Latest / The Game Business Show / My chat with Matthew Ball on what might turn the video game industry around
Transcript
- 0:00A common rhetoric to video gaming's compression over the last
- 0:03few years was,
- 0:04SPEAKER_00: of course we were going to come down from the pandemic high.
- 0:07SPEAKER_00: And I need to say,
- 0:07SPEAKER_00: no,
- 0:08SPEAKER_00: actually,
- 0:08SPEAKER_00: participation rates in the United States are below pre-pandemic levels.
- 0:12SPEAKER_00: By some measures, Roblox is now near 425 million MAUs.
- 0:18SPEAKER_00: They are delivering more hours of engagement than the entirety of Steam.
- 0:26SPEAKER_01: Hello and welcome to The Game Business Show with me, Christopher Dream.
- 0:29Today,
- 0:30we chat to analyst Matthew Ball on the immediate future for the
- 0:33video game industry.
- 0:34SPEAKER_01: But if you're new to The Game Business,
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- 0:56SPEAKER_01: But that's enough about that.
- 0:57SPEAKER_01: Matthew, welcome to the show.
- 0:58SPEAKER_01: Thanks for having me.
- 1:00SPEAKER_01: You put out this incredible 231, is that right?
- 1:02SPEAKER_01: 231 page report?
- 1:03SPEAKER_01: I think it started at 220 and then I kept adding slides.
- 1:05SPEAKER_00: So it's probably around 230, 232 or something like that.
- 1:06SPEAKER_00: Yeah.
- 1:12SPEAKER_00: I saw it as 231.
- 1:13SPEAKER_01: How have you found the reaction to it?
- 1:15SPEAKER_01: Because there's been so much chatter around it.
- 1:17SPEAKER_00: It has certainly exceeded really any expectation I had for it.
- 1:22SPEAKER_00: I mean,
- 1:22SPEAKER_00: to give the raw numbers,
- 1:24SPEAKER_00: I looked it up and after I think 24 days,
- 1:26it had more lifetime views online than anything else I had
- 1:31published over the
- 1:32SPEAKER_00: preceding three years,
- 1:33SPEAKER_00: including a piece that had been out for three years.
- 1:36SPEAKER_00: And that's despite the fact that this one had a downloadable PDF,
- 1:38SPEAKER_00: which I know was shared pretty extensively.
- 1:40SPEAKER_00: So even that number probably understates it.
- 1:43SPEAKER_00: I've heard from nearly all of the ecosystem as well,
- 1:45but I'll tell you the thing that I feel best about that has
- 1:49been most shocking and
- 1:51rewarding is the number of creative heroes of mine who make
- 1:55some of the best games
- 1:56SPEAKER_00: of all time and are striving to do so again,
- 1:58SPEAKER_00: who I didn't know before,
- 2:00SPEAKER_00: with whom I have no NDA,
- 2:02SPEAKER_00: no established trust,
- 2:03SPEAKER_00: who just shot notes or DMs,
- 2:05SPEAKER_00: emails,
- 2:05SPEAKER_00: messages,
- 2:06SPEAKER_00: in one instance,
- 2:07SPEAKER_00: a LinkedIn message,
- 2:08SPEAKER_00: just explaining how they felt about the games industry,
- 2:10SPEAKER_00: what they were trying to do,
- 2:12SPEAKER_00: what they feared.
- 2:13SPEAKER_00: And that level of trust and investment,
- 2:15SPEAKER_00: despite no prior connection,
- 2:17SPEAKER_00: was really touching and meaningful to me.
- 2:19You did a piece last year as well,
- 2:21which was sent on to me by Phil Spencer.
- 2:24SPEAKER_01: And it actually really influenced me as a journalist,
- 2:26SPEAKER_01: because I spend a lot of time looking at what's going on in China,
- 2:28SPEAKER_01: what's going on over in esports,
- 2:30SPEAKER_01: what's going on in these individual silos.
- 2:32SPEAKER_01: And sometimes I take a hundred foot view.
- 2:34But you seem to take a slightly bigger view on how it all
- 2:37connects together.
- 2:38SPEAKER_01: And I actually basically dictated how I write stuff.
- 2:41SPEAKER_01: So it's certainly a very strong piece.
- 2:43SPEAKER_01: I think anyone who's not read it,
- 2:45SPEAKER_01: and hopefully the whole games industry has now,
- 2:47SPEAKER_01: but it just sort of really showcases the full breadth of it.
- 2:50But one of the things,
- 2:50there's a couple of things in it,
- 2:51and we'll talk about,
- 2:52I think,
- 2:54SPEAKER_01: Growth areas, I think, is probably what we're going to focus on.
- 2:56But there was a couple of bits in it that I found,
- 2:58even to this day,
- 2:58I find baffling.
- 3:00SPEAKER_01: Because I wrote a piece back in 2020,
- 3:04SPEAKER_01: 2021,
- 3:04SPEAKER_01: which is all around the fact that the post-pandemic,
- 3:06SPEAKER_01: the games industry shouldn't expect to grow.
- 3:08But is there a way we can retain some of the users that we've
- 3:11managed to attract
- 3:11SPEAKER_01: during the pandemic?
- 3:14And I got a few notes from like games industry CEOs that said
- 3:17that's exactly the
- 3:17SPEAKER_01: message that needs to be delivering.
- 3:19Yeah,
- 3:19it seems to be that there was the expectation of growth post-pandemic.
- 3:24SPEAKER_01: Why do you think that was?
- 3:26SPEAKER_00: It's a great question.
- 3:27SPEAKER_00: And I think that there are a few different things that are important.
- 3:29Number one is the games industry grew at a truly remarkable
- 3:33rate for the preceding decade.
- 3:36SPEAKER_00: And that was close to 10% per annum.
- 3:39I think that there are obvious limitations to abstracting any
- 3:42industry to macro or national,
- 3:44SPEAKER_00: let alone global figures.
- 3:46But to put this in perspective,
- 3:47the gains industry grew at three times the rate of world GDP.
- 3:50SPEAKER_00: It grew twice as fast as the US economy over that period.
- 3:54SPEAKER_00: That is to say that when you stack up every industry,
- 3:58SPEAKER_00: it was exceeding not just the average profession,
- 4:00SPEAKER_00: but nearly all of them.
- 4:03SPEAKER_00: And so even though we all knew that the pandemic had,
- 4:07SPEAKER_00: quote unquote,
- 4:07SPEAKER_00: pulled forward growth,
- 4:09it was not entirely unreasonable to assume that you would see
- 4:12some growth,
- 4:12SPEAKER_00: right?
- 4:13SPEAKER_00: You could have fallen by 90% and still grown 1% per year.
- 4:18The other thing that was essential here is even if you forecast
- 4:21that there had been
- 4:22SPEAKER_00: a halving of growth rates,
- 4:24SPEAKER_00: a halving of what we had experienced for a decade uninterrupted.
- 4:29And by the way,
- 4:292017 and 2018,
- 4:322019 was growing at or nearly the same rate of 2020 and 2021.
- 4:36And so even though we think of the heights of the pandemic as
- 4:39being aberrant,
- 4:40SPEAKER_00: they actually weren't.
- 4:41SPEAKER_00: And so it's with that in mind that people said,
- 4:42SPEAKER_00: well,
- 4:43SPEAKER_00: maybe not 10%,
- 4:44SPEAKER_00: maybe not 15%,
- 4:45SPEAKER_00: but even 5%.
- 4:47SPEAKER_00: And 5% growth in 2022 would have been another $10 billion per year.
- 4:53SPEAKER_00: Another 5% in 2023 would have added 10 billion on top of that.
- 4:57SPEAKER_00: So that would have been 20 billion more.
- 5:00SPEAKER_00: Then 2024 would have added again another 10 billion for 30 billion.
- 5:05SPEAKER_00: So that baseline expectation of just saying, what if things halve?
- 5:09would be 60 billion more revenue than we ended up experiencing
- 5:12because we stagnated.
- 5:14SPEAKER_00: And so again, Chris, you could say, well, maybe it's not halving.
- 5:17SPEAKER_00: Maybe it's going to go down two thirds or 75%.
- 5:19SPEAKER_00: And you would still be talking about really enormous sums.
- 5:24So I don't actually think it was unreasonable to say that there
- 5:26would be growth.
- 5:28SPEAKER_00: It was hard to imagine there would be no growth.
- 5:31SPEAKER_00: And even to the extent to which you believe that it would largely cease,
- 5:35SPEAKER_00: the idea that three years later and in nearly every market globally,
- 5:40SPEAKER_00: we would still be down or flat.
- 5:42SPEAKER_00: That I think was the thing that was hard to imagine.
- 5:46SPEAKER_00: As a sidebar,
- 5:47I think this is where you get to exceptionalism and no person
- 5:51really is accepted
- 5:52SPEAKER_00: from that,
- 5:53which is even if you believe that the industry overall was
- 5:57going to have a few
- 5:58SPEAKER_00: tougher years,
- 5:59SPEAKER_00: the job of every executive,
- 6:01SPEAKER_00: every creative steward,
- 6:02and every financial team was to figure out how their company
- 6:06would grow despite that.
- 6:08SPEAKER_00: And so I do think that you're seeing,
- 6:09SPEAKER_00: without speaking to any specific individuals,
- 6:12SPEAKER_00: is most people said,
- 6:13SPEAKER_00: let's
- 6:14SPEAKER_00: express caution collectively, but lets ourselves be aggressive.
- 6:19And the cumulative effect of that was really shown over the
- 6:23last two years.
- 6:24SPEAKER_01: Yeah.
- 6:24SPEAKER_01: Yeah.
- 6:25SPEAKER_01: Well, people had to play the market they were in, in some ways, but
- 6:30SPEAKER_01: And it's interesting because the review of 2024 was an interesting one.
- 6:33SPEAKER_01: I was doing some rounds at the beginning of 2024.
- 6:36SPEAKER_01: And I actually anticipated a drop in 2024.
- 6:39SPEAKER_01: And I'm a little bit old school.
- 6:41I've still grew up in the world where this is still a cyclical
- 6:44industry and it
- 6:45SPEAKER_01: Tated by release schedule a lot of the time.
- 6:48SPEAKER_01: And I know obviously we've flattened the curve a lot as an industry now.
- 6:51SPEAKER_01: But the release slate for last year was not great going into it.
- 6:56SPEAKER_01: 2023's release slate was amazing and 2024's release slate had a couple of
- 6:59SPEAKER_01: interesting titles,
- 7:00SPEAKER_01: but it didn't look great.
- 7:01SPEAKER_01: Certainly on the PC and console side anyway.
- 7:04So I actually was quite pleasantly surprised to see that in
- 7:07some areas there was growth.
- 7:09SPEAKER_00: How did you review it?
- 7:10I'm a little bit more sanguine in the sense of I think 2023 was
- 7:14disappointing
- 7:14SPEAKER_00: because of the strength of the slate.
- 7:16SPEAKER_00: The counterpoint to that was,
- 7:18SPEAKER_00: in fact,
- 7:18most of the major releases of 2023 happened in the fourth
- 7:22quarter or near the
- 7:23SPEAKER_00: fourth quarter.
- 7:23SPEAKER_00: We had Spider-Man 2 came out, I think, September 21st or 27th.
- 7:27SPEAKER_00: So a few days before the start of Q4.
- 7:29SPEAKER_00: We had Alan Wake.
- 7:30SPEAKER_00: We had Starfield.
- 7:32SPEAKER_00: Of course, we had Cyberpunk 2.0 and Phantom Liberty come out.
- 7:36SPEAKER_00: Fortnite OG began, I think, around November 3rd or so.
- 7:41And so there were a few major titles that released earlier in
- 7:44that year without question.
- 7:45SPEAKER_00: Tears of the Kingdom was one,
- 7:46but the common refrain that I heard over the industry was 2023
- 7:50disappointed despite
- 7:52SPEAKER_00: its slate because too many of the games came out at the end of the year
- 7:55SPEAKER_00: cannibalizing one another and actually going to kick over into 2024.
- 8:00That was actually a bull case by the end of 2023 for why this
- 8:03past year was going to be good.
- 8:05SPEAKER_00: And so I do think that we should look over that two-year period perhaps
- 8:09SPEAKER_00: cumulatively rather than one year versus another.
- 8:13SPEAKER_00: And that's where I think probably the fairer picture is.
- 8:16The other thing that I think is a little bit more challenging
- 8:18is if we take a look
- 8:18SPEAKER_00: at the United States,
- 8:20the United States last year was up by roughly 1% according to
- 8:23Circana or NPD group.
- 8:25SPEAKER_00: At the same time, mobile was up 9%.
- 8:28SPEAKER_00: Mobile's more than half of the industry.
- 8:30SPEAKER_00: It turns out that PC and console,
- 8:33SPEAKER_00: despite that 2023 strength,
- 8:34SPEAKER_00: despite that hold over into the 2024 purchasing,
- 8:39SPEAKER_00: was still down.
- 8:40SPEAKER_00: Down, I think, 4% to 5%.
- 8:41SPEAKER_00: And of course,
- 8:42SPEAKER_00: we know hardware and accessories were pretty affected as well,
- 8:46SPEAKER_00: which is to say that actually...
- 8:48SPEAKER_00: Though the top line number seems to be in some degree of recovery,
- 8:53and even if we look over the three-year view and say it's
- 8:56largely flat since 2021,
- 8:58SPEAKER_00: the truth is that's primarily strength on the mobile side.
- 9:00SPEAKER_00: PC console is actually still fairly impaired.
- 9:05Yeah,
- 9:05it didn't have a particularly strong slate,
- 9:07but they've got that problem.
- 9:08SPEAKER_01: And,
- 9:08SPEAKER_01: you know,
- 9:09the other analysts have talked about this a lot of trying to
- 9:11upgrade people from
- 9:13SPEAKER_01: the previous generation.
- 9:14I mean,
- 9:15the console industry hasn't grown in terms of users very much
- 9:17at all in 20 years.
- 9:19But there is that challenge of if everyone's playing Fortnite
- 9:22and everyone's still
- 9:23SPEAKER_01: playing Grand Theft Auto.
- 9:24SPEAKER_01: And,
- 9:24SPEAKER_01: you know,
- 9:25SPEAKER_01: I think something like the,
- 9:26SPEAKER_01: according to Newsy's top 10 games,
- 9:28SPEAKER_01: but all the other ones and pairs,
- 9:30SPEAKER_01: all those sort of ones have the same.
- 9:31SPEAKER_01: the top games are all eight years old plus.
- 9:34Convincing particularly younger people to move from one machine
- 9:37to the other,
- 9:38SPEAKER_01: it's just,
- 9:39SPEAKER_01: I have to imagine,
- 9:40SPEAKER_01: and this is something,
- 9:41SPEAKER_01: I know Sony are talking about this,
- 9:42SPEAKER_01: something that's challenging,
- 9:44SPEAKER_01: and it seems to be taking longer.
- 9:47SPEAKER_01: That's not really a question.
- 9:49SPEAKER_00: It was more of a... Look, I think it's actually a really unique problem.
- 9:53Some of this is just that the graphical or the perceived
- 9:56customer value of those
- 9:57SPEAKER_00: incremental upgrades has obviously been compressing over time.
- 10:00SPEAKER_00: But separate from that fact,
- 10:01SPEAKER_00: we can actually think of a number of different levers or disadvantages.
- 10:04SPEAKER_00: Number one is...
- 10:05SPEAKER_00: Many games on Gen 8 consoles are still 60 bucks a pop.
- 10:08SPEAKER_00: So in this instance,
- 10:09SPEAKER_00: you're saying,
- 10:09should I upgrade to a Gen 9 console at a cost of 300 to $500
- 10:14plus tax to then pay
- 10:16SPEAKER_00: an extra 10 bucks per unit?
- 10:18SPEAKER_00: There's another aspect,
- 10:19SPEAKER_00: which is kind of the strangeness of saying,
- 10:22SPEAKER_00: if 90% of your gameplay is playing a free-to-play game,
- 10:26it's particularly bizarre to say I'm going to spend $500 in
- 10:30order to keep playing
- 10:31SPEAKER_00: that free game.
- 10:32SPEAKER_00: And then,
- 10:33SPEAKER_00: of course,
- 10:34SPEAKER_00: you have perhaps very strange tail effect,
- 10:37SPEAKER_00: but which is,
- 10:37SPEAKER_00: I think,
- 10:37SPEAKER_00: still relevant,
- 10:38SPEAKER_00: which is I play a lot of the major BRs.
- 10:42SPEAKER_00: And of course, many of the best players, they really care about FPS.
- 10:45SPEAKER_00: And so, of course, that drives them to PC over console.
- 10:48But many of them deliberately downgrade their graphics for
- 10:51competitive reasons.
- 10:52SPEAKER_00: So you actually have a weird reason,
- 10:54SPEAKER_00: which is to say,
- 10:54putting aside the fact that many people don't incrementally
- 10:57value Gen 9 consoles at
- 11:00SPEAKER_00: their cost over Gen 8 consoles,
- 11:02SPEAKER_00: which have no incremental cost.
- 11:03SPEAKER_00: They already own the device.
- 11:05SPEAKER_00: Many of them are saying,
- 11:06I actually don't want that incremental graphical fidelity on
- 11:09the games that I play
- 11:10SPEAKER_00: most of the time,
- 11:11SPEAKER_00: making the purchase even harder still.
- 11:13SPEAKER_01: I found the games that did quite well last year.
- 11:16SPEAKER_01: really interesting.
- 11:17SPEAKER_01: So until the new games,
- 11:18SPEAKER_01: like something like 78% of the market last year were old games,
- 11:22SPEAKER_01: but Helldivers 2.
- 11:27SPEAKER_01: Yeah.
- 11:27SPEAKER_01: 440,000 Space Marine 2, which caught me by surprise.
- 11:30SPEAKER_01: Then Black Myth.
- 11:31SPEAKER_01: Some of these games,
- 11:32they either were doing something quite new or they were doing
- 11:35something we hadn't
- 11:36SPEAKER_01: seen for a while.
- 11:37I think Space Marine 2 felt like a sort of Xbox 360 game
- 11:40brought up to date.
- 11:41SPEAKER_01: Whereas there were the games that you would have banked on,
- 11:44SPEAKER_01: I think,
- 11:44SPEAKER_01: going into the year,
- 11:45SPEAKER_01: Star Wars,
- 11:45SPEAKER_01: Outlaws,
- 11:46SPEAKER_01: Final Fantasy,
- 11:46SPEAKER_01: Dragon Age.
- 11:48SPEAKER_01: Those are the three that jumped to mind that really missed.
- 11:51SPEAKER_01: Some of them scraped the top 50.
- 11:53SPEAKER_01: Some of them didn't even do that.
- 11:54We're talking about the visual fidelity of the new consoles and
- 11:57the power of them.
- 11:57SPEAKER_01: But it seems that what gamers,
- 11:59SPEAKER_01: at least the audience,
- 12:00SPEAKER_01: seem to,
- 12:00SPEAKER_01: if they're going to jump from whatever it is they're playing,
- 12:03SPEAKER_01: if they're going to try something new,
- 12:05They need to be given something that's notably different to
- 12:07what it is they've
- 12:08SPEAKER_01: experienced or they have been experiencing.
- 12:10SPEAKER_01: I think that's my takeaway from it.
- 12:12The industry is so contradictory that it's difficult to draw
- 12:16those conclusions.
- 12:17SPEAKER_01: But it's certainly how I felt about 2024 because the games that did well,
- 12:20SPEAKER_01: I did not predict would do well.
- 12:22SPEAKER_01: And the games that, well, not as well as they did.
- 12:24And the games that sort of missed,
- 12:26I had anticipated being amongst the best sellers of the year.
- 12:30SPEAKER_01: It was a weird year.
- 12:31SPEAKER_01: I thought 2024 was strange.
- 12:342023,
- 12:34Hogwarts Legacy,
- 12:35Diablo and Zelda and Spider-Man were doing very well.
- 12:38SPEAKER_01: You could have put money on those, but 2024 just seemed unusual to me.
- 12:43SPEAKER_01: Again, not a question.
- 12:46I found it really fascinating to write about,
- 12:49but difficult to draw a conclusion from.
- 12:51SPEAKER_00: Yeah, I mean, look, I think you're right.
- 12:53SPEAKER_00: There's this...
- 12:54SPEAKER_00: Not to get into heady business strategy, right?
- 12:57SPEAKER_00: But there's this general idea of job to be done theory,
- 13:00which is a repackaging of ideas that have existed in management
- 13:03theory for decades.
- 13:03But it basically says the purchase of any product is to meet
- 13:07the job that someone
- 13:08SPEAKER_00: is hiring them to do,
- 13:09SPEAKER_00: which is to say,
- 13:10SPEAKER_00: Chris,
- 13:11SPEAKER_00: when you say,
- 13:11SPEAKER_00: I want a new video game,
- 13:13SPEAKER_00: what is it that you're actually asking for,
- 13:15SPEAKER_00: right?
- 13:16And it's rare that you would say,
- 13:17I'm looking for a game to show me hyper realism.
- 13:20SPEAKER_00: It's rare that you actually say,
- 13:21SPEAKER_00: I'm looking for a game that is going to tell me a cinematic story.
- 13:25SPEAKER_00: I'm not saying that those elements aren't important.
- 13:27SPEAKER_00: And I certainly wouldn't say that for some titles,
- 13:29it isn't an essential element of how they communicate their
- 13:32entire package.
- 13:33SPEAKER_00: But for most people who are now many,
- 13:35SPEAKER_00: many years in to these top titles,
- 13:38SPEAKER_00: these worlds,
- 13:39SPEAKER_00: they may be thousands of hours,
- 13:41SPEAKER_00: thousands of dollars.
- 13:42SPEAKER_00: They may have built much of their social and cultural identity,
- 13:45SPEAKER_00: especially in high school or college around those titles,
- 13:48SPEAKER_00: be it Fortnite,
- 13:49SPEAKER_00: COD or Madden.
- 13:51SPEAKER_00: The question is, what are they asking from a new game?
- 13:54SPEAKER_00: And I do think that when you look at that level of entrenchment,
- 13:57SPEAKER_00: which,
- 13:57SPEAKER_00: by the way,
- 13:58SPEAKER_00: is also put alongside skill mastery,
- 14:00SPEAKER_00: they feel good.
- 14:01SPEAKER_00: They know how to play the game.
- 14:02SPEAKER_00: They can be one of the best at the game.
- 14:04SPEAKER_00: That question is, what am I asking for from a new experience?
- 14:08And I do think that the last two years have really narrowed in
- 14:10on the idea of I am
- 14:12SPEAKER_00: looking for a new experience from that new experience,
- 14:14SPEAKER_00: if you know what I mean.
- 14:16That doesn't mean that they still don't want something remixed
- 14:18that is brilliant in
- 14:19its own right in a way that they're familiar with perhaps a
- 14:22decade ago or more,
- 14:24which is to say we all know that Super Mario Galaxy 2 is one of
- 14:26the best titles
- 14:27SPEAKER_00: Nintendo has ever produced.
- 14:29And obviously Astro Bot brought together a lot of the best
- 14:32ideas of those classic
- 14:33SPEAKER_00: Nintendo titles,
- 14:35SPEAKER_00: both on the IP mashup and more side.
- 14:38But that was...
- 14:39I'm looking for a new experience that I hadn't had in quite
- 14:41some time.
- 14:43SPEAKER_01: Yeah.
- 14:43SPEAKER_01: It's a new experience that...
- 14:45SPEAKER_01: It might not be new, but it's certainly one that I haven't had.
- 14:48SPEAKER_01: For me,
- 14:50SPEAKER_01: one of the big indie hits of last year was a game called Undisputed,
- 14:52SPEAKER_01: which was a boxing game.
- 14:53SPEAKER_01: There hadn't been one yet.
- 14:54SPEAKER_00: There were a lot of those in the 80s and 90s, yeah.
- 14:57SPEAKER_00: And then they moved out.
- 15:00SPEAKER_01: Let's talk about growth areas.
- 15:01SPEAKER_01: I think you spent 108 pages in the report chatting about that.
- 15:04And one of the areas that I get the sense that you really are a
- 15:07bit of a believer
- 15:08in UGC getting the Roblox and Fortnite as a potential growth
- 15:15area for the games industry,
- 15:16SPEAKER_01: a significant growth area for the video games.
- 15:18SPEAKER_01: Is that fair?
- 15:18SPEAKER_00: Have I got that right?
- 15:20It's an interesting question,
- 15:22partly because you're asking this question of,
- 15:25SPEAKER_00: Well, yes.
- 15:25SPEAKER_00: Am I a significant believer?
- 15:27SPEAKER_00: I will tell you,
- 15:28I don't spend a lot of time personally playing Roblox or even
- 15:30UEFN titles for that matter.
- 15:32SPEAKER_00: What I do think is nevertheless obvious,
- 15:34SPEAKER_00: and this is where I would separate believer versus observer and admirer,
- 15:37SPEAKER_00: is we have an industry that for three years has not grown.
- 15:41SPEAKER_00: And in fact, by most measures in most
- 15:44SPEAKER_00: Western and developed economies.
- 15:45There are fewer regular players of video games than there were
- 15:48two years ago,
- 15:49SPEAKER_00: one year ago,
- 15:49SPEAKER_00: three years ago.
- 15:50SPEAKER_00: And in the United States,
- 15:51SPEAKER_00: if you can believe it,
- 15:52SPEAKER_00: there are fewer people playing video games a week than in 2019.
- 15:56A common retort to video gaming's compression over the last few
- 15:59years was,
- 16:00SPEAKER_00: of course,
- 16:01SPEAKER_00: we were going to come down from the pandemic high.
- 16:03SPEAKER_00: And I need to say,
- 16:04SPEAKER_00: no,
- 16:04SPEAKER_00: actually,
- 16:04SPEAKER_00: participation rates in the United States are below pre-pandemic levels.
- 16:08SPEAKER_00: That
- 16:09SPEAKER_00: is what's really astounding.
- 16:11SPEAKER_00: And so putting that all aside,
- 16:13when you're then looking at these UGC platforms and you're
- 16:16saying year after year
- 16:17SPEAKER_00: after year,
- 16:18SPEAKER_00: we are seeing 20% growth,
- 16:21SPEAKER_00: sometimes even higher on a user basis.
- 16:23SPEAKER_00: So you're saying growing remarkably faster than the market,
- 16:26SPEAKER_00: growing consistently so,
- 16:29SPEAKER_00: and their user bases are as enormous as they are.
- 16:32SPEAKER_00: By some measures, Roblox is now near 425 million MAUs.
- 16:38SPEAKER_00: They are delivering more hours of engagement than the entirety of Steam.
- 16:43SPEAKER_00: In fact,
- 16:43SPEAKER_00: you can add up the Switch,
- 16:45PlayStation and Xbox together and they are less played and
- 16:50certainly have fewer
- 16:51SPEAKER_00: daily or fewer monthly and nearly as many daily users as Roblox.
- 16:55SPEAKER_00: If you add those three things together,
- 16:57SPEAKER_00: its size,
- 16:58SPEAKER_00: its regularity of growth and the size of its growth,
- 17:00it's hard for me to say that I'm not a believer in it as an
- 17:04important growth engine
- 17:05SPEAKER_00: for the industry.
- 17:06SPEAKER_00: If you then say,
- 17:08SPEAKER_00: It also happens to be at the top of the funnel,
- 17:11SPEAKER_00: or that is to say the bottom of the age pyramid,
- 17:14SPEAKER_00: and it is therefore onboarding hundreds of millions.
- 17:18SPEAKER_00: I think that's a reason for optimism.
- 17:19I do think many of those players will scatter to what we
- 17:22traditionally call games,
- 17:24SPEAKER_00: but that's good too.
- 17:25SPEAKER_00: It makes it a growth engine by indirect measures.
- 17:28I used to work for IGN,
- 17:29and one of IGN's websites is VG247,
- 17:33and they have these code pages.
- 17:34SPEAKER_01: They do generate a lot of traffic.
- 17:37SPEAKER_01: These codes are codes that offer free coins and stuff in games.
- 17:40SPEAKER_01: And amongst their top performing code pages,
- 17:43SPEAKER_01: some of them the obvious ones,
- 17:44SPEAKER_01: but are Bloxfruits,
- 17:46SPEAKER_01: Bluecox Rivals,
- 17:47SPEAKER_01: Basketball Legends,
- 17:49SPEAKER_01: all Roblox games.
- 17:50SPEAKER_01: To people of a certain age, I think that's a bit of a blind spot.
- 17:54At TGB,
- 17:54we've been speaking to a load of investors,
- 17:55and there's some investors...
- 17:57SPEAKER_01: unsure about if developers there might be investing in,
- 18:00SPEAKER_01: who are Roblox developers,
- 18:02SPEAKER_01: whether or not they can break out of Roblox.
- 18:04SPEAKER_01: Although one investor doesn't think they need to.
- 18:06It was a really fascinating discovery that everyone seems quite
- 18:09interested in this,
- 18:10particularly in terms of bringing through new talent and
- 18:12developing new game
- 18:13SPEAKER_01: developers and lowering the barrier there.
- 18:16SPEAKER_01: But it seems if the consumer is in,
- 18:19if the problem is that gamers are playing these live service
- 18:21games and not leaving them,
- 18:22SPEAKER_01: well,
- 18:23SPEAKER_01: putting the games within these services feels like a
- 18:26SPEAKER_01: It feels like the solution.
- 18:28SPEAKER_01: I don't know.
- 18:29SPEAKER_01: It's certainly interesting.
- 18:30SPEAKER_01: But it's interesting.
- 18:31SPEAKER_01: Best has also brought up things like Telegram games and Discord games.
- 18:35I mean,
- 18:36I look at those and I immediately think of Facebook gaming from 15,
- 18:4120 years ago.
- 18:41SPEAKER_01: I'm a bit cynical.
- 18:42But there seems to be certainly ways of reaching audiences that
- 18:47isn't just those
- 18:48SPEAKER_01: existing digital platforms.
- 18:50SPEAKER_01: It seems to be exciting investors at the minute.
- 18:53Anyway,
- 18:53we can kind of table the investor side,
- 18:55though I think it's certainly very relevant.
- 18:57SPEAKER_00: But you brought up a point earlier,
- 18:58SPEAKER_00: which is really over 20 years and going on a quarter century.
- 19:03SPEAKER_00: The console install base has not grown, not on a unique basis.
- 19:07And to the extent in which we found any growth,
- 19:09it's primarily in rest of the world in Japan.
- 19:12SPEAKER_00: We're not seeing it in North America.
- 19:13SPEAKER_00: We're not seeing it in Western Europe.
- 19:15SPEAKER_00: And it's largely limited to the Nintendo Switch, which is to say that
- 19:21SPEAKER_00: I love console gaming.
- 19:22SPEAKER_00: That's most of my time.
- 19:23I recognize the supremacy of PC,
- 19:25but I will tell you,
- 19:25I have three consoles in my house.
- 19:26SPEAKER_00: They get all regular use,
- 19:27and that's the first place that I go to play most
- 19:29multi-platform and cross-platform games.
- 19:32I know that I'm going to end up buying a PlayStation 6 and the
- 19:34next generation Xbox,
- 19:36and yet...
- 19:37SPEAKER_00: we should recognize that that growth hasn't occurred.
- 19:40We should also recognize that mobile gaming apps as
- 19:43traditionally defined,
- 19:44SPEAKER_00: things that people download from the app store,
- 19:47SPEAKER_00: those aren't really growing now either.
- 19:49SPEAKER_00: And so I think it's not so much a question of what do investors want.
- 19:52SPEAKER_00: I think it's instead a stark realization of the reality, which is,
- 19:56SPEAKER_00: Those other areas of gaming aren't actually growing.
- 19:59SPEAKER_00: There aren't more players.
- 20:00SPEAKER_00: They're increasingly concentrated on a few titles.
- 20:03SPEAKER_00: And if you are trying to reach new gamers,
- 20:05which is probably the most important thing you can do to
- 20:08restore growth in the industry,
- 20:09SPEAKER_00: or you want to reach players that do play other games,
- 20:13but in a world in which you're not asking them to close out of
- 20:17their Fortnite or
- 20:17SPEAKER_00: COD application and boot up something new,
- 20:20SPEAKER_00: that those new avenues are going to be pretty important.
- 20:23SPEAKER_00: The other thing that I will say,
- 20:24SPEAKER_00: and it's funny,
- 20:25SPEAKER_00: we were talking earlier about how many slides are in the deck.
- 20:27There's one slide that I added about two weeks after I released
- 20:30the publication
- 20:31SPEAKER_00: because I was just screwing around with some of the data.
- 20:34SPEAKER_00: If you can believe it,
- 20:35SPEAKER_00: the top two titles on Roblox,
- 20:37SPEAKER_00: Bloxfruits being one that you mentioned,
- 20:39SPEAKER_00: and then Brookhaven RP,
- 20:41SPEAKER_00: which just sold,
- 20:41SPEAKER_00: though we don't know the price.
- 20:43Each of those has roughly 60% of the monthly hours of
- 20:47engagement of the entirety of
- 20:50SPEAKER_00: Electronic Arts.
- 20:51SPEAKER_00: They are 60% the size of Fortnite Battle Royale.
- 20:54SPEAKER_00: They're 75% the size of all of Blizzard.
- 20:55SPEAKER_00: They're 85% of the size of all of Counter-Strike.
- 21:01And so it's not just that we're asking this abstract question
- 21:04of are there new players,
- 21:05SPEAKER_00: new times and new experiences?
- 21:06It's actually that these titles are already as large and in
- 21:10some instances larger
- 21:12SPEAKER_00: than some of the most dominant,
- 21:14SPEAKER_00: enviable gaming ecosystems of the last quarter century,
- 21:17SPEAKER_00: if not longer.
- 21:18SPEAKER_00: Now, the question of how much growth is there?
- 21:21SPEAKER_00: Is there enough opportunity for new developers?
- 21:24SPEAKER_00: What are the economic limitations of that?
- 21:26SPEAKER_00: All of those are relevant concerns,
- 21:28but we are now really over the last two years at a point in
- 21:31which the comparable
- 21:32size of these platforms now allow you to outstrip any other
- 21:36opportunity in success.
- 21:39Let's talk about console a little bit because we have a new
- 21:42one's about to come out
- 21:43SPEAKER_01: in Nintendo Switch 2.
- 21:45SPEAKER_01: I mean, in your report, talk about
- 21:48SPEAKER_01: how it's potentially exciting for third parties.
- 21:52SPEAKER_01: People still buy Nintendo consoles for Nintendo games.
- 21:55I think if anything,
- 21:56I think Nintendo just leaned into that with the Switch in quite
- 21:58a big way.
- 22:00Do you see much potential for outside of Nintendo to find
- 22:04success on there?
- 22:06SPEAKER_00: Look, I agree with your frame.
- 22:07SPEAKER_00: It's important to put this into numbers, right?
- 22:10The average console usually has about for every 10 units of
- 22:12software that are purchased,
- 22:13SPEAKER_00: only one is made by the platform themselves.
- 22:16In the case of Nintendo,
- 22:18it's nearly six in every 10 is made by Nintendo.
- 22:22And that's even excluding some of their de facto second party relationships,
- 22:26SPEAKER_00: those who only produce for the Nintendo Switch.
- 22:28SPEAKER_00: And so that is to say that for the most part,
- 22:30SPEAKER_00: the second most successful console of all time,
- 22:33SPEAKER_00: perhaps soon to be the most successful console of all time,
- 22:36SPEAKER_00: they're not even per se buying it for the form factor innovations.
- 22:39SPEAKER_00: Not that those aren't important, but they're mostly buying it because
- 22:43Nintendo has made some of the best titles of all time and in
- 22:46incredible volumes and
- 22:47SPEAKER_00: you can only get them on the device and the device is affordable.
- 22:50It's not clear how many people are saying I want a portable
- 22:53games device or how
- 22:55many people are saying that I'm looking to play multi-platform
- 22:59or cross-platform
- 22:59SPEAKER_00: titles and the Switch is the device that I'd like to do it on.
- 23:01SPEAKER_00: They're mostly saying I need to,
- 23:03SPEAKER_00: I want to,
- 23:04SPEAKER_00: and the only games I'd like to play are Nintendo Switch.
- 23:07SPEAKER_00: Obviously, many of us have all consoles.
- 23:09SPEAKER_00: And so that model is the most important or that strategy,
- 23:13that success is the most important thing that Nintendo has for
- 23:16the Nintendo Switch 2.
- 23:17And so we should not think of the fact that the Nintendo Switch
- 23:202 can run most
- 23:22third party titles sufficiently as this massive new blue ocean
- 23:27opportunity for
- 23:27SPEAKER_00: third party publishers.
- 23:29SPEAKER_00: At the same time,
- 23:31nearly all of the most popular titles globally have not been
- 23:34available on the
- 23:35SPEAKER_00: Nintendo Switch for the last eight years it's been out.
- 23:39SPEAKER_00: That means that many of the highest spending,
- 23:41SPEAKER_00: highest engagement,
- 23:42SPEAKER_00: youngest and therefore lifetime brand building consumers
- 23:47SPEAKER_00: have been inaccessible.
- 23:49And so that's definitely a meaningful increase opportunity for
- 23:51third party publishers.
- 23:53SPEAKER_00: And yet at the same time, it's going to be available to all of them.
- 23:55SPEAKER_00: So it's now going to be a new hotly contested platform as opposed to,
- 24:00SPEAKER_00: you know,
- 24:00SPEAKER_00: potentially a hundred million customers you couldn't reach before,
- 24:03SPEAKER_00: but now can,
- 24:04SPEAKER_00: which is to say,
- 24:04SPEAKER_00: I think it's going to be mixed.
- 24:06SPEAKER_01: Yeah.
- 24:06SPEAKER_01: Yeah.
- 24:06SPEAKER_01: I think it's, it's,
- 24:09SPEAKER_01: is one of the civilization developers.
- 24:11So this,
- 24:12you know,
- 24:12Civ 7 was,
- 24:13is it Civ 7 the one that came out this year?
- 24:14Rather than launching on PC first,
- 24:16they did multi-platforms this time around.
- 24:19SPEAKER_01: And one of the platforms was Switch.
- 24:20SPEAKER_01: And apparently that was because of Switch.
- 24:22SPEAKER_01: It really inspired,
- 24:24they changed their entire development pipelines because Civ on
- 24:27Switch did so well
- 24:28SPEAKER_01: for them,
- 24:29SPEAKER_01: so much better than expected.
- 24:30SPEAKER_01: But most importantly, what they found was it was actually PC gamers that
- 24:33SPEAKER_01: bought the game again to take it with them.
- 24:36SPEAKER_01: They had this... I've done that.
- 24:38I've played Tony Hawk's Pro Skater on my PlayStation because I
- 24:40want that high-end
- 24:41SPEAKER_01: 60 frames per second experience,
- 24:43SPEAKER_01: but I loved the game so much I wanted to take it with me,
- 24:46SPEAKER_01: so I did.
- 24:46SPEAKER_00: I mean, this is how GTA shipped 200 million units, right?
- 24:50SPEAKER_00: It's...
- 24:51SPEAKER_00: How many people have bought it two, three times?
- 24:54SPEAKER_00: Yeah.
- 24:55SPEAKER_01: Oh, yeah.
- 24:55SPEAKER_01: And we touched upon a subject there,
- 24:56SPEAKER_01: which I wasn't going to ask about,
- 24:57SPEAKER_01: but you brought it up,
- 24:58SPEAKER_01: which is these form factors,
- 25:00SPEAKER_01: these handheld form factors.
- 25:01SPEAKER_01: I've got two young children.
- 25:02SPEAKER_01: The amount of time I spend on gaming,
- 25:04one of the things I think the problem with console gaming is
- 25:05people egg out of it.
- 25:07SPEAKER_01: I think they get to a point where people just have less time,
- 25:11and maybe they don't feel the need to upgrade to the next
- 25:13console straight away,
- 25:14SPEAKER_01: and they do eventually,
- 25:15SPEAKER_01: and then the following one they don't get as whole.
- 25:17SPEAKER_01: My own personal experience is here.
- 25:21SPEAKER_01: What changed for me,
- 25:21SPEAKER_01: what got me back into gaming was the ability to...
- 25:24SPEAKER_01: And I know handheld games,
- 25:25SPEAKER_01: this is forever.
- 25:27But the ability to play console-level video games on Waco was
- 25:31transformative for me
- 25:31SPEAKER_01: in my gaming.
- 25:33And you're starting to see some success in Steam,
- 25:35nothing to the Switch level.
- 25:36But I do feel that sometimes that flexibility,
- 25:38that ability to tap into...
- 25:41SPEAKER_01: There's something old school about the Switch.
- 25:42SPEAKER_01: It's still a physical dominated device.
- 25:46SPEAKER_01: Most people buy games in box.
- 25:48SPEAKER_01: I don't have any data to back it up.
- 25:49SPEAKER_01: Maybe you do.
- 25:50But I feel it's just the machine that just appeals to slightly
- 25:53older people that
- 25:54SPEAKER_01: perhaps previously didn't have that time to game.
- 25:57SPEAKER_01: And I think perhaps that's something that Microsoft's noticed,
- 25:59SPEAKER_01: Sony's noticed with their portal as well,
- 26:01SPEAKER_01: that there's an opportunity there to...
- 26:04SPEAKER_01: stop people from lapsing out perhaps of the ecosystem.
- 26:08SPEAKER_01: I don't really, I didn't have a question around that.
- 26:09SPEAKER_01: It was just something that I've had.
- 26:11SPEAKER_01: Yeah.
- 26:11SPEAKER_00: This is kind of one of the reasons why we were talking earlier about the
- 26:15SPEAKER_00: however many hundred thousand foot view to the gaming industry.
- 26:17And I think that's something that's been happening at all of
- 26:19the platforms and publishers.
- 26:20We saw that with Square Enix saying it's no longer sustainable
- 26:23to be tied to the
- 26:23SPEAKER_00: PlayStation ecosystem.
- 26:25SPEAKER_00: Microsoft is very obviously trying to get on all devices.
- 26:28SPEAKER_00: Even Sony's strategy continues to evolve,
- 26:30not just in the fact that they're publishing on PC and
- 26:33publishing faster than ever,
- 26:35but they've unlocked the PlayStation portal so that you no
- 26:38longer have to be on
- 26:38SPEAKER_00: your home Wi-Fi.
- 26:40SPEAKER_00: That is,
- 26:40SPEAKER_00: I think,
- 26:40SPEAKER_00: in most regards,
- 26:42a reflection and observation and understanding digestion
- 26:44acceptance of a lot of
- 26:46SPEAKER_00: what we were talking about earlier,
- 26:47SPEAKER_00: which is the console base has not grown.
- 26:49SPEAKER_00: Time has actually, in many regards, shrunk.
- 26:52SPEAKER_00: And at a certain point,
- 26:54you stop moving from what will the next generation do to change
- 26:57that to what other
- 26:58SPEAKER_00: things do we need to have to change that?
- 27:01And when you take a look at some of what Herman Holst was
- 27:04talking about the
- 27:04SPEAKER_00: PlayStation Portal,
- 27:06SPEAKER_00: we don't know how many units have shipped.
- 27:07SPEAKER_00: The odds are it's only a few million.
- 27:09SPEAKER_00: It looks like the Steam Deck only has two to three million units.
- 27:12SPEAKER_00: And so these aren't enormous,
- 27:14SPEAKER_00: but what we know is they,
- 27:15SPEAKER_00: by definition,
- 27:16SPEAKER_00: skew to the most avid gamers.
- 27:19SPEAKER_00: Those who spend the most, those who...
- 27:22SPEAKER_00: spend the most time, those who have the largest social graphs.
- 27:25SPEAKER_00: And so you might be able to say,
- 27:27SPEAKER_00: we have 6 million PlayStation 5 customers,
- 27:29SPEAKER_00: only 3 million have a PlayStation portal,
- 27:31but that's probably not just a 5% increase or hit rate on your
- 27:36base on a time
- 27:36SPEAKER_00: adjusted or spend adjusted basis.
- 27:38SPEAKER_00: Maybe it's 10 or 12.
- 27:40SPEAKER_00: And so if you say that we need to find a way to find growth,
- 27:44SPEAKER_00: reverse player loss,
- 27:45SPEAKER_00: reverse player time loss,
- 27:47SPEAKER_00: enrich our ecosystem,
- 27:48SPEAKER_00: and frankly,
- 27:49recoup on development budgets that continue to grow while our
- 27:52addressable base does not,
- 27:54SPEAKER_00: I think that that becomes a really powerful and significant opportunity.
- 27:57SPEAKER_00: And the fact that you,
- 27:59SPEAKER_00: to your point,
- 28:00no longer have to really dive deep into your builds to fork it
- 28:04to run on these devices,
- 28:06means that the incremental cost ends up being pretty marginal
- 28:09relative to that opportunity.
- 28:11SPEAKER_00: That all kind of checks out to me.
- 28:13SPEAKER_00: That makes sense.
- 28:15SPEAKER_01: Do you see mobile as a potential home for console style AAA games?
- 28:23SPEAKER_00: Absolutely.
- 28:24SPEAKER_00: And I think that the... Well, look, do I see it?
- 28:27SPEAKER_00: Absolutely.
- 28:28SPEAKER_00: Yes.
- 28:28SPEAKER_00: Let's keep in mind that there's 3 billion mobile devices.
- 28:30I'm not a person who will tell you that I think 5% of the
- 28:33global population is
- 28:34SPEAKER_00: going to want to play single A,
- 28:35SPEAKER_00: double A or triple A games on there as we define them today,
- 28:39SPEAKER_00: right?
- 28:39SPEAKER_00: Running on a console.
- 28:41SPEAKER_00: on a mobile device.
- 28:42SPEAKER_00: And yet when we're talking about 3 billion,
- 28:43SPEAKER_00: I do believe that we can have a pre-material impact on those devices.
- 28:47SPEAKER_00: And we already have a lot of evidence there.
- 28:49I think one under-reported fact is when MiHoYo launched their
- 28:54second wave of
- 28:55SPEAKER_00: platform expansions for Genshin Impact,
- 28:57SPEAKER_00: they said,
- 28:57SPEAKER_00: we're gonna launch on Nintendo Switch.
- 28:59SPEAKER_00: Guess what?
- 28:59SPEAKER_00: They never did.
- 29:00SPEAKER_00: They just canceled it.
- 29:01SPEAKER_00: They didn't bother.
- 29:02SPEAKER_00: Why?
- 29:03Because they clearly came to the conclusion that there is no
- 29:06likely customer of
- 29:07Genshin Impact who doesn't play because they don't have a
- 29:12Nintendo Switch.
- 29:13SPEAKER_00: Many of those consumers will play.
- 29:16SPEAKER_00: And so cognizant of the fact that we've long heard people say,
- 29:20SPEAKER_00: what if Resident Evil went there?
- 29:21SPEAKER_00: And we know that hasn't worked.
- 29:22And I think there are reasons why that will and won't change in
- 29:24the future.
- 29:25But it's already clear through the success of PUBG or Free Fire
- 29:30or Fortnite mobile
- 29:31SPEAKER_00: back in the day,
- 29:33plus growing success of which platforms are being skipped over
- 29:35and the fact that it
- 29:36SPEAKER_00: doesn't matter,
- 29:37SPEAKER_00: that that player base can be pretty meaningful as well.
- 29:40SPEAKER_00: I tend to believe
- 29:42that in five or six years when there are a billion people who
- 29:45can play EA FC on
- 29:48SPEAKER_00: their iPhone or iPad,
- 29:50SPEAKER_00: that we may not see tens of millions of people buying it.
- 29:53SPEAKER_00: And certainly I don't think they're going to do it at a $70 price point.
- 29:57But do I believe that there's a meaningful growth opportunity
- 30:00for EA that stems
- 30:02from the fact that you can finally reach most of the global
- 30:05fans for football
- 30:07without asking them to have a console or gaming PC and that
- 30:10they can take it anywhere?
- 30:10SPEAKER_00: You bet.
- 30:12I was going to bring up Resident Evil because obviously it
- 30:15hasn't worked.
- 30:16SPEAKER_01: Well, it hasn't worked for those games.
- 30:20SPEAKER_00: Chris, so this is interesting.
- 30:22SPEAKER_00: When we say it hasn't worked, right, that's true.
- 30:25SPEAKER_00: But there's a weird question,
- 30:26SPEAKER_00: which is,
- 30:27SPEAKER_00: okay,
- 30:29the only people who can actually play Resident Evil on an
- 30:31iPhone have to have
- 30:32SPEAKER_00: bought the very,
- 30:33SPEAKER_00: very highest end iPhone over the last two years.
- 30:36SPEAKER_00: There's roughly 40 million people who have that device.
- 30:39SPEAKER_00: The device, by the way, costs $1,600 or $1,700 all day.
- 30:42And so fundamentally,
- 30:43how many of those 40 million people actually play video games?
- 30:47SPEAKER_00: The answer is not going to be many.
- 30:48SPEAKER_00: And then we have the secondary question,
- 30:50which is how many of those who would buy a Resident Evil game
- 30:54and have that device
- 30:55SPEAKER_00: haven't already bought it?
- 30:58SPEAKER_00: And then there's that third thing,
- 30:59which is how many of the people who might like Resident Evil
- 31:02games generally,
- 31:03SPEAKER_00: as in abstract FPS,
- 31:06SPEAKER_00: or third person if you want,
- 31:08SPEAKER_00: depending on the title,
- 31:09SPEAKER_00: games,
- 31:10SPEAKER_00: but ARRI isn't for them.
- 31:12SPEAKER_00: And I think all of those start to become...
- 31:14SPEAKER_00: pretty meaningful discounts.
- 31:16SPEAKER_00: In contrast,
- 31:17SPEAKER_00: if we said in 2030,
- 31:19SPEAKER_00: you had a title that was simultaneously released on mobile devices,
- 31:24SPEAKER_00: that is to say it had never been accessible previously,
- 31:27SPEAKER_00: that reaches nearly all of the mid-core
- 31:30and up audience,
- 31:31I think you'd see,
- 31:32again,
- 31:33material,
- 31:34not massive,
- 31:34but material sales.
- 31:36SPEAKER_00: And this is where I love to remind people that Free Fire alone,
- 31:40SPEAKER_00: a mobile-only battle royale,
- 31:42SPEAKER_00: has 50% more daily players than Fortnite has monthly players.
- 31:47It is kind of impossible for the average Western shooter game
- 31:51player or Fortnite
- 31:52player or COD or Warzone Apex player to believe that there's
- 31:57150 million people
- 31:58SPEAKER_00: playing Free Fire mobile games.
- 32:00SPEAKER_00: every day, primarily on low-end Androids, not iPads, and yet they are.
- 32:06SPEAKER_00: And so part of this is just an audience question.
- 32:08SPEAKER_00: Oh,
- 32:08SPEAKER_00: I should add the other filter,
- 32:09SPEAKER_00: which is the people who all have that highest end iPhone,
- 32:13SPEAKER_00: again,
- 32:14SPEAKER_00: for $1,600 or $1,700,
- 32:16SPEAKER_00: nearly none of them are the people who today play high fidelity,
- 32:20SPEAKER_00: de facto hardcore mobile games,
- 32:21SPEAKER_00: because most of those sit in Indonesia and India,
- 32:24SPEAKER_00: Latin and South America.
- 32:26SPEAKER_00: They certainly can't afford one of those iPhones today.
- 32:29SPEAKER_00: You had an answer.
- 32:30SPEAKER_00: I like that.
- 32:32SPEAKER_00: You've been challenged on that before.
- 32:34SPEAKER_00: Well,
- 32:35I'm also cognizant of the fact that this is also one of those
- 32:37things like cloud
- 32:39SPEAKER_00: that has always been the,
- 32:41SPEAKER_00: well,
- 32:41SPEAKER_00: if not next year,
- 32:41SPEAKER_00: the year after that.
- 32:43SPEAKER_00: And that often holds and sometimes eventually breaks.
- 32:47SPEAKER_01: I was going to ask about streaming.
- 32:48SPEAKER_01: Are we going to get there?
- 32:49Because surely that's the bit about lowering the barrier to
- 32:51entry to make it easier
- 32:52SPEAKER_01: for more people to play games.
- 32:54SPEAKER_01: That's got to be the thing, is it?
- 32:57SPEAKER_00: Not in my view.
- 32:59SPEAKER_00: There's this interesting line that Tim Sweeney,
- 33:01SPEAKER_00: the founder and CEO of Epic,
- 33:03SPEAKER_00: had a few years ago that I've been joyfully calling Sweeney's Law,
- 33:07SPEAKER_00: which goes something like,
- 33:07efforts to place real-time processing on the wrong time of the
- 33:12latency wall are
- 33:13bound to fail because while networking infrastructure and
- 33:17latency are improving,
- 33:19SPEAKER_00: it's improving more slowly than processing.
- 33:21SPEAKER_00: Which is to say,
- 33:22SPEAKER_00: yes,
- 33:23all of the technical problems that we're facing with cloud game
- 33:25streaming are improving,
- 33:27SPEAKER_00: but the chips on our phone are improving faster,
- 33:32SPEAKER_00: which is kind of the conversation that we were just having,
- 33:34SPEAKER_00: which is right now my iPhone can play basically a...
- 33:39SPEAKER_00: stock iPhone 4 specs.
- 33:41SPEAKER_00: I'm cheating a little bit,
- 33:42SPEAKER_00: but for all intents and purposes,
- 33:43SPEAKER_00: you can play what,
- 33:44SPEAKER_00: sorry,
- 33:44SPEAKER_00: not iPhone 4,
- 33:45SPEAKER_00: PlayStation 4.
- 33:46SPEAKER_00: PlayStation 4 specs, not a PS4 Pro and certainly not a PS5 Pro.
- 33:50And so many of the problems that cloud game streaming is
- 33:52intending to solve,
- 33:54SPEAKER_00: many,
- 33:54SPEAKER_00: not all,
- 33:55SPEAKER_00: are being remedied by the fact that by 2030,
- 33:57most smartphones will be able to do a decent enough job
- 34:00themselves without needing
- 34:01SPEAKER_00: to rely on the network.
- 34:03And so that's solving the accessibility problem that you mentioned,
- 34:05but differently.
- 34:08SPEAKER_01: Matthew, I've taken up too much of your time.
- 34:09SPEAKER_01: We could talk for hours.
- 34:10SPEAKER_01: We could go for another two hours, yeah.
- 34:12SPEAKER_01: Yeah, thank you so much.
- 34:13The subject of today's show will be a major talking point for
- 34:16us going forward.
- 34:17SPEAKER_01: So if you want to stay on top of it all,
- 34:18SPEAKER_01: please do head to thegamebusiness.com and subscribe to our newsletters.
- 34:21SPEAKER_01: And of course,
- 34:22SPEAKER_01: sign up to the podcast,
- 34:23SPEAKER_01: follow us on social media,
- 34:25SPEAKER_01: sign up to our YouTube channel,
- 34:27SPEAKER_01: whatever suits you that we're there.
- 34:29SPEAKER_01: So thank you all for joining us and thank you again to Matthew.
- 34:32SPEAKER_01: Thanks, Chris.
- 34:34SPEAKER_01: Is the console market doomed?
- 34:36SPEAKER_01: No.
- 34:37SPEAKER_01: Will game streaming ever become a mainstream proposition?
- 34:40SPEAKER_01: I don't think it's yes or no.
- 34:43SPEAKER_01: What's the first thing you do when you get to work in the morning?
- 34:47SPEAKER_01: Email.
- 34:47SPEAKER_01: Do you think game prices will rise again soon?
- 34:51SPEAKER_01: Yes.
- 34:51SPEAKER_01: Will Nintendo Switch 2 outsell Switch 1?
- 34:55SPEAKER_01: No.
- 34:55SPEAKER_01: Best album of all time?
- 34:57SPEAKER_00: You know, if I say Led Zeppelin IV, that's probably a Dodge II.
- 35:00SPEAKER_00: I haven't thought about the question for too long.
- 35:02SPEAKER_00: What is the most exciting game company right now?
- 35:04I think anyone who knows me knows that the answer is four
- 35:06letters in Epic.
- 35:07And what one thing should games companies think about,
- 35:10but probably aren't?
- 35:11SPEAKER_00: This is the one you had to send me in advance.