Latest / The Game Business Show / Beyond Balatro and taking risks: Why Playstack doesn’t want a 100% hit rate
Transcript
- 0:00SPEAKER_01: Before Balacho launched, we knew we had something special.
- 0:03SPEAKER_01: Nobody knows how special that could have been,
- 0:05SPEAKER_01: but there was such a buzz about the game, such an excitement about it.
- 0:09SPEAKER_01: And we all had a little wildest dream forecast for how the game might do,
- 0:13SPEAKER_01: and we were all low on how it did.
- 0:16SPEAKER_01: We are really proud of that,
- 0:18SPEAKER_01: but the 15% is really important too,
- 0:20SPEAKER_01: because if you only did things that were safe and only did things that were going
- 0:24SPEAKER_01: to be profitable or any things that could work, you don't take as many risks.
- 0:27SPEAKER_01: And I don't think indie publishing is about that.
- 0:30SPEAKER_01: I think indie publishing and indie development is about taking risks.
- 0:33SPEAKER_01: It's about having an idea that people just genuinely don't quite see how,
- 0:37SPEAKER_01: but it's become phenomenal and captured people.
- 0:40SPEAKER_01: So maybe 85% is a really nice number.
- 0:43SPEAKER_01: Maybe 70% would be brilliant too.
- 0:44SPEAKER_00: Yeah.
- 0:45SPEAKER_01: But 100% we're probably making some mistakes there in what we're filtering out.
- 0:52SPEAKER_00: Hello there and welcome to The Game Business Show.
- 0:55SPEAKER_00: This edition is sponsored by HelpShift, a Keyword Studios platform.
- 0:59SPEAKER_00: Now HelpShift says that players already trust AI to help them.
- 1:03SPEAKER_00: The problem is that most AI in gaming wasn't built to.
- 1:07SPEAKER_00: According to the company,
- 1:09SPEAKER_00: 66% of players are comfortable with AI handling their issue first as long as there's
- 1:13SPEAKER_00: a human behind it.
- 1:15SPEAKER_00: 74% want it resolved without leaving the game, and 58% will quit over a bad support experience.
- 1:21SPEAKER_00: Now studios agree as well, 80% see AI becoming the default for player support.
- 1:27SPEAKER_00: Their worry isn't AI, it's AI that doesn't understand games.
- 1:31SPEAKER_00: That's the Gap Keyword Studio's AI-native platform HelpShift was built to close.
- 1:36SPEAKER_00: One AI agent can handle a lot, but it can't handle everything.
- 1:40SPEAKER_00: A billing query and a self-harm disclosure can't share the same tone, rules or guardrails.
- 1:45SPEAKER_00: Care AI lets you build specialist AI agents,
- 1:49SPEAKER_00: each one of them an expert,
- 1:50SPEAKER_00: where it matters, each handing off to a human when it should.
- 1:53SPEAKER_00: You can find out more at HelpShift.com,
- 1:55SPEAKER_00: plus there are more details,
- 1:56SPEAKER_00: including a video, in the newsletter attached with this show.
- 2:00SPEAKER_00: Speaking of this show, let's get on with it.
- 2:03SPEAKER_00: This week we're talking to leading indie publisher Playstack,
- 2:05SPEAKER_00: which is probably best known for its 2024 smash hit,
- 2:08SPEAKER_00: Palatro,
- 2:09SPEAKER_00: but is also responsible for games like Mortal Shell,
- 2:11SPEAKER_00: Raccoine, and it's publishing the upcoming Star Trek Outposts Unknown.
- 2:16SPEAKER_00: Now Playstack celebrated its 10th anniversary this year, and it's done so by changing owners.
- 2:22SPEAKER_00: It was acquired by Integrated Media Company, the owner of Fandom and GameSpot.
- 2:26SPEAKER_00: When it valued Playstack at 125 million pounds.
- 2:29SPEAKER_00: So we thought this would be a great excuse to catch up with Playstack CEO Harvey Elliott.
- 2:34SPEAKER_00: Now what you're going to get is actually two interviews because we spoke
- 2:37SPEAKER_00: to Playstack before its IMC acquisition.
- 2:40SPEAKER_00: So part one is going to be about Bellatro and indie publishing and the market in general.
- 2:45SPEAKER_00: While we'll have a quick mini chat about its new owners after that.
- 2:49SPEAKER_00: Enjoy.
- 2:51SPEAKER_00: Hello, Harvey.
- 2:51SPEAKER_00: Welcome to the show.
- 2:52SPEAKER_00: Thank you, Chris.
- 2:53SPEAKER_00: Nice to be here.
- 2:54SPEAKER_00: You know what?
- 2:55SPEAKER_00: I haven't caught up with you since Bellatro.
- 2:58SPEAKER_01: Which is actually two years ago.
- 2:59SPEAKER_01: I know.
- 3:00SPEAKER_00: Two years, three months.
- 3:01SPEAKER_00: Which is just upsetting, but what a seismic release.
- 3:04SPEAKER_00: What a huge success.
- 3:06SPEAKER_00: Has that changed PlayStack?
- 3:08SPEAKER_01: A little bit, yes.
- 3:09SPEAKER_01: I mean, PlayStack for what we do,
- 3:11SPEAKER_01: what we set out to do,
- 3:12SPEAKER_01: isn't any different to when we set out 10 years ago,
- 3:15SPEAKER_01: but When you have something like Ballatro happen and,
- 3:19SPEAKER_01: you know, it's a once in a lifetime type of game.
- 3:23SPEAKER_01: The reach has had the phenomenon that it is.
- 3:25SPEAKER_01: It's just very validating and it makes everyone feel Like what we do is worth it,
- 3:30SPEAKER_01: that it really matters.
- 3:31SPEAKER_01: And we're so proud of every game that we publish.
- 3:34SPEAKER_01: You know, we genuinely put our heart and soul into every title.
- 3:37SPEAKER_01: But when one like that just sort of catches and catches players in
- 3:41SPEAKER_01: a way you didn't know it was going to,
- 3:43SPEAKER_01: and just the reach has had,
- 3:44SPEAKER_01: the success it's had,
- 3:46SPEAKER_01: it's very validating and it makes us feel very positive and it gives
- 3:49SPEAKER_01: a little spring in our step.
- 3:51SPEAKER_01: But it doesn't change the steps we're taking.
- 3:53SPEAKER_01: We just bounce a little bit more as we take them.
- 3:56SPEAKER_00: Certain games give publishers a,
- 3:59SPEAKER_00: unintentionally maybe like a brand or a vibe,
- 4:01SPEAKER_00: or this is the publisher,
- 4:02SPEAKER_00: you know,
- 4:03SPEAKER_00: Team17 because of worms for ages,
- 4:04SPEAKER_00: or this is the publisher that does sort of quirky multiplayer games.
- 4:08SPEAKER_00: Devolver because of maybe Hotline Miami is the one that does it.
- 4:12SPEAKER_00: It's not true because they do lots of different types of games.
- 4:15SPEAKER_00: But have you found that you're getting approached by certain developers
- 4:19SPEAKER_00: who make certain types of games?
- 4:21SPEAKER_01: Well, definitely.
- 4:23SPEAKER_01: So it's true to an extent.
- 4:24SPEAKER_01: I think on the inside of those companies,
- 4:26SPEAKER_01: I don't know that Team17 feel like the Worms company or Devolver feel like
- 4:30SPEAKER_01: the Hotline Miami company,
- 4:31SPEAKER_01: because they know all the other things they do,
- 4:33SPEAKER_01: but you can't necessarily help how people will perceive you.
- 4:36SPEAKER_01: And for a lot of people, the only thing they will know PlayStack for is Balatro.
- 4:41SPEAKER_01: Hopefully, the nurse for Abiotic Factor, the nurse for Recoin, the nurse for other titles.
- 4:44SPEAKER_01: And actually, to that point, Recoin's a really good example.
- 4:48SPEAKER_01: There's no way we would have been publishing Recoin if we hadn't published Balatro, because...
- 4:53SPEAKER_01: They saw us publish Balatro and, oh my goodness, they've got to publish this.
- 4:56SPEAKER_01: They probably were inspired by Balatro.
- 4:58SPEAKER_01: So Recoin probably only existed because Balatro existed.
- 5:01SPEAKER_01: And because Recoin existed and we'd published Balatro, they had to bring it to us.
- 5:05SPEAKER_01: So it created, I think, Recoin in that way.
- 5:10SPEAKER_01: And we've got a surprising number of those sort
- 5:13SPEAKER_01: of parlor roguelike games being pitched to us and approached,
- 5:16SPEAKER_01: and we've got a couple more coming out.
- 5:19SPEAKER_01: So yes, it's sort of created a sort of a theme within the games,
- 5:24SPEAKER_01: but there's still a very small proportion of what we do in that sort of category
- 5:28SPEAKER_01: of game.
- 5:29SPEAKER_01: And really, there only is one Balatro.
- 5:31SPEAKER_01: We have other games that sort of capture some of that sentiment, but not in the same way.
- 5:36SPEAKER_01: Yes, it changes what we've pitched.
- 5:38SPEAKER_01: Yes, it changes how some people might perceive us.
- 5:41SPEAKER_01: But inside, we don't feel like that's all we do.
- 5:44SPEAKER_00: So in 2016,
- 5:45SPEAKER_00: a story that I would have definitely have edited was when PlayStack was announced
- 5:50SPEAKER_00: and it was a Gamescom, I think.
- 5:51SPEAKER_00: It was a Gamescom edition of MCD anyway it was in.
- 5:54SPEAKER_00: And you said at the time you wanted to fix the word publisher.
- 5:58SPEAKER_00: Is that mission complete?
- 6:00SPEAKER_01: I don't think it's ever complete, but I think we made some really good steps to that, yes.
- 6:05SPEAKER_01: And I think
- 6:08SPEAKER_01: It can never be complete because there are so many publishers out there that mean,
- 6:11SPEAKER_01: that publishing means so many things to so many people.
- 6:14SPEAKER_01: But what we set out to do, I think we do deliver that and I really feel very proud of it.
- 6:19SPEAKER_01: What we try and do is we say every game is unique,
- 6:23SPEAKER_01: every development team is unique,
- 6:25SPEAKER_01: and they will have things that they all need, but in different proportions.
- 6:28SPEAKER_01: Some need funding, some need directions, some need guidance.
- 6:31SPEAKER_01: None of them need to be told how to make the game they know.
- 6:34SPEAKER_01: That's the one thing, you know, we're very aware of.
- 6:36SPEAKER_01: But they still need help and support and structure.
- 6:41SPEAKER_01: And champions,
- 6:41SPEAKER_01: and people who believe in them, and people who can find audiences for their games.
- 6:45SPEAKER_01: And I think those are missions that we do accomplish for our developers and our partners.
- 6:49SPEAKER_01: So I do think that's definitely working.
- 6:54SPEAKER_01: I think there's always more we can do, and there's always lessons we take from every game.
- 6:57SPEAKER_01: Even hits like Balatro, there are things we could do differently for the next time around.
- 7:01SPEAKER_01: So I think it's always going to be a
- 7:03SPEAKER_00: work in progress,
- 7:04SPEAKER_00: but I do feel like we made some really positive steps, yes.
- 7:08SPEAKER_00: You teased something there.
- 7:09SPEAKER_00: What did you learn from, what did you learn from Balatro?
- 7:13SPEAKER_01: Well, when you get a game that goes as wild as that went, I mean,
- 7:17SPEAKER_01: the success of Balatro happened Actually,
- 7:21SPEAKER_01: before Bellaccio launched, we knew we had something special.
- 7:24SPEAKER_01: Nobody knows how special that could have been,
- 7:26SPEAKER_01: but there was such a buzz about the game, such an excitement about it.
- 7:31SPEAKER_01: And we all had a little wildest dream forecast for how the game might do,
- 7:35SPEAKER_01: and we were all low on how it did.
- 7:37SPEAKER_01: But...
- 7:41SPEAKER_01: Every time you create an additional version of Electro...
- 7:45SPEAKER_01: It was developed for PC, and we managed to get it to console for launch, and that was fantastic.
- 7:51SPEAKER_01: So we launched on PC and console.
- 7:54SPEAKER_01: We didn't have a mobile version ready.
- 7:56SPEAKER_01: I really wish we'd had a mobile version ready.
- 7:58SPEAKER_01: When we knew we had something so special so quickly, the mobile version came in September.
- 8:03SPEAKER_01: So that did brilliantly well,
- 8:05SPEAKER_01: and we were very lucky to get Apple Arcade support and to be able to release as
- 8:09SPEAKER_01: a premium game on Google and Apple.
- 8:13SPEAKER_01: If those had all happened at the same time together,
- 8:15SPEAKER_01: perhaps that would have given, you know, different kind of moments.
- 8:18SPEAKER_01: So there's some lesson in there.
- 8:20SPEAKER_01: But...
- 8:21SPEAKER_01: Equally, we knew we'd built this sort of fervor for the game.
- 8:24SPEAKER_01: I mean, the game built the fervor for itself.
- 8:28SPEAKER_01: We just gave it a voice and we gave it some audience and gave it some reach.
- 8:31SPEAKER_01: But the game just really captivated an imagination
- 8:35SPEAKER_01: and it made people feel very smart because you have to be pretty smart
- 8:39SPEAKER_01: when you're getting really,
- 8:40SPEAKER_01: really good at the combos and trying to work out the right way to put your jokers
- 8:43SPEAKER_01: and how you prepare your deck.
- 8:47SPEAKER_01: I think it was those sorts of lessons,
- 8:49SPEAKER_01: the launch planning and timing the game releases and getting it out there,
- 8:52SPEAKER_01: and just little things about when you submit a game on multiple platforms all
- 8:55SPEAKER_01: at once.
- 8:57SPEAKER_01: We've done more complicated things since because of Balatro,
- 9:01SPEAKER_01: but we didn't necessarily do them all with Balatro first time.
- 9:05SPEAKER_01: You know,
- 9:06SPEAKER_01: a multi-skew release is complicated,
- 9:07SPEAKER_01: especially with a solo dev driving the creative and driving the game.
- 9:11SPEAKER_00: We can talk about Blatcher all day,
- 9:13SPEAKER_00: but another very smart publisher told me you shouldn't look at the breakout hits
- 9:17SPEAKER_00: in terms of judging whether a publisher is a good one to work with.
- 9:20SPEAKER_00: You should look at Where the games have been less successful.
- 9:24SPEAKER_00: How did they support those games?
- 9:26SPEAKER_00: After that, what did they do if a title didn't deliver a success or the breakout success?
- 9:31SPEAKER_00: Because I think there is an element of truth to the fact,
- 9:33SPEAKER_00: you know,
- 9:33SPEAKER_00: Balatro is an excellent game, but in this market, you do need a bit of luck.
- 9:37SPEAKER_00: I think he's absolutely right.
- 9:38SPEAKER_01: You can't just judge one game to judge a publisher or to judge a team.
- 9:42SPEAKER_01: Like you can't judge them by one thing.
- 9:45SPEAKER_01: And I think is how
- 9:48SPEAKER_01: Maybe a different way,
- 9:49SPEAKER_01: maybe the question actually is,
- 9:50SPEAKER_01: you know, how do you measure whether you're doing the right things?
- 9:53SPEAKER_01: How do you measure whether you're doing the things you set out to do?
- 9:57SPEAKER_01: Do you want to do this job?
- 9:58SPEAKER_01: No, no, because you're definitely better at this job.
- 10:04SPEAKER_01: But I think, so my answer is obviously sales is the easy answer.
- 10:08SPEAKER_01: How many copies did you sell?
- 10:10SPEAKER_01: What are the reviews like?
- 10:12SPEAKER_01: But for us,
- 10:13SPEAKER_01: it's more about,
- 10:14SPEAKER_01: you know, my favorite metrics, I've got two really favorite metrics.
- 10:17SPEAKER_01: One is, does that team want to work with us again?
- 10:19SPEAKER_01: You know,
- 10:20SPEAKER_01: if they come back to us with their next game,
- 10:22SPEAKER_01: or their next thing, or are they going to continue to work with us?
- 10:25SPEAKER_01: Because that's a real testament that,
- 10:26SPEAKER_01: you know,
- 10:27SPEAKER_01: being through,
- 10:28SPEAKER_01: games development is so hard,
- 10:29SPEAKER_01: and publishing a game And getting a game out there is such a difficult journey.
- 10:33SPEAKER_01: And it's a long journey.
- 10:35SPEAKER_01: So to get to the end of that and say, let's do it again, everyone.
- 10:38SPEAKER_01: Let's go again.
- 10:39SPEAKER_01: And for me, that's my favorite sort of metric, the repeat attempts we have with people.
- 10:45SPEAKER_01: And we're really lucky.
- 10:46SPEAKER_01: We've got multiple developers who are working with us on their second titles.
- 10:51SPEAKER_01: We've got one developer who's going into their third, the Color Grey team.
- 10:55SPEAKER_01: We've done Case of the Golden Idol and Rise of the Golden Idol.
- 10:58SPEAKER_01: Six different DLC packs within it.
- 11:00SPEAKER_01: So there's already eight SKUs in the old SKU matrix on multiple platforms.
- 11:05SPEAKER_01: And we've signed up for their next game.
- 11:07SPEAKER_01: So we've got another game coming from them in the future.
- 11:11SPEAKER_01: And so to go around Three times as someone I think is really encouraging.
- 11:15SPEAKER_01: But lots of developers we've worked with a second time.
- 11:17SPEAKER_01: We have Mortal Shell developers.
- 11:19SPEAKER_01: We're making Mortal Shell 2 for later this year.
- 11:22SPEAKER_01: We made the Entropy Center back in 23.
- 11:26SPEAKER_01: We launched Voidbreaker into Early Access last year.
- 11:29SPEAKER_01: It's coming out.
- 11:30SPEAKER_01: Hopefully it's 1.0 release this year.
- 11:33SPEAKER_01: That's with the same developer, Solodev, down in Brighton.
- 11:37SPEAKER_01: And those are very positive and affirming moments for me, that sort of repeat visit.
- 11:44SPEAKER_01: The other success that I really like is when we write the first royalty check to a developer.
- 11:49SPEAKER_01: It basically means, okay, it's making money now.
- 11:52SPEAKER_01: Here's a life, here's a living that you can make from what you've put so much effort into.
- 11:58SPEAKER_01: Commitment into.
- 12:00SPEAKER_01: And so I like those metrics a lot.
- 12:02SPEAKER_01: And then we say to developers when we're talking to new developers who want to sign
- 12:05SPEAKER_01: with a publisher or not sure if they want to sign with a publisher,
- 12:08SPEAKER_01: but talk to someone we've worked with and find out what they say.
- 12:10SPEAKER_01: And, you know,
- 12:11SPEAKER_01: if you need contact details,
- 12:12SPEAKER_01: let us know, but normally you can find somebody and message them.
- 12:15SPEAKER_01: And when developers come and join us and they say, well,
- 12:19SPEAKER_01: you know,
- 12:19SPEAKER_01: I asked a few people you'd work with and they were really positive
- 12:23SPEAKER_01: because someone's always going to say nice things or most
- 12:25SPEAKER_01: the time they'll say nice things to your face.
- 12:27SPEAKER_01: But if they're talking to somebody,
- 12:29SPEAKER_01: you know,
- 12:30SPEAKER_01: over a pint or just at a coffee or away from things,
- 12:33SPEAKER_01: what would they say out of school?
- 12:35SPEAKER_01: And if they're consistent with what we believe in and they say what we've done
- 12:39SPEAKER_01: for them and people like that,
- 12:40SPEAKER_01: then that's a reason that developers will come and work with us.
- 12:44SPEAKER_01: So those are my metrics.
- 12:46SPEAKER_00: Obviously,
- 12:46SPEAKER_00: I know that you were at EA back in the day,
- 12:48SPEAKER_00: but it must be quite terrifying for those decisions to be out of your hands,
- 12:53SPEAKER_00: effectively.
- 12:53SPEAKER_00: You could have launched a big hit,
- 12:55SPEAKER_00: a successful game,
- 12:56SPEAKER_00: whether it's any of the titles that you just mentioned,
- 12:58SPEAKER_00: and then you don't know if you're going to get the next one.
- 13:00SPEAKER_00: It's a real role reversal, really, isn't it?
- 13:03SPEAKER_00: From where the industry was 25 years ago.
- 13:05SPEAKER_01: It is a bit, yes.
- 13:07SPEAKER_01: Yes.
- 13:08SPEAKER_00: Although I've always known that, I never phrased it like that in my head.
- 13:13SPEAKER_00: Don't you have a hit rate of like 85%, isn't that what I read?
- 13:17SPEAKER_00: Yes.
- 13:18SPEAKER_00: That's quite impressive.
- 13:19SPEAKER_00: At the hit rate,
- 13:20SPEAKER_00: what we try
- 13:21SPEAKER_01: and do with every developer is make sure they can afford
- 13:23SPEAKER_01: to make their game.
- 13:24SPEAKER_01: They can afford to get it out.
- 13:25SPEAKER_01: And if they need extra time,
- 13:26SPEAKER_01: we're there to help make sure it's got the money and the support to get it done.
- 13:30SPEAKER_01: But when the game is paying a royalty to the developer,
- 13:33SPEAKER_01: that means the costs have come back, it's recouped, it's now profitable.
- 13:37SPEAKER_01: And the hit rate for us is when we're paying positive royalties out,
- 13:40SPEAKER_01: the games are profitable,
- 13:42SPEAKER_01: you can afford to reinvest in them or you can afford to invest in the next title.
- 13:45SPEAKER_01: And yes, it's 85%.
- 13:47SPEAKER_01: I think it's probably a little bit higher
- 13:49SPEAKER_01: because it just depends how many games we've just released
- 13:52SPEAKER_01: because they may not quite have fully recouped yet.
- 13:54SPEAKER_01: So we are really proud of that.
- 13:57SPEAKER_01: But the 15% is really important too because if you only did things that were safe
- 14:03SPEAKER_01: and only did things that were going to be profitable or any things that are going
- 14:06SPEAKER_01: to Could work, you don't take as many risks.
- 14:08SPEAKER_01: And I don't think indie publishing is about that.
- 14:11SPEAKER_01: I think indie publishing and indie development is about taking risks.
- 14:14SPEAKER_01: It's about having an idea that people just generally don't quite see how,
- 14:18SPEAKER_01: but it's become phenomenal and captured people.
- 14:21SPEAKER_01: So maybe 85% is a really nice number.
- 14:24SPEAKER_01: Maybe 70% would be brilliant too.
- 14:28SPEAKER_01: But 100%, we're probably making some mistakes there in what we're filtering out.
- 14:32SPEAKER_00: Yeah, because I think it is this space,
- 14:34SPEAKER_00: I talk about this a lot on the show,
- 14:37SPEAKER_00: it is this space where the innovation's coming from,
- 14:39SPEAKER_00: the new IP creation's coming from.
- 14:41SPEAKER_00: And I know a lot of it stays in the indie space or the AA space.
- 14:45SPEAKER_00: Then some of it, you know, potentially, I think that's fair.
- 14:47SPEAKER_00: I think big budgets,
- 15:08SPEAKER_01: Which we have some bigger budget games,
- 15:10SPEAKER_01: but with really big budgets, you can't afford to take chances.
- 15:15SPEAKER_01: You know,
- 15:16SPEAKER_01: you need that to work in order to get your money back,
- 15:19SPEAKER_01: but it also forces you to make choices that are perhaps a little bit compromised.
- 15:24SPEAKER_01: Indie can be quite fearless.
- 15:26SPEAKER_01: You know,
- 15:27SPEAKER_01: I'm thinking of color gray games in case of Golden Idol,
- 15:30SPEAKER_01: which has a very distinctive 2D art aesthetic and a quite traditional sort
- 15:36SPEAKER_01: of old school point and click style gameplay that Could never be a AAA experience
- 15:42SPEAKER_01: because that's a risk and a challenge that people have never taken.
- 15:45SPEAKER_01: It's been really successful and it's led to a franchise.
- 15:48SPEAKER_01: And I was just going to pick out on IP and say,
- 15:50SPEAKER_01: oh, no, no, it's not about IP or about individual games.
- 15:52SPEAKER_01: So then I talked about Case of the Golden Island,
- 15:55SPEAKER_01: Rise of the Golden Island, 60LC, so it's actually become an IP.
- 16:00SPEAKER_01: It was fearless and I like the fact it was fearless and it could afford
- 16:03SPEAKER_01: to be fearless because it didn't have the world's greatest expectation on it.
- 16:07SPEAKER_01: It's turned out to be brilliant and it's created a studio and created a team,
- 16:13SPEAKER_01: but it could afford to take those risks.
- 16:15SPEAKER_01: And I think you're right, with the bigger budgeted games, those risks are harder to take.
- 16:20SPEAKER_01: You can still have exceptional games and exceptional content.
- 16:26SPEAKER_01: But there is something quite refreshing about where indie games can go
- 16:29SPEAKER_01: and what you can see with indie developers.
- 16:31SPEAKER_00: Yeah.
- 16:31SPEAKER_00: Can you talk to me a little bit about how you think about hit rate and risk,
- 16:35SPEAKER_00: I guess, but what about portfolio makeup?
- 16:37SPEAKER_00: Obviously,
- 16:37SPEAKER_00: I talked earlier about how Balatro,
- 16:39SPEAKER_00: so you might be getting pitched certain types of games
- 16:41SPEAKER_00: and therefore you've got certain games that have a certain vibe to them.
- 16:44SPEAKER_00: But how do you think about sort of your portfolio?
- 16:48SPEAKER_01: It's funny because similarly to the way I think about profit and revenue,
- 16:52SPEAKER_01: so they are lovely things to have.
- 16:53SPEAKER_01: A portfolio is lovely to have,
- 16:56SPEAKER_01: but a portfolio will only build from success and revenue and profits will only build
- 17:00SPEAKER_01: from success.
- 17:01SPEAKER_01: So the portfolio is sort of the byproduct of doing a really good job
- 17:04SPEAKER_01: of finding great games and building great relationships with developers.
- 17:08SPEAKER_01: So you can look at your portfolio and go,
- 17:11SPEAKER_01: we feel really good about the games we've got in the lineup and the titles
- 17:14SPEAKER_01: that we've got.
- 17:16SPEAKER_01: In terms of category or genre,
- 17:19SPEAKER_01: when I started PlayStack, so 10 years ago, my kids were quite young.
- 17:22SPEAKER_01: They were 12 and 10 and 5.
- 17:27SPEAKER_01: And there was no way I could have a risk of them coming into the room
- 17:30SPEAKER_01: while I'm playing a game and there'd be something really gruesome or horror based on
- 17:33SPEAKER_01: the screen.
- 17:34SPEAKER_01: So I said, we can't do horror in case the kids come in while I'm playing that.
- 17:38SPEAKER_01: And I really don't understand American football.
- 17:41SPEAKER_01: So there's no horror and there's no American football at PlayStack.
- 17:44SPEAKER_01: The kids are older now.
- 17:45SPEAKER_01: They play games that are definitely on the other edge of things.
- 17:48SPEAKER_01: And so horror is fine.
- 17:50SPEAKER_01: Gruesome is fine.
- 17:51SPEAKER_01: I still don't get American football.
- 17:53SPEAKER_01: But that really was the restriction on PlayStack.
- 17:58SPEAKER_01: What we all have learned is we aren't a genre team.
- 18:03SPEAKER_01: We do have some games which happen to resonate around certain genres.
- 18:06SPEAKER_01: And that just happens.
- 18:07SPEAKER_01: We had...
- 18:09SPEAKER_01: Case of Golden, Rise of Golden.
- 18:11SPEAKER_01: And we now have another detective-esque game that we're going to announce later this year.
- 18:16SPEAKER_01: We've had Balatro,
- 18:17SPEAKER_01: which has led to Recoin, and two more that we'll be announcing later this year.
- 18:21SPEAKER_01: And so there are categories,
- 18:23SPEAKER_01: but we're really a variety publisher in that our taste as players is all sorts
- 18:28SPEAKER_01: of games.
- 18:29SPEAKER_01: And we want to be able to publish all sorts of games.
- 18:31SPEAKER_01: And the diversity is also what makes us work so well.
- 18:36SPEAKER_01: For me, the portfolio will look its best when it's varied and interesting with
- 18:41SPEAKER_01: a diversified mixture of games inside it.
- 18:43SPEAKER_01: And that portfolio will only build if we're successful in publishing great games
- 18:47SPEAKER_01: from creative developers.
- 18:49SPEAKER_01: And so it becomes a bit of a byproduct.
- 18:52SPEAKER_01: But of course we would like to have a strong catalog of games because if we have
- 18:56SPEAKER_01: a strong catalog of games then we've got a lot of developers
- 18:59SPEAKER_01: who are getting good healthy incomes from the projects they've made with us
- 19:02SPEAKER_01: which can then enable them to do more innovative and more creative titles on
- 19:07SPEAKER_00: the other side.
- 19:08SPEAKER_00: I guess they're an advantage of being good at certain things.
- 19:10SPEAKER_00: If you're launching a game like Recoin, right,
- 19:13SPEAKER_00: and you've got an idea now who that audience is,
- 19:16SPEAKER_00: where you can reach that audience,
- 19:18SPEAKER_00: you know,
- 19:18SPEAKER_00: or detective genre,
- 19:20SPEAKER_00: you know where those people are hiding,
- 19:22SPEAKER_00: which Discord channels,
- 19:23SPEAKER_00: which Reddit, you know, there must be some advantages to that kind of thing.
- 19:26SPEAKER_00: You must be,
- 19:27SPEAKER_00: every time you go into a new genre,
- 19:28SPEAKER_00: you're kind of going at your comfort zone, right?
- 19:31SPEAKER_01: Yes, you're absolutely right.
- 19:33SPEAKER_01: It is really true.
- 19:35SPEAKER_01: But let's say you've got this group,
- 19:38SPEAKER_01: this huge audience love Balatro, and we say, hey, would you like Recoin?
- 19:43SPEAKER_01: And then, oh, I quite like Recoin.
- 19:46SPEAKER_01: It's a smaller group within that Balatro audience.
- 19:48SPEAKER_01: I like Recoin.
- 19:48SPEAKER_01: And we go, here's another one.
- 19:49SPEAKER_01: Oh, and it could be a smaller group.
- 19:52SPEAKER_01: Will the next game grow the group that Balatro was in?
- 19:56SPEAKER_01: Could it be a bigger game than Balatro?
- 19:58SPEAKER_01: And I would argue, Bellatio is a defining game in its category.
- 20:02SPEAKER_01: And it was very unlikely that we would have another game that would reach more people than that.
- 20:07SPEAKER_01: So it's great to be able to go back to those audiences and say,
- 20:10SPEAKER_01: we've got more for you that you might really like.
- 20:13SPEAKER_01: But the new successes will be something different.
- 20:17SPEAKER_01: And I think that's sort of back to indie.
- 20:20SPEAKER_01: I remember my time at EA, which I genuinely loved and is there for almost 10 years.
- 20:25SPEAKER_01: But I have...
- 20:26SPEAKER_01: Investments were so high,
- 20:28SPEAKER_01: your games kind of had to have,
- 20:29SPEAKER_01: here's our game,
- 20:30SPEAKER_01: it's a new game,
- 20:31SPEAKER_01: and then we'll do number two,
- 20:32SPEAKER_01: then we'll do number three,
- 20:33SPEAKER_01: number four,
- 20:34SPEAKER_01: and then you'd have a franchise,
- 20:35SPEAKER_01: because that helps justify all the investment you put into building it.
- 20:39SPEAKER_01: And the brilliant thing about indie is you don't need that.
- 20:41SPEAKER_01: You don't have to put sequels into your plan.
- 20:44SPEAKER_01: And so you can afford to take chances and build new audiences and take that sort
- 20:51SPEAKER_01: of bold leap With every game that you make,
- 20:54SPEAKER_01: and you find a new audience,
- 20:55SPEAKER_01: and there are lots of things that we can talk to the same players and say, look,
- 20:59SPEAKER_01: we know you love this game,
- 21:00SPEAKER_01: here's something completely different with publishing you may be interested in, but,
- 21:04SPEAKER_01: and probably there's not that huge crossover either,
- 21:06SPEAKER_01: so maybe I'm under,
- 21:07SPEAKER_01: you know,
- 21:07SPEAKER_01: but the ability to find an audience and build an audience for any game is something
- 21:11SPEAKER_01: that we should get good at,
- 21:13SPEAKER_01: not good at just talking to the same audience over and over again,
- 21:15SPEAKER_01: because it, by definition, it would automatically shrink each time we talk to them.
- 21:20SPEAKER_01: Hey, you've got another one.
- 21:20SPEAKER_01: Oh, right, you again.
- 21:21SPEAKER_01: Great.
- 21:22SPEAKER_01: Or they get old,
- 21:23SPEAKER_01: or they get married,
- 21:24SPEAKER_01: or they have kids, or they don't have time to play, and then, okay,
- 21:27SPEAKER_00: now what?
- 21:28SPEAKER_00: Well, yeah, well, we're still waiting for them to get, to retire and then come back.
- 21:31SPEAKER_00: That's what we're doing at the moment in this industry.
- 21:35SPEAKER_00: So let's talk about this 10 years, because 10 years have placed there.
- 21:38SPEAKER_00: How do you feel indie publishing has changed compared with when you started?
- 21:42SPEAKER_01: I think the indie market has thrived in that time,
- 21:45SPEAKER_01: especially where You know,
- 21:47SPEAKER_01: Steam's been a brilliant platform and a brilliant champion for indie games.
- 21:52SPEAKER_01: It has been for a long time.
- 21:54SPEAKER_01: I really feel like we kind of talk about AAA, and like you're saying, AAA, I think you're right.
- 21:59SPEAKER_01: AAA's definition in 10 years' time will be different to the definition today.
- 22:03SPEAKER_01: They've sort of grown to a size where they're such behemoths almost.
- 22:07SPEAKER_01: They have to be successful in order to work, and the investments are eye-watering.
- 22:11SPEAKER_01: And it's leaving this gap behind, which has given space for indie games to thrive.
- 22:17SPEAKER_01: Cut through is always the challenge for every game.
- 22:20SPEAKER_01: How does your game get to be the one that reaches audience?
- 22:24SPEAKER_01: How does your game become the one that people have a shot at playing and understanding?
- 22:28SPEAKER_01: And you can never engineer a complete success,
- 22:31SPEAKER_01: but you can give it the very best possible start in life.
- 22:34SPEAKER_01: And I think when we started,
- 22:36SPEAKER_01: when I started PlayStack 10 years ago,
- 22:39SPEAKER_01: I think a lot of people would say, I'll just do it myself.
- 22:41SPEAKER_01: I'll self-publish.
- 22:42SPEAKER_01: I'll put my own game out there.
- 22:44SPEAKER_01: And I think self-publishing is still our biggest competitor in terms
- 22:47SPEAKER_01: of what are developers choosing to do,
- 22:49SPEAKER_01: whether to go with PlaySack or to publish themselves.
- 22:53SPEAKER_01: But I think we've also proven The value of having a strong publishing partner
- 22:58SPEAKER_01: and allowing a developer to really focus on making the game exceptional,
- 23:01SPEAKER_01: to allow a publisher to fill the gaps and do the bit that makes the marketing and
- 23:05SPEAKER_01: the reach successful.
- 23:07SPEAKER_01: And I think we've proven that there's a definite role for a publisher,
- 23:11SPEAKER_01: whereas I think 10 years ago, it was sort of a question.
- 23:14SPEAKER_01: I need a publisher because I need some funding,
- 23:16SPEAKER_01: not I need a publisher because I want to reach a bigger audience or want
- 23:19SPEAKER_01: to reach more people.
- 23:20SPEAKER_00: It's interesting you mentioned self-publishing as being your biggest competitor.
- 23:23SPEAKER_00: I really like a bipolar sort of reaction to self-publishing because on the one hand,
- 23:27SPEAKER_00: I spoke to the Mugenics folks earlier in the year.
- 23:29SPEAKER_00: I love the fact that they have full control.
- 23:32SPEAKER_00: They know their audience.
- 23:33SPEAKER_00: They see every penny from the success of that.
- 23:36SPEAKER_00: They don't feel trapped in the loop of having to go back to a publisher and ask
- 23:39SPEAKER_00: for money every time.
- 23:39SPEAKER_00: That freedom, it's so attractive.
- 23:41SPEAKER_00: I can see it.
- 23:42SPEAKER_00: But obviously from an industry publication,
- 23:45SPEAKER_00: I want to see Money,
- 23:47SPEAKER_00: the industry, because at the moment we're not getting a lot of outside investment.
- 23:50SPEAKER_00: So seeing the industry generate its own revenue and then that revenue being used
- 23:55SPEAKER_00: to fund more games and more projects is, is I think really, really important.
- 23:58SPEAKER_00: So when I see a really smash hit breakout success in the In the indie space,
- 24:02SPEAKER_00: from a self-published game,
- 24:03SPEAKER_00: where I'm like, oh,
- 24:05SPEAKER_00: that's a lot of nice yachts that that team might now have,
- 24:07SPEAKER_00: or fast cars, or something like that.
- 24:10SPEAKER_00: Which is why I love it when you get, like,
- 24:11SPEAKER_00: the Phasmophobia folks launched their own publishing label,
- 24:14SPEAKER_00: and then they'd put that money back into the thing.
- 24:15SPEAKER_00: I do love those stories.
- 24:17SPEAKER_00: It's something that just sort of appeals to me.
- 24:19SPEAKER_00: I didn't have a question there, but you talked about self-publishing.
- 24:22SPEAKER_01: But I think that's a really good observation, and I agree with you, actually.
- 24:26SPEAKER_01: I think what you sort of asked, you know, what's Bellatro changed about PlayStack?
- 24:32SPEAKER_01: It told us we're doing the right things.
- 24:34SPEAKER_01: It gave us that spring in our step.
- 24:35SPEAKER_01: It has given us the ability to fund more projects and back more games and invest in more titles.
- 24:40SPEAKER_01: So we never want to be gigantic.
- 24:42SPEAKER_01: We never want to be publishing another place at that game.
- 24:45SPEAKER_01: That's not who we are.
- 24:47SPEAKER_01: We probably have eight releases this year, which is quite a lot.
- 24:52SPEAKER_01: It's busy, it's healthy.
- 24:54SPEAKER_01: It's a competitive year as well.
- 24:56SPEAKER_01: Yeah, it's a very competitive year, for sure.
- 24:59SPEAKER_01: So I think, but it enables us to do more.
- 25:01SPEAKER_01: And I like the fact we can help, you know, just play a small
- 25:05SPEAKER_00: part in helping the industry grow.
- 25:07SPEAKER_00: Where do you think indie publishing goes in 10 years, Ty?
- 25:09SPEAKER_00: The reverse of the question.
- 25:12SPEAKER_00: Ten years is a long time.
- 25:13SPEAKER_00: I'm always wary of saying ten years.
- 25:15SPEAKER_00: Do you know what?
- 25:16SPEAKER_00: It is and isn't.
- 25:18SPEAKER_01: A lot of games, a lot of game teams take two years to make a game.
- 25:22SPEAKER_01: They can take 18 months to make a game.
- 25:24SPEAKER_01: So if you're a studio, you might make five games in ten years.
- 25:30SPEAKER_01: You might.
- 25:30SPEAKER_01: You might make four.
- 25:31SPEAKER_01: You might make three.
- 25:31SPEAKER_01: You may not all be successful.
- 25:34SPEAKER_01: As a publisher, we can work quite fast.
- 25:36SPEAKER_01: You know, we can work on six to eight games in a year.
- 25:39SPEAKER_01: So in ten years, we could publish another 60, 80 games.
- 25:43SPEAKER_01: So there's a huge journey that's going to happen.
- 25:46SPEAKER_01: Yes, it's a very small number proportionate to the number of games made.
- 25:51SPEAKER_01: I think it can be quite an impactful number.
- 25:52SPEAKER_01: We can learn a lot, and we do learn a lot.
- 25:55SPEAKER_01: And, you know,
- 25:56SPEAKER_01: I'm really pleased that in all the time we've just been speaking just now,
- 25:59SPEAKER_01: we haven't talked about AI.
- 26:00SPEAKER_01: We haven't talked about,
- 26:01SPEAKER_01: you know, those sort of disruptors in the market and what they're going to do.
- 26:05SPEAKER_01: They will be disruptors.
- 26:06SPEAKER_01: They will change the nature of some game development.
- 26:10SPEAKER_01: I really hope They only become enablers to help us make more of our games,
- 26:16SPEAKER_01: and not the games themselves.
- 26:18SPEAKER_01: And I really hope that we can continue to champion even more variety
- 26:23SPEAKER_01: of indie development and indie games.
- 26:26SPEAKER_01: And I hope there are genres and categories that we never knew would exist that exist
- 26:30SPEAKER_01: in ten years' time.
- 26:32SPEAKER_01: And I'm not sure how much technology is genuinely going to change You know,
- 26:37SPEAKER_01: revolutionize the way in which we interact with or play with games.
- 26:41SPEAKER_01: There'll be a control interface and there'll be a screen of some sort.
- 26:43SPEAKER_01: And that's, you know, that's going to be a large part of it.
- 26:46SPEAKER_01: So the innovation,
- 26:47SPEAKER_01: whereas,
- 26:48SPEAKER_01: you know,
- 26:48SPEAKER_01: if we go back 20 years,
- 26:49SPEAKER_01: the innovation is in tech, the tech getting faster, the tech getting better.
- 26:52SPEAKER_01: And I don't know that that makes as much a difference in indie game development
- 26:56SPEAKER_01: as it might have done before.
- 26:58SPEAKER_01: So I think what we're going to see is more innovation,
- 27:01SPEAKER_01: more creativity, perhaps more audience diversification.
- 27:04SPEAKER_01: And so for publishers like ours, I think the work will increase.
- 27:08SPEAKER_01: I think the responsibility of helping games find increasingly diverse
- 27:12SPEAKER_01: and increasingly interesting audiences and be able to cut through to them
- 27:17SPEAKER_01: an incredibly competitive landscape just for noise of things that people have to see
- 27:20SPEAKER_01: or hear.
- 27:21SPEAKER_01: So I think the landscape is going to intensify.
- 27:25SPEAKER_01: But I think you will,
- 27:26SPEAKER_01: you know,
- 27:26SPEAKER_01: we'll look back and I hope feel very proud of what the foundations we've built
- 27:30SPEAKER_01: in these first 10 years of PlayStack.
- 27:33SPEAKER_01: We'll see that coming in the next 10 years,
- 27:35SPEAKER_01: and not just for us,
- 27:35SPEAKER_01: but across the industry where there's just some genuinely innovative,
- 27:40SPEAKER_01: creative, imaginative games that everyone gets to experience.
- 27:45SPEAKER_00: During COVID, I worked at Gamecinder Shop.
- 27:48SPEAKER_00: At the time, it was owned by ReadPop.
- 27:50SPEAKER_00: And ReadPop or ReadExhibitions were showing them were big, massive events companies.
- 27:54SPEAKER_00: It's the worst time.
- 27:55SPEAKER_00: Every other games company were having an amazing time,
- 27:59SPEAKER_00: except for this,
- 28:00SPEAKER_00: this one, because the world events company makes most of its money from events.
- 28:04SPEAKER_00: And they pivoted drastically during that period.
- 28:06SPEAKER_00: They decided that digital was the future and they pivoted everything towards digital
- 28:10SPEAKER_00: because they had,
- 28:11SPEAKER_00: they got in their heads that when the pandemic ended,
- 28:15SPEAKER_00: everyone would want digital and they wouldn't want the events anymore.
- 28:19SPEAKER_00: And games events did struggle to come back.
- 28:21SPEAKER_00: But the Comic Cons and all this sort of stuff they ran came back and they came up
- 28:24SPEAKER_00: with a vengeance.
- 28:25SPEAKER_00: They came back bigger than they've ever been.
- 28:27SPEAKER_00: Turned out we quite liked being with people.
- 28:30SPEAKER_00: But we could have told you that beforehand,
- 28:32SPEAKER_00: but there was this weird assumption that actually it's so much more convenient
- 28:36SPEAKER_00: to work from home.
- 28:37SPEAKER_00: And it is.
- 28:38SPEAKER_00: But also you are losing something.
- 28:40SPEAKER_00: We do like being around each other.
- 28:41SPEAKER_00: Gigs are bigger than they've ever been.
- 28:43SPEAKER_00: Music concerts, you know, it's like I know the smaller ones have struggled.
- 28:45SPEAKER_00: So when people talk about AI and they say,
- 28:47SPEAKER_00: oh, everyone's just going to play These sort of AI experiences.
- 28:50SPEAKER_00: I'm like, do they want to, though?
- 28:51SPEAKER_01: Yeah.
- 28:52SPEAKER_01: Well, so I support you.
- 28:53SPEAKER_01: I went to Comic-Con.
- 28:54SPEAKER_01: I was wearing similar clothes to now.
- 28:55SPEAKER_01: I was wearing a polo T-shirt and some trousers.
- 28:59SPEAKER_01: And I felt really out of place because everyone was in these amazing costumes based
- 29:04SPEAKER_01: on things that I thought I could recognize but didn't want to risk.
- 29:07SPEAKER_01: Is that from this, in case I was wrong?
- 29:09SPEAKER_01: And you're exactly right.
- 29:10SPEAKER_01: The fandom and the community and the engagement.
- 29:13SPEAKER_01: And you're exactly right.
- 29:14SPEAKER_01: People love being around people.
- 29:16SPEAKER_01: And I think AI as a...
- 29:18SPEAKER_01: Communication device is fun.
- 29:21SPEAKER_01: It's fascinating.
- 29:22SPEAKER_01: Some of it's really, I'm really glad you've asked that.
- 29:25SPEAKER_01: I'm really proud of you for asking me, kind of, to kind of build.
- 29:29SPEAKER_01: And it's really interesting.
- 29:31SPEAKER_01: But it's a little bit light.
- 29:32SPEAKER_01: It's a little bit vacuous.
- 29:34SPEAKER_01: And it's sort of a nice thing to try.
- 29:37SPEAKER_01: But it isn't our interaction.
- 29:38SPEAKER_01: It's not what we should be doing.
- 29:39SPEAKER_01: So I think AI is a tool.
- 29:41SPEAKER_01: It's an enabler.
- 29:41SPEAKER_01: It enables us to do more of what we're good at.
- 29:43SPEAKER_01: But I don't think we will be playing those sorts of games.
- 29:47SPEAKER_01: Not from what I've seen so far.
- 29:48SPEAKER_00: Again, it's just me,
- 29:49SPEAKER_00: but I kind of want,
- 29:50SPEAKER_00: we had Troy Baker on the show earlier in the year,
- 29:52SPEAKER_00: and he talked about how he thinks people will pivot toward,
- 29:54SPEAKER_00: people want authenticity, they want, that's what they want.
- 29:57SPEAKER_00: To quote a Goldfinger song,
- 29:59SPEAKER_00: the singer wrote the song, you know, I want it to, I want it to feel relevant.
- 30:03SPEAKER_00: Anyway, going off topic,
- 30:04SPEAKER_00: I'm conscious of the time,
- 30:05SPEAKER_00: I was going to ask,
- 30:06SPEAKER_00: because we mentioned,
- 30:07SPEAKER_00: I keep using the word indie publisher a lot,
- 30:09SPEAKER_00: and I actually feel like this revolution in terms of publishing is sort of,
- 30:13SPEAKER_00: it seems to be happening, and I,
- 30:14SPEAKER_00: you know,
- 30:14SPEAKER_00: we talk about Exhibition 33,
- 30:16SPEAKER_00: which admittedly wasn't a huge budget game,
- 30:17SPEAKER_00: but it looked amazing and it's from Kepler.
- 30:19SPEAKER_00: And then you've got someone like Secret Mode picking up a Star Wars game, right?
- 30:22SPEAKER_00: And then look at some of those games that you've been publishing, right?
- 30:24SPEAKER_00: Do you feel the indie publisher tag has become a little bit redundant?
- 30:28SPEAKER_00: Aren't we just talking, aren't you the publishers of today?
- 30:29SPEAKER_00: The AAA publishers aren't signing games like this, are they?
- 30:32SPEAKER_00: They're working on their big brands.
- 30:34SPEAKER_00: So isn't this just what publishing is?
- 30:36SPEAKER_01: I think you're right.
- 30:37SPEAKER_01: And I think when I say we're an indie publisher is that we publish games by indie developers.
- 30:44SPEAKER_01: But we don't necessarily mean we are indie publishers.
- 30:47SPEAKER_01: We are exactly that.
- 30:48SPEAKER_01: We're a publisher.
- 30:49SPEAKER_01: And the first thing We ever wrote for Playstack was to reinvent publishing.
- 30:55SPEAKER_01: Publishing reinvented, that was the...
- 30:57SPEAKER_01: It felt so clever at the time.
- 30:59SPEAKER_01: And it was trying to find another way of being a publisher and bringing games to market.
- 31:04SPEAKER_01: And you're right, the definition isn't indie.
- 31:07SPEAKER_01: I think the growing market,
- 31:08SPEAKER_01: the growing opportunity is from Indie to me is small creative teams
- 31:14SPEAKER_01: that are unencumbered by sort of complicated infrastructures and complicated things
- 31:19SPEAKER_01: where you kind of have to make compromised choices to ensure you get
- 31:23SPEAKER_01: a commercial return for your project.
- 31:25SPEAKER_01: Whereas indie games are more of a work of passion that have,
- 31:30SPEAKER_01: you know,
- 31:30SPEAKER_01: somebody is creating passionately and they've created something that's unique and
- 31:35SPEAKER_01: that stands out and they want others just to love what they love.
- 31:40SPEAKER_01: They don't necessarily think about it in financial terms.
- 31:43SPEAKER_01: They think about it in terms of, will people see it?
- 31:46SPEAKER_01: Will people enjoy it?
- 31:47SPEAKER_01: Will people play it?
- 31:48SPEAKER_01: And so, you're right.
- 31:49SPEAKER_01: Maybe the word indie will sort of drift away.
- 31:52SPEAKER_01: We just want to see great games come together that people are playing and enjoying.
- 31:56SPEAKER_01: And...
- 31:57SPEAKER_01: I think that journey has already started.
- 31:59SPEAKER_01: And Expedition 33 is a fantastic game.
- 32:01SPEAKER_01: Blueprints was a great game.
- 32:03SPEAKER_01: Balatro is a great game.
- 32:04SPEAKER_01: There are so many of these great games.
- 32:07SPEAKER_01: And then they compete at the Game Awards.
- 32:08SPEAKER_01: They compete at the BAFTAs.
- 32:10SPEAKER_01: And people aren't thinking, oh, that's an indie.
- 32:13SPEAKER_01: Oh, that's AAA.
- 32:14SPEAKER_01: It's a game.
- 32:15SPEAKER_01: They're games that people see and play.
- 32:18SPEAKER_01: And for us, we were nominated at the Game Awards for best game with Balatro.
- 32:25SPEAKER_01: I'm really proud of that.
- 32:26SPEAKER_01: It's an indie game nominated alongside AAA blockbuster titles.
- 32:31SPEAKER_00: And AAA,
- 32:32SPEAKER_00: by what,
- 32:32SPEAKER_00: you know,
- 32:32SPEAKER_00: this is the,
- 32:33SPEAKER_00: this is why I always,
- 32:34SPEAKER_00: I don't like using these terms outside of budgetary discussions because,
- 32:38SPEAKER_00: you know, what would a AAA Bellatro look like?
- 32:42SPEAKER_00: Radically different to what it is now, you know?
- 32:44SPEAKER_00: I really hope not.
- 32:45SPEAKER_00: You know, it's,
- 32:46SPEAKER_00: I'm not saying that,
- 32:47SPEAKER_00: I'm not saying that more money couldn't have been spent on it in terms of,
- 32:50SPEAKER_00: but I think it,
- 32:53SPEAKER_00: It's a game that does its thing as well as it possibly can.
- 32:57SPEAKER_00: And you give that,
- 32:58SPEAKER_00: give the same concept to,
- 32:59SPEAKER_00: I don't know, you know, the battlefield team and it won't be much different, right?
- 33:05SPEAKER_00: It's just, I don't, I think they're just perhaps more focused.
- 33:09SPEAKER_00: They're not quite, they're not fulfilled of as many things, but anyway.
- 33:13SPEAKER_01: And I think maybe you're right.
- 33:14SPEAKER_01: Maybe AAA is just about investment levels or numbers of people working on it.
- 33:20SPEAKER_01: We always struggle,
- 33:21SPEAKER_01: well how do you call the really successful indie games, what do you call them?
- 33:25SPEAKER_01: You can't call them double A because it's not as good as triple,
- 33:27SPEAKER_01: it's triple I, but actually in most fonts the triple I just looks like LLL.
- 33:32SPEAKER_01: Yeah, yeah, yeah.
- 33:34SPEAKER_00: Just great.
- 33:35SPEAKER_00: You know, games from smaller, they're just great.
- 33:38SPEAKER_00: Yeah.
- 33:38SPEAKER_00: I'm pleased things are going well after 10 years at PlayStack.
- 33:41SPEAKER_00: I just find it really interesting how the industry has changed when you go to
- 33:44SPEAKER_00: an event like Summer Game Fest or the Game Awards and you see
- 33:47SPEAKER_00: the games being announced and the logos at the end of it.
- 33:49SPEAKER_00: It's not just EA and Ubisoft and Konami and whatever.
- 33:52SPEAKER_00: They're in there too,
- 33:53SPEAKER_00: but it's these companies that
- 33:55SPEAKER_00: You know, didn't exist ten years ago and they're the ones that are bringing these games
- 33:59SPEAKER_00: to market and I find that,
- 34:00SPEAKER_00: I feel like it's happened gradually but now it's just the norm.
- 34:02SPEAKER_00: And I think that's
- 34:04SPEAKER_01: the right thing.
- 34:05SPEAKER_01: You know,
- 34:05SPEAKER_01: we're seeing a really broad group of games from so many categories and
- 34:10SPEAKER_01: so many genres and so many styles and it isn't Dominated by one group or one entity
- 34:17SPEAKER_01: or one publisher or one aesthetic or even,
- 34:20SPEAKER_01: you know,
- 34:20SPEAKER_01: one genre,
- 34:21SPEAKER_01: we're seeing such diversity in games and such a breadth of experience that perhaps,
- 34:27SPEAKER_01: you know,
- 34:28SPEAKER_01: 10 years ago you look to today and you think, well,
- 34:30SPEAKER_01: there's platformers,
- 34:31SPEAKER_01: then there's first-person shooters, then there's multiplayer things.
- 34:37SPEAKER_01: The categories are nothing like that.
- 34:39SPEAKER_01: They're not defined by a camera position or defined by how many players are in it.
- 34:44SPEAKER_01: There's so much diversity and so much change.
- 34:47SPEAKER_01: And when we were talking about Balaccio a little bit earlier,
- 34:49SPEAKER_01: just the audience and how each new game in that category would always be
- 34:53SPEAKER_01: a little bit smaller.
- 34:55SPEAKER_01: We expect categories to come and go.
- 34:57SPEAKER_01: Playstack is
- 35:00SPEAKER_01: The name way back when was a stack of games you want to play.
- 35:03SPEAKER_01: That's why it's called PlayStack.
- 35:04SPEAKER_01: It's just a stack of games you want to play.
- 35:06SPEAKER_01: And you want to play loads of great games.
- 35:08SPEAKER_01: And what's in the stacks and what the stacks are categorized as will change.
- 35:11SPEAKER_01: They will evolve every year or every few years.
- 35:15SPEAKER_01: And that's the excitement bit.
- 35:17SPEAKER_01: That's the bit that the kind of publishing that we do are the hits that we will have
- 35:22SPEAKER_01: in 10 years' time will be nothing like the hits we have today.
- 35:24SPEAKER_01: The games will be different,
- 35:25SPEAKER_01: the genres will be different,
- 35:27SPEAKER_01: but they will all have been a work of passion and they'll all have You know,
- 35:31SPEAKER_01: creative developers behind them who just want to share their great work
- 35:34SPEAKER_01: with somebody else.
- 35:35SPEAKER_01: Brilliant.
- 35:36SPEAKER_01: Harvey, thank you so much for your time.
- 35:37SPEAKER_01: Thank you, Chris.
- 35:39SPEAKER_01: Harvey, welcome back.
- 35:40SPEAKER_01: Thank you.
- 35:40SPEAKER_01: I didn't expect to see you so soon.
- 35:44SPEAKER_01: No, so something happened, which we were sort of expecting, but perhaps not so soon.
- 35:50SPEAKER_00: Does it change anything?
- 35:51SPEAKER_00: Does this acquisition change anything?
- 35:53SPEAKER_01: No, the good news is you don't have to do a full re-record.
- 35:55SPEAKER_01: So everything we talked about before is completely valid.
- 35:58SPEAKER_01: And, you know, we did have this in mind.
- 36:01SPEAKER_01: So as we were discussing, I knew what we thought the business would be.
- 36:04SPEAKER_01: So no, it doesn't change anything.
- 36:06SPEAKER_01: I've got no earn outs or escape clauses.
- 36:09SPEAKER_01: I'm here, you know, still as committed as ever to the business.
- 36:12SPEAKER_01: So, yeah, very excited about what's coming.
- 36:15SPEAKER_00: Does the investor bring anything new that you weren't getting before?
- 36:18SPEAKER_01: Yes.
- 36:18SPEAKER_01: I mean, they've got some experience from the games industry,
- 36:22SPEAKER_01: like proper genuine connections to people in games and having worked in games.
- 36:26SPEAKER_01: So I think that's always good.
- 36:27SPEAKER_01: We really value that.
- 36:29SPEAKER_01: They have a fresh mindset.
- 36:31SPEAKER_01: You know,
- 36:31SPEAKER_01: we've worked really well with Truthin for the last 10 years,
- 36:33SPEAKER_01: but we have grown quite a lot within that.
- 36:36SPEAKER_01: And it's good for us and healthy for us to have A slightly bigger investor group
- 36:42SPEAKER_01: that we can talk to about things and we can talk to about new directions
- 36:46SPEAKER_01: and things we'd like to do as a business.
- 36:48SPEAKER_01: Everything in games evolves, so we've got to keep evolving with it.
- 36:51SPEAKER_01: So I think those are the things that we're most excited about and they love us for who we are.
- 36:57SPEAKER_01: So that's a good thing too.
- 36:59SPEAKER_00: Obviously they've got some connections to other companies in fandom mainly.
- 37:03SPEAKER_00: Is there collaboration opportunities there or is it very separate?
- 37:06SPEAKER_01: I think it's, you know, We would look at the collaborations with companies like Fandom anyway.
- 37:12SPEAKER_01: So I don't think it's changed a, you know, a structural thing or anything like that.
- 37:16SPEAKER_01: There's no integrated services.
- 37:17SPEAKER_01: We're not going to, oh, we're all now in the same office.
- 37:19SPEAKER_01: No, that's going to happen.
- 37:21SPEAKER_01: So I think, you know, we were running as a games publishing business within IMC.
- 37:27SPEAKER_01: IMC happened to have investments in four other verticals.
- 37:31SPEAKER_01: And so, you know,
- 37:33SPEAKER_01: Maybe there'll be a mixer and we can talk to them,
- 37:35SPEAKER_01: that'd be a good idea, but it's not an integrated system like that, no.
- 37:40SPEAKER_00: The evaluation at $125 million, that's all right, isn't it?
- 37:43SPEAKER_00: Yeah.
- 37:44SPEAKER_01: I think you need to say it the way I like to say it, it's one-eighth of a billion pounds.
- 37:51SPEAKER_01: Oh, that's good.
- 37:52SPEAKER_01: We could all do that.
- 37:54SPEAKER_00: Does that surprise you?
- 37:55SPEAKER_00: Does that, if we get past my eyes, opens a few people's eyes to how big you are?
- 38:01SPEAKER_01: I think it's...
- 38:02SPEAKER_01: Well, because we've been profitable, we're consistently profitable.
- 38:06SPEAKER_01: It's a healthy multiple, but it's not outside of the realms of normality.
- 38:09SPEAKER_01: You've got some good benchmarks there.
- 38:12SPEAKER_01: I think it's a surprise when somebody actually says it out loud and you go,
- 38:15SPEAKER_01: oh, that's really quite exciting.
- 38:18SPEAKER_01: But we're not really here for the money.
- 38:19SPEAKER_01: I don't think anyone in games is here for the money, really.
- 38:21SPEAKER_01: That might be a nice thing that happens.
- 38:23SPEAKER_01: We love games, we love publishing, and we love getting involved in titles.
- 38:28SPEAKER_01: But it is a nice benchmark.
- 38:29SPEAKER_01: And, you know, we passed 10 years and we talked about this before.
- 38:32SPEAKER_01: 10 years in the industries for a company is a fantastic milestone.
- 38:36SPEAKER_01: We now know 10 years and 125 million pounds, and those are great benchmarks.
- 38:42SPEAKER_01: Okay, well, where can we go next?
- 38:43SPEAKER_01: That's the big question.
- 38:44SPEAKER_01: So to recap, nothing changes at all.
- 38:47SPEAKER_01: You know, there might be some opportunities.
- 38:49SPEAKER_01: Well, you know,
- 38:50SPEAKER_01: put it very simply,
- 38:51SPEAKER_01: we had a business plan that we signed off with Trufin at the end of last year,
- 38:54SPEAKER_01: and that's the exact same business plan we've adopted with IMC,
- 38:59SPEAKER_01: our new ownership structure.
- 39:00SPEAKER_01: So our job is to deliver the exact same number of games The exact same revenue opportunities.
- 39:07SPEAKER_01: What it will change is if we have bigger appetites for some things in the future,
- 39:11SPEAKER_01: we've got a little bit more headroom or a lot more headroom
- 39:13SPEAKER_01: with titles we might want to get behind and how we want to support games.
- 39:17SPEAKER_01: But we didn't really test limits of that with Truefin.
- 39:21SPEAKER_01: We've had really great support from them,
- 39:23SPEAKER_01: but we do know we're getting close to being a majority,
- 39:27SPEAKER_01: quite a significant majority share of their business.
- 39:30SPEAKER_01: For us, having more headroom is very useful and very important,
- 39:34SPEAKER_01: but we're not changing the standards.
- 39:35SPEAKER_01: You know,
- 39:36SPEAKER_01: the game selection process that we use,
- 39:38SPEAKER_01: the way the team,
- 39:39SPEAKER_01: you know,
- 39:39SPEAKER_01: have to be passionate and get behind the game,
- 39:41SPEAKER_01: the forecasting methodology we use, all of those things are still true.
- 39:45SPEAKER_01: So maybe some bigger games in your future.
- 39:47SPEAKER_01: Yes, but we've got to make sure the numbers make sense for everyone.
- 39:52SPEAKER_01: The developers have to become profitable on the back of their game successes.
- 39:56SPEAKER_01: If we're going to get involved,
- 39:57SPEAKER_01: it's because we believe we can help them create something very successful
- 40:01SPEAKER_01: and profitable.
- 40:02SPEAKER_01: So we can't just spend this extortionate amount of money in the game that needs
- 40:07SPEAKER_01: to come out before anyone's earning royalties and income.
- 40:10SPEAKER_01: And we only earn from the success when the developer's earning from the success.
- 40:15SPEAKER_01: We might have appetite for some bigger games,
- 40:17SPEAKER_01: but only if the numbers stack up and if it makes sense.
- 40:19SPEAKER_01: And there are some growth opportunities for us as a business,
- 40:23SPEAKER_01: you know,
- 40:23SPEAKER_01: where we think we could do more and that was already part of our business plan,
- 40:27SPEAKER_01: but the constraint is on us and our ambition,
- 40:30SPEAKER_01: not on you know how much money's in the bank
- 40:32SPEAKER_01: and what are we thinking I'm always going to make sure we're profitable with
- 40:35SPEAKER_01: a great growth plan but sometimes you're funding projects
- 40:38SPEAKER_01: for you know two three years out so you want to make sure you've got the cash flow
- 40:42SPEAKER_01: for that for sure so you're not getting ahead
- 40:43SPEAKER_01: of your skis that's good no you can't
- 40:46SPEAKER_00: not your star thank you harvey brilliant
- 40:49SPEAKER_00: thanks chris congratulations as well thank you That's it for today's episode of
- 40:53SPEAKER_00: The Game Business Show.
- 40:54SPEAKER_00: We'll be back with more news,
- 40:55SPEAKER_00: with more analysis, insight and interviews in the days and weeks ahead.
- 40:59SPEAKER_00: Please do make sure to put your email address into our website at thegamebusiness.com.
- 41:03SPEAKER_00: That means every time we put something out,
- 41:05SPEAKER_00: every podcast, every article, you'll be the first to know.
- 41:10SPEAKER_00: But until that time, that's it from us today.
- 41:14SPEAKER_00: Thank you for tuning in.
- 41:18SPEAKER_01: The company, Games Otherwise, inspires you.
- 41:21SPEAKER_01: You get different things from different people.
- 41:23SPEAKER_01: But for me,
- 41:24SPEAKER_01: when Apple put something together and when they launched their best products,
- 41:27SPEAKER_01: like their phone or the tablet or the TV, they just did it exceptionally well.
- 41:31SPEAKER_01: And so for me, that has become a mantra for us is quality.
- 41:34SPEAKER_01: So I have to put Apple.
- 41:36SPEAKER_00: What one indie game do you wish you'd published?
- 41:39SPEAKER_01: Well, what happened then when you asked that is my brain went,
- 41:44SPEAKER_01: oh, this one, this one, this one.
- 41:45SPEAKER_01: Expedition 33, really good.
- 41:47SPEAKER_01: I would love to have published that.
- 41:48SPEAKER_01: Blueprints, actually, really love a game, would have loved to have published.
- 41:51SPEAKER_01: Silksong, would have loved to publish it.
- 41:53SPEAKER_01: Hollow Knight, I mean,
- 41:54SPEAKER_01: just any what is your favorite movie I've got three okay okay 1989 batman
- 42:01SPEAKER_01: although I did watch it the other night and it hasn't aged as well as I remember it
- 42:05SPEAKER_01: but it was the first reinvention of superheroes uh that was was very very high
- 42:10SPEAKER_01: for me I loved heat there was something about the way that was shot the gunfights
- 42:15SPEAKER_01: the the character development and groundhog day which is the sort of striving
- 42:20SPEAKER_01: for this perfect day That isn't actually about striving for the perfect day.
- 42:24SPEAKER_01: It's just about reliving those same moments and making little choices.
- 42:27SPEAKER_01: So any of those I'd happily watch.
- 42:30SPEAKER_00: Obviously your career goes back to the nineties of Acclaim and the early noughties
- 42:33SPEAKER_00: with the electronic arts.
- 42:34SPEAKER_00: If you could bring back one classic franchise from that period of time,
- 42:38SPEAKER_00: it doesn't have to be from Acclaim or EA, what would you bring back?
- 42:41SPEAKER_01: There are two I really loved that when I first joined EA I was going to get involved
- 42:46SPEAKER_01: with,
- 42:46SPEAKER_01: which was Syndicate that Bullfrog had made and Divisional Theme Park Games,
- 42:50SPEAKER_01: although the Two Point team do a phenomenal job with reinventing that genre.
- 42:53SPEAKER_01: So probably Syndicate.
- 42:55SPEAKER_01: I think that was one that deserves to be retold and was actually a really clever,
- 42:58SPEAKER_01: really innovative game that is just as relevant today in what it told as a narrative
- 43:03SPEAKER_01: as it was back then.
- 43:04SPEAKER_00: And what one advice would you give to a new independent developer looking
- 43:07SPEAKER_00: to get their game to market?
- 43:09SPEAKER_01: I think every developer Needs to know they shouldn't have to do it alone.
- 43:13SPEAKER_01: What's brilliant about games and brilliant about the industry is
- 43:16SPEAKER_01: the industry supports the industry.
- 43:19SPEAKER_01: People will help.
- 43:20SPEAKER_01: People want to share.
- 43:21SPEAKER_01: GDC is a great example.
- 43:23SPEAKER_01: People sharing their knowledge with people to tell them what they've done
- 43:26SPEAKER_01: and why it's phenomenal.
- 43:27SPEAKER_01: And if you're starting out, just don't be afraid to ask for advice and take advice.
- 43:31SPEAKER_01: But equally,
- 43:32SPEAKER_01: don't be afraid to listen to the advice and go your own way
- 43:34SPEAKER_01: and make your own choices.
- 43:36SPEAKER_01: Listen in the first place and make your own opinions.
- 43:39SPEAKER_01: But there's so much free knowledge that the industry is so proud to share.
- 43:43SPEAKER_01: You've just got to listen.