_01: If you're not a subscriber to The Game Business,
- 1:09:54SPEAKER_01: paid or otherwise, you can become one by going to thegamebusiness.com.
- 1:09:57SPEAKER_01: And every time we put out a new episode, you'll get an alert about it.
- 1:10:01SPEAKER_01: But that's it from me today.
- 1:10:03SPEAKER_01: Until next time, thank you for tuning in.