Latest / The Game Business Show / How one Star Wars actor became the CEO of Commodore
Transcript
- 0:00SPEAKER_00: My philosophy is we need to build Commodore into the same level as Google and Apple.
- 0:04SPEAKER_00: C64s alone, we've sold over 27,000 of those machines, which is mind-blowing, right?
- 0:09SPEAKER_00: For a 40-year-old computer.
- 0:11SPEAKER_00: Yeah.
- 0:12SPEAKER_00: So that's been amazing.
- 0:13SPEAKER_00: But what was really interesting was when we launched the phone,
- 0:16SPEAKER_00: that did the same in its first weekend as the C64 did in its first three months.
- 0:22SPEAKER_00: Our whole philosophy here is we do retro and we do future.
- 0:25SPEAKER_00: Yeah.
- 0:25SPEAKER_00: We do the two hand in hand.
- 0:30SPEAKER_02: Hello there and welcome to The Game Business Show.
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- 1:21SPEAKER_02: Anyway.
- 1:22SPEAKER_02: Onto today's show and I have one last interview that I've been hanging on to
- 1:26SPEAKER_02: from gamescom it was actually one of the most surprising ones that I did it was
- 1:30SPEAKER_02: with commodore and specifically its ceo christian simpson who is better known
- 1:34SPEAKER_02: as perifractic now what I expected Now,
- 1:37SPEAKER_02: Commodore has, yes,
- 1:38SPEAKER_02: created some classic hardware for people to play on in the form of
- 1:42SPEAKER_02: the Commodore 64 Ultimate, but it's also now published
- 1:52SPEAKER_02: Publishing video games,
- 1:53SPEAKER_02: they were new games for the Commodore 64 Ultimate,
- 1:55SPEAKER_02: but also releasing some games on classic platforms such as its partnership on
- 1:59SPEAKER_02: the Alien Breed game with Team17.
- 2:01SPEAKER_02: They're starting to compete with companies like Atari.
- 2:04SPEAKER_02: It's also partnered,
- 2:05SPEAKER_02: surprisingly,
- 2:06SPEAKER_02: with CD Projekt for a cyberpunk version of the Commodore,
- 2:09SPEAKER_02: which they've called the Commodore 77, and they showcased that at Gamescom.
- 2:13SPEAKER_02: Now on top of that,
- 2:14SPEAKER_02: it has released a flip phone,
- 2:15SPEAKER_02: the Callback 8020,
- 2:16SPEAKER_02: which is a digital minimalist device in that it has plenty of apps and connectivity.
- 2:20SPEAKER_02: You can still use Google Maps to help yourself get around whatever city you're in,
- 2:25SPEAKER_02: but it doesn't include things like social media.
- 2:26SPEAKER_02: It's a stripped back phone for those that don't want to be connected 24-7.
- 2:31SPEAKER_02: And that in particular has proven to be a hit to the point that Commodore is talking
- 2:35SPEAKER_02: about itself in comparison to companies like Apple.
- 2:38SPEAKER_02: Now, this is a short interview.
- 2:39SPEAKER_02: We did it on the booth, Commodore's booth at Gamescom, but I felt it was a surprising one.
- 2:44SPEAKER_02: And when you think around some of the conversations we've been having
- 2:46SPEAKER_02: on this show regarding nostalgia and how that seems
- 2:49SPEAKER_02: to be infiltrating younger audiences that didn't actually grow up with a lot
- 2:52SPEAKER_02: of this stuff.
- 2:54SPEAKER_02: I think Commodore is really leaning into this trend,
- 2:56SPEAKER_02: just as Blizzard is right now with World of Warcraft Forever,
- 2:58SPEAKER_02: just as RuneScape has seen success with Old School RuneScape.
- 3:02SPEAKER_02: What if we go back in time and take things in a slightly different direction?
- 3:05SPEAKER_02: That's what a lot of people are thinking at the moment.
- 3:07SPEAKER_02: Anyway, I thought there was a really interesting chat.
- 3:09SPEAKER_02: It's not too long.
- 3:10SPEAKER_02: I think you'll find it interesting.
- 3:11SPEAKER_02: So here is my conversation with Perry slash Christian.
- 3:15SPEAKER_01: Hello Perry, welcome to the show.
- 3:17SPEAKER_01: Thank you, welcome.
- 3:18SPEAKER_01: I was trying to look up your background.
- 3:20SPEAKER_01: You have quite a unique, well, literal background.
- 3:23SPEAKER_01: You have quite a unique journey into this role at Commodore.
- 3:26SPEAKER_01: Can you tell us a little bit about what your experience is and what you've done before?
- 3:30SPEAKER_00: Well, I was born at an early age.
- 3:33SPEAKER_00: So, um, I was an actor, I guess, originally.
- 3:36SPEAKER_00: So, came out of college,
- 3:38SPEAKER_00: did drama in college,
- 3:39SPEAKER_00: and very lucky my first film part was Baptism of Fire on The Phantom Menace,
- 3:46SPEAKER_00: Star Wars Episode I. Wow.
- 3:47SPEAKER_00: Literally running across a hangar being shot at and squibs exploding off the hat and stuff.
- 3:53SPEAKER_00: So I did that for, I still do that to a degree, for about 20 years.
- 3:58SPEAKER_00: I've been very lucky, the films I got to work on.
- 4:01SPEAKER_00: I still do voice acting.
- 4:03SPEAKER_00: But alongside that, I started doing YouTube.
- 4:06SPEAKER_00: Just on a whim, I thought, well, I love retro, like I'm into...
- 4:10SPEAKER_00: I had a Commodore 64 and Amstrad PCW, I was building up my old collection.
- 4:15SPEAKER_00: So I thought, I'm just going to do a repair video for a Commodore 64.
- 4:19SPEAKER_00: And someone said, I always remember, I read in a forum, they said...
- 4:22SPEAKER_00: This is amazing.
- 4:23SPEAKER_00: Please keep doing this.
- 4:25SPEAKER_00: I didn't understand why or what it might be,
- 4:27SPEAKER_00: but, you know, I try and make jokes in videos and stuff.
- 4:32SPEAKER_00: So I kept doing it.
- 4:33SPEAKER_00: And eight years later,
- 4:34SPEAKER_00: I got to review something called the C64X,
- 4:37SPEAKER_00: which is a PC,
- 4:39SPEAKER_00: like a Linux PC, that was licensed from the still existing Commodore brand.
- 4:46SPEAKER_00: So it was the Commodore 64X.
- 4:48SPEAKER_00: The video got a million views.
- 4:50SPEAKER_00: That put us on the radar of the license or the brand owners.
- 4:54SPEAKER_00: Oh, wow.
- 4:55SPEAKER_00: And we started talking,
- 4:56SPEAKER_00: you know, myself,
- 4:57SPEAKER_00: Sean, Donahue and Leo, Leo Nigro, who kind of created that product and licensed it.
- 5:04SPEAKER_00: Yeah.
- 5:04SPEAKER_00: We started saying,
- 5:05SPEAKER_00: you know,
- 5:05SPEAKER_00: I wonder if we could maybe do something with the real Commodore, maybe license it.
- 5:11SPEAKER_00: We put a proposal together with three options for them.
- 5:14SPEAKER_00: It was like, you know, we could work together or we could license it.
- 5:17SPEAKER_00: Or kind of almost half tongue in cheek at the end,
- 5:20SPEAKER_00: like, you know, or we could maybe buy the brand.
- 5:24SPEAKER_00: And I always remember we waited for a couple of weeks and they came back to me
- 5:27SPEAKER_00: and they said, you know, they're Dutch.
- 5:29SPEAKER_00: They said, you know, you seem to know Commodore better than we do.
- 5:34SPEAKER_00: We might like to sell you the whole company.
- 5:36SPEAKER_00: And it was like, what?
- 5:40SPEAKER_00: And from there, we went full steam ahead, got investments.
- 5:45SPEAKER_00: The beauty of it was,
- 5:46SPEAKER_00: just to sum that up,
- 5:47SPEAKER_00: being in the retro community in Commodore YouTube videos,
- 5:53SPEAKER_00: I knew what people wanted because I was one of those people.
- 5:56SPEAKER_00: I'm the customer.
- 5:58SPEAKER_00: So to put together a Commodore 64 Ultimate,
- 6:00SPEAKER_00: which you'll see inside the booth,
- 6:03SPEAKER_00: was very easy to put together, thanks to Gideon, who'd already created the parts.
- 6:10SPEAKER_00: Believe it or not, that's the short version.
- 6:13SPEAKER_01: And how are you finding the baptism of suddenly being a company CEO?
- 6:16SPEAKER_01: It's another baptism of fire.
- 6:19SPEAKER_00: It's a privilege.
- 6:20SPEAKER_00: I say to people all the time, I am just honored to be able to be in this position.
- 6:25SPEAKER_00: And to get to be a steward of the brand.
- 6:29SPEAKER_00: So I just feel lucky constantly that it's a company that people already recognize.
- 6:34SPEAKER_00: You know, I could be working on a startup that we have to sell from the ground floor up.
- 6:39SPEAKER_00: Here it's people immediately understand what it is.
- 6:41SPEAKER_00: Yeah, very lucky.
- 6:42SPEAKER_01: We'll get onto the game stuff,
- 6:44SPEAKER_01: but I have to say I was really fascinated by the disconnect sort of trend
- 6:47SPEAKER_01: that you've been tapping into with the phone.
- 6:50SPEAKER_01: I didn't even know much about it.
- 6:51SPEAKER_01: I had to read a little bit more into it, and I find it really appealing.
- 6:54SPEAKER_01: How did the two things come together, Commodore and that sort of idea?
- 6:58SPEAKER_00: It almost looks too obvious to me, but I'm on the inside.
- 7:03SPEAKER_00: People want to go back to simpler tech.
- 7:05SPEAKER_00: They're getting sick of smartphones being,
- 7:07SPEAKER_00: you know,
- 7:08SPEAKER_00: their data being harvested and sold,
- 7:10SPEAKER_00: tracking everywhere,
- 7:12SPEAKER_00: tracking cookies, which we don't have on our website for that reason.
- 7:15SPEAKER_00: People want to go back to simpler tech.
- 7:18SPEAKER_00: Commodore is from that time.
- 7:20SPEAKER_00: And we left,
- 7:22SPEAKER_00: or I'd say the lights dimmed is how we say it,
- 7:24SPEAKER_00: or we blipped out in 1994,
- 7:27SPEAKER_00: right before the internet became a thing,
- 7:30SPEAKER_00: right before the iPhone started to be a thing in 2003.
- 7:36SPEAKER_00: So it almost makes sense if you reboot Commodore, you start where you left off.
- 7:41SPEAKER_00: So now we're in 1995 to 2000 era for Commodore.
- 7:47SPEAKER_00: Which is perfect because that's what people want to go back to.
- 7:51SPEAKER_00: So that's where the digital minimalism fits in perfectly with Commodore.
- 7:56SPEAKER_01: I can see the appeal myself.
- 7:57SPEAKER_01: Is there a groundswell of people that are sort of craving this?
- 8:00SPEAKER_01: Oh, yeah.
- 8:01SPEAKER_00: Oh, the movement is huge towards this, you know, digital minimalism, more intentional tech.
- 8:07SPEAKER_00: You've seen people buying vinyl records again,
- 8:11SPEAKER_00: going back to flip phones organically, and just getting off Facebook.
- 8:15SPEAKER_00: And that is a huge movement.
- 8:17SPEAKER_00: So we, again, are kind of lucky that it's happening with or without us.
- 8:22SPEAKER_00: But my philosophy is we need to build Commodore into the same level as Google
- 8:26SPEAKER_00: and Apple so we can do the cool retro things for the retro fans,
- 8:31SPEAKER_00: for myself being a retro fan.
- 8:33SPEAKER_00: How do we build Commodore to be that big?
- 8:36SPEAKER_00: Based on nostalgia alone, that's a niche and you can't do it as a hobbyist computing brand.
- 8:42SPEAKER_00: So my philosophy with the flip phone,
- 8:44SPEAKER_00: for example,
- 8:46SPEAKER_00: with other things you're going to be seeing from us is those bring in
- 8:49SPEAKER_00: the bigger audience.
- 8:50SPEAKER_00: Like our tie-in with Cyberpunk.
- 8:53SPEAKER_00: It brings in that bigger audience so we can afford to do bigger things for the original fans.
- 8:58SPEAKER_00: So it is a symbiotic win-win relationship.
- 9:01SPEAKER_01: I was going to ask this at the end actually,
- 9:03SPEAKER_01: that cyberpunk partnership,
- 9:06SPEAKER_01: I get it, it's a broader game, big massive mainstream mega-hit.
- 9:09SPEAKER_01: What's the connection between
- 9:10SPEAKER_00: that and Commodore?
- 9:12SPEAKER_00: A very interesting one.
- 9:13SPEAKER_00: So, Cyberpunk,
- 9:14SPEAKER_00: that timeline of their 2077 version of the future,
- 9:18SPEAKER_00: it stems away from our real future in the early 80s, right?
- 9:23SPEAKER_00: So, some people say 82, 84 is when the Cyberpunk timeline diverges.
- 9:29SPEAKER_00: So, we go back to Commodore, Commodore 64.
- 9:33SPEAKER_00: In our story, officially, Commodore survived.
- 9:37SPEAKER_00: Continued on.
- 9:39SPEAKER_00: And in 2077, it's still a brand that people love.
- 9:43SPEAKER_00: So in their world, you can still buy a 64, but it's now a 77.
- 9:45SPEAKER_00: It's been upgraded a bit.
- 9:48SPEAKER_00: But also, retrofuturism is how you describe cyberpunk.
- 9:53SPEAKER_00: Like Blade Runner is retrofuturistic.
- 9:56SPEAKER_00: Our whole philosophy here is we do retro and we do future.
- 9:59SPEAKER_00: We do the two hand in hand.
- 10:01SPEAKER_00: So it just fits.
- 10:03SPEAKER_01: It's really fascinating.
- 10:05SPEAKER_01: It's great we've got Microprose there, Atari over there.
- 10:07SPEAKER_01: Yeah, yeah.
- 10:08SPEAKER_02: Like the old days.
- 10:09SPEAKER_01: Yeah, it is like the old days,
- 10:10SPEAKER_01: but at the same time, you're doing stuff that is not just leaning.
- 10:13SPEAKER_01: Because I was going to ask, like, you know, I bought myself an Analog 64 recently.
- 10:16SPEAKER_01: I love these old products.
- 10:17SPEAKER_01: They're awesome.
- 10:19SPEAKER_01: I was going to ask if the nostalgia-driven market for these sort
- 10:22SPEAKER_01: of premium devices is large enough to sustain a business long term?
- 10:26SPEAKER_01: And I'm guessing the fact they're doing this other thing is maybe not?
- 10:29SPEAKER_00: Well, there's two answers to that.
- 10:30SPEAKER_00: It is big in the sense that all those parents,
- 10:33SPEAKER_00: even grandparents, are now introducing their kids to it.
- 10:36SPEAKER_00: So the nostalgia sort of permeates through two, three generations.
- 10:42SPEAKER_00: We're seeing that now, right?
- 10:43SPEAKER_00: I mean, you look through the window, there's a kid playing on a C64 right now.
- 10:47SPEAKER_00: Who's next to him?
- 10:48SPEAKER_00: His dad, right?
- 10:50SPEAKER_00: So that works really well for keeping nostalgia alive.
- 10:53SPEAKER_00: But it is still,
- 10:54SPEAKER_00: if you look at it as a segment,
- 10:56SPEAKER_00: it's still, you know, small hobbyist, even with that.
- 11:02SPEAKER_00: Also, we're not getting any younger, right?
- 11:04SPEAKER_00: So you could argue that that eventually will dwindle.
- 11:08SPEAKER_00: But our goal with this is you attract Gen Z with maybe the Y2K aesthetics.
- 11:13SPEAKER_00: Those kids, instead of just like saying, oh yeah, dad, that's cool.
- 11:17SPEAKER_00: Thanks, dad.
- 11:18SPEAKER_00: And then going back to their iPhone.
- 11:20SPEAKER_00: They're now going to see this surrounding them and feel like Oh,
- 11:24SPEAKER_00: I actually, this is a vibe I like.
- 11:27SPEAKER_00: And that way it becomes sustainable, right?
- 11:29SPEAKER_00: Those kids grow up and they show their kids and we keep doing this.
- 11:34SPEAKER_00: But the other side of it is,
- 11:35SPEAKER_00: of course,
- 11:35SPEAKER_00: it can dwindle away,
- 11:37SPEAKER_00: which is why we always have to do modern products alongside it,
- 11:41SPEAKER_00: like a flip phone and like other things we'll be bringing out.
- 11:44SPEAKER_00: How did the Commodore 64 launch, relaunch go?
- 11:48SPEAKER_00: Phenomenal.
- 11:49SPEAKER_00: I knew it would be big,
- 11:52SPEAKER_00: but we've sold, okay,
- 11:53SPEAKER_00: in our first week we sold, I mean,
- 11:57SPEAKER_00: I talked about numbers a bit so I can say this again,
- 12:00SPEAKER_00: like our first week or three weeks, we'd generated over two million in revenue.
- 12:05SPEAKER_00: Oh, wow.
- 12:05SPEAKER_00: We are orders of magnitude more than that today,
- 12:08SPEAKER_00: but C64s alone,
- 12:09SPEAKER_00: we've sold over 27,000 of those machines,
- 12:12SPEAKER_00: which is mind-blowing, right, for a 40-year-old computer.
- 12:15SPEAKER_00: Yeah.
- 12:16SPEAKER_00: So that's been amazing.
- 12:18SPEAKER_00: But what was really interesting was when we launched the phone,
- 12:21SPEAKER_00: that did the same in its first weekend as the C64 did in its first three months.
- 12:27SPEAKER_00: So the phone immediately went to the sky.
- 12:30SPEAKER_00: And that's because when you look at those market segments,
- 12:34SPEAKER_00: as I was saying,
- 12:35SPEAKER_00: The retro,
- 12:36SPEAKER_00: the Commodore community specifically,
- 12:38SPEAKER_00: if you look at it as a segment of the phone market,
- 12:43SPEAKER_00: it's 0.00063% of the phone market.
- 12:47SPEAKER_00: So you can see what we can tap into,
- 12:48SPEAKER_00: what the potential is to bring Commodore to that much bigger world.
- 12:53SPEAKER_01: I imagine lots of people that come in for the Commodore 64 come in quite near
- 12:56SPEAKER_01: the start and it might be that's where you get most of those fans.
- 12:59SPEAKER_01: Yeah, exactly.
- 13:01SPEAKER_01: This might be a naive question, but have you been heavily impacted by the component shortages?
- 13:15SPEAKER_00: We made a decision early on to buy up a bunch of FPGAs, more than we needed.
- 13:19SPEAKER_00: And there was talk of using them in a separate product, so we had them on standby.
- 13:25SPEAKER_00: Then when the FPGA prices more than doubled,
- 13:28SPEAKER_00: we were able to tap into our existing stock of 10,000 FPGAs.
- 13:33SPEAKER_00: It does continue to impact us.
- 13:35SPEAKER_00: We see a lot of complaints about the phone price.
- 13:38SPEAKER_00: We found a way to drop it by $100.
- 13:40SPEAKER_00: But even then,
- 13:41SPEAKER_00: you know,
- 13:41SPEAKER_00: understandably,
- 13:42SPEAKER_00: $399 for a flip phone,
- 13:44SPEAKER_00: although it's not your granny's flip phone, but it can seem expensive.
- 13:48SPEAKER_00: But that is purely because the RAM price went from $11 per unit to $86 per flip phone.
- 13:53SPEAKER_00: Just for the memory.
- 13:58SPEAKER_00: That's before you look at development, software licensing, everything else.
- 14:02SPEAKER_00: So to release that phone for $400, we have a tiny sliver of a margin on that.
- 14:08SPEAKER_00: But it's great for the company and for the awareness as well.
- 14:11SPEAKER_00: So there are other financial benefits.
- 14:13SPEAKER_01: No, it's not just a flip phone.
- 14:14SPEAKER_01: It does do apps and things.
- 14:16SPEAKER_01: It isn't completely disconnected.
- 14:19SPEAKER_01: No social media.
- 14:20SPEAKER_00: So social media is blocked because there is a huge growing market that won that.
- 14:25SPEAKER_00: But it runs 99% of Android apps.
- 14:27SPEAKER_00: It has a 48 megapixel Sony camera and just some really cool stuff.
- 14:31SPEAKER_00: You can remote control the C64U using it from the LED colors.
- 14:39SPEAKER_00: As long as it's on the same Wi-Fi network,
- 14:41SPEAKER_00: you can configure the RAM, you can save your game configuration.
- 14:47SPEAKER_00: Everything you can do in the menu of that you can do from the phone.
- 14:50SPEAKER_00: So we're building an iPhone-like ecosystem where the iPhone can control the Mac,
- 14:56SPEAKER_00: the callback can control the C64.
- 14:58SPEAKER_00: That's cool.
- 14:59SPEAKER_00: That's very cool.
- 15:00SPEAKER_01: Well, now you're expanding into software, right?
- 15:04SPEAKER_01: With Alien Breed, the collection.
- 15:06SPEAKER_01: What's the ambition here?
- 15:07SPEAKER_01: Are you taking on an Atari?
- 15:10SPEAKER_00: I would say we're friends with Atari, right?
- 15:14SPEAKER_01: It's not like the rivalry.
- 15:15SPEAKER_01: Retro scenes are all very friendly with each other.
- 15:17SPEAKER_01: That's why I think I'm always quite surprised by and pleased by.
- 15:20SPEAKER_01: Yeah, but I think
- 15:20SPEAKER_00: joining them,
- 15:21SPEAKER_00: you know,
- 15:21SPEAKER_00: a rising tide floats all boats,
- 15:24SPEAKER_00: if you want to put it that way,
- 15:26SPEAKER_00: so that everyone doing good stuff for the community and the market helps everyone.
- 15:31SPEAKER_00: But our first publication was Jupiter Lander, which you see running on one of the machines.
- 15:34SPEAKER_00: Jupiter Lander 2, I should say.
- 15:36SPEAKER_00: Jupiter Fracture.
- 15:38SPEAKER_00: And that was the first Commodore game out of the gate for us.
- 15:42SPEAKER_00: And again, as I say, we go retro, we go future.
- 15:44SPEAKER_00: So retro was Jupiter Lander 2.
- 15:46SPEAKER_00: Future was Alien Breeds for PC and console.
- 15:49SPEAKER_00: And we'll keep following that methodology because it's working.
- 15:54SPEAKER_00: It's working well.
- 15:55SPEAKER_01: So you're playing through quite a bit more in this space then?
- 15:57SPEAKER_00: Yes, we have some very interesting launches,
- 16:00SPEAKER_00: hopefully at CES in January, from a software and hardware perspective.
- 16:06SPEAKER_00: But software is definitely part of the roadmap.
- 16:08SPEAKER_00: And yeah, we've had a lot of fun doing Alien Breed, yeah.
- 16:12SPEAKER_00: Yeah, very good.
- 16:13SPEAKER_00: Exciting.
- 16:14SPEAKER_01: It's awesome.
- 16:15SPEAKER_01: I know you've added Major Nelson to the team.
- 16:16SPEAKER_01: Have you had to expand quite a lot to sort of do that?
- 16:20SPEAKER_00: Yes, that's been really interesting.
- 16:22SPEAKER_00: He was here yesterday, a lovely guy.
- 16:25SPEAKER_00: We're very lucky to have him.
- 16:27SPEAKER_00: So, expansion is tricky, right?
- 16:29SPEAKER_00: How do you do it without getting too big?
- 16:32SPEAKER_00: Everything still passes across my desk,
- 16:34SPEAKER_00: every single decision, because I want it to have one very clear vision.
- 16:40SPEAKER_00: There's a reason,
- 16:40SPEAKER_00: like in Hollywood,
- 16:41SPEAKER_00: you have one, talking about Hollywood at the start, you have one director on set.
- 16:45SPEAKER_00: So, the movie is one vision.
- 16:48SPEAKER_00: So we've definitely been very cautious about expansion.
- 16:52SPEAKER_00: We have about 30 team members now, 30, which almost feels too big for a startup.
- 16:59SPEAKER_00: But when you look at the scale of what we're doing, I couldn't do it alone.
- 17:03SPEAKER_00: So we have to have that.
- 17:04SPEAKER_00: So we're very slowly bringing on team members and just being cautious with
- 17:09SPEAKER_00: the cash flow and all of that.
- 17:11SPEAKER_01: So the games that you're doing, how is that working?
- 17:13SPEAKER_01: Are people pitching stuff to you?
- 17:15SPEAKER_01: Are you going out looking for people to work on specific projects?
- 17:17SPEAKER_00: Alien Breed was something that was pitched to us by Anstream and Team17.
- 17:22SPEAKER_00: And we're very lucky they've done a lot of the legwork already.
- 17:26SPEAKER_00: We were able to come in and help with the publishing side and the marketing.
- 17:29SPEAKER_00: And obviously, you know, it's got our name front and center, which is amazing as well.
- 17:34SPEAKER_00: But we received pitches.
- 17:37SPEAKER_00: Almost daily, I would say.
- 17:38SPEAKER_00: Okay, great.
- 17:39SPEAKER_00: So we just announced something called Made For You or Made For Ultimate,
- 17:42SPEAKER_00: which is to develop games specifically for the C64 Ultimate that take advantage of
- 17:47SPEAKER_00: the extra, you know, 24 channels of sound, the extra RAM and CPU speed.
- 17:52SPEAKER_00: So if you go to the bottom of our website,
- 17:54SPEAKER_00: there is something that says work with us or build with us.
- 17:57SPEAKER_00: You can submit stuff.
- 17:59SPEAKER_00: We have a very purpose-built form.
- 18:01SPEAKER_00: I look at every single submission myself personally.
- 18:05SPEAKER_00: Not every day because I don't have time,
- 18:07SPEAKER_00: but I have a growing list which I need to get back to after Gamescom.
- 18:13SPEAKER_00: But that's how we will be able to work with people,
- 18:15SPEAKER_00: co-brand and help them publicize their games on our website.
- 18:19SPEAKER_01: Amazing.
- 18:20SPEAKER_01: Ask one final question,
- 18:21SPEAKER_01: which is,
- 18:22SPEAKER_01: I always ask this question at the end of my interviews,
- 18:24SPEAKER_01: where would you like to be in five years?
- 18:28SPEAKER_00: Still here, still doing interviews and just being in the booth.
- 18:34SPEAKER_00: As far as Commodore goes,
- 18:36SPEAKER_00: I do see it alongside Atari,
- 18:39SPEAKER_00: you know,
- 18:39SPEAKER_00: in a level kind of way,
- 18:41SPEAKER_00: like the level they're doing, the turnover they're generating.
- 18:46SPEAKER_00: They're a public company.
- 18:46SPEAKER_00: I don't know if we'll become a public company,
- 18:49SPEAKER_00: but we get a lot of requests for that from the fan base.
- 18:52SPEAKER_00: They want to own a piece of Commodore.
- 18:54SPEAKER_00: And that would be one of a couple of ways we could literally allow you to have
- 18:59SPEAKER_00: a share certificate for Commodore on your wall.
- 19:03SPEAKER_00: So I think just still doing what we're doing sustainably.
- 19:07SPEAKER_00: I originally said I want to do two things really well every year.
- 19:11SPEAKER_00: We've done, I think, six or seven things.
- 19:14SPEAKER_00: Every single one has been successful.
- 19:16SPEAKER_00: We're very lucky.
- 19:17SPEAKER_00: Knock on wood.
- 19:19SPEAKER_00: So I'd like to still do that, not do too much and just keep growing in that way.
- 19:25SPEAKER_01: Well, I'm excited.
- 19:25SPEAKER_01: It's going back.
- 19:26SPEAKER_01: I think it's a really interesting approach, particularly with the phone component, too.
- 19:28SPEAKER_01: I know that's not necessarily games per se.
- 19:31SPEAKER_01: It's got Commodore games on it.
- 19:32SPEAKER_01: Yeah, well, I guess a little bit.
- 19:33SPEAKER_00: Yeah, maybe.
- 19:34SPEAKER_01: But yeah, well, congratulations on this lovely booth.
- 19:36SPEAKER_01: It's really cool.
- 19:36SPEAKER_01: I'm going to look around it in a moment.
- 19:38SPEAKER_01: And yeah, congratulations on getting up to that.
- 19:40SPEAKER_01: Yeah, thank you.
- 19:41SPEAKER_02: That's it for today's episode of The Game Business Show.
- 19:43SPEAKER_02: Thank you to Perry slash Christian for talking to us today.
- 19:46SPEAKER_02: I do find this phenomenon quite interesting,
- 19:48SPEAKER_02: not just because there's obviously lots of older gamers that remember these days
- 19:51SPEAKER_02: and they want to go back to how they felt when they were younger,
- 19:54SPEAKER_02: but because there's actually lots of younger gamers too.
- 19:56SPEAKER_02: That sort of missed out on all this and they're wondering,
- 19:59SPEAKER_02: hey, what if our games were a little bit simpler?
- 20:00SPEAKER_02: What if we can go back to those sort of moments?
- 20:03SPEAKER_02: What if we could have a phone that doesn't connect me to the internet every 30 seconds?
- 20:06SPEAKER_02: I don't know.
- 20:07SPEAKER_02: I think it might be an interesting trend or maybe that's just the older man in me.
- 20:12SPEAKER_02: But that's it from us today.
- 20:13SPEAKER_02: We will be back,
- 20:14SPEAKER_02: of course,
- 20:14SPEAKER_02: with more news analysis, insight and interviews in the days and weeks ahead.
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- 20:32SPEAKER_02: It helps us fund everything that we do.
- 20:34SPEAKER_02: But that's it for me today.
- 20:37SPEAKER_02: Until next time, thank you for tuning in.