Latest / The Game Business Show / Assassin’s Creed creator Patrice Désilets: “I have two or three games left”
Transcript
- 0:00SPEAKER_01: This week, we are at Gamescom in Cologne.
- 0:02SPEAKER_01: We're going to be speaking to Patrice Desolets,
- 0:04SPEAKER_01: the Assassin's Creed legend, about his new game, 1666 Amsterdam.
- 0:08SPEAKER_01: We're going to be catching up with Raccoon Logic about their new game,
- 0:11SPEAKER_01: a hockey title, and TD Project, Get Physical.
- 0:18SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:21SPEAKER_01: This week's edition is sponsored by Exola and Keywords Studios.
- 0:24SPEAKER_01: Keywords is,
- 0:25SPEAKER_01: of course,
- 0:25SPEAKER_01: the major service provider for the video game industry,
- 0:28SPEAKER_01: which helps studios make their games,
- 0:29SPEAKER_01: release their games, and then sort of maintain them afterwards.
- 0:32SPEAKER_01: They've got 13,000 You can find out more on the keywords website or in
- 0:35SPEAKER_01: the newsletter attached with this show.
- 0:37SPEAKER_01: Speaking of which, let's get back to it.
- 1:03SPEAKER_01: It is our Gamescom special,
- 1:05SPEAKER_01: and the big trend of the show,
- 1:07SPEAKER_01: and you've probably seen other journalists talk about it already,
- 1:09SPEAKER_01: is the sheer number of games and companies from Southeast Asia, specifically China.
- 1:14SPEAKER_01: Just take a look at the games that were announced at Opening Night Live,
- 1:17SPEAKER_01: which our friend Jeff Keeley hosted.
- 1:19SPEAKER_01: So you had However showed Noticefall,
- 1:22SPEAKER_01: a mature RPG that looks quite different from games like Genshin Impact,
- 1:25SPEAKER_01: which they're famous for.
- 1:27SPEAKER_01: Other Chinese games include Annata, an open-world city-based action game.
- 1:31SPEAKER_01: You had Tides of Annihilation set in a ruined London,
- 1:33SPEAKER_01: co-op action game Zoopunk,
- 1:35SPEAKER_01: World War 2 Shooter the Defiant,
- 1:37SPEAKER_01: and a kind of bonkers game called Showa American Story set in
- 1:40SPEAKER_01: a post-apocalyptic world where Japan has bought out the United States.
- 1:44SPEAKER_01: There were others,
- 1:45SPEAKER_01: Monster Hunter Outlanders,
- 1:46SPEAKER_01: Silver Palace,
- 1:47SPEAKER_01: Roku Kingdom,
- 1:47SPEAKER_01: Petite Planet, Sea of Remnants, Once Human, Anemo, and Jenny Gods Niza.
- 1:52SPEAKER_01: That was all just at opening night live, and it wasn't just China either.
- 1:56SPEAKER_01: During opening nightlife, Korea was there in a big way.
- 1:59SPEAKER_01: There was Terrare, the Unbound, and Project Zeta from Crafton.
- 2:02SPEAKER_01: Crafton also showed PUBG Deadnet, although to be fair that is being developed in the US.
- 2:06SPEAKER_01: NC had Ion 2, Lycold Dice, Cinder City, Pearl Abyss showed Crimson Desert Enhanced.
- 2:12SPEAKER_01: So there's a lot of career stuff.
- 2:13SPEAKER_01: I also noted we saw an ambitious AAA game announced
- 2:16SPEAKER_01: from NBC Game Studios called 1001 Threads of Mizan.
- 2:19SPEAKER_01: NBC Game Studios is formed by Saudi Arabian broadcaster NBC.
- 2:23SPEAKER_01: So Saudi Arabia are here with a big ambitious project as well.
- 2:27SPEAKER_01: So lots and lots of stuff from...
- 2:29SPEAKER_01: Quite different markets.
- 2:30SPEAKER_01: But outside of the Chinese and the Korean games,
- 2:32SPEAKER_01: the big company making the most noise at Gamescom 2026,
- 2:35SPEAKER_01: at least in my view, is CD Projekt Red.
- 2:38SPEAKER_01: The Polish developer showed its upcoming DLC for The Witcher 3 called Songs of the Past.
- 2:42SPEAKER_01: And that's out next year when The Witcher 3 will be 12 years old.
- 2:46SPEAKER_01: It's really incredible.
- 2:47SPEAKER_01: It still sells millions of copies every year.
- 2:49SPEAKER_01: It's up to 65 million now.
- 2:50SPEAKER_01: But the big surprise out of CD Projekt was the news of a remastered version of The Witcher 3.
- 2:55SPEAKER_01: It's out on all platforms, including Switch 2 and Battle.net for the first time.
- 2:59SPEAKER_01: It comes out on September 29th,
- 3:01SPEAKER_01: and if you're an existing Witcher 3 owner,
- 3:03SPEAKER_01: you can get it at no extra cost, which is nice of them.
- 3:06SPEAKER_01: Now, I had the privilege of chatting to CD Projekt Joint CEO Mikhail Nowakowski this week.
- 3:10SPEAKER_01: It's going to be a full episode of the show which we'll release next week
- 3:14SPEAKER_01: but I thought I'd offer you a sneak peek because one announcement
- 3:17SPEAKER_01: the studio made ahead of Gamescom is that The Witcher 4 will launch in 2028
- 3:21SPEAKER_01: which means it'll launch into a world where physical discs at least
- 3:25SPEAKER_01: on PlayStation will no longer exist.
- 3:27SPEAKER_01: Now we know CD Projekt is typically very supportive of the physical space they love
- 3:31SPEAKER_01: a physical good so I wanted to ask them how they feel about it.
- 3:35SPEAKER_02: We don't know what's gonna be the case.
- 3:40SPEAKER_02: We know what PlayStation has announced, yeah?
- 3:41SPEAKER_02: I mean, and we have no influence on the policies of the first parties, to be honest.
- 3:49SPEAKER_02: The discs for the first parties,
- 3:50SPEAKER_02: Like for the,
- 3:51SPEAKER_02: you know,
- 3:52SPEAKER_02: including PlayStation have to be manufactured, you know, in their own factories.
- 3:56SPEAKER_02: So if they stop manufacturing indeed by 2028, then yes.
- 4:00SPEAKER_02: But like what we're focusing on, like we're big fans of people having access to
- 4:08SPEAKER_02: Tangible collectible things.
- 4:09SPEAKER_02: We're nerds ourselves and we like that.
- 4:12SPEAKER_02: We always supported that.
- 4:13SPEAKER_02: So whatever is the case, we're going to be for sure having a box.
- 4:17SPEAKER_02: We're going to have a box that's going to have some feelies in it,
- 4:21SPEAKER_02: something that's going to be something you're going to be wanting to open up
- 4:24SPEAKER_02: and enjoy.
- 4:26SPEAKER_02: But we have no influence actually on what is the case here.
- 4:30SPEAKER_01: You can check out our full interview with CD Projekt next week.
- 4:33SPEAKER_01: Now, it was a very busy games comp,
- 4:35SPEAKER_01: but also a relatively subdued show in terms of announcements,
- 4:38SPEAKER_01: but there were a few reveals.
- 4:40SPEAKER_01: Ubisoft announced a new Rainbow Six game called Rainbow Six Tactics,
- 4:43SPEAKER_01: which is set in the Siege universe.
- 4:44SPEAKER_01: It's coming out in 2025.
- 4:46SPEAKER_01: Ubisoft also announced something called the Player Council.
- 4:49SPEAKER_01: It's a new feedback platform where players can sign up and have input
- 4:52SPEAKER_01: into early concepts, prototypes, and live service updates.
- 4:55SPEAKER_01: The system has players level up as they provide feedback, so they've gamified it.
- 5:00SPEAKER_01: The first games to be included are the 2021 open world sports game,
- 5:04SPEAKER_01: Riders Republic,
- 5:05SPEAKER_01: a game called Atomega,
- 5:06SPEAKER_01: which is an old Ubisoft title that they're sort of bringing back.
- 5:09SPEAKER_01: It's also asking players to help with Codename Splitpoint,
- 5:11SPEAKER_01: which is a 1v1 tactical turn-based multiplayer game and
- 5:14SPEAKER_01: a single player strategy game.
- 5:15SPEAKER_01: We're going to dive more into that in a future episode of the show.
- 5:20SPEAKER_01: Now elsewhere at Gamescom, indie smash hit Mugenics is coming to consoles on September 8th.
- 5:24SPEAKER_01: Paradox revealed an original IP, a post-apocalyptic grand strategy game called Afterworld.
- 5:29SPEAKER_01: There's a Legoverse.
- 5:30SPEAKER_01: Disney Illusion Island developer Dalala Studios is making an original IP called Murals.
- 5:33SPEAKER_01: The game featured legendary UK comedian Bob Mortimer and
- 5:45SPEAKER_01: And the show also marked the launch of 1666 Amsterdam,
- 5:48SPEAKER_01: the brand new game from Assassin's Creed creator Patrice Desolet
- 5:51SPEAKER_01: and his studio Panache.
- 5:53SPEAKER_01: Now the game was on stage opening night live and it's been a long time coming.
- 5:57SPEAKER_01: It was initially commissioned by THQ in 2010.
- 5:59SPEAKER_01: It was designed to be a rival to Assassin's Creed.
- 6:02SPEAKER_01: Now after the publisher went bust in 2012, Ubisoft ended up with the IP.
- 6:05SPEAKER_01: They picked it up and after a short legal dispute,
- 6:08SPEAKER_01: Desolet managed to secure the rights of the game back from Ubisoft.
- 6:12SPEAKER_01: He initially obtained funding for the project from Microsoft before
- 6:14SPEAKER_01: the platform holder pulled its support.
- 6:16SPEAKER_01: But now, finally, the game is here, at least in early access form.
- 6:20SPEAKER_01: Now, I managed to catch up with Desolate at Gamescom to talk about the launch
- 6:24SPEAKER_01: the game,
- 6:24SPEAKER_01: its protracted journey to launch,
- 6:26SPEAKER_01: and we also talk about his previous title,
- 6:28SPEAKER_01: the unique survival game Ancestors of Humankind Odyssey,
- 6:32SPEAKER_01: the game where you play as a monkey that went on to sell two and
- 6:34SPEAKER_01: a half million copies.
- 6:36SPEAKER_01: You can check out our full conversation right now.
- 6:39SPEAKER_01: Hello, Patrice.
- 6:39SPEAKER_01: Welcome to the show.
- 6:40SPEAKER_01: Thank you.
- 6:41SPEAKER_01: I know you've talked about this before, but let's talk about the journey of 1666.
- 6:43SPEAKER_01: It started off at THQ.
- 6:45SPEAKER_01: It collapsed.
- 6:46SPEAKER_01: Ubisoft picked it up.
- 6:47SPEAKER_01: You fought Ubisoft for the rights.
- 6:49SPEAKER_01: And now finally, 15 years later, here it is.
- 6:53SPEAKER_01: Why persist?
- 6:54SPEAKER_01: Why not let
- 6:55SPEAKER_00: it go?
- 6:56SPEAKER_00: Because I'm stubborn.
- 6:59SPEAKER_00: Because I wanted to attack this universe I had in mind.
- 7:03SPEAKER_00: Because I love the location of Amsterdam that I discovered back in It was in 2011
- 7:09SPEAKER_00: when I was there with the mother of my two daughters.
- 7:13SPEAKER_00: And she wanted to see the tulips in April.
- 7:15SPEAKER_00: And I'm like, okay, let's go.
- 7:17SPEAKER_00: And we spent an amazing week there.
- 7:21SPEAKER_00: And I was walking around the city and I was like,
- 7:24SPEAKER_00: oh, I could have done an Assassin's Creed game here.
- 7:27SPEAKER_00: It's too bad that I'm not...
- 7:29SPEAKER_00: This anymore, but I was looking for my next game, you know?
- 7:33SPEAKER_00: And then I turn around a corner of a street and there was a building written anno 1666 on it.
- 7:41SPEAKER_00: And I'm like, oh, that's the number of the beast.
- 7:45SPEAKER_00: Oh, interesting.
- 7:46SPEAKER_00: Let's do a game about the devil set in Amsterdam.
- 7:49SPEAKER_00: And then it lives in you, those ideas.
- 7:56SPEAKER_00: Right?
- 7:56SPEAKER_00: And you start creating a game world and the universe.
- 8:02SPEAKER_00: And I just couldn't let go.
- 8:04SPEAKER_00: I felt I had something.
- 8:06SPEAKER_00: And so when I got the ride back, for me it was quite obvious that I wanted to do it.
- 8:12SPEAKER_00: It's just that we were still working on ancestors back then.
- 8:16SPEAKER_00: In 2016.
- 8:17SPEAKER_00: So as soon as we launched Ancestors in January 2020, I went back at it.
- 8:24SPEAKER_00: And then, but this time I said, okay, but at first it was really a game about the devil.
- 8:29SPEAKER_00: And I felt like Lucifer, the TV show went out.
- 8:35SPEAKER_01: Yeah.
- 8:36SPEAKER_00: And so I decided to say, what would be a real interesting character still related to the devil?
- 8:43SPEAKER_00: And it's, oh, witches.
- 8:45SPEAKER_00: And then, naively, let's do to the witches what I did with the assassins back in the days.
- 8:51SPEAKER_00: And here we are now, six years later.
- 8:54SPEAKER_01: It's interesting, because I hear 1666, some British.
- 8:57SPEAKER_01: That's the Great Fire of London.
- 8:59SPEAKER_01: I know.
- 8:59SPEAKER_01: I know.
- 9:00SPEAKER_00: Is that the next one?
- 9:02SPEAKER_00: You never know.
- 9:03SPEAKER_00: But what's interesting is that I think you understood that The real IP or the license is 1666.
- 9:09SPEAKER_00: Yeah.
- 9:09SPEAKER_00: And Amsterdam is at least the first game and then we can go elsewhere.
- 9:14SPEAKER_00: Even you go elsewhere in this game,
- 9:15SPEAKER_00: there's multiple time zones,
- 9:16SPEAKER_01: there's all sorts of,
- 9:17SPEAKER_01: it's all,
- 9:18SPEAKER_01: you don't,
- 9:19SPEAKER_01: your games are,
- 9:20SPEAKER_01: I don't know what the word,
- 9:21SPEAKER_01: I don't want to say like batshit,
- 9:23SPEAKER_01: but I mean like sort of they're mad and they're crazy and they're inventive.
- 9:27SPEAKER_01: Do you find it hard to sort of get funding or backing for those sort of visions
- 9:30SPEAKER_01: or do people, because your history, they just know that you deliver?
- 9:35SPEAKER_00: It's never easy.
- 9:37SPEAKER_00: The easy part is to have the meeting and then you have to sell it.
- 9:42SPEAKER_00: You have to explain it and eventually you sign a deal.
- 9:47SPEAKER_00: But the signing part is not easy.
- 9:51SPEAKER_00: Like I say,
- 9:53SPEAKER_00: I met a lot of people and pitched this game to a lot of people
- 9:58SPEAKER_00: and I received Mostly knows before I receive one, yes.
- 10:03SPEAKER_00: But I think people have the confidence that, yes,
- 10:06SPEAKER_00: I directed games that had multiple time periods in it,
- 10:12SPEAKER_00: delivered some interesting gameplay mechanics, nice story, and big universe.
- 10:21SPEAKER_00: And I don't know, I guess also I'm good at making sure that the team is ready to follow me.
- 10:27SPEAKER_00: Because I'm not... Me, myself, I cannot do it, eh?
- 10:31SPEAKER_00: Yeah.
- 10:31SPEAKER_00: But I find it interesting to have multiple time and create almost like a... What's the word?
- 10:40SPEAKER_00: Not...
- 10:43SPEAKER_00: You know where you follow multiple timeline and stories and it's all linked together
- 10:48SPEAKER_00: and you feel that there's more than what you see on screen.
- 10:51SPEAKER_00: And I find that interesting in TV series and in books, in movies.
- 10:58SPEAKER_00: So I guess I'm just trying to replicate what I like into the games that I make.
- 11:05SPEAKER_01: It's self-publishing, aren't you?
- 11:06SPEAKER_01: Did you want to publish it?
- 11:07SPEAKER_01: Well, always you like to have that control.
- 11:10SPEAKER_00: It's our first time that we actually self-publish a game.
- 11:15SPEAKER_00: It's nerve-wracking a little bit.
- 11:19SPEAKER_00: But at the same time, I think we have enough experience To do it.
- 11:27SPEAKER_00: We have help with the selling of the game and marketing of the game.
- 11:35SPEAKER_00: But I think it was time for Panache to self-publish.
- 11:40SPEAKER_01: It's easier than ever, though,
- 11:41SPEAKER_01: to sort of get that help, you know, that process of getting a game to market.
- 11:46SPEAKER_01: You don't necessarily need a one-stop publisher anymore.
- 11:49SPEAKER_00: Well, I don't know, maybe.
- 11:50SPEAKER_00: For some people, it helps.
- 11:52SPEAKER_00: But for us, to be honest, it happened.
- 11:57SPEAKER_00: It was not really the goal, but it happened, and now we're really pleased with the result.
- 12:02SPEAKER_00: You're going Early Access?
- 12:03SPEAKER_00: Yes.
- 12:04SPEAKER_01: The thing with Early Access,
- 12:05SPEAKER_01: I spoke to Peter Molyneux earlier in the year,
- 12:07SPEAKER_01: and he talked about what made him nervous about Early Access is that gamers sort
- 12:10SPEAKER_01: of expect a finished, ready game, effectively.
- 12:14SPEAKER_01: They don't want anything that's too buggy, but that's the whole point of it.
- 12:17SPEAKER_01: It's still quite a risky route to go down.
- 12:19SPEAKER_01: It's not the safe option.
- 12:22SPEAKER_01: But we have a question to that other than, you know, how are you feeling about it?
- 12:26SPEAKER_01: Obviously, you're live now.
- 12:28SPEAKER_01: You'll be glancing over your shoulder looking at those numbers and data and feedback coming in.
- 12:34SPEAKER_01: How prepared are you for it?
- 12:36SPEAKER_00: I think we... Well, we're totally prepared.
- 12:39SPEAKER_00: It was a bit the vision for Panache since the get-go.
- 12:43SPEAKER_00: Since, like, I wanted...
- 12:46SPEAKER_00: To be designing and making the game with the people.
- 12:50SPEAKER_01: Yeah.
- 12:50SPEAKER_00: It's just an ancestor.
- 12:53SPEAKER_00: We couldn't do it, but it's really in our process.
- 12:56SPEAKER_00: We already have an iterative process.
- 13:00SPEAKER_00: It's just now we're including in that process the people who actually are playing it.
- 13:06SPEAKER_00: And so the goal is like, tell us what you like, what you dislike.
- 13:09SPEAKER_00: We'll make it better.
- 13:10SPEAKER_00: But I think the proposition
- 13:13SPEAKER_00: so what they can actually buy today is is is pretty good yeah it's pretty solid and
- 13:20SPEAKER_00: and right now for around ah there's like in euros and yeah dollars
- 13:26SPEAKER_00: or around 30 bucks I'm not quite sure the precise price and yeah you'll have
- 13:32SPEAKER_00: The entire of the game.
- 13:33SPEAKER_00: And I think the proposition is pretty unique, and it's quite fun to play at the end of the day.
- 13:40SPEAKER_01: Do you have a good runway on it,
- 13:41SPEAKER_01: or is there pressure to get this to a certain level of success quickly, or...?
- 13:46SPEAKER_00: Oh, no, no, no,
- 13:47SPEAKER_00: but that's my...
- 13:48SPEAKER_00: No, I won't tell you the internal numbers we have in mind, but we're good.
- 13:52SPEAKER_00: We're good.
- 13:53SPEAKER_01: You're good.
- 13:54SPEAKER_01: That's really what I was asking.
- 13:56SPEAKER_01: You sent six years on this game and six years is a, you know, it's a long time.
- 14:01SPEAKER_01: The industry, you know, the zeitgeist can change a lot in six years.
- 14:05SPEAKER_01: Are you feeling the pressure to start making games faster?
- 14:08SPEAKER_01: A lot of companies seem to be doing that, Lan.
- 14:11SPEAKER_00: No, not really.
- 14:12SPEAKER_00: Not the pressure.
- 14:14SPEAKER_00: No, I don't feel the pressure.
- 14:15SPEAKER_00: It's always like the economical pressure,
- 14:18SPEAKER_00: if you will,
- 14:19SPEAKER_00: but not again,
- 14:22SPEAKER_00: our process is like I've been playing that game for the last six years
- 14:25SPEAKER_00: in early access by,
- 14:26SPEAKER_00: you know, on the team and it's always getting better and better and better.
- 14:30SPEAKER_00: And but I wanted to be out there for my team also because it can get
- 14:35SPEAKER_00: a little bit Not crazy,
- 14:38SPEAKER_00: that's not the right word,
- 14:38SPEAKER_00: but they're a bit schizophrenic for them, like always being like, is it good?
- 14:43SPEAKER_00: You don't know, and changing just for the sake of changing stuff sometimes.
- 14:47SPEAKER_00: So I wanted it to be out there and because we're making it for people at the end of the day.
- 14:53SPEAKER_01: Oh yeah, I talked to a lot of creators today and there's the economic pressure, right?
- 14:58SPEAKER_01: If you make a game faster, you're making it cheaper.
- 15:00SPEAKER_01: But it's also the creative,
- 15:02SPEAKER_01: you know, people, we get,
- 15:03SPEAKER_01: you know,
- 15:04SPEAKER_01: The amount of game designers I speak to in their 50s that go,
- 15:07SPEAKER_01: I've probably got two or three games left.
- 15:08SPEAKER_01: And I go, what?
- 15:09SPEAKER_01: That blows my mind.
- 15:10SPEAKER_01: When you think about how long these games take to make,
- 15:13SPEAKER_01: I guess that's not as crazy as it sounds.
- 15:16SPEAKER_01: And I wonder from a creative point of view, I want to get games.
- 15:19SPEAKER_01: And you know,
- 15:20SPEAKER_01: you're seeing,
- 15:20SPEAKER_01: I know that you've been doing some stuff with AI tech and people doing things
- 15:24SPEAKER_01: with smaller teams and outsourcing and all that kind of stuff to try
- 15:27SPEAKER_01: and speed those things up.
- 15:28SPEAKER_01: But it's not something that you're worrying about.
- 15:30SPEAKER_00: Dude, I do have two or three more games because I am 52.
- 15:35SPEAKER_00: But no, no, no, no, no.
- 15:37SPEAKER_00: But it's the beauty of what we're doing right now.
- 15:40SPEAKER_00: The game is out there.
- 15:43SPEAKER_00: Let's continue for a full year and let's...
- 15:47SPEAKER_00: You never know with 1666,
- 15:50SPEAKER_00: because of the layer of the game world, I think we can make more game faster.
- 15:58SPEAKER_01: I want to touch upon Ancestors.
- 15:59SPEAKER_01: The last time we spoke,
- 16:00SPEAKER_01: it was before the game had come out, and it seems to have done reasonably well.
- 16:05SPEAKER_01: It had a bit of a mixed reaction, critically, but some people really loved it.
- 16:09SPEAKER_00: How do you feel about it?
- 16:11SPEAKER_00: I loved Ancestors, and I loved the community around Ancestors.
- 16:15SPEAKER_00: And there'll be some surprises coming.
- 16:21SPEAKER_01: You got it first.
- 16:22SPEAKER_01: Well, you were saying to me last time,
- 16:24SPEAKER_01: it was like,
- 16:24SPEAKER_01: oh, I'd like to take it to this level and I had to move it on to the next era.
- 16:27SPEAKER_00: Yes.
- 16:28SPEAKER_00: This is still the goal.
- 16:31SPEAKER_00: I'm not finished with Ancestors, that's for sure.
- 16:33SPEAKER_03: Wow.
- 16:34SPEAKER_00: I mean, we finished Ancestors, I think it was two million years.
- 16:40SPEAKER_00: So there's still two million years to develop.
- 16:42SPEAKER_01: So you've got two millions of years of ancestors to do.
- 16:44SPEAKER_01: You've got multiple different cities to save.
- 16:47SPEAKER_01: And you've got two to three games left.
- 16:50SPEAKER_00: We'll see.
- 16:50SPEAKER_00: We'll see.
- 16:51SPEAKER_00: But for sure, maybe I'll do a little game eventually that is done in six months.
- 17:00SPEAKER_00: I love it.
- 17:01SPEAKER_00: You never know.
- 17:01SPEAKER_00: That's what I mean.
- 17:02SPEAKER_01: Obviously, I know Fictions has the sequel rights to it, I think.
- 17:06SPEAKER_01: Yes, it's true.
- 17:07SPEAKER_01: Would you like it back?
- 17:09SPEAKER_01: Oh, no.
- 17:10SPEAKER_00: It's okay.
- 17:10SPEAKER_00: No.
- 17:11SPEAKER_00: But I mean...
- 17:13SPEAKER_00: I never thought about it,
- 17:16SPEAKER_00: but we're in contact with fiction and we're having a good relationship with them.
- 17:20SPEAKER_00: Oh, good.
- 17:21SPEAKER_00: How has the studio changed since that game?
- 17:24SPEAKER_00: Since Ancestors?
- 17:25SPEAKER_00: Yeah.
- 17:26SPEAKER_00: We finished Ancestors.
- 17:27SPEAKER_00: We were roughly 35.
- 17:30SPEAKER_00: Some people left because it's part of the industry after you finish a project.
- 17:35SPEAKER_00: And in Montreal, it's so easy to go to a different studio.
- 17:37SPEAKER_01: Particularly during that COVID period.
- 17:39SPEAKER_01: And the great resignation.
- 17:40SPEAKER_00: All of this.
- 17:42SPEAKER_00: But now we're 70 plus.
- 17:45SPEAKER_00: Wow.
- 17:45SPEAKER_00: Yeah, we doubled the size.
- 17:47SPEAKER_00: I'm working hard to make sure that we keep the same vibe, the same process as much as possible.
- 17:54SPEAKER_00: It's not like suddenly we have 25 of those 70 are there to manage the other ones.
- 18:02SPEAKER_00: And it's all people who are actually crafting the game.
- 18:07SPEAKER_00: Real people doing it,
- 18:08SPEAKER_00: because you mentioned AI,
- 18:10SPEAKER_00: I just want to make sure that we used it,
- 18:13SPEAKER_00: it's gone from the game, and we are not using it again, and that's it.
- 18:19SPEAKER_00: That's the end of it.
- 18:21SPEAKER_00: Please.
- 18:23SPEAKER_00: No, but it's true.
- 18:23SPEAKER_00: It's 70 people who are making the game,
- 18:27SPEAKER_00: you know, artisans of
- 18:31SPEAKER_00: the industry, newcomers and longtime
- 18:37SPEAKER_01: workers.
- 18:38SPEAKER_01: I get the generative AI kickback you got,
- 18:41SPEAKER_01: but actually,
- 18:41SPEAKER_01: you know,
- 18:42SPEAKER_01: a lot of the AI tools To speed up coding agents,
- 18:46SPEAKER_01: that kind of stuff, or in my world, transcribing interviews and things.
- 18:50SPEAKER_01: I don't think people have that much of an issue about that kind of thing, generally.
- 18:53SPEAKER_01: But, okay, I won't ask.
- 18:54SPEAKER_01: 70 people, do you do a lot of outsourcing?
- 18:56SPEAKER_00: Well, we did a little bit for cinematic and for some game models,
- 19:04SPEAKER_00: you know, but most of the work is done internally.
- 19:08SPEAKER_00: We do some localization and testing, but Most of it is done internally.
- 19:17SPEAKER_01: If not all of it, I mean.
- 19:19SPEAKER_01: When I was, I think, eight years old, I wrote a short story about 1666.
- 19:23SPEAKER_01: It's literally called 1666.
- 19:24SPEAKER_01: Wow.
- 19:25SPEAKER_01: It was set in London,
- 19:26SPEAKER_01: the Great Fire London, because it's called 1665 was the Great Plague of London.
- 19:30SPEAKER_01: Yes.
- 19:30SPEAKER_01: And it's not true, but as a myth, the fire wiped out the plague.
- 19:33SPEAKER_01: It's not quite true.
- 19:35SPEAKER_01: But I did a whole sort of, like, storyline of somebody in that... Oh,
- 19:38SPEAKER_00: no way.
- 19:40SPEAKER_01: Interesting.
- 19:40SPEAKER_01: When I was eight, I remember nothing about it.
- 19:43SPEAKER_01: But whenever I see the name of the game, I'm taken back to, uh, like... You wanna
- 19:47SPEAKER_00: write for us?
- 19:49SPEAKER_01: I'll write you the next game.
- 19:50SPEAKER_01: Yeah, absolutely.
- 19:51SPEAKER_01: Um, you know,
- 19:52SPEAKER_01: I don't know whether I've asked this question because I'm getting you want
- 19:56SPEAKER_01: to do more 1666.
- 19:57SPEAKER_01: You're developing this in early access.
- 19:58SPEAKER_01: You want to develop the game and hopefully do take it to more locations.
- 20:02SPEAKER_01: But you're also talking about more ancestors.
- 20:05SPEAKER_01: Where would you like to see Panache in...
- 20:08SPEAKER_00: Ten years.
- 20:11SPEAKER_00: Good question.
- 20:12SPEAKER_00: Ten years.
- 20:13SPEAKER_00: It's like, oh, when I'll be 62?
- 20:15SPEAKER_00: Yeah.
- 20:16SPEAKER_00: My God.
- 20:19SPEAKER_00: Let's not say that.
- 20:20SPEAKER_00: It's true though.
- 20:23SPEAKER_00: I wish we would have like this,
- 20:26SPEAKER_00: let's say the same amount of people because after this,
- 20:30SPEAKER_00: I feel like I will not know the people around.
- 20:33SPEAKER_00: Maybe more than one game at the same time.
- 20:37SPEAKER_00: Okay.
- 20:37SPEAKER_00: Because of the toolset that we've built.
- 20:42SPEAKER_00: And we'll see and have a really strong community of people who are following us.
- 20:50SPEAKER_00: It's the case with ancestors.
- 20:52SPEAKER_00: But I would like Panache to be recognized as a studio and have people
- 20:57SPEAKER_00: who are following us, pushing us.
- 21:01SPEAKER_00: And this is roughly where I see it.
- 21:03SPEAKER_00: But then that means that it's...
- 21:06SPEAKER_00: You're telling me that Panache is now 22 years old,
- 21:09SPEAKER_00: and it's kind of like, wow, awesome, because we're 12 now.
- 21:15SPEAKER_00: Yeah.
- 21:17SPEAKER_01: Yeah.
- 21:19SPEAKER_01: Time does upset me.
- 21:20SPEAKER_00: I know.
- 21:20SPEAKER_00: I know it's because of what happened in 2020.
- 21:23SPEAKER_00: It's kind of like, whoa, okay.
- 21:25SPEAKER_01: Yeah.
- 21:26SPEAKER_01: Well, congratulations on getting the game out.
- 21:28SPEAKER_01: Thank you.
- 21:28SPEAKER_01: It's been quite a journey, quite a battle.
- 21:30SPEAKER_01: Thank you very much.
- 21:31SPEAKER_01: I know it's very different to the one that you envisioned,
- 21:33SPEAKER_01: but it's obviously a great effort to get it to the point.
- 21:36SPEAKER_00: It's different because in that journey,
- 21:38SPEAKER_00: you know what really, and yesterday I was thinking about that.
- 21:43SPEAKER_00: The most beautiful thing of that journey is all the people that I met through it all.
- 21:49SPEAKER_00: That, you know, that gave me so much and make that game in some shape or form.
- 21:58SPEAKER_00: And so that was the most incredible part of the journey.
- 22:04SPEAKER_01: I had Harvey Smith on our show two weeks ago, and I asked him about Redfall, right?
- 22:10SPEAKER_01: And even though the game,
- 22:12SPEAKER_01: and it's not related to your game,
- 22:14SPEAKER_01: the game didn't do as well as he wanted, it was a failure.
- 22:17SPEAKER_01: He talked about the journey of it, and he said sometimes it is just about the journey.
- 22:21SPEAKER_01: And you want the gold ring, but sometimes it's about the journey.
- 22:25SPEAKER_00: I would say that sometimes.
- 22:26SPEAKER_00: It's really about the journey.
- 22:28SPEAKER_00: Because Harvey also,
- 22:29SPEAKER_00: I guess,
- 22:30SPEAKER_00: is a bit like me,
- 22:30SPEAKER_00: where your personal life and your artistic life or working life is pretty close
- 22:37SPEAKER_00: from one another.
- 22:38SPEAKER_00: So it is about the process and the journey of making a game with people that is in
- 22:46SPEAKER_00: and out of that journey.
- 22:49SPEAKER_00: It's a wonderful note
- 22:50SPEAKER_01: to leave it on.
- 22:51SPEAKER_01: Patrice, congratulations.
- 22:52SPEAKER_01: Thank you, sir.
- 22:52SPEAKER_01: And thank you for your time.
- 22:53SPEAKER_01: Thanks.
- 22:53SPEAKER_01: Thank you.
- 22:54SPEAKER_01: Thank you.
- 22:55SPEAKER_01: This edition of The Game Business Show is sponsored by Keyword Studios and Xola.
- 22:59SPEAKER_01: At Gamescom this week,
- 23:01SPEAKER_01: Xola is showing the world its Xola Publishing Suite
- 23:03SPEAKER_01: which gives PC Studios their own storefront,
- 23:05SPEAKER_01: launcher, player data ownership and global payments.
- 23:08SPEAKER_01: It's a chance for PC developers to have their own direct Right now back to the show.
- 23:38SPEAKER_01: So we've already listed a bunch of games from opening night live,
- 23:41SPEAKER_01: but there were actually quite a lot.
- 23:42SPEAKER_01: Wizards of the Coast announced the release date for its Mass Effect-like new IP Exodus.
- 23:45SPEAKER_01: It's coming on April 7th, 2027.
- 23:47SPEAKER_01: It also showed Warlock, its next D&D game, which is due in 2027.
- 23:51SPEAKER_01: Embracer and Red Octame,
- 23:52SPEAKER_01: I've actually seen this game,
- 23:54SPEAKER_01: it's really cool,
- 23:54SPEAKER_01: announced their Rock Band-like game stage tour is coming out December 10th.
- 23:58SPEAKER_01: That's for PS5, Xbox Series X and Switch 2 and PC.
- 24:02SPEAKER_01: I'm all over it, it looks great.
- 24:03SPEAKER_01: Meanwhile there were big trailers shown for Game of Thrones War The Westeros,
- 24:06SPEAKER_01: Blood of the Dawnwalker,
- 24:07SPEAKER_01: Control Resonant,
- 24:08SPEAKER_01: Rayman Legends Retold,
- 24:09SPEAKER_01: A Plague Tale Legacy, Silent Hill Townfall, Gears of War E-Day, Metro 2039 and more.
- 24:15SPEAKER_01: It wasn't just opening night live that happened though.
- 24:17SPEAKER_01: There was also the future game show.
- 24:19SPEAKER_01: For me the standout reveal there was a new Worms spin-off plus the news that
- 24:23SPEAKER_01: a new mainline Worms game is in the works because you know...
- 24:27SPEAKER_01: I'm old, I love worms.
- 24:28SPEAKER_01: But Onimusha was there,
- 24:29SPEAKER_01: Clutch was there,
- 24:30SPEAKER_01: Star Trek was there, The Walking Dead, Serious Sam, lots and lots of things.
- 24:33SPEAKER_01: But one game that actually surprised me was
- 24:35SPEAKER_01: a hockey game called Breakaway Hockey League,
- 24:37SPEAKER_01: which looks like a supercharged, fast-paced 4v4 hockey title.
- 24:40SPEAKER_01: In fact, that's exactly what it is.
- 24:42SPEAKER_01: And the reason it surprised me is it's being developed by Raccoon Logic.
- 25:02SPEAKER_01: Raccoon Logic is behind the comedy-action-adventure games,
- 25:04SPEAKER_01: Journey to the Savage Planet and Revenge of the Savage Planet.
- 25:07SPEAKER_01: I actually spoke to Schneider and Hutchinson in 2024.
- 25:09SPEAKER_01: It was the last interview I ever did for the games industry.
- 25:12SPEAKER_01: Biz, ahead of the release of Revenge of the Savage Planet,
- 25:14SPEAKER_01: and they talked about embracing the old model of making and releasing video games,
- 25:18SPEAKER_01: so you know,
- 25:18SPEAKER_01: create a title,
- 25:19SPEAKER_01: finish it,
- 25:20SPEAKER_01: stick it in a box, get it featured in magazines, and you know, release it.
- 25:23SPEAKER_01: They acknowledged in my interview that's not the way games are done today,
- 25:26SPEAKER_01: but they just liked the old way of doing things,
- 25:27SPEAKER_01: and they wanted to prove it could still work.
- 25:32SPEAKER_01: Revenge of the Savage Planet
- 25:46SPEAKER_01: It shouldn't surprise me that the firm's next game is a bit more typical of modern titles.
- 25:49SPEAKER_01: It's an online multiplayer game.
- 25:51SPEAKER_01: It's going into early access.
- 25:52SPEAKER_01: It's being developed alongside the community.
- 25:55SPEAKER_01: And so I decided I had to talk to Alex and read about this and its change
- 25:58SPEAKER_01: of approach for its new game.
- 26:00SPEAKER_01: And here is our short conversation.
- 26:02SPEAKER_02: Hello, welcome to the show.
- 26:03SPEAKER_02: Hi, thanks for having us.
- 26:04SPEAKER_02: It's great to see you again.
- 26:05SPEAKER_02: Thanks for having us.
- 26:06SPEAKER_01: My final interview with Games and Shopbiz was you two.
- 26:08SPEAKER_01: I was expecting when I heard that you got a new game here that it would be... A continuation.
- 26:13SPEAKER_01: ...A Savage Planet style thing, and it is absolutely not that.
- 26:17SPEAKER_01: So tell me about this pivot.
- 26:18SPEAKER_03: The goal for the studio was to sort of adapt to the modern world
- 26:21SPEAKER_03: a little bit instead of spending three or four years working on a game
- 26:24SPEAKER_03: as we have traditionally for probably the last 20 years to try
- 26:26SPEAKER_03: and get something out faster and find something that we could work on,
- 26:30SPEAKER_03: you know, in tandem with the audience.
- 26:32SPEAKER_02: We got some interesting research.
- 26:33SPEAKER_02: And the market conditions are basically like now's the time to do it.
- 27:01SPEAKER_01: We've always had a bit of a sort of comedy fun vibe about you and your games and your studio.
- 27:06SPEAKER_01: Is that gonna come across in this sort of different genre?
- 27:10SPEAKER_03: We hope so, for sure.
- 27:11SPEAKER_01: I don't know.
- 27:12SPEAKER_03: What do you think, Alex?
- 27:13SPEAKER_03: It's still going to be a bright, optimistic color palette.
- 27:15SPEAKER_03: The art's still going to, you know, pop.
- 27:17SPEAKER_03: We're hoping that the systems are robust enough.
- 27:20SPEAKER_03: If you think about what the game is,
- 27:21SPEAKER_03: it's kind of,
- 27:22SPEAKER_03: you know,
- 27:22SPEAKER_03: the gameplay of Rocket League meets the tone of NBA Jam,
- 27:26SPEAKER_03: you know, inside a hockey game is what we're trying to achieve.
- 27:28SPEAKER_03: So it still should be bright and optimistic,
- 27:30SPEAKER_03: you know,
- 27:31SPEAKER_03: fun in the pad,
- 27:32SPEAKER_03: hopefully systemic enough to have,
- 27:33SPEAKER_03: you know, hundreds and hundreds of hours of play, but we'll know soon enough.
- 27:37SPEAKER_01: When we last spoke,
- 27:38SPEAKER_01: as I say,
- 27:38SPEAKER_01: it was in LA,
- 27:39SPEAKER_01: it was around, I mean,
- 27:40SPEAKER_01: you said,
- 27:41SPEAKER_01: I've got a quote from you on this,
- 27:42SPEAKER_01: is that,
- 27:42SPEAKER_01: we're doing the last hurrah of the games industry I grew up with,
- 27:45SPEAKER_01: which is,
- 27:45SPEAKER_01: you get an edge cover,
- 27:46SPEAKER_01: you fly Jennison to talk in actual person,
- 27:49SPEAKER_01: it feels like the end, we're doing a physical version, that's the industry I love.
- 27:53SPEAKER_01: So, you're talking about adapting.
- 27:55SPEAKER_01: So much truth.
- 27:57SPEAKER_01: You're talking about adapting, but did that approach work or did it not?
- 28:03SPEAKER_03: Well, I think I stand by it.
- 28:04SPEAKER_03: I think it was,
- 28:05SPEAKER_03: you know,
- 28:05SPEAKER_03: especially now at Gamescom,
- 28:06SPEAKER_03: you look at the kind of games being announced
- 28:07SPEAKER_03: and there's some stuff still happening,
- 28:08SPEAKER_03: you know,
- 28:09SPEAKER_03: outside of North America and most of Europe that looks It looks like
- 28:13SPEAKER_03: the old games industry, but it is changing and we're trying to change with it.
- 28:17SPEAKER_03: I think the approach worked in the sense that it resonated with game players.
- 28:21SPEAKER_03: I was distressed the other day to realize that my favorite console of all time,
- 28:25SPEAKER_03: the Amiga 500, They think sold between four and five million units.
- 28:30SPEAKER_03: So if we look at the numbers for Revenge and Journey to the Savage Planet,
- 28:33SPEAKER_03: in a crazy way, we almost had as many players as people who owned an Amiga.
- 28:38SPEAKER_03: And yet it doesn't feel like the same level of success remotely.
- 28:41SPEAKER_03: So I think the industry is changing and you can still have a big audience and we got
- 28:45SPEAKER_03: a big audience, but it monetized in a very strange way.
- 28:48SPEAKER_03: People aren't buying physical copies anymore.
- 28:51SPEAKER_03: If they get it on streaming services, they're not spending any more money.
- 28:54SPEAKER_03: So the new game is trying to adapt to this and still You know, make games that we love.
- 28:58SPEAKER_01: Is your heart broken a bit then?
- 29:02SPEAKER_03: Yeah, a little bit.
- 29:03SPEAKER_03: Yeah, a little bit.
- 29:04SPEAKER_02: Chris, how much time do you have?
- 29:06SPEAKER_03: Yeah, no, I mean, I miss, you know, all kinds of things.
- 29:09SPEAKER_03: I miss magazines on shelves.
- 29:10SPEAKER_03: I miss, you know, going to the game store, you know?
- 29:14SPEAKER_03: And I think it's kind of a sign that you're in your uncomfortable middle age when,
- 29:17SPEAKER_03: yeah, you miss those things.
- 29:19SPEAKER_03: But I think there was a level of personality and ownership that came with waiting
- 29:22SPEAKER_03: for a game, you know what I mean?
- 29:23SPEAKER_03: And spending your money up front and then investing your time in it that's lost.
- 29:27SPEAKER_03: There's still great things about the modern industry, but I do miss that.
- 29:31SPEAKER_02: We try and be pretty clued in on terms of where the industry is going.
- 29:33SPEAKER_02: And if you look right now, everything, I mean, more and more is just about clips.
- 29:37SPEAKER_02: People, like, people aren't, you know, they're reading less, unfortunately.
- 29:40SPEAKER_02: Like, it's just everything is just clips, clips, clips.
- 29:42SPEAKER_02: So one of the cool things about doing something like hockey,
- 29:45SPEAKER_02: and if we do our job properly, and hopefully we will, like, it's a clip factory.
- 29:49SPEAKER_02: Now, obviously,
- 29:50SPEAKER_02: people are still going to read,
- 29:51SPEAKER_02: you know,
- 29:51SPEAKER_02: stuff from you,
- 29:52SPEAKER_02: Chris, because it's like the wider audience and it's a business focus.
- 29:55SPEAKER_02: But if you think about The younger players, that's what they're responding to now.
- 30:00SPEAKER_02: So one of the things that interested us about this is, again,
- 30:03SPEAKER_02: if we do our jobs right,
- 30:04SPEAKER_02: we can basically create almost like a clip factory and lots of interesting moments
- 30:09SPEAKER_02: where players could be capturing those,
- 30:11SPEAKER_02: sharing them,
- 30:12SPEAKER_02: and showing off to their friends in the same way that you see in Rocket League.
- 30:15SPEAKER_03: Yeah, another thing worth mentioning is we don't have an official license for the game.
- 30:18SPEAKER_03: So breakaway hockey is,
- 30:19SPEAKER_03: you know,
- 30:20SPEAKER_03: allowing us to do all the things that people want,
- 30:22SPEAKER_03: hopefully in an NHL game that they wouldn't get in an official NHL game.
- 30:26SPEAKER_03: So, you know, we can have big hits, we can have crazy shots, we can exaggerate a lot.
- 30:30SPEAKER_03: You know, we can knock the teeth out of people.
- 30:32SPEAKER_03: We can have some blood on the ice if we end up there.
- 30:34SPEAKER_03: So hopefully it's a little bit more exciting,
- 30:36SPEAKER_03: a little bit more robust without abandoning what makes hockey great.
- 30:39SPEAKER_01: And you're releasing it sort of quickly.
- 30:41SPEAKER_01: Is this how exactly you've watched it?
- 30:43SPEAKER_01: Talk me through that.
- 30:43SPEAKER_03: Yeah,
- 30:44SPEAKER_03: I think the old days of nurturing something for three years before you show it to
- 30:47SPEAKER_03: the audience is a risk.
- 30:50SPEAKER_03: So I think,
- 30:50SPEAKER_03: you know,
- 30:50SPEAKER_03: we're looking to go into early access next year and really grow with the audience
- 30:54SPEAKER_03: and get constant feedback.
- 30:55SPEAKER_01: If you go out next year, you might still be able to do a physical version.
- 30:58SPEAKER_03: I would love a physical version, but yeah, I don't know.
- 31:01SPEAKER_03: I think, yeah,
- 31:02SPEAKER_03: there's funny stats on the physical stuff in that sports,
- 31:05SPEAKER_03: especially as it's more mainstream,
- 31:06SPEAKER_03: is actually keeping,
- 31:07SPEAKER_03: you know, physical adoption at a higher rate than a lot of other games.
- 31:10SPEAKER_03: So maybe it would make sense.
- 31:11SPEAKER_03: I hope so.
- 31:12SPEAKER_03: Yeah.
- 31:13SPEAKER_02: You made his day now.
- 31:14SPEAKER_02: Yeah, and I'm just wiping a single tear away.
- 31:17SPEAKER_01: It's going to early access, you're going to release it, you're going to test it.
- 31:20SPEAKER_01: Are you prepared for that?
- 31:21SPEAKER_01: Because you have quite an artistic vision,
- 31:23SPEAKER_01: you've got people who are going to tell you, no, don't do that.
- 31:25SPEAKER_01: You're like, no, I'm the creative guy behind this, this is how we do things.
- 31:29SPEAKER_03: Well, I mean, it's always a collaboration.
- 31:31SPEAKER_03: Often I'm answering the question,
- 31:32SPEAKER_03: but it's usually an answer that we've worked on as a group or a lot of the time,
- 31:35SPEAKER_03: not always.
- 31:36SPEAKER_03: I think it's more fun to get feedback early on.
- 31:38SPEAKER_03: When you've really spent three years on something,
- 31:40SPEAKER_03: you're pretty certain of your idea and you don't want to change it.
- 31:43SPEAKER_03: So I think it actually makes it easier to get quick feedback on a quick prototype.
- 31:46SPEAKER_03: And also it's hockey at its core.
- 31:49SPEAKER_03: You know what I mean?
- 31:50SPEAKER_03: We're not trying to create something from whole cloth.
- 31:52SPEAKER_03: So I think it's a really good fit for a feedback loop.
- 31:55SPEAKER_03: But I do think for
- 31:55SPEAKER_02: the team,
- 31:57SPEAKER_02: there is an adapt,
- 31:57SPEAKER_02: like to your point,
- 31:58SPEAKER_02: there's a really big adaptation process where we,
- 32:01SPEAKER_02: whether the leads on the team or really the whole team in general,
- 32:05SPEAKER_02: we have to get comfortable with putting stuff out there
- 32:08SPEAKER_02: that we might not have put out in the past historically.
- 32:12SPEAKER_02: So it's a process and we had to bring on some new people as well who have
- 32:16SPEAKER_02: that mindset and we had to adapt ourselves.
- 32:19SPEAKER_02: It's going to be learning.
- 32:20SPEAKER_02: We're not sitting here saying we're going to get everything right.
- 32:22SPEAKER_02: We're going to learn from it.
- 32:23SPEAKER_02: We're going to learn as we go.
- 32:25SPEAKER_01: Yeah.
- 32:26SPEAKER_02: It's PC, right?
- 32:27SPEAKER_01: It's PC to start.
- 32:28SPEAKER_01: Yeah.
- 32:28SPEAKER_01: Exactly.
- 32:29SPEAKER_01: And the idea that it will come to consoles eventually if the console industry is still standing.
- 32:33SPEAKER_01: We'd like to do that.
- 32:34SPEAKER_01: That would be cool.
- 32:35SPEAKER_01: I know we have Twitter conversations, ex-conversations.
- 32:39SPEAKER_01: I know that you're quite passionate about the console side of the industry and
- 32:43SPEAKER_01: where it's heading.
- 32:46SPEAKER_01: Yeah, thoughts.
- 32:47SPEAKER_01: I don't really have a question to them other than,
- 32:49SPEAKER_01: you know,
- 32:49SPEAKER_01: I think you seem to be quite like the fact that Sony seems to be pivoting back away
- 32:53SPEAKER_01: from live service and Xbox is pivoting back away from Game Pass a little bit.
- 32:57SPEAKER_03: Yeah, I mean, I think it's interesting.
- 33:00SPEAKER_03: When some things I think that are clear to the wider game development community
- 33:03SPEAKER_03: and often even to the audience are not as clear to the executive class.
- 33:06SPEAKER_03: So they have meetings where they decide that the future is all live service
- 33:11SPEAKER_03: and abandon their traditional success.
- 33:13SPEAKER_03: So it isn't surprising to me that they're turning around and saying,
- 33:16SPEAKER_03: wait, we have a lot of studios that make great single player games.
- 33:19SPEAKER_03: Maybe we should let them make great single player games.
- 33:22SPEAKER_03: And again, seeing as that's the stuff I like, it's no problem.
- 33:25SPEAKER_01: I went through so many interviews, I was going to throw some lines at you.
- 33:28SPEAKER_01: With my friend and colleague,
- 33:29SPEAKER_01: James Batchelor, you said, let people own the games they've bought.
- 33:32SPEAKER_01: That was an interview from 2024.
- 33:33SPEAKER_03: Yeah, and that seems to be resonating a lot in the discourse these days online seems
- 33:38SPEAKER_03: to be
- 33:39SPEAKER_01: agreeing with that one.
- 33:39SPEAKER_01: Another one was,
- 33:40SPEAKER_01: this was an interesting,
- 33:41SPEAKER_01: because this is in the interview that we did,
- 33:42SPEAKER_01: and you said,
- 33:43SPEAKER_01: a big company always wants you to go on and be a hundred million seller.
- 33:46SPEAKER_01: And that seemed true in 2024.
- 33:48SPEAKER_01: In 2026, I get the impression that actually people are okay with a three or four million.
- 33:53SPEAKER_03: Well, I think it's crazy when you look at something like Sony abandoning Destiny,
- 33:56SPEAKER_03: which had 70,000 concurrent players a day.
- 33:59SPEAKER_03: You know what I mean?
- 33:59SPEAKER_03: Which in considering that a failure when that in any reasonable world is
- 34:02SPEAKER_03: a monstrous success and perhaps it's only a failure
- 34:05SPEAKER_03: because they had There's far too many people working on it, you know?
- 34:07SPEAKER_03: And if we were making the game we're making for a big studio,
- 34:10SPEAKER_03: I'd be terrified because the idea that we'll come out of the gate
- 34:13SPEAKER_03: and have 100,000 concurrent players is probably nuts, right?
- 34:16SPEAKER_03: But as an independent studio, we don't need that.
- 34:18SPEAKER_03: And we can probably,
- 34:19SPEAKER_03: you know,
- 34:19SPEAKER_03: both survive at a lower number and then spend the time it takes to grow it.
- 34:23SPEAKER_03: So I think I feel much better about them abandoning what seem
- 34:27SPEAKER_03: to me very healthy numbers in favor of
- 34:28SPEAKER_02: chasing crazy numbers.
- 34:30SPEAKER_02: As a smaller studio as well,
- 34:32SPEAKER_02: we can really focus on the player experience more than the monetization.
- 34:36SPEAKER_02: Like a lot of times when,
- 34:37SPEAKER_02: you know,
- 34:37SPEAKER_02: and we work,
- 34:38SPEAKER_02: a lot of us have worked in large companies,
- 34:39SPEAKER_02: it almost, it almost starts out with the monetization and they back into a game.
- 34:44SPEAKER_02: But from our perspective,
- 34:45SPEAKER_02: it's like, okay, what game can we make that's going to be awesome for players?
- 34:48SPEAKER_02: What game can we make that people are going to really be excited about?
- 34:51SPEAKER_02: And if we do that, well, the money's going to come.
- 34:54SPEAKER_02: But doing it the other way, it's really, really tough.
- 34:58SPEAKER_02: And gamers and players in general, they can smell bullshit.
- 35:03SPEAKER_02: And so it's incumbent on us to make something the players want.
- 35:06SPEAKER_02: And a player that feels good, it looks good, and is going to get people excited.
- 35:10SPEAKER_02: And if we do that well, players are going to come.
- 35:13SPEAKER_01: I might just leave it there because I have to say I wasn't expecting that game.
- 35:16SPEAKER_01: I have to say I was fully like I was setting up talking about Sticking with
- 35:21SPEAKER_01: the old way of making games and the single player and magazine.
- 35:24SPEAKER_03: And it's like, you know, we're going young.
- 35:26SPEAKER_03: It's the joke that, you know, the old dog hopefully can learn a new trick.
- 35:28SPEAKER_03: Yeah.
- 35:29SPEAKER_03: We might complain about the trick, but we can perform it.
- 35:31SPEAKER_01: Yeah.
- 35:32SPEAKER_03: A trick might hurt, but we're going to try and pull it off.
- 35:34SPEAKER_01: We'll say this,
- 35:35SPEAKER_01: that we obsess with generations,
- 35:36SPEAKER_01: but really we talk about,
- 35:37SPEAKER_01: we talk about gen alphas and gen Z's and that kind of stuff and millennials.
- 35:41SPEAKER_01: I often think that's largely a marketing construct.
- 35:43SPEAKER_01: Because when I was young,
- 35:44SPEAKER_01: I played video games with my friends,
- 35:46SPEAKER_01: and they watched me play, and then it was controllers passing.
- 35:49SPEAKER_01: Now the internet has allowed us to do that online.
- 35:51SPEAKER_01: But I think there are adults that like consoles, and there are kids that like consoles.
- 35:54SPEAKER_01: My seven-year-old's Nintendo obsessive.
- 35:57SPEAKER_01: And I think this idea that, oh no,
- 35:58SPEAKER_01: kids are all on Roblox,
- 35:59SPEAKER_01: they all do this, and adults don't like TikTok because they're all about...
- 36:02SPEAKER_01: I don't think that's actually...
- 36:04SPEAKER_01: True, they've got different times at different stages in their lives.
- 36:07SPEAKER_01: A 20-year-old is worried about different things than a 40-year-old, but that was true ages ago.
- 36:10SPEAKER_01: I think to the living years, you know, every generation blames one before.
- 36:14SPEAKER_01: I don't think it's all that different.
- 36:16SPEAKER_01: I look at that and go,
- 36:17SPEAKER_01: yeah, you're chasing after a younger crowd, you're going after a broader audience.
- 36:20SPEAKER_01: But actually, we played those games.
- 36:21SPEAKER_03: Yeah, I don't think it's the way you interact with it.
- 36:23SPEAKER_03: I think you're right, that's a continuum.
- 36:25SPEAKER_03: I do think tastes change.
- 36:27SPEAKER_03: You know,
- 36:27SPEAKER_03: like I was joking before,
- 36:28SPEAKER_03: sometimes I feel like we're in a jazz band and everyone wants hair metal.
- 36:32SPEAKER_03: You know what I mean?
- 36:33SPEAKER_03: It's not about playing the instruments, it's about the style.
- 36:36SPEAKER_03: But I think we've found a really nice sweet spot where we're excited to make it.
- 36:39SPEAKER_03: I think there's a gap in the market and hopefully the audience likes it too.
- 36:43SPEAKER_01: Brilliant.
- 36:43SPEAKER_01: Thank you.
- 36:43SPEAKER_01: Good luck with it.
- 36:44SPEAKER_01: Thank you.
- 36:44SPEAKER_01: Thank you.
- 36:46SPEAKER_01: I just want to note that Patrice Desolets,
- 36:48SPEAKER_01: of course,
- 36:48SPEAKER_01: was the creative director on Assassin's Creed 1 and 2,
- 36:50SPEAKER_01: and Alex Hutchinson there was the creative director on Assassin's Creed 3.
- 36:53SPEAKER_01: I'm going to tell you that that was planned.
- 36:54SPEAKER_01: It was not planned.
- 36:55SPEAKER_01: But anyway,
- 36:57SPEAKER_01: before we wrap up,
- 36:58SPEAKER_01: well, there's only one thing left for me to do, which is round up the news.
- 37:01SPEAKER_01: And there was a lot of news that wasn't related to Gamescom.
- 37:05SPEAKER_01: Xbox is testing a disc to digital feature.
- 37:08SPEAKER_01: It's letting owners of certain physical games unlock a digital entitlement for that same title.
- 37:12SPEAKER_01: So players just insert a disc into Xbox One or Xbox Series X,
- 37:16SPEAKER_01: launch the game and they can claim the entitlement.
- 37:18SPEAKER_01: Most Xbox One and Xbox Series X games will be supported.
- 37:21SPEAKER_01: The physical disc will still work afterwards,
- 37:23SPEAKER_01: but only one digital license can be generated per game disc.
- 37:27SPEAKER_01: Elsewhere,
- 37:28SPEAKER_01: Rockstar has broken its silence on the GTA 6 leaks in a new statement it called
- 37:31SPEAKER_01: the leaks heartbreaking.
- 37:32SPEAKER_01: It told fans,
- 37:33SPEAKER_01: we want to thank everyone in the community who has reached out with messages
- 37:36SPEAKER_01: to support this past week.
- 37:37SPEAKER_01: Your words have meant more to the team than you can imagine.
- 37:39SPEAKER_01: Obviously,
- 37:39SPEAKER_01: so much of the game has been leaked online
- 37:41SPEAKER_01: by this leaker that's demanding physical copies of the game.
- 37:45SPEAKER_01: GTA 6 has now been fully revealed on Netflix.
- 37:47SPEAKER_01: I haven't seen it yet,
- 37:48SPEAKER_01: so that's why it's not in this episode, but we will be talking about that next week.
- 37:52SPEAKER_01: Journey Developer, That Game Company, has formed That Game Publisher.
- 37:55SPEAKER_01: It follows the success of its game,
- 37:57SPEAKER_01: Sky Children of the Light, and it's looking to fund emotionally ambitious titles.
- 38:01SPEAKER_01: Sega is to close Rovio Copenhagen following the cancellation of Sonic Blitz.
- 38:05SPEAKER_01: The mobile game was worked on by around 20 people.
- 38:07SPEAKER_01: We don't quite know how People have been laid off.
- 38:08SPEAKER_01: If you watched Here's the Dring,
- 38:10SPEAKER_01: which is our paid-for newsletter and podcast that comes out on Monday,
- 38:13SPEAKER_01: you will know this already,
- 38:14SPEAKER_01: but Focus Entertainment will publish Clutch,
- 38:16SPEAKER_01: the new AAA racing game from Maverick Games,
- 38:18SPEAKER_01: which is the studio formed by a bunch of Forza Horizon veterans.
- 38:21SPEAKER_01: The game was funded by Amazon,
- 38:22SPEAKER_01: but the retail giant dropped it earlier this year, despite it being nearly finished.
- 38:26SPEAKER_01: There'll be more on that in a couple of weeks.
- 38:28SPEAKER_01: We've got a big interview with them.
- 38:29SPEAKER_01: In the US,
- 38:30SPEAKER_01: console hardware revenue fell to a low not seen since July 2020 when PS4,
- 38:34SPEAKER_01: Xbox One and Switch were in short supply due to the COVID-19 pandemic.
- 38:39SPEAKER_01: Because of these price rises,
- 38:40SPEAKER_01: Sakana said that sales rates of PS5 and Xbox Series S
- 38:43SPEAKER_01: and X have been significantly impacted.
- 38:45SPEAKER_01: Generally, July US sales of games hardware and accessories were down.
- 38:48SPEAKER_01: It was down 10% to $4.5 billion compared to the year before.
- 38:52SPEAKER_01: Mobile was the biggest reason for the decline, with console and PC content also down as well.
- 38:57SPEAKER_01: A few other stories.
- 38:57SPEAKER_01: VC firm Makers Fund has closed its fourth funding round and has $250 million
- 39:01SPEAKER_01: to invest in startups that might define the future of video games.
- 39:04SPEAKER_01: Makers Fund has had numerous successes in the past,
- 39:06SPEAKER_01: including with Royal Match developer Dream Games.
- 39:09SPEAKER_01: Riot Games will end active development of its free-to-play fighting game 2XKO this December.
- 39:14SPEAKER_01: Servers will remain online beyond this year and offline play will not be affected.
- 39:18SPEAKER_01: 007 First Light has now sold 4 million copies worldwide.
- 39:21SPEAKER_01: Congratulations to the IO Interactive folks there.
- 39:23SPEAKER_01: And that's it!
- 39:25SPEAKER_01: That's it for today's episode of The Game Business Show.
- 39:27SPEAKER_01: Thank you to all our guests for joining us today.
- 39:29SPEAKER_01: We will be back with more news analysis, insight and interviews in the days and weeks ahead.
- 39:34SPEAKER_01: If you want to become a paid subscriber to The Game Business,
- 39:36SPEAKER_01: until Monday we have a summer sale on.
- 39:39SPEAKER_01: We get 25% off a paid subscription.
- 39:41SPEAKER_01: A paid subscription gets you access to our weekly podcast and newsletter, Here's The Drink.
- 39:45SPEAKER_01: It also gets you access to our monthly market report and you can come along
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- 39:51SPEAKER_01: You can find out more on thegamebusiness.com.
- 39:54SPEAKER_01: But that's it for me today.
- 39:56SPEAKER_01: Until next time, thank you for tuning in.