Latest / The Game Business Show / GTA 6 reveal causes Xbox and PlayStation sales to jump by a third
Transcript
- 0:00SPEAKER_00: This week console sales spike on GTA 6 reveal and we chat to Nuzu about the future
- 0:06SPEAKER_00: of the video game business.
- 0:10SPEAKER_00: Hello and welcome to The Game Business Show.
- 0:13SPEAKER_00: This week's edition is once again sponsored by Keywords Studios.
- 0:16SPEAKER_00: Keywords is, of course, the industry's end-to-end partner.
- 0:19SPEAKER_00: So in other words,
- 0:19SPEAKER_00: they help game developers to make their games,
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- 0:23SPEAKER_00: and then make sure they're being looked after beyond that launch.
- 0:26SPEAKER_00: They're all about long-term partnerships and impressive technology.
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- 0:57SPEAKER_00: You can find out more on the Keywords Studios website or in the newsletter
- 1:00SPEAKER_00: that came out with this show.
- 1:03SPEAKER_00: Speaking of which let's get back to it and let's talk about Grand Theft Auto 6.
- 1:08SPEAKER_00: The timing of the Netflix extended look meant we didn't get to do that last week
- 1:12SPEAKER_00: but also yeah we love having some data so it was worth waiting for but before I go
- 1:16SPEAKER_00: into some numbers I managed to catch it as it went out during Gamescom but
- 1:20SPEAKER_00: because I was in Cologne it was on a phone In a restaurant.
- 1:24SPEAKER_00: So I experienced it, I imagine, just as Rockstar imagined I should.
- 1:27SPEAKER_00: I did watch the whole thing late that night.
- 1:29SPEAKER_00: I obviously thought it looked stunning.
- 1:30SPEAKER_00: I'm no critic, but I was actually out with one of the industry's most prominent journalists.
- 1:35SPEAKER_00: And he involuntarily went,
- 1:37SPEAKER_00: wow, during the skydiving scene, which I think summed it up a little bit.
- 1:41SPEAKER_00: Now immediately after it went out,
- 1:42SPEAKER_00: or at least around when it went out,
- 1:44SPEAKER_00: I was on multiple mainstream channels talking about it.
- 1:47SPEAKER_00: I was on BBC Breakfast, BBC Radio 5, I was on CNBC.
- 1:51SPEAKER_00: And what I found fascinating is that these media outlets were as interested in
- 1:55SPEAKER_00: the Netflix partnership as they were the game itself.
- 1:58SPEAKER_00: Which goes to show Rockstar's ability to create stories around its game.
- 2:01SPEAKER_00: I really think the Netflix partnership worked.
- 2:04SPEAKER_00: And the numbers do back that up.
- 2:05SPEAKER_00: So Netflix revealed that GTA 6 Extended Look attracted 31.1 million views.
- 2:10SPEAKER_00: Now the way Netflix does views is it takes the total hours divided by the total runtime.
- 2:15SPEAKER_00: It was the number one English language movie in 87 of the 93.
- 2:19SPEAKER_00: It's well ahead of the new film, The Whisper Man.
- 2:21SPEAKER_00: And that number is up until Sunday just gone.
- 2:23SPEAKER_00: Now there's been bigger Netflix things, Stranger Things is bigger.
- 2:26SPEAKER_00: But obviously Netflix only had an exclusive on this for six hours.
- 2:29SPEAKER_00: It was then up on YouTube after that.
- 2:31SPEAKER_00: YouTube by comparison is on 17 million.
- 2:34SPEAKER_00: Now they count views very, very differently.
- 2:36SPEAKER_00: And obviously the YouTube version is all over.
- 2:39SPEAKER_00: You know,
- 2:39SPEAKER_00: other media channels,
- 2:40SPEAKER_00: all the IGN's got a version of GTA, GameSpot's got a version of the GTA video.
- 2:45SPEAKER_00: So it's not a like for like comparison.
- 2:48SPEAKER_00: But obviously, that's obviously very big.
- 2:50SPEAKER_00: In terms of pre-orders, it's a little bit early.
- 2:53SPEAKER_00: Census Tower has done some early calculations and says pre-orders are up 572% over two days.
- 2:59SPEAKER_00: This is compared to the two-day average during the previous 30 days.
- 3:02SPEAKER_00: Now, it's very rough right now.
- 3:04SPEAKER_00: New Zoo, which also tracks pre-orders, they don't have their latest figures yet.
- 3:08SPEAKER_00: They'll be coming on the show in a minute, though, to talk about GTA 6.
- 3:11SPEAKER_00: They'll share the numbers up until end of July.
- 3:14SPEAKER_00: One of the One of the big questions around GTA 6 is
- 3:16SPEAKER_00: whether it will materially impact sales of PlayStation and Xbox,
- 3:20SPEAKER_00: or PlayStation 5 in particular,
- 3:21SPEAKER_00: and Xbox Series X and S. Now, GTA 6 is a console exclusive.
- 3:25SPEAKER_00: It's not on PC, so it will likely attract the attention of new and lapsed console players.
- 3:31SPEAKER_00: However,
- 3:32SPEAKER_00: we're also seeing unprecedented pricing of those games consoles due to
- 3:36SPEAKER_00: the rising component costs.
- 3:37SPEAKER_00: We talked about it every week on the show, pretty much.
- 3:40SPEAKER_00: How well, how much of an impact can GTA 6 have to sort of compensate for that?
- 3:46SPEAKER_00: So I have managed to get some early data for the UK market.
- 3:51SPEAKER_00: Nielsen IQ,
- 3:51SPEAKER_00: which used to be called GFK,
- 3:53SPEAKER_00: used to be called ChartTrack, used to go right back in time, it was called Gallup.
- 3:55SPEAKER_00: And they've been tracking console sales in the UK since the 1990s.
- 3:59SPEAKER_00: They get the data directly from the retailers, so it's real data.
- 4:02SPEAKER_00: They tell us that after the GTA 6 reveal last week,
- 4:05SPEAKER_00: so their week on week sales of PS5 jumped 33%,
- 4:10SPEAKER_00: and meanwhile Xbox Series X and S sales jumped 34%.
- 4:13SPEAKER_00: Now the numbers are,
- 4:14SPEAKER_00: you know,
- 4:14SPEAKER_00: some of the numbers are quite low for games consoles,
- 4:17SPEAKER_00: but that's obviously a decent jump.
- 4:20SPEAKER_00: Interestingly, and this is an aside, Nintendo Switch 2 sales also rise by about a third.
- 4:25SPEAKER_00: GTA 6 is not on Switch 2, of course, but Nintendo did announce a price increase on the console.
- 4:30SPEAKER_00: It's going up by £50 in the UK.
- 4:32SPEAKER_00: And that comes into effect this week.
- 4:34SPEAKER_00: So there'll be people getting their console in before the prices go up.
- 4:37SPEAKER_00: So that's why that had a good week as well.
- 4:39SPEAKER_00: So what can we conclude from those figures?
- 4:42SPEAKER_00: Well, clearly GTA 6 is going to have a positive impact on console sales.
- 4:45SPEAKER_00: It's not all going to be concentrated around November 19th.
- 4:47SPEAKER_00: Either people will be picking up the machines ahead of release.
- 4:52SPEAKER_00: But just how big will the impact be?
- 4:54SPEAKER_00: Will we see a surge that it will,
- 4:56SPEAKER_00: you know,
- 4:56SPEAKER_00: that it will positively impact the install base to such an extent
- 4:59SPEAKER_00: that other publishers, developers and games will also see a strong uptick?
- 5:02SPEAKER_00: Will it lift all ships?
- 5:04SPEAKER_00: Of course, it's not all about console sales either.
- 5:06SPEAKER_00: There's also people who,
- 5:07SPEAKER_00: you know,
- 5:07SPEAKER_00: have a PS5 or an Xbox and maybe it's gathering a bit of dust
- 5:11SPEAKER_00: or they don't play it very often.
- 5:13SPEAKER_00: This is an opportunity to re-engage those customers.
- 5:16SPEAKER_00: But the data we're seeing is positive.
- 5:18SPEAKER_00: You know, these are big upticks.
- 5:19SPEAKER_00: These are good numbers.
- 5:21SPEAKER_00: But it's extremely early days.
- 5:22SPEAKER_00: My official position, if anyone asks me, is I'm cautiously optimistic.
- 5:26SPEAKER_00: I think it will cause a surge in sales.
- 5:28SPEAKER_00: But there's a lot of variables involved.
- 5:31SPEAKER_00: Right, that's enough of that,
- 5:33SPEAKER_00: or rather it isn't actually,
- 5:35SPEAKER_00: because I'm about to welcome someone that's been doing a lot of analysis on GTA 6.
- 5:39SPEAKER_00: His name is Ronan Patrick,
- 5:40SPEAKER_00: he's a management consultant at Newzoo,
- 5:42SPEAKER_00: and Newzoo just put out his global games market report.
- 5:45SPEAKER_00: In that report,
- 5:46SPEAKER_00: it estimates The global games market will rise 6.1% to $213.9 million this year.
- 5:52SPEAKER_00: And a lot of that spending is coming out of China and the US.
- 5:55SPEAKER_00: The bulk of the money will, of course, be mobile.
- 5:57SPEAKER_00: It represents $121.1 billion in revenue, so nearly 60% really, between 55% and 60%.
- 6:04SPEAKER_00: It estimates that console revenue will rise 22% to $46.9 million.
- 6:09SPEAKER_00: That's due to the Switch 2.
- 6:11SPEAKER_00: It will have a full year.
- 6:12SPEAKER_00: GTA 6 is coming out.
- 6:14SPEAKER_00: And there's the rising prices as well.
- 6:15SPEAKER_00: The consoles just cost more, so they make more revenue on an individual basis.
- 6:19SPEAKER_00: Meanwhile, GTA 6 is going to take full game spending to 17.5%.
- 6:23SPEAKER_00: That's the biggest growth area for the year.
- 6:26SPEAKER_00: NewZoo does expect player growth to slow to 3.2%,
- 6:29SPEAKER_00: that's a compound annual growth rate to 2029,
- 6:32SPEAKER_00: which is down on the 4.4% we've seen over the last year.
- 6:35SPEAKER_00: So that means there's a lot more focus on making more money out of customers
- 6:38SPEAKER_00: and not just expecting the industry just to grow by the sheer number
- 6:42SPEAKER_00: of new people coming in.
- 6:44SPEAKER_00: There are a bunch of stats in this report,
- 6:45SPEAKER_00: but I wanted to dive into a few points with Ronan,
- 6:47SPEAKER_00: including the impact of GTA 6,
- 6:49SPEAKER_00: where the growth areas are and what competitive areas Can learn from it.
- 6:55SPEAKER_00: We've also got this continued rise of franchises and sequels.
- 6:59SPEAKER_00: That's a big thing for the New Zoo report.
- 7:00SPEAKER_00: So I'm going to ask about that as well,
- 7:02SPEAKER_00: and a few classic game business topics that you would have heard me talk about
- 7:06SPEAKER_00: before.
- 7:07SPEAKER_00: So let's go to it.
- 7:08SPEAKER_00: Here's New Zoo's Ronan Patrick.
- 7:10SPEAKER_00: Hello, Ronan.
- 7:11SPEAKER_00: Welcome to the show.
- 7:12SPEAKER_00: Pleasure to be here.
- 7:13SPEAKER_00: We were supposed to meet up at Gamescom, but Gamescom got in the way.
- 7:17SPEAKER_00: How was it for you?
- 7:18SPEAKER_01: It was, well, tremendously busy.
- 7:21SPEAKER_01: I find Gamescom a very funny event in that there's very few other places in
- 7:26SPEAKER_01: the world that you'll have a combination of elderly men with neckbeards and,
- 7:31SPEAKER_01: you know, teenage girls dressed out in outfits all in one place.
- 7:35SPEAKER_01: So it's certainly an interesting one.
- 7:38SPEAKER_00: I go to a lot of the consumerist shows and I do get a little bit out of it,
- 7:42SPEAKER_00: but Gamescom I don't think get anything.
- 7:43SPEAKER_00: I think it is an event I get more out of than Gamescom for my type of Journalism.
- 7:48SPEAKER_00: I'm sure if you're a tech journalist,
- 7:50SPEAKER_00: GDC or CS has more, but I always find it brilliant, but I kept it relatively tight.
- 7:55SPEAKER_00: So I came in Tuesday night and left Friday afternoon and I don't think I had a moment spare.
- 7:59SPEAKER_00: It was, um, I'm still tired now.
- 8:02SPEAKER_00: You could probably hear it in my voice.
- 8:04SPEAKER_01: Yeah.
- 8:04SPEAKER_01: I,
- 8:05SPEAKER_01: I crashed the days after I was getting like 12 hours of sleep at night after it's,
- 8:10SPEAKER_01: it's a really, yeah, it's a, it's a draining event, back to back meetings.
- 8:14SPEAKER_00: Yeah, I have kids, so I didn't get that and have that pleasure.
- 8:19SPEAKER_00: Do you find anything noteworthy?
- 8:20SPEAKER_00: Did anything stand out for you that you were like, oh, that's...
- 8:22SPEAKER_01: Mainly conversations.
- 8:24SPEAKER_01: I mean,
- 8:25SPEAKER_01: it's such an interesting event because you get a whirlwind of hearing what's kind
- 8:28SPEAKER_01: of going on in the industry and hearing what people are up to.
- 8:31SPEAKER_01: So I heard a bunch of interesting approaches and...
- 8:36SPEAKER_01: Obviously industry is in an interesting place.
- 8:39SPEAKER_01: I'm sure we'll get to talking about that.
- 8:42SPEAKER_01: So hearing about all the ways in which people were adapting to that was interesting.
- 8:46SPEAKER_00: What I find really fascinating about that is,
- 8:49SPEAKER_00: we haven't actually gone live with it by the time we're doing this recording,
- 8:51SPEAKER_00: but I've done a big interview with CD Projekt, and they sew the AAA model, right?
- 8:57SPEAKER_00: Yes.
- 8:58SPEAKER_00: They don't think too much about cost.
- 8:59SPEAKER_00: I mean, they do worry a bit,
- 9:00SPEAKER_00: but it's not the number one thing they worry about, and it works for them, right?
- 9:05SPEAKER_00: And then I'm talking to an indie,
- 9:07SPEAKER_00: and they're going down the route of a AA company and down the route
- 9:11SPEAKER_00: of speeding up development, a lot more cost-driven development.
- 9:14SPEAKER_00: It's just, it is a real...
- 9:16SPEAKER_00: Fascination to see so many different segments of the market,
- 9:18SPEAKER_00: even doing the same sort of games,
- 9:20SPEAKER_00: have a completely different strategies to deal with the way
- 9:22SPEAKER_00: the industry is reacting.
- 9:23SPEAKER_00: Anyway, yes, I'm sure we will talk about it.
- 9:25SPEAKER_00: I mean, obviously, I've noted the sheer number of Chinese companies and Korean companies.
- 9:30SPEAKER_01: Yes.
- 9:31SPEAKER_01: Yes.
- 9:31SPEAKER_00: That were all across the event,
- 9:33SPEAKER_00: which I thought was Noteworthy,
- 9:36SPEAKER_00: although it is more important to remember,
- 9:37SPEAKER_00: I think,
- 9:38SPEAKER_00: that Tokyo Game Show,
- 9:39SPEAKER_00: Chinese companies often go there in quite a big number and they're not expected
- 9:43SPEAKER_00: to this year.
- 9:44SPEAKER_00: I think it's going to be quieter because of political tensions.
- 9:48SPEAKER_00: And so Maybe some of it's a reallocation of budget,
- 9:52SPEAKER_00: but obviously you can see what the market's doing.
- 9:56SPEAKER_00: And I guess that's part of your report, right?
- 9:57SPEAKER_00: So you did this big report that you put out,
- 9:59SPEAKER_00: and the industry's, you know, I think it's 6.1% the report suggests growth, right?
- 10:05SPEAKER_00: Yes.
- 10:05SPEAKER_00: It's not everywhere that's growing 6.1%.
- 10:07SPEAKER_01: No, no, not at all.
- 10:09SPEAKER_00: The reaction to the report, though, seems strong.
- 10:11SPEAKER_00: Anything surprise you about it?
- 10:14SPEAKER_01: Reaction to it?
- 10:16SPEAKER_01: No, I think the reaction was fairly...
- 10:18SPEAKER_01: I think the industry has recalibrated and reaccepted the position where it's in,
- 10:24SPEAKER_01: in that most people that I've seen reacted to it accept that this is positive news,
- 10:29SPEAKER_01: but this is positive news in the context of a difficult period that
- 10:35SPEAKER_01: the industry has gone forward because...
- 10:38SPEAKER_01: I mean, at the end of the day,
- 10:41SPEAKER_01: as I've seen some people react to,
- 10:42SPEAKER_01: you know, 6% overall, when you take out inflation, that looks less impressive.
- 10:47SPEAKER_01: And that's part of a bigger story, right,
- 10:49SPEAKER_01: which is from 2021 to 2024,
- 10:51SPEAKER_01: the industry It was completely flat,
- 10:55SPEAKER_01: but consumer prices rose by like 23% during that period.
- 10:59SPEAKER_01: And those are costs that the games industry and its consumers are paying.
- 11:06SPEAKER_01: And that's a lot of the kicker,
- 11:08SPEAKER_01: which So yes, grew 12% last year, 2025, and then grew, we expect it to grow 6%.
- 11:15SPEAKER_01: But if you put that in real terms,
- 11:19SPEAKER_01: we expect the industry to still be down 13% on 2021 in real terms.
- 11:23SPEAKER_01: And I think that's part of the struggle of the industry is that
- 11:28SPEAKER_01: the top line can grow,
- 11:30SPEAKER_01: but the costs side of it is something we are still grappling with.
- 11:36SPEAKER_00: One of the things I think I see Emmanuel mention it was that innovation is key.
- 11:41SPEAKER_00: And every time I speak to analysts, that seems to be the thing.
- 11:44SPEAKER_00: It's basically, look, game makers, do something we can't predict.
- 11:49SPEAKER_00: And maybe that'll change these outlooks and these predictions.
- 11:53SPEAKER_00: And I think that's an interesting thought,
- 11:55SPEAKER_00: you know, an artistic industry, get back to, you know, doing what you do with art.
- 12:01SPEAKER_01: Yeah, it's a tough one because obviously the onus on the,
- 12:06SPEAKER_01: we are ultimately in the entertainment space and we have to surprise and delight.
- 12:10SPEAKER_01: But on the other hand,
- 12:12SPEAKER_01: there is a question of what consumers often want are sequels,
- 12:18SPEAKER_01: franchises and existing titles.
- 12:21SPEAKER_00: Yes, of course.
- 12:22SPEAKER_01: I've done a fair bit of work on this.
- 12:24SPEAKER_01: People haven't already always liked me pointing this out,
- 12:27SPEAKER_01: but it's important to point out,
- 12:28SPEAKER_01: which is to say,
- 12:30SPEAKER_01: if you look at the share of revenue that goes to new titles,
- 12:35SPEAKER_01: excluding a Franchises, sequels, etc.
- 12:39SPEAKER_01: On console, it's around 6% to 7%.
- 12:42SPEAKER_01: And then on PC, it's around 10% to 17%.
- 12:45SPEAKER_01: So a bit higher.
- 12:46SPEAKER_01: But then within that,
- 12:48SPEAKER_01: you basically have a handful of IPs like Cyberpunk,
- 12:51SPEAKER_01: like Hogwarts Legacy, like Ark Raiders, often big budgets.
- 12:56SPEAKER_01: They take that so...
- 12:58SPEAKER_01: I think there's a difficulty in that while that remains true and
- 13:03SPEAKER_01: while other factors remain true,
- 13:06SPEAKER_01: we're often going to see publishers taking a very defensive stance,
- 13:10SPEAKER_01: which is to reinvest around their core IPs and franchises.
- 13:14SPEAKER_00: What I will say to that though is doing a core IP does not mean lack of innovation.
- 13:19SPEAKER_00: I agree.
- 13:19SPEAKER_00: I think about what drove the Switch was the Zelda game.
- 13:23SPEAKER_00: Right.
- 13:24SPEAKER_00: And then tickling.
- 13:24SPEAKER_00: And that was, but it was the most, it was the most, it was a complete departure for Zelda.
- 13:30SPEAKER_00: But obviously they lean on the franchise and it found a much, much bigger audience.
- 13:34SPEAKER_00: And also I know that we talk about the percentages,
- 13:36SPEAKER_00: but I look at, you know, some of the games that have done well.
- 13:38SPEAKER_00: This year, like Mecha Chameleon and Crimson Desert and Pragmata.
- 13:43SPEAKER_00: And I know that those aren't, you know, taking up the lion's share of revenue.
- 13:45SPEAKER_00: It's not a big,
- 13:46SPEAKER_00: they're not big live service games,
- 13:47SPEAKER_00: but they have been successful and they're all new IP.
- 13:50SPEAKER_00: I was talking to Xbox while I was at Gamescom and I thought, I said,
- 13:53SPEAKER_00: I think Fable is an interesting IP because obviously it's an established brand,
- 13:56SPEAKER_00: but never really broke above 5 million units.
- 13:58SPEAKER_00: It was never that big of a franchise.
- 14:01SPEAKER_00: So I think that even though this new game might be in line with what Fable was,
- 14:05SPEAKER_00: I think in this modern industry where everything's so much wider and there's
- 14:08SPEAKER_00: so many more people playing games of different interests
- 14:11SPEAKER_00: where niche games can be still big,
- 14:14SPEAKER_00: I look at that and think that might be an interesting one.
- 14:17SPEAKER_00: But then you've got companies like Focus and all the stuff that they're doing.
- 14:20SPEAKER_00: Sorry, I'm going off all No, no, no.
- 14:22SPEAKER_01: I think the points you're making are really good and I couldn't agree more.
- 14:26SPEAKER_01: I think just because there's a focus on sequels
- 14:29SPEAKER_01: and franchises doesn't mean you don't need to innovate.
- 14:32SPEAKER_01: It's kind of like the way I describe it is kind of an Apple model.
- 14:37SPEAKER_01: Where there's a priority based on capturing existing audience,
- 14:41SPEAKER_01: but then try and move them laterally onto different innovative products
- 14:45SPEAKER_01: and new upgrades and et cetera.
- 14:48SPEAKER_01: And I mean, you had, I think, John Bellamy on a couple of weeks ago.
- 14:52SPEAKER_01: That was a really interesting one to listen to because he pointed out
- 14:55SPEAKER_01: the Dragon Wilds around 75%.
- 14:59SPEAKER_01: So that's a really good example, right?
- 15:04SPEAKER_01: It's innovation in the sense that Jagex is spreading to console and trying
- 15:07SPEAKER_01: to increase their market share,
- 15:09SPEAKER_01: but it works in large part because they have this base,
- 15:12SPEAKER_01: this existing community that they moved over.
- 15:16SPEAKER_01: And I think the ultimate epitome of...
- 15:19SPEAKER_01: Innovate within an existing play pattern is the biggest title that's going
- 15:25SPEAKER_01: to launch this year, right?
- 15:26SPEAKER_01: Like GTA 6.
- 15:27SPEAKER_01: From what we've heard, there's going to be tremendous innovation.
- 15:30SPEAKER_01: There's the most obvious one that everyone's talking about with the fact
- 15:33SPEAKER_01: that they're going to integrate the UGC component,
- 15:37SPEAKER_01: which currently sits outside in terms of 5M, into the main online experience.
- 15:43SPEAKER_01: But from what I've heard,
- 15:43SPEAKER_01: there's also going to be kind of DLC In terms of the single player campaign.
- 15:48SPEAKER_01: So we'll see.
- 15:51SPEAKER_01: Yeah.
- 15:51SPEAKER_01: Very interesting innovation there too.
- 15:53SPEAKER_00: I do wonder if GTA 6 is going to be the last of its kind.
- 15:57SPEAKER_00: I mean, don't be wrong.
- 15:59SPEAKER_00: It's a rare kind anyway.
- 16:00SPEAKER_00: Yeah.
- 16:01SPEAKER_00: I've heard people around that game refer to it as the last of the blockbusters.
- 16:05SPEAKER_00: And, you know, Money's no object, 10-year development cycle.
- 16:11SPEAKER_01: Yeah, yeah.
- 16:12SPEAKER_00: And I know that,
- 16:12SPEAKER_00: you know,
- 16:12SPEAKER_00: Rockstar probably could do another one,
- 16:14SPEAKER_00: but then there's also whether or not there's an appetite of two.
- 16:15SPEAKER_00: One of the recurring conversations I've had is this realization from people
- 16:19SPEAKER_00: in their, like,
- 16:20SPEAKER_00: 50s that if they keep taking eight years to make a game,
- 16:22SPEAKER_00: they're only making one or two left before they retire.
- 16:25SPEAKER_01: Yeah.
- 16:26SPEAKER_00: Nobody really wants that.
- 16:27SPEAKER_00: So I do wonder, well,
- 16:28SPEAKER_00: let's talk about GTA 6 then, because that was the big thing that happened last week.
- 16:30SPEAKER_00: And you've been putting some numbers out.
- 16:33SPEAKER_00: Have you got any latest?
- 16:34SPEAKER_01: Yeah, so the latest is,
- 16:36SPEAKER_01: unfortunately,
- 16:36SPEAKER_01: we're recording this at the end of August and the NewsZoo platform takes
- 16:41SPEAKER_01: a little bit of time to release the latest.
- 16:44SPEAKER_01: So I don't have August, but I can give you the June and July numbers.
- 16:50SPEAKER_01: So for reference,
- 16:50SPEAKER_01: this is Nuzu Game Performance Monitor tracks digital spend in the US
- 16:57SPEAKER_01: and five key European markets.
- 16:59SPEAKER_01: And what we see is that in the final week of June,
- 17:03SPEAKER_01: GTA 6 in its The first week of pre-orders brought in $175 million,
- 17:06SPEAKER_01: and then in July it brought in $45 million.
- 17:08SPEAKER_01: So given that 69% of the player base sits in those markets, we're looking
- 17:19SPEAKER_01: Looking at roughly, for June and July, around 320 million global.
- 17:25SPEAKER_01: Now those are just like numbers,
- 17:27SPEAKER_01: so I'll try and put them in perspective because they are truly staggering.
- 17:31SPEAKER_01: They're not like the crazy numbers that were being...
- 17:35SPEAKER_01: I think one week after on X,
- 17:38SPEAKER_01: but to put that in reference, I looked at nine big recent launches.
- 17:44SPEAKER_01: So I looked at EAFC 26,
- 17:46SPEAKER_01: I looked at Battlefield 6,
- 17:48SPEAKER_01: I looked at Spider-Man 2,
- 17:49SPEAKER_01: and I looked at all nine of those launches,
- 17:51SPEAKER_01: and their first week combined, GTA 6 is still four times more than those.
- 17:59SPEAKER_01: Staggering.
- 18:00SPEAKER_00: And obviously this doesn't include August,
- 18:02SPEAKER_00: so it doesn't include the actual
- 18:03SPEAKER_01: proper game reveal of the game.
- 18:05SPEAKER_01: Yeah, exactly, exactly.
- 18:06SPEAKER_01: So I'm keen to dig into that once we see there's probably going to be another bump.
- 18:12SPEAKER_00: I tell you what I find really fascinating was the amount of friends that I had
- 18:15SPEAKER_00: when I,
- 18:15SPEAKER_00: you know,
- 18:15SPEAKER_00: from school asking me what's the cheapest way,
- 18:17SPEAKER_00: which cheapest way of being able to play GTA 6.
- 18:20SPEAKER_00: These people haven't bought a console in two generations.
- 18:22SPEAKER_01: Yeah, yeah.
- 18:24SPEAKER_00: And they're a little shocked at the pricing, but they're still trying to work it out.
- 18:27SPEAKER_00: It's 2x.
- 18:28SPEAKER_01: Yes.
- 18:29SPEAKER_00: Well, you don't, obviously you don't need to pre-order.
- 18:31SPEAKER_00: So I always find this,
- 18:33SPEAKER_00: I always find this quite hard to sort of conclude much
- 18:36SPEAKER_00: because it's not like they're going to be in short supply.
- 18:38SPEAKER_00: It's not that there's going to be a
- 18:40SPEAKER_01: Yes, going to run out.
- 18:41SPEAKER_00: Yeah, it's not like going to be stock shortages come November 19th.
- 18:45SPEAKER_00: So do you think we can conclude much from it?
- 18:49SPEAKER_01: Yeah, it's a really good point.
- 18:50SPEAKER_01: You can look at the existing,
- 18:52SPEAKER_01: the pre-order curve that has existed for different categories of titles.
- 18:57SPEAKER_01: But the main thing you conclude,
- 19:00SPEAKER_01: which is what you've basically already stumbled upon,
- 19:03SPEAKER_01: which is that basically the lion's share of purchases come...
- 19:08SPEAKER_01: Like just before, because why not?
- 19:11SPEAKER_01: You don't need to purchase it now.
- 19:13SPEAKER_01: What you register in a pre-order is you get a sense of the size of how big the devoted core is.
- 19:22SPEAKER_01: I mean, to emphasize that,
- 19:25SPEAKER_01: so far with the pre-orders or in the first week of those pre-orders,
- 19:28SPEAKER_01: 89% of the pre-orders that came in were for the $100 price.
- 19:33SPEAKER_00: Addition,
- 19:34SPEAKER_01: which is really high.
- 19:35SPEAKER_01: That will probably come and taper down.
- 19:39SPEAKER_01: You probably can expect to drift closer towards 50-50 by launch.
- 19:43SPEAKER_00: I think there are some pre-order bonuses, isn't there?
- 19:44SPEAKER_00: Like a month's access to GTA Plus and things like that.
- 19:49SPEAKER_00: But yeah, you can pre-order the day before.
- 19:52SPEAKER_01: Yeah, exactly.
- 19:54SPEAKER_00: The $100 thing is really fascinating.
- 19:55SPEAKER_00: I actually was quite surprised at what they're sort of,
- 19:59SPEAKER_00: conscious of using certain terms, but locking away for players.
- 20:02SPEAKER_00: They do seem to be taking away things that was in the game,
- 20:06SPEAKER_00: but specifically locking away behind that $100 edition, which is controversial.
- 20:11SPEAKER_00: I guess GTA can get away with it.
- 20:12SPEAKER_01: Yeah, completely inelastic.
- 20:14SPEAKER_00: Yeah.
- 20:15SPEAKER_01: I don't know if other players could do that.
- 20:18SPEAKER_01: I feel like GTA 6 operates in its own paradigm where it just kind of gets to do what it wants.
- 20:25SPEAKER_01: One of the things I think is interesting though is there wasn't a strong tie
- 20:30SPEAKER_01: So that's interesting because that's what's sometimes done.
- 20:45SPEAKER_01: That is part of a general acknowledgement on their part that one of
- 20:48SPEAKER_01: the big challenges they're going to have is to migrate the users from GTA 5 Online,
- 20:54SPEAKER_01: which there are a staggering number of people playing GTA 5 Online,
- 20:59SPEAKER_01: and they need to migrate them over to GTA 6 Online.
- 21:02SPEAKER_01: So that could be part of the reason.
- 21:03SPEAKER_01: But it's interesting that that wasn't tied to the premium product or on a higher SKUs.
- 21:11SPEAKER_00: Yeah, well, DC online is the big question mark, isn't it?
- 21:13SPEAKER_00: That's the thing.
- 21:14SPEAKER_00: And that's one of the reasons why I didn't do our chat at Gamescom was
- 21:17SPEAKER_00: because it was before the video and I was like,
- 21:19SPEAKER_00: I don't know what they're doing with online.
- 21:21SPEAKER_00: And we still don't really know.
- 21:22SPEAKER_00: We don't.
- 21:24SPEAKER_00: What they're doing with online.
- 21:25SPEAKER_00: Is it going to be part of the same package?
- 21:28SPEAKER_00: Is it going to be a separate game?
- 21:35SPEAKER_01: And it's such an important question.
- 21:37SPEAKER_01: I really do think that...
- 21:39SPEAKER_01: It really is the dark horse of this conversation because we can talk as much
- 21:43SPEAKER_01: as we want about premium sales and they obviously matter.
- 21:46SPEAKER_01: But, you know,
- 21:47SPEAKER_01: Taito's latest earnings report,
- 21:49SPEAKER_01: 22% of the top line revenue came from premium, 78% came from recurring.
- 21:54SPEAKER_01: We're only talking about 22% of the business here.
- 21:57SPEAKER_01: Obviously a lot of that is mobile,
- 21:59SPEAKER_01: so that's very glib of me to say,
- 22:01SPEAKER_01: but the scale, I think people seriously underestimate the scale of GTA Online still.
- 22:07SPEAKER_01: Like 13 years later, It's doing half a billion in terms of a run rate.
- 22:12SPEAKER_01: 5M, the UGC modded side experience, it's like the number eight most played game.
- 22:19SPEAKER_01: It's obviously a platform on Steam.
- 22:21SPEAKER_01: It's like 180K concurrent.
- 22:22SPEAKER_01: So the scale of GTA 5 Online 13 years after is tremendous.
- 22:28SPEAKER_01: And from what I know, The expectations around what GTA 6 Online will do are tremendous.
- 22:37SPEAKER_01: From what I know from my financial contacts,
- 22:43SPEAKER_01: the markets might be disappointed if it does less than a $2 billion a year run rate.
- 22:48SPEAKER_01: So we will see.
- 22:50SPEAKER_01: But we know nothing about it.
- 22:52SPEAKER_01: So we'll just have to see.
- 22:54SPEAKER_00: I guess from an industry point of view,
- 22:56SPEAKER_00: because the thing is,
- 22:56SPEAKER_00: the big topic around this is what impacts it can have on the wider business.
- 23:01SPEAKER_00: Yes.
- 23:01SPEAKER_00: There is an element of hope that Rockstar can fix everything.
- 23:07SPEAKER_00: Can you sell us some consoles?
- 23:09SPEAKER_00: GTA Online is probably the more harmful component from an industry point of view.
- 23:13SPEAKER_00: There's that element of you get GTA 6, you might get another game.
- 23:17SPEAKER_00: You might, if you're buying a console at the same time.
- 23:20SPEAKER_00: Yeah.
- 23:22SPEAKER_00: You know,
- 23:22SPEAKER_00: maybe by the time we get into February when everyone's shifted their games too,
- 23:26SPEAKER_00: people have finished with the game and might be looking to move on.
- 23:29SPEAKER_00: But that online component is the one that will be sticky and will keep people
- 23:33SPEAKER_00: from... Yep,
- 23:34SPEAKER_01: a new black hole.
- 23:35SPEAKER_00: Yeah.
- 23:37SPEAKER_01: Even the premium component goes to...
- 23:40SPEAKER_01: So, yeah.
- 24:07SPEAKER_00: Yeah.
- 24:08SPEAKER_00: It's a weird thing,
- 24:09SPEAKER_00: because I was looking at the September lineup for games a couple of weeks ago,
- 24:13SPEAKER_00: which is obviously a lot of the games have moved out.
- 24:15SPEAKER_00: They probably would have been in October before,
- 24:16SPEAKER_00: and the October games have probably been in November before.
- 24:19SPEAKER_01: Yeah.
- 24:20SPEAKER_00: And there are some games that cross over.
- 24:21SPEAKER_00: I look at Control Resonant and Silent Hill.
- 24:23SPEAKER_00: I look at some of the games there, and there is crossover.
- 24:25SPEAKER_00: Obviously, there's Blood of the Dawnwalker, now The Witcher 3 Remastered in the same month.
- 24:29SPEAKER_00: So that wouldn't have been ideal.
- 24:30SPEAKER_00: But they're all quite different as well.
- 24:32SPEAKER_00: And I look at their primary audiences, and I can see that they're not the same.
- 24:37SPEAKER_00: And I just think back to the industry that I grew up in.
- 24:40SPEAKER_00: And the market was so different back then.
- 24:42SPEAKER_00: There weren't these black hole games.
- 24:43SPEAKER_00: There wasn't things like TikTok.
- 24:44SPEAKER_00: There wasn't even things like Netflix.
- 24:47SPEAKER_00: But there was so many video games.
- 24:50SPEAKER_00: And I mentioned this a few times on the show in one week in 2008,
- 24:54SPEAKER_00: there were more video games that came out and there was the entire September
- 24:57SPEAKER_00: in terms of the AAA end.
- 24:58SPEAKER_00: Obviously, I'm not talking about the indie end where that's very different.
- 25:02SPEAKER_00: You're right, there is a lot more focus on the sequels.
- 25:06SPEAKER_00: And even if you look at the games that are coming out in February, they're all...
- 25:09SPEAKER_00: It's Tomb Raider, it's Fable.
- 25:10SPEAKER_01: Yeah, I think you make a good point,
- 25:12SPEAKER_01: which is we are still seeing kind of a transformation in terms of supply.
- 25:18SPEAKER_01: I was not at Gamescom,
- 25:20SPEAKER_01: I was speaking,
- 25:21SPEAKER_01: but at Brighton Develop,
- 25:22SPEAKER_01: I was speaking to one of the big platforms of browser games.
- 25:27SPEAKER_01: Oh, yeah.
- 25:28SPEAKER_01: And they mentioned to me that they are seeing...
- 25:31SPEAKER_01: The AI impact and it is coming in like a flood.
- 25:34SPEAKER_01: So they said in the first quarter of 2026,
- 25:39SPEAKER_01: they saw more applications for games than the entirety of 2025.
- 25:42SPEAKER_01: So staggering numbers.
- 25:44SPEAKER_01: And I think that's where you're going
- 25:46SPEAKER_01: to see See these play patterns often being tested in terms of browser and in terms
- 25:53SPEAKER_01: of on the big UGC platforms.
- 25:56SPEAKER_01: That's where you're going to get this wave of creators who are basically vibe coding their way.
- 26:01SPEAKER_01: And you'll see the testing of gameplay patterns.
- 26:05SPEAKER_01: It'll be really interesting to see if
- 26:07SPEAKER_01: in browser games we basically see new play patterns that we've never seen before.
- 26:11SPEAKER_01: But that's the bull.
- 26:13SPEAKER_01: That's the hopeful case.
- 26:16SPEAKER_01: The most concerning case,
- 26:17SPEAKER_01: I think,
- 26:17SPEAKER_01: is to observe that even if we transform supply,
- 26:23SPEAKER_01: that demand remains the constraint that we are all faced against.
- 26:26SPEAKER_01: We cannot magically create thousands, millions, billions of new eyeballs.
- 26:32SPEAKER_01: That number is increasing slowly.
- 26:38SPEAKER_01: And I mean we talk about this in our report where in the key markets
- 26:42SPEAKER_01: which drive revenue player growth is slowing which means that logically
- 26:48SPEAKER_01: the only place where you grow and that's what we're seeing is revenue per user.
- 26:55SPEAKER_01: And a lot of that revenue per user growth is going to the existing sequels and franchises.
- 27:00SPEAKER_00: Yeah.
- 27:01SPEAKER_00: Yes.
- 27:02SPEAKER_00: I do think there's still opportunity for the industry,
- 27:04SPEAKER_00: and I've said this before, to be more successful with older demographics.
- 27:08SPEAKER_00: And I mean older demographics that grew up with gaming,
- 27:10SPEAKER_00: we wouldn't have considered them older demographics.
- 27:12SPEAKER_00: We wouldn't consider them existing demographics at all.
- 27:15SPEAKER_00: But that,
- 27:15SPEAKER_00: you know,
- 27:16SPEAKER_00: I mentioned My friends in their 40s going, oh, I'm interested in the PlayStation.
- 27:20SPEAKER_00: They aged out of consoles.
- 27:21SPEAKER_00: I still think that's strange.
- 27:23SPEAKER_00: You get that as TV, you know, or aged out of TV, aged out of music.
- 27:27SPEAKER_00: And I think that that's partly our medium react to that.
- 27:31SPEAKER_00: And mobile has been the thing.
- 27:33SPEAKER_00: But, you know,
- 27:34SPEAKER_00: this is an audience of people that historically have been happy
- 27:36SPEAKER_00: to buy premium goods.
- 27:38SPEAKER_00: Definitely.
- 27:39SPEAKER_00: They're not necessarily like, oh, I want to play it for free.
- 27:41SPEAKER_00: They just want something that's snackable and easy.
- 27:44SPEAKER_00: And I actually think I've always had a theory that the success
- 27:46SPEAKER_00: of Nintendo Switch is partly driven by this audience of people
- 27:49SPEAKER_00: that like these experiences but don't have as much time.
- 27:52SPEAKER_00: But that's an aside.
- 27:54SPEAKER_00: What you were saying a moment ago about the AI thing is that we had Unity on last week.
- 28:00SPEAKER_00: And in that interview,
- 28:01SPEAKER_00: you talked about how,
- 28:01SPEAKER_00: you know,
- 28:02SPEAKER_00: from an artistic point of view,
- 28:03SPEAKER_00: more people coming to market and creating stuff is a good thing.
- 28:06SPEAKER_00: And he doesn't necessarily think it will lead to more professional games.
- 28:10SPEAKER_00: It just sort of it will lead to a lot of people,
- 28:12SPEAKER_00: you know,
- 28:13SPEAKER_00: expressing themselves,
- 28:13SPEAKER_00: perhaps creatively,
- 28:15SPEAKER_00: whether it's in Roblox,
- 28:15SPEAKER_00: whether it's in browser games,
- 28:17SPEAKER_00: but not necessarily competing with those more professionally made titles.
- 28:23SPEAKER_00: From established teams.
- 28:25SPEAKER_00: And it's interesting,
- 28:27SPEAKER_00: it's something that Matthew Ball said on the show,
- 28:29SPEAKER_00: getting connected to what you said,
- 28:30SPEAKER_00: around how some of the successes of Roblox,
- 28:32SPEAKER_00: I think he talked about Steeler Brain Rot in particular.
- 28:35SPEAKER_00: He's never seen anything like that before.
- 28:37SPEAKER_00: And is that something that the console market and the PC market,
- 28:41SPEAKER_00: even the mobile market might be able to learn from that and bring that sort
- 28:44SPEAKER_00: of experiences into their games?
- 28:46SPEAKER_01: Well, I think it's happening.
- 28:48SPEAKER_01: I think it's happening already.
- 28:49SPEAKER_01: I think friend slop is basically Roblox coming to Steam where
- 28:54SPEAKER_01: the existing play pattern of highly casual,
- 28:58SPEAKER_01: low graphical fidelity and an overwhelming emphasis on doing absurd
- 29:03SPEAKER_01: and funny gimmicky things with your friends is coming and
- 29:06SPEAKER_01: then it's just being captured by Steam.
- 29:10SPEAKER_01: So I definitely think there's something to learn there.
- 29:13SPEAKER_01: And it is.
- 29:14SPEAKER_01: I mean, we've done work on this.
- 29:16SPEAKER_01: We've looked into the ultimate question of do Roblox players kind of age up or do they age out?
- 29:24SPEAKER_01: And spoiler alert, the answer is both.
- 29:27SPEAKER_01: Yes.
- 29:29SPEAKER_01: But yeah,
- 29:29SPEAKER_01: that's definitely one of the things you're having,
- 29:32SPEAKER_01: where as people age up, they're still looking for these kind of social experiences.
- 29:43SPEAKER_01: But I would caution that because I think I know you didn't mention this as
- 29:47SPEAKER_01: a question but I think the point you were making was really good before and I want
- 29:51SPEAKER_01: to reiterate it which is we often forget about older demographics like
- 29:55SPEAKER_01: the truth is there is no one video It's not the video game industry anymore.
- 30:00SPEAKER_01: If you look at the number of people who play games since 2000,
- 30:04SPEAKER_01: we've gone from basically 19 to 39 year olds, overwhelmingly men.
- 30:09SPEAKER_01: Now we've aged up and down simultaneously.
- 30:13SPEAKER_01: And that's one of the reasons why we need all sorts of games.
- 30:18SPEAKER_01: So it personally frustrates me tremendously when you see articles on Linked Cringe
- 30:23SPEAKER_01: and the like where they're basically saying X is dead, long live Y.
- 30:27SPEAKER_01: So they'll say,
- 30:28SPEAKER_01: You know,
- 30:29SPEAKER_01: these high intensity,
- 30:31SPEAKER_01: high graphical fidelity premium games are dying because
- 30:34SPEAKER_01: the younger generations want this or vice versa.
- 30:37SPEAKER_01: And you're like, no, because we just need to serve both audiences.
- 30:41SPEAKER_01: They have different needs and different wants.
- 30:43SPEAKER_01: But yeah, crazy.
- 30:44SPEAKER_00: I put it down to people,
- 30:45SPEAKER_00: older people in the industry, and maybe I'm being completely generalized here.
- 30:49SPEAKER_00: But when,
- 30:49SPEAKER_00: you know,
- 30:50SPEAKER_00: in the 90s,
- 30:51SPEAKER_00: in the early noughties, there were basically two audiences of video games.
- 30:53SPEAKER_00: I'm being incredibly general here.
- 30:55SPEAKER_00: There were kids.
- 30:56SPEAKER_00: And there were geeks, right?
- 30:58SPEAKER_00: And I was at one point both.
- 31:00SPEAKER_00: But there were the audiences.
- 31:01SPEAKER_00: You made games for children and you made games for gamers, basically.
- 31:04SPEAKER_00: But now everybody is a gamer.
- 31:06SPEAKER_00: So suddenly the idea of there being one trend, you know, this is where the industry is going.
- 31:11SPEAKER_00: Well, the industry is going in every direction.
- 31:12SPEAKER_00: That's the reality of it.
- 31:13SPEAKER_00: That's what happens when you reach the scale.
- 31:15SPEAKER_00: And so I've always pointed out that this year we've had AAA new IP like Pragmata
- 31:20SPEAKER_00: and Crimson Desert breakthrough,
- 31:21SPEAKER_00: as well as established sequels breakthrough,
- 31:22SPEAKER_00: as well as indie games and friend slot breakthrough.
- 31:24SPEAKER_00: And AA is now apparently a thing that didn't work like nine months ago.
- 31:28SPEAKER_00: And that was the thing everybody's doing.
- 31:30SPEAKER_00: Like it's just the truth is it all can work.
- 31:32SPEAKER_00: It's very hard.
- 31:33SPEAKER_00: It's so competitive.
- 31:34SPEAKER_00: There's loads of things out there.
- 31:35SPEAKER_00: But this idea I keep one of the lines I've repeated on the show several times
- 31:38SPEAKER_00: and my audience will tell me off for saying it too many times.
- 31:41SPEAKER_00: But it is the fact that the trend today is there is no trend.
- 31:44SPEAKER_00: Yes.
- 31:44SPEAKER_00: I think there's a great quote in a GI interview with Fuse Games.
- 31:47SPEAKER_00: We had them on before.
- 31:48SPEAKER_00: And he said, like,
- 31:48SPEAKER_00: you know,
- 31:50SPEAKER_00: we live in an industry where the industry is so large
- 31:52SPEAKER_00: that even niches can reach millions and millions of players.
- 31:55SPEAKER_00: And I actually hated it when the industry used to do it.
- 31:57SPEAKER_00: Remember when everyone said 3D platforms don't work anymore.
- 31:59SPEAKER_00: Let's abandon that.
- 32:00SPEAKER_00: We'll move on to the next trend.
- 32:02SPEAKER_00: And EA were famous for it.
- 32:03SPEAKER_00: I always used them as the sort of canary in the mind.
- 32:05SPEAKER_00: But they would go, right,
- 32:07SPEAKER_00: everyone wants MOBAs and everyone would drop MOBAs and go,
- 32:09SPEAKER_00: yeah, we're not doing that anymore.
- 32:10SPEAKER_00: And then they've moved to the next trend and they would chase it.
- 32:13SPEAKER_00: We can't even chase trends in the industry nowadays anyway.
- 32:16SPEAKER_00: Games take too long to make.
- 32:17SPEAKER_00: By the time your games come out, the trends moved on.
- 32:19SPEAKER_00: Definitely.
- 32:19SPEAKER_00: So just don't worry about it.
- 32:20SPEAKER_00: Don't think about it.
- 32:21SPEAKER_00: Just do the thing that you want to do based on your own analysis and understanding
- 32:26SPEAKER_00: of your audience.
- 32:28SPEAKER_00: So I agree with you very, very much.
- 32:31SPEAKER_00: Nice.
- 32:32SPEAKER_00: Go back to GTA a little bit.
- 32:33SPEAKER_00: Will it save console?
- 32:36SPEAKER_01: It's difficult to say.
- 32:37SPEAKER_01: Console's had a rough, rough period.
- 32:39SPEAKER_01: We expected basically to re-hit its 2021 peak, so to speak, in 2026.
- 32:48SPEAKER_01: We expected to drive a very large amount of premium spend.
- 32:53SPEAKER_01: As I mentioned before,
- 32:54SPEAKER_01: it can save console,
- 32:55SPEAKER_01: but that doesn't necessarily save the rest of the market in terms
- 32:59SPEAKER_01: of it can be its own black hole.
- 33:02SPEAKER_01: But I think with console,
- 33:04SPEAKER_01: you know,
- 33:04SPEAKER_01: one of the big question marks that we've been looking
- 33:08SPEAKER_01: into is this whole components crisis and how everything factors into that because,
- 33:15SPEAKER_01: I mean...
- 33:19SPEAKER_01: PS5 is now, in inflation-adjusted terms, it's at 67% more expensive.
- 33:27SPEAKER_01: Xbox is twice as expensive.
- 33:29SPEAKER_01: We expect because of that and Call of Duty to see an uptick in the install base,
- 33:37SPEAKER_01: not as high as it would have been otherwise, but nothing particularly massive.
- 33:47SPEAKER_01: That's not the best news,
- 33:49SPEAKER_01: but there is a silver lining when we talk
- 33:52SPEAKER_01: about this general components crisis point, which is to say
- 33:57SPEAKER_01: Perhaps some of the fears are overblown when it comes to software.
- 34:03SPEAKER_01: It's important to remember that the lion's share of time is often spent on older titles.
- 34:11SPEAKER_01: And the closest analogy we have to a hardware shock is during the 2020-2021 GPU shortage.
- 34:21SPEAKER_01: And you didn't see engagement or revenue on PC being...
- 34:26SPEAKER_01: Being taken off course, you basically saw a reallocation of spend into software.
- 34:32SPEAKER_01: So I think there's question marks over the next hardware cycle being delayed and
- 34:38SPEAKER_01: that being extremely likely, but yeah, hard to say.
- 34:42SPEAKER_00: So Yeah.
- 34:43SPEAKER_00: It's a weird thing with the cost of consoles.
- 34:45SPEAKER_00: I always think they always see them as quite premium products.
- 34:48SPEAKER_00: And we often see people are willing to spend, but it's very high.
- 34:52SPEAKER_00: My always thing that I've always said about consoles,
- 34:55SPEAKER_00: and to be fair,
- 34:55SPEAKER_00: I said it before,
- 34:56SPEAKER_00: the greatest component crisis,
- 34:57SPEAKER_01: I don't think this generation has been a particularly interesting one.
- 34:59SPEAKER_00: You know, there's been occasional hits, but I think it's been a bit boring.
- 35:04SPEAKER_00: And in this market where,
- 35:05SPEAKER_00: you know,
- 35:06SPEAKER_00: no one's short of things to do or play, I don't think you can get away with that.
- 35:11SPEAKER_00: But maybe it's just my own slightly blinkered opinion of it.
- 35:15SPEAKER_00: But GTA 6 is not going to be boring.
- 35:17SPEAKER_00: I think there'll be lots of people interested and excited by that.
- 35:20SPEAKER_00: But the key is to keep putting out some interesting stuff.
- 35:24SPEAKER_00: I think part of the problem is this generation is Covid meant that all
- 35:27SPEAKER_00: the studios went into the new generation slightly behind.
- 35:30SPEAKER_00: Yes.
- 35:31SPEAKER_00: And then you've also got the fact that games are taking longer to make anyway.
- 35:33SPEAKER_00: And they've only really,
- 35:35SPEAKER_00: in the last couple of years,
- 35:36SPEAKER_00: started to work out,
- 35:37SPEAKER_00: hey, is there ways we can speed things up without harming the quality?
- 35:41SPEAKER_00: I always talk about Naughty Dog as one of my favorite examples of this,
- 35:43SPEAKER_00: is that one of the most iconic console game makers in the world,
- 35:47SPEAKER_00: they haven't made a game this generation.
- 35:50SPEAKER_00: And that's not uncommon.
- 35:52SPEAKER_00: I interviewed Mark Cerny a couple of years ago,
- 35:55SPEAKER_00: and he said,
- 35:56SPEAKER_00: we're approaching the point where game development cycles are longer
- 35:58SPEAKER_00: than console generations.
- 36:00SPEAKER_00: And for me, that's not right.
- 36:02SPEAKER_00: It doesn't make sense.
- 36:03SPEAKER_00: It doesn't logically make sense.
- 36:04SPEAKER_00: The whole point of these machines is to enable game developers.
- 36:06SPEAKER_00: And if game developers can't make a game in time, Then they're not enabling them.
- 36:10SPEAKER_00: I actually believe the longer generation made sense,
- 36:12SPEAKER_00: regardless of whether or not there is the situation going on.
- 36:14SPEAKER_00: Obviously, I hope the component price crisis sort of does alleviate in the next couple of years.
- 36:19SPEAKER_00: Anyway, those are my opinions, which I've expressed before.
- 36:23SPEAKER_01: Yeah.
- 36:25SPEAKER_01: To circle back on one of them,
- 36:26SPEAKER_01: which I think is the problem isn't just that it takes so long to make them.
- 36:30SPEAKER_01: I think the compounding problem is our inability to validate retention before launch
- 36:36SPEAKER_01: on PC console.
- 36:37SPEAKER_01: I think that's the other cause of a lot So if you combine that
- 36:42SPEAKER_01: with long lengthy cycles,
- 36:44SPEAKER_01: it can become really problematic because unlike mobile,
- 36:47SPEAKER_01: we can't like slowly acquire users over time.
- 36:51SPEAKER_01: So you're basically, you need very large amounts of marketing.
- 36:53SPEAKER_01: Yeah.
- 36:54SPEAKER_01: Yeah.
- 36:54SPEAKER_01: Yeah.
- 36:54SPEAKER_01: Yeah.
- 37:22SPEAKER_00: That's just one of the reasons we put off as investors.
- 37:24SPEAKER_00: You know,
- 37:24SPEAKER_00: it's the fact that when investors invest in something,
- 37:26SPEAKER_00: you can normally tell after a year if it's going well.
- 37:29SPEAKER_00: With games, you don't know until you launch the thing.
- 37:31SPEAKER_00: But I mean, well,
- 37:32SPEAKER_00: then that's changing because we had on the show last week,
- 37:34SPEAKER_00: our Gamescom special last week had Patrice Desolet and Alex Hutchinson and
- 37:39SPEAKER_00: the Raccoon Logic team on.
- 37:40SPEAKER_00: Both of them former Assassin's Creed people were making games,
- 37:43SPEAKER_00: but they've gone straight into early access.
- 37:44SPEAKER_01: Yes.
- 37:45SPEAKER_00: They've never done that before.
- 37:46SPEAKER_00: That was new for them.
- 37:47SPEAKER_00: That increasingly seems to be What game companies are doing,
- 37:51SPEAKER_00: which I mean, admittedly, you still need a largely finished game.
- 37:53SPEAKER_00: You can't just put a prototype.
- 37:56SPEAKER_00: Yes, it's a tough one.
- 37:57SPEAKER_00: We had Ubisoft launches player council at Gamescom,
- 37:59SPEAKER_00: which is like this big thing where they get groups of players in and they testings
- 38:03SPEAKER_00: and testings and testings.
- 38:04SPEAKER_00: We've seen EA in the last five years now with Skate and Dead Space,
- 38:08SPEAKER_00: which I'm not entirely sure worked out for them,
- 38:10SPEAKER_00: but they had them in right from the start.
- 38:12SPEAKER_00: So I think we're We're seeing companies sort of react to that.
- 38:15SPEAKER_00: And we've got professional businesses set up that are,
- 38:17SPEAKER_00: you know, built around, hey, how can we give you these testings and this user...
- 38:23SPEAKER_00: I don't know if it tells you everything you need to know.
- 38:25SPEAKER_01: Yeah, the challenge is,
- 38:27SPEAKER_01: because I've spoken to I was speaking to a chief publishing officer
- 38:31SPEAKER_01: who was mentioning that now with studios they basically put
- 38:35SPEAKER_01: the game every four months,
- 38:37SPEAKER_01: they put it in front of their target audiences
- 38:39SPEAKER_01: and that's just how rigorously they want to test it.
- 38:42SPEAKER_01: And I think the challenge is that you put Your game in front of a golden cohort
- 38:48SPEAKER_01: and it goes, oh my God, look, our D28 retention is upwards of 28%.
- 38:53SPEAKER_01: But it's not the same thing having that level of retention with your golden cohort,
- 39:00SPEAKER_01: this kind of curated set of players.
- 39:01SPEAKER_01: So it's difficult to know before launch.
- 39:06SPEAKER_00: It is useful to have that, though.
- 39:07SPEAKER_00: I always look at High Guard as an example back earlier in the year, which didn't do that at all.
- 39:11SPEAKER_00: And I do wonder if they had a small cohort of diehard fans.
- 39:14SPEAKER_00: They might have had some defenders.
- 39:15SPEAKER_00: Because I felt it came under quite a necessary level of attack.
- 39:19SPEAKER_00: But it didn't have anyone sort of coming in and going.
- 39:21SPEAKER_00: Well, for starters,
- 39:21SPEAKER_00: they might have been,
- 39:22SPEAKER_00: of course, correct some of the decisions they made, which I think were correctable.
- 39:26SPEAKER_00: But it didn't have anyone just going, I know you're wrong about this on social media.
- 39:30SPEAKER_00: It was just waves of negativity.
- 39:33SPEAKER_00: Do you think the industry has given up on audience expansions?
- 39:37SPEAKER_01: I don't think so.
- 39:38SPEAKER_01: I think audience expansion is happening.
- 39:41SPEAKER_01: I think what's happening is the industry is stratifying
- 39:45SPEAKER_01: where audience expansion is still happening,
- 39:48SPEAKER_01: but it's happening largely in kind of the Middle East.
- 39:52SPEAKER_01: So I think there isn't necessarily a...
- 40:13SPEAKER_01: Giving up on it.
- 40:15SPEAKER_01: But I think there is a recognition that,
- 40:18SPEAKER_01: you know, the US spender is nine times more valuable than one from from MEA.
- 40:25SPEAKER_01: And when we look at where the growth For instance,
- 40:31SPEAKER_01: in 2025, 70% of the growth came from the West and from China.
- 40:35SPEAKER_01: And of that, so they drove 70% of growth.
- 40:38SPEAKER_01: Of that growth, 70% of it came from monetizing existing users' money.
- 40:44SPEAKER_01: So I think especially amongst the big publicly listed companies,
- 40:48SPEAKER_01: there is a recognition that if we want to hit our quarterly targets and we want
- 40:53SPEAKER_01: to grow,
- 40:54SPEAKER_01: that that growth is likely going to come from increasing revenue per user
- 41:00SPEAKER_01: in key markets.
- 41:02SPEAKER_01: Same.
- 41:03SPEAKER_00: Sort of.
- 41:04SPEAKER_01: Maybe
- 41:06SPEAKER_00: in the short term.
- 41:07SPEAKER_00: Yeah.
- 41:08SPEAKER_00: I'm conscious of the time, and I know there's a lot in your report.
- 41:11SPEAKER_00: I'm not going to go through all of it,
- 41:12SPEAKER_00: but obviously it does talk about where the growth is coming from,
- 41:15SPEAKER_00: and it is coming from a lot of different markets, different territories.
- 41:18SPEAKER_00: And I think my bigger concern is the jobs going out.
- 41:21SPEAKER_00: From a Western industry person's point of view, it's the jobs going to other markets.
- 41:26SPEAKER_00: It's interesting,
- 41:27SPEAKER_00: we've spoken to a few developers who are like, no,
- 41:29SPEAKER_00: we're You know, we had a Harvey Smith on talking about his new immersive sim game.
- 41:34SPEAKER_00: He made a big point that all the developers are American and it isn't
- 41:37SPEAKER_00: because he's been particularly patriotic.
- 41:38SPEAKER_00: It's just,
- 41:39SPEAKER_00: I think he's just to make a point that we've,
- 41:40SPEAKER_00: we are, everyone's in the, you know, all the contractors we're using here.
- 41:43SPEAKER_00: Fuse Games are making Star Wars Galactic Race.
- 41:45SPEAKER_00: I made a point of saying that all of this work,
- 41:47SPEAKER_00: work for higher teams, they're working well, are based in the UK.
- 41:50SPEAKER_00: So there is an element of,
- 41:51SPEAKER_00: I think, That,
- 41:53SPEAKER_00: but for a lot of companies,
- 41:55SPEAKER_00: there is a lot of outsourcing coming from a lot of moving talent or finding talent,
- 42:00SPEAKER_00: particularly if they can,
- 42:01SPEAKER_00: you know, if you're making an RPG, why not work with talent in Eastern Europe?
- 42:05SPEAKER_00: Because they're really good at RPGs as well.
- 42:07SPEAKER_00: It's not like you're just, you're not just saving money, you're going to where the talent is.
- 42:10SPEAKER_00: I mean, Kingdom Come Deliverance 2 is awesome.
- 42:12SPEAKER_00: Yeah.
- 42:13SPEAKER_00: Or The Witcher.
- 42:16SPEAKER_00: It's all of that stuff.
- 42:18SPEAKER_00: Boulder's Gate.
- 42:19SPEAKER_00: But yeah, that's my slight concern about that trend.
- 42:22SPEAKER_00: But there is some pushback.
- 42:25SPEAKER_01: Yeah, the report isn't.
- 42:27SPEAKER_01: Yeah, the report.
- 42:28SPEAKER_01: Put it this way.
- 42:29SPEAKER_01: So my colleague McKeel has done work into market share gains by publishers and
- 42:36SPEAKER_01: in mobile in particular.
- 42:38SPEAKER_01: I mean, across the board,
- 42:39SPEAKER_01: we're seeing We've seen Chinese publishers gain market share
- 42:42SPEAKER_01: in every major market abroad.
- 42:44SPEAKER_01: So from 29 to 2025,
- 42:47SPEAKER_01: Chinese publishers market share in EMEA has grown from 19% to 37% and in
- 42:52SPEAKER_01: the Americas 11% to 27%.
- 42:54SPEAKER_01: So kind of doubling and almost tripling.
- 42:58SPEAKER_01: So that is definitely a trend we are seeing.
- 43:03SPEAKER_00: Yeah, I'm not,
- 43:04SPEAKER_00: interestingly, I mean,
- 43:05SPEAKER_00: obviously there are the big live service games that are coming out,
- 43:07SPEAKER_00: they're doing very well.
- 43:08SPEAKER_00: When it comes to sort of the black myth, Wukongs, there's a lot of it.
- 43:12SPEAKER_00: I don't know how much of it,
- 43:13SPEAKER_00: and which naturally is going to grow the market share,
- 43:15SPEAKER_00: because there's more stuff coming out and being promoted on a global scale.
- 43:19SPEAKER_00: But I don't think I've seen anything particularly special.
- 43:22SPEAKER_00: It's interesting, it's targeting audiences, it's doing quite a good job with that.
- 43:26SPEAKER_00: But I don't think I've seen anything that's, oh,
- 43:29SPEAKER_00: I'll be interested to see once all the games you saw at Gamescom start coming
- 43:33SPEAKER_00: to market,
- 43:34SPEAKER_00: how many of them actually hit and what that might mean for developers in China
- 43:38SPEAKER_00: as well.
- 43:39SPEAKER_00: There's a lot of it.
- 43:41SPEAKER_01: Yes, and I think part of the problem is that risk taking
- 43:47SPEAKER_01: and cost management are two sides of the same coin.
- 43:50SPEAKER_01: I know we often say, you know, Like creativity and economics are fundamentally linked.
- 43:57SPEAKER_01: I think Mitch Lasky has done a great job in his podcast of hammering this message home.
- 44:01SPEAKER_01: But in markets where the economics are making more sense,
- 44:05SPEAKER_01: that's sometimes where you're seeing more creative risks.
- 44:08SPEAKER_01: Yeah.
- 44:33SPEAKER_00: I'll ask one more question.
- 44:34SPEAKER_00: You've talked about how franchises and sequels are becoming more and more dominant.
- 44:37SPEAKER_00: Yes.
- 44:37SPEAKER_00: And that's fine if you're a big publisher.
- 44:39SPEAKER_00: Yes.
- 44:39SPEAKER_00: That's what Xbox is doing.
- 44:40SPEAKER_00: Fine.
- 44:40SPEAKER_00: We'll just put our money behind our big franchises.
- 44:43SPEAKER_00: What do you do if you're a smaller studio?
- 44:45SPEAKER_01: Yes, I get asked this question a lot because I'm a consultant in New Zoom.
- 44:49SPEAKER_01: We kind of often are helping with specific ad hoc client questions.
- 44:53SPEAKER_01: I think the number one thing is to kind of embody the mentality and spirit of Jay-Z
- 45:00SPEAKER_01: who said,
- 45:02SPEAKER_01: I'm not a businessman,
- 45:03SPEAKER_01: I'm a business comma man,
- 45:05SPEAKER_01: which is to think about how you can become this bigger and wider play,
- 45:13SPEAKER_01: which You're looking to grab any distributional levers you can.
- 45:19SPEAKER_01: And there are basically four big distributional levers that you can grab right now.
- 45:23SPEAKER_01: So the first is you can tap into existing IPs.
- 45:27SPEAKER_01: So if your IP isn't big, you can Think about licensing one.
- 45:31SPEAKER_01: We saw that the only free-to-play game to kind of really break
- 45:34SPEAKER_01: through recently has been Marvel Rivals, so leveraging the biggest IP.
- 45:38SPEAKER_01: There is tapping into existing play patterns
- 45:41SPEAKER_01: so you can move someone else's community over into your game by,
- 45:47SPEAKER_01: you know, leveraging the biggest IP.
- 45:48SPEAKER_01: You know, a lot of big games have come out of mods.
- 45:51SPEAKER_01: But to give you an example of that,
- 45:52SPEAKER_01: I spoke to a really interesting studio over Gamescom who have built a game
- 45:58SPEAKER_01: and their wish lists are doing really well.
- 46:00SPEAKER_01: And they basically formulated the game by looking at the genre they were playing in
- 46:03SPEAKER_01: and they read Basically,
- 46:04SPEAKER_01: every single Steam negative review and they built it like
- 46:08SPEAKER_01: a formula upwards going like, okay,
- 46:09SPEAKER_01: we're going to have what is the existing audiences want and then let's pain solve
- 46:14SPEAKER_01: for these exact and precise negative ones.
- 46:17SPEAKER_01: So,
- 46:17SPEAKER_01: that's an example of building around So
- 46:25SPEAKER_01: we were talking about this more about kind
- 46:26SPEAKER_01: of building around early access and that.
- 46:28SPEAKER_01: I think Helldivers 2 is a really good example of a game built around community
- 46:33SPEAKER_01: because the actual So for those who haven't played Helldivers 2,
- 46:40SPEAKER_01: major orders are something the community has to do together in order to get
- 46:43SPEAKER_01: the goal.
- 46:44SPEAKER_01: That necessarily encourages and fosters discussion and debate
- 46:48SPEAKER_01: about how we're achieving that major order.
- 46:50SPEAKER_01: And then the final one is just to think about your own studio's brand power,
- 46:55SPEAKER_01: about its own reputation, about building that out over time.
- 46:59SPEAKER_01: I think a really good example of a studio that is obsessed
- 47:02SPEAKER_01: with its own Brand power is like CD project.
- 47:06SPEAKER_01: And, you know, for instance, there's a joke, right, that The Witcher will never come out.
- 47:11SPEAKER_01: That in and of itself is testament to the brand power because everyone assumes
- 47:16SPEAKER_01: that they've learned from the mistake of Cyberpunk and they will take as long
- 47:20SPEAKER_01: as it takes to get necessary.
- 47:21SPEAKER_01: And people know that and they'll wait to buy it.
- 47:23SPEAKER_01: So, yeah, grab those distributional levers.
- 47:28SPEAKER_01: Think of yourself as Jay-Z.
- 47:29SPEAKER_00: Yeah, it's remarkable, really.
- 47:32SPEAKER_00: By the time this has gone out, we would have done our big CD project interview.
- 47:35SPEAKER_00: And it's remarkable how much goodwill they have
- 47:39SPEAKER_00: after considering how disastrous their last major launch was.
- 47:42SPEAKER_00: Yes, yes.
- 47:44SPEAKER_00: And okay, they've fixed it and they've done a massive DLC update.
- 47:47SPEAKER_00: It was really good and stuff.
- 47:48SPEAKER_00: But there is so much, you know, they won Gamescom with a remaster.
- 47:53SPEAKER_01: I know.
- 47:54SPEAKER_01: Incredible.
- 47:55SPEAKER_01: Sign of the times too, though.
- 47:56SPEAKER_01: Yeah.
- 47:57SPEAKER_00: Oh, it really is.
- 47:58SPEAKER_00: That's a good note to leave on, actually.
- 48:02SPEAKER_00: Ronan, thank you so much for your time.
- 48:05SPEAKER_00: The News Report, is it fully out next week?
- 48:07SPEAKER_01: I'm not the best person to ask, but I think it is already out.
- 48:09SPEAKER_01: But yeah, it could be next week, the full one.
- 48:11SPEAKER_00: Thank you so much.
- 48:12SPEAKER_01: Wonderful to be on the show.
- 48:14SPEAKER_00: Thank you to Ronan there.
- 48:16SPEAKER_00: All that's left for me to do is wrap up the news from the last week.
- 48:19SPEAKER_00: And we were at Gamescom last week.
- 48:21SPEAKER_00: There was lots of news coming out at Gamescom.
- 48:22SPEAKER_00: We've covered all of that already, but now we have some Gamescom stats.
- 48:25SPEAKER_00: So Gamescom 2026 drew in 368,000.
- 48:29SPEAKER_00: and visitors from 131 countries that's a six percent increase over the previous year
- 48:33SPEAKER_00: so we've known gamescom counts visitors as individual people going through
- 48:36SPEAKER_00: the turnstiles so someone goes for four days that counts as four visitors is
- 48:41SPEAKER_00: a football number effectively it's still huge in total uh 1743 companies
- 48:46SPEAKER_00: from 66 countries exhibited that's up 11 from 2025 it's apparently a sellout
- 48:53SPEAKER_00: although I did see one space Just saying.
- 48:56SPEAKER_00: International exhibitors accounted for 72% of participants,
- 48:59SPEAKER_00: 36,000 trade visitors came along,
- 49:01SPEAKER_00: and around 50% of those came from outside of Germany.
- 49:04SPEAKER_00: So great numbers for Gamescom there.
- 49:06SPEAKER_00: The most viewed game of Gamescom was the 11-year-old
- 49:08SPEAKER_00: The Witcher 3 CD Projekt They showed off DLC for the game, Songs of the Past.
- 49:12SPEAKER_00: It's the first DLC for the game in a decade.
- 49:15SPEAKER_00: If you go back to our interview on Tuesday with CD Projekt Red's CEO,
- 49:18SPEAKER_00: it's really fascinating that.
- 49:20SPEAKER_00: They didn't just show off the DLC for the game.
- 49:22SPEAKER_00: There was a remaster of the original 2015 game that was shown
- 49:26SPEAKER_00: The Witcher 3 Remastered comes out on September 29th, I think.
- 49:30SPEAKER_00: Space, there is not far away.
- 49:32SPEAKER_00: Interestingly,
- 49:33SPEAKER_00: a game that's a bit like The Witcher,
- 49:35SPEAKER_00: made by former Witcher devs, is out this week, Blood of the Dawnwalker.
- 49:38SPEAKER_00: So, you know, a little bit competitive there.
- 49:41SPEAKER_00: The Witcher 3 clocked up 50.7 million trailer views, going to level up.
- 49:44SPEAKER_00: Number two trailer was Anata from Netties,
- 49:46SPEAKER_00: with 47.2 million views, followed by Hojo vs. Noticeful, with 45.5 million views.
- 49:53SPEAKER_00: Over to Saudi Arabia and Savvy Games Group CEO Brian Ward has stepped down
- 49:58SPEAKER_00: after five years in the role.
- 50:00SPEAKER_00: He's going to be replaced by Turkey Alnaweiser.
- 50:02SPEAKER_00: I probably pronounced that badly.
- 50:03SPEAKER_00: I apologize.
- 50:04SPEAKER_00: He's the deputy governor of Saudi Arabia's public investment fund,
- 50:07SPEAKER_00: PIF, and head of International Investments Division.
- 50:09SPEAKER_00: He will be the interim acting CEO.
- 50:12SPEAKER_00: Savvy is the group that obviously acquired Scopely and Nintec.
- 50:15SPEAKER_00: If you don't know, they are funded and owned by the PIF.
- 50:18SPEAKER_00: PIF is the major investor behind EA.
- 50:21SPEAKER_00: They're part of that big $55 billion acquisition.
- 50:24SPEAKER_00: So big, big organisation and new CEO coming in.
- 50:28SPEAKER_00: Sort of loosely connected to EA,
- 50:29SPEAKER_00: this story,
- 50:30SPEAKER_00: is Star Wars Zero company developer Bitreact has furloughed around 80%
- 50:34SPEAKER_00: of its workers ahead of the game's releases according to Gamefiles,
- 50:37SPEAKER_00: according to our friend Steven Tortillo.
- 50:39SPEAKER_00: The decision was not related to EA, Star Wars or Disney.
- 50:42SPEAKER_00: I'm assuming there were some other deals,
- 50:44SPEAKER_00: something that fell through,
- 50:45SPEAKER_00: some game project that sort of collapsed that meant that they had to furlough
- 50:48SPEAKER_00: a bunch of staff.
- 50:49SPEAKER_00: I don't know the details.
- 50:50SPEAKER_00: It's certainly surprising.
- 50:52SPEAKER_00: The game has reviewed very well,
- 50:53SPEAKER_00: but as I've sort of said earlier, There's a lot of these XCOM-like games coming out.
- 50:58SPEAKER_00: I'm not quite sure how big the XCOM-like genre is.
- 51:00SPEAKER_00: But anyway, the game has gone down very well.
- 51:03SPEAKER_00: Journalists love it.
- 51:04SPEAKER_00: It seems to be doing all right on Steam.
- 51:06SPEAKER_00: So hopefully it'll find its audience and some of those staff can come back to react
- 51:11SPEAKER_00: to the fact they've been furloughed suggests that they do expect to be able
- 51:13SPEAKER_00: to bring them back.
- 51:15SPEAKER_00: Next story,
- 51:16SPEAKER_00: Godot game engine company W4 Games has raised $80 million in
- 51:19SPEAKER_00: a Series B funding round led by Tencent.
- 51:21SPEAKER_00: It was also signed an agreement with the Chinese conglomerate to scale Godot in Asia.
- 51:25SPEAKER_00: W4 has raised $33 million in total from all sorts of different investors.
- 51:29SPEAKER_00: It was formed in 2022 by the founders of Godot,
- 51:32SPEAKER_00: which is an open source engine to provide services to developers using the tech,
- 51:35SPEAKER_00: such as console porting.
- 51:36SPEAKER_00: So this is the commercial element.
- 51:38SPEAKER_00: According to SteamDB, over 1,250 games are using the Godot engine.
- 51:42SPEAKER_00: So it's certainly growing, it's
- 51:43SPEAKER_01: only getting
- 51:44SPEAKER_00: bigger.
- 51:45SPEAKER_00: Let's talk about tariffs.
- 51:46SPEAKER_00: So like PlayStation and Nintendo,
- 51:48SPEAKER_00: Playdate maker Panic has received a refund from the US government after
- 51:52SPEAKER_00: the tariffs it introduced last year were deemed illegal.
- 51:55SPEAKER_00: Unlike PlayStation and Nintendo,
- 51:56SPEAKER_00: Playdate is passing the refunds on to consumers,
- 51:58SPEAKER_00: which it had initially charged customers more for.
- 52:01SPEAKER_00: Now, Nintendo argues it actually mostly swallowed the costs of those tariffs.
- 52:05SPEAKER_00: Nintendo didn't actually increase the price of the Switch 2.
- 52:08SPEAKER_00: They did increase the price of the Switch 1 slightly, and PlayStation makes similar arguments.
- 52:14SPEAKER_00: Going back to Saudi Arabia, Roblox will open a headquarters in Riyadh in Saudi Arabia.
- 52:17SPEAKER_00: This is to support its creator program in the Middle East and North Africa.
- 52:20SPEAKER_00: There's a lot of growing developers there, some interesting talent emerging out of that market.
- 52:24SPEAKER_00: Elsewhere,
- 52:25SPEAKER_00: NetEase is free to play,
- 52:25SPEAKER_00: works here,
- 52:26SPEAKER_00: open world action RPG,
- 52:27SPEAKER_00: Where Wins Meet now has 100 million players,
- 52:29SPEAKER_00: it only came out in November 2025,
- 52:30SPEAKER_00: it is of course free to play, but fantastic numbers there.
- 52:35SPEAKER_00: 1047 Games is shifting away from live service shooters and ending active development
- 52:40SPEAKER_00: on Impulse and Splitgate Arena Reloaded.
- 52:43SPEAKER_00: And finally,
- 52:44SPEAKER_00: we're going to an event in October called Game Republic New Horizons,
- 52:48SPEAKER_00: I think I mentioned it before, I'm going to be interviewing Ken Kutari.
- 52:50SPEAKER_00: Thank you very much.
- 53:06SPEAKER_00: That's it for me.
- 53:07SPEAKER_00: That's the roundup.
- 53:08SPEAKER_00: Thank you for joining us.
- 53:09SPEAKER_00: We will be back next week with more news, analysis, insight and interviews.
- 53:12SPEAKER_00: In fact, our very next show is going to be with Maverick Games.
- 53:15SPEAKER_00: I did a big interview just before Gamescom on Clutch and the journey to finding a publisher.
- 53:19SPEAKER_00: It's surprising, shall we say.
- 53:22SPEAKER_00: But until that time, that's it from us.
- 53:24SPEAKER_00: If you would like to make sure you don't miss it,
- 53:25SPEAKER_00: head to thegamebusiness.com,
- 53:27SPEAKER_00: put in your email and you'll get an alert every single time we do a new episode.
- 53:31SPEAKER_00: But until then, thank you for tuning in.