Latest / The Game Business Show / Five things we’ve learned about Japan’s games industry, plus how GTA 6 influenced Valor Mortis’ $40 price point
Transcript
- 0:00SPEAKER_01: This week we investigate the Japanese video games market,
- 0:03SPEAKER_01: Lyrical Games explains its $40 price tag for Valor Mortis,
- 0:07SPEAKER_01: and Next Playground secures more funding.
- 0:13SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:15SPEAKER_01: This week's edition is sponsored by Unreal Engine.
- 0:18SPEAKER_01: Were you perhaps too busy making the next hit video game to make it to Unreal Fest Chicago?
- 0:23SPEAKER_01: Don't worry,
- 0:24SPEAKER_01: it's not too late for your team to benefit from the wealth of free technical content
- 0:28SPEAKER_01: that was featured there.
- 0:29SPEAKER_01: There are well over 60 sessions available now on the Unreal Engine YouTube playlist,
- 0:34SPEAKER_01: ready to watch on demand with more arriving every day.
- 0:38SPEAKER_01: Delivered by both Epix devs and your peers in the industry including Halo Studios,
- 0:43SPEAKER_01: Unknown Worlds and Riot Games,
- 0:45SPEAKER_01: these sessions cover everything from world building and characters to optimization
- 0:49SPEAKER_01: and profiling and even more.
- 0:51SPEAKER_01: Plus, you can take a good look at what just arrived in Unreal Engine 5.8
- 0:55SPEAKER_01: and see what's next for the technology.
- 0:58SPEAKER_01: You can watch more of this on the Unreal Engine YouTube channel or check out
- 1:02SPEAKER_01: the links in the newsletter associated with this show.
- 1:06SPEAKER_01: Speaking of which, let's get back to it.
- 1:08SPEAKER_01: So you probably can't tell, but I've just landed in Tokyo for Tokyo Game Show 2026.
- 1:14SPEAKER_01: I've never been to Japan before.
- 1:16SPEAKER_01: I've not seen much of it, but it's a lovely country so far.
- 1:19SPEAKER_01: And we've got a bit of a Japan special for you today.
- 1:21SPEAKER_01: We've got Dr.
- 1:22SPEAKER_01: Serkan Toto,
- 1:23SPEAKER_01: a Japan games consultant and analyst from Canton Games to chat about all things
- 1:28SPEAKER_01: about, you know, related to the Japanese video games market and industry.
- 1:32SPEAKER_01: Now, when I think about Japanese video game companies in 2026,
- 1:37SPEAKER_01: two businesses immediately spring to mind, Capcom and Nintendo.
- 1:40SPEAKER_01: Both of them have become poster children of how to do console video games in 2026.
- 1:45SPEAKER_01: Both of them are growing companies who consistently deliver hit after hit after hit.
- 1:49SPEAKER_01: That's no mean feat in this industry.
- 1:51SPEAKER_01: And I think a lot of that comes down to consistency.
- 1:55SPEAKER_01: And let's take Nintendo for a moment.
- 1:56SPEAKER_01: I really loved their Zelda Direct they did last week.
- 1:58SPEAKER_01: And I'm bound to say that because I'm a big fan of Zelda.
- 2:01SPEAKER_01: But what was interesting to me was how similar the plans
- 2:04SPEAKER_01: for Zelda's 40th anniversary are to Zelda's 25th anniversary.
- 2:08SPEAKER_01: I was there during the 25th anniversary of Zelda.
- 2:10SPEAKER_01: I did a special edition Zelda magazine of MCV.
- 2:13SPEAKER_01: I interviewed Zelda Williams,
- 2:14SPEAKER_01: Robin Williams' daughter, who was named after the game during that time.
- 2:18SPEAKER_01: And back then,
- 2:19SPEAKER_01: Nintendo did a big concert,
- 2:20SPEAKER_01: they had a game,
- 2:21SPEAKER_01: they had merchandise,
- 2:22SPEAKER_01: they had a lot of activity around their old Zelda titles as well.
- 2:26SPEAKER_01: And when I look at what they're doing this time, well, it's sort of the same stuff.
- 2:30SPEAKER_01: There's a concert, and there's a game, and there's a lot of activity around the old Zelda games.
- 2:35SPEAKER_01: But they've added to it, obviously.
- 2:36SPEAKER_01: There's now a partnership with LEGO.
- 2:37SPEAKER_01: There's even more collaborations with other merchandise companies.
- 2:40SPEAKER_01: There's now, of course, a movie.
- 2:41SPEAKER_01: You don't get bigger than that.
- 2:43SPEAKER_01: As well as some stuff around the museum.
- 2:45SPEAKER_01: Nintendo have increased the touch points over the years to become a big organization.
- 2:49SPEAKER_01: Its brands have grown.
- 2:50SPEAKER_01: But crucially, it's still doing much of the same stuff.
- 2:53SPEAKER_01: There's a consistency to it.
- 2:55SPEAKER_01: The plans it has this time aren't radically different to the plans it had last time.
- 2:58SPEAKER_01: There's just more of it and it goes deeper.
- 3:00SPEAKER_01: And Capcom is sort of similar in a way.
- 3:03SPEAKER_01: Each of its games are bigger and more ambitious and trying new things,
- 3:05SPEAKER_01: but they're also very consistent with what's come before.
- 3:08SPEAKER_01: So fans know what to expect and they know that they're going to typically deliver.
- 3:13SPEAKER_01: And I think there's a safety and a confidence in those businesses as a result of
- 3:16SPEAKER_01: that consistency.
- 3:18SPEAKER_01: Well, as you look at some of the big companies in the West,
- 3:21SPEAKER_01: Let's take Xbox, which seem to radically change their strategy year after year.
- 3:25SPEAKER_01: And yes,
- 3:25SPEAKER_01: hopefully the plans they've got now are going to stick to for quite some time,
- 3:29SPEAKER_01: but the company keeps changing with each new leadership.
- 3:32SPEAKER_01: And that's hard to sort of get your head around,
- 3:34SPEAKER_01: both from my point of view,
- 3:36SPEAKER_01: from an employee's point of view, and from a fan's point of view.
- 3:39SPEAKER_01: Now, leadership is part of that.
- 3:40SPEAKER_01: Having people in charge that have been there for a while,
- 3:42SPEAKER_01: Nintendo's leadership hasn't actually changed that much.
- 3:44SPEAKER_01: Many of the top game makers there were there in the 80s.
- 3:47SPEAKER_01: Capcom is still run by the same people.
- 3:50SPEAKER_01: Sony's a bit of an interesting one though and they're also largely
- 3:53SPEAKER_01: a very consistent business with consistent leadership
- 3:57SPEAKER_01: although lately fans have started to feel a bit lost on them and their message used
- 4:00SPEAKER_01: to always be you know for the players that was their big thing but right now
- 4:04SPEAKER_01: whether it's the news around stopping manufacturing discs or the pivot towards
- 4:07SPEAKER_01: and away from live service games or hideo kojima going to xbox a lot
- 4:12SPEAKER_01: of fans are feeling a bit unsettled this isn't the playstation they know
- 4:15SPEAKER_01: that previously consistent company It's starting to behave a little bit
- 4:19SPEAKER_01: against what they would expect.
- 4:21SPEAKER_01: Now, a lot of these are temporary issues,
- 4:22SPEAKER_01: I'm sure, but I think consistency is more important than people give it credit.
- 4:26SPEAKER_01: And I think Japan, in many ways, represents consistency in the video games business.
- 4:31SPEAKER_01: But what do I know?
- 4:32SPEAKER_01: I'm just a Westerner, a Gaijin.
- 4:34SPEAKER_01: Let's talk to somebody who does know.
- 4:36SPEAKER_01: His name is Dr. Serkan Toto.
- 4:37SPEAKER_01: He's a video game analyst and specializes in the Japanese video games market.
- 4:41SPEAKER_01: You may have seen his name crop up in various articles down the years,
- 4:44SPEAKER_01: mostly about Japan business.
- 4:45SPEAKER_01: And I spoke to him about what's really going on in the country.
- 4:48SPEAKER_01: And here he is.
- 4:50SPEAKER_02: Welcome.
- 4:50SPEAKER_02: Welcome to the show.
- 4:51SPEAKER_02: Thank you for having me, Chris.
- 4:52SPEAKER_01: Is TGS a busy time for you?
- 4:54SPEAKER_02: One of the busiest times of the year, you can say, yeah.
- 4:57SPEAKER_02: What's it look like?
- 4:58SPEAKER_01: What do you do?
- 4:58SPEAKER_02: What do you think up to?
- 5:00SPEAKER_02: There's clients coming in from finance.
- 5:03SPEAKER_02: They're interested in the publicly traded game companies that we have in Japan.
- 5:08SPEAKER_02: I think it's a record number,
- 5:09SPEAKER_02: globally speaking,
- 5:10SPEAKER_02: even including China,
- 5:11SPEAKER_02: 40 to 50 mobile console Game companies are publicly traded in Japan of all sorts,
- 5:19SPEAKER_02: of all sizes.
- 5:21SPEAKER_02: And then the other client group that I have are basically game companies
- 5:25SPEAKER_02: that visit Japan to make business contacts and explore the market, etc, etc.
- 5:32SPEAKER_01: Why is that a thing?
- 5:33SPEAKER_01: Why so many companies in Japan public?
- 5:35SPEAKER_01: Is it just the age of the industry over there?
- 5:38SPEAKER_02: Yeah, that's one point.
- 5:40SPEAKER_02: I mean, as you will know, the game industry in Japan is extremely mature.
- 5:44SPEAKER_02: And there's been a big mobile gaming boom in the middle of the 2010s
- 5:49SPEAKER_02: that basically spawned, like triggered a wave of IPOs.
- 5:53SPEAKER_02: And for Japanese companies,
- 5:56SPEAKER_02: one very popular,
- 5:57SPEAKER_02: maybe the most popular exit strategy is actually going IPO instead of getting into
- 6:03SPEAKER_02: an M&A for several reasons.
- 6:05SPEAKER_01: Actually, I'm naive.
- 6:06SPEAKER_01: Give me some of those reasons.
- 6:09SPEAKER_02: Yeah, I mean,
- 6:10SPEAKER_02: you know,
- 6:10SPEAKER_02: I think that one of the biggest reasons is probably the very conservative nature of
- 6:16SPEAKER_02: the big Japanese corporations.
- 6:18SPEAKER_02: They're not as aggressive as European or especially American game studios that want
- 6:25SPEAKER_02: to grow fast, that,
- 6:26SPEAKER_02: you know,
- 6:26SPEAKER_02: want to make sure that the next two or three quarters are looking good,
- 6:30SPEAKER_02: et cetera, et cetera.
- 6:31SPEAKER_02: So I think that's probably the biggest reason.
- 6:34SPEAKER_02: That big game companies are shying away from investing their money
- 6:40SPEAKER_02: into buying other smaller studios.
- 6:43SPEAKER_01: Japan, at least from my perspective, it seems to be doing very well at the moment.
- 6:47SPEAKER_01: You know, Capcom is reporting record numbers.
- 6:49SPEAKER_01: Nintendo continues to perform incredibly strongly.
- 6:52SPEAKER_01: There's even signs of life at Square Enix.
- 6:54SPEAKER_01: Not really a huge amount of layoffs.
- 6:57SPEAKER_01: In fact, a lot of players seem to be hiring.
- 6:59SPEAKER_02: Is that a fair assessment?
- 7:01SPEAKER_02: Is it all rosy?
- 7:02SPEAKER_02: Yeah, pretty much.
- 7:03SPEAKER_02: Yeah, I think that,
- 7:04SPEAKER_02: you know,
- 7:05SPEAKER_02: if you look at the top eight,
- 7:06SPEAKER_02: you know,
- 7:06SPEAKER_02: the top two game platform providers,
- 7:10SPEAKER_02: Sony and Nintendo, and then, you know, the six big ones on the software side.
- 7:17SPEAKER_02: Apart from Square Enix and Sega,
- 7:19SPEAKER_02: if you just look at the stock market as an indicator of the stock at the market cap
- 7:24SPEAKER_02: of these companies,
- 7:25SPEAKER_02: 6 out of the 10 were either near the all-time highs or actually are at the It's
- 7:33SPEAKER_02: at very, very near the all-time highs right now as we speak right now.
- 7:38SPEAKER_02: So the Japanese console game industry,
- 7:42SPEAKER_02: not so much the mobile gaming industry,
- 7:43SPEAKER_02: but the console gaming industry is doing exceptionally well at the moment.
- 7:48SPEAKER_01: I thought mobile was doing well as well, isn't it?
- 7:50SPEAKER_01: Are you saying 70 in every 100 yen is spent on smartphone games?
- 7:54SPEAKER_02: Yeah.
- 7:54SPEAKER_02: So if you look at the Japanese market,
- 7:56SPEAKER_02: you know,
- 7:57SPEAKER_02: a lot of people think about Sega,
- 8:00SPEAKER_02: Nintendo, Sony,
- 8:01SPEAKER_02: you know, the big console players and the big franchises that we have here in Japan.
- 8:07SPEAKER_02: But actually the mobile gaming market is So Japan is a $17 billion market.
- 8:14SPEAKER_02: At the moment, the yen is very weak, so the dollar size sounds a little bit small.
- 8:22SPEAKER_02: And of that,
- 8:24SPEAKER_02: at the moment,
- 8:24SPEAKER_02: it's around $3.5 billion roundabout are console, and over $12 billion are mobile.
- 8:31SPEAKER_02: So in Japan, smartphone is absolutely king.
- 8:34SPEAKER_01: But is it Japanese smartphone games that are doing the business?
- 8:36SPEAKER_01: Because I think you said something like,
- 8:37SPEAKER_01: you know, Chinese made games are starting to really outmaneuver locally made stuff.
- 8:43SPEAKER_02: Yeah, it has become really one of these stereotypical red ocean markets for
- 8:47SPEAKER_02: the local game makers that we have on mobile.
- 8:51SPEAKER_02: So the market,
- 8:53SPEAKER_02: the addressable market is not really growing that quickly anymore as it used
- 8:58SPEAKER_02: And now,
- 9:01SPEAKER_02: on top of that,
- 9:02SPEAKER_02: the Japanese mobile gaming providers that we have here,
- 9:05SPEAKER_02: and we have a couple of them that are large cap companies,
- 9:08SPEAKER_02: they are increasingly threatened, or,
- 9:10SPEAKER_02: you know,
- 9:11SPEAKER_02: you can even say now over They're taken,
- 9:13SPEAKER_02: especially by Chinese smartphone game studios that come here,
- 9:18SPEAKER_02: you know,
- 9:18SPEAKER_02: guns blazing,
- 9:19SPEAKER_02: they take no prisoners,
- 9:21SPEAKER_02: and they not only generate downloads,
- 9:23SPEAKER_02: but they also capture a lot of the market share in terms of revenue and profits.
- 9:29SPEAKER_01: Did you say Japan's number one grossing game over the last 12 months was from China?
- 9:35SPEAKER_02: Yes, correct.
- 9:36SPEAKER_02: It's a so-called like 4X game,
- 9:38SPEAKER_02: like base building,
- 9:39SPEAKER_02: a little bit action, a little bit strategy called Last War Survival.
- 9:46SPEAKER_01: Shiba's big everywhere.
- 9:48SPEAKER_01: Correct.
- 9:48SPEAKER_01: Correct.
- 9:49SPEAKER_01: It's interesting because the China thing is quite interesting
- 9:51SPEAKER_01: because obviously Tokyo Game Show,
- 9:52SPEAKER_01: they don't seem to be present in the same way they were last year.
- 9:56SPEAKER_01: I'm told there's political reasons because of the timings and that kind of stuff,
- 9:59SPEAKER_01: but I don't know anything more to that.
- 10:02SPEAKER_02: Yeah, since since last year,
- 10:04SPEAKER_02: there's been a little bit like of geopolitical tension between the two nations.
- 10:09SPEAKER_02: But I think that it does pay a factor.
- 10:11SPEAKER_02: But I think the bigger factor is that
- 10:15SPEAKER_02: the Tokyo Game Show is really very much focused on console and PC gaming.
- 10:19SPEAKER_02: And of course,
- 10:20SPEAKER_02: Chinese game companies are increasingly getting into these two platforms,
- 10:25SPEAKER_02: also in Japan.
- 10:27SPEAKER_02: But I would say,
- 10:28SPEAKER_02: though, their biggest impact so far is definitely on the smartphone gaming side.
- 10:35SPEAKER_02: And that side is not really represented at Tokyo Game Show.
- 10:38SPEAKER_02: I think that's probably the bigger reason.
- 10:40SPEAKER_01: Ah.
- 10:41SPEAKER_01: The topic on the show quite a bit has been Chinese games made for PC and console and
- 10:46SPEAKER_01: the shift that's happening there and the impact it's having on a global market.
- 10:49SPEAKER_01: And I actually assumed,
- 10:50SPEAKER_01: because a lot of the games are anime style games,
- 10:53SPEAKER_01: that they would be having a more outsized impact on the Japanese sector.
- 10:58SPEAKER_01: Is that what's happening?
- 10:58SPEAKER_01: Is something like that happening?
- 10:59SPEAKER_01: Or is that more of just a threat on the horizon?
- 11:03SPEAKER_02: Yeah, it is happening.
- 11:04SPEAKER_02: It is happening.
- 11:04SPEAKER_02: I mean, you know,
- 11:05SPEAKER_02: on the smartphone game side,
- 11:07SPEAKER_02: it already happened, I think, a few years ago, and it's still ongoing.
- 11:10SPEAKER_02: I think that more and more Chinese game studios,
- 11:15SPEAKER_02: they look at their limited market that they have in China, shoot.
- 11:18SPEAKER_02: But ultimately, even the Chinese market is limited.
- 11:20SPEAKER_02: And they look at other markets.
- 11:22SPEAKER_02: And one of the biggest ones in the world is the neighboring one, Japan.
- 11:28SPEAKER_02: So that, I think, was the first wave.
- 11:30SPEAKER_02: But I think that now you see also So more and more console and PC game makers
- 11:36SPEAKER_02: from China taking Japan very, very seriously.
- 11:39SPEAKER_02: I would say until now,
- 11:40SPEAKER_02: probably also in Japan,
- 11:42SPEAKER_02: the biggest hit,
- 11:43SPEAKER_02: multi-platform hit,
- 11:45SPEAKER_02: you have to say,
- 11:45SPEAKER_02: is still probably, I think, Genshin Impact, you know, at this point in time.
- 11:51SPEAKER_02: But there are others too that are getting increasingly popular.
- 11:55SPEAKER_01: Well, I think as China was investing in,
- 11:56SPEAKER_01: particularly Tencent and Netis,
- 11:58SPEAKER_01: were investing quite a lot in setting up new Japanese teams with established talent.
- 12:02SPEAKER_01: And it seems they've changed their minds.
- 12:04SPEAKER_01: And maybe, I mean,
- 12:05SPEAKER_01: I know that they might be getting incentivized to support their local industry
- 12:08SPEAKER_01: a bit more.
- 12:09SPEAKER_02: But does that create any destabilization?
- 12:11SPEAKER_01: Because it seemed to happen quite quickly.
- 12:13SPEAKER_01: There seemed to be a lot of investment and suddenly it disappeared.
- 12:16SPEAKER_02: Yeah, it's China speed.
- 12:18SPEAKER_02: It's not only when they go in, it's also when they get out.
- 12:22SPEAKER_02: And, you know,
- 12:24SPEAKER_02: you might have seen the news how they fired the Marvel rivals team in the US once
- 12:29SPEAKER_02: the game was up and running.
- 12:31SPEAKER_02: And they said, hey, we don't need you anymore.
- 12:33SPEAKER_02: And they just fired them.
- 12:35SPEAKER_02: So it's not only limited to Japan, I would say.
- 12:37SPEAKER_02: But yeah, in Japan, there was a little bit of a kind of, how can I say this?
- 12:41SPEAKER_02: Like a blood trail of game companies that have been exited by Chinese companies.
- 12:47SPEAKER_02: And they make very, very fast decisions.
- 12:50SPEAKER_02: And what is new now is a little bit of this kind of like cluster phenomenon, right?
- 12:55SPEAKER_02: So it's a lot of studios in a very, very limited amount of time.
- 12:59SPEAKER_02: And yeah,
- 13:00SPEAKER_02: so I think that it's very,
- 13:02SPEAKER_02: very clear that NetEase and Tencent are not as interested in the Japanese market
- 13:07SPEAKER_02: as they used to three or four years ago.
- 13:10SPEAKER_02: What's caused that?
- 13:11SPEAKER_01: Is it the,
- 13:12SPEAKER_01: because it's,
- 13:13SPEAKER_01: you know,
- 13:13SPEAKER_01: I understand it's quite hard to sort of fire people in Japan and sort of,
- 13:18SPEAKER_01: you know, it's,
- 13:18SPEAKER_01: you know, you can't necessarily move fast in Japan like you can in other markets.
- 13:22SPEAKER_01: Is that what it is?
- 13:23SPEAKER_01: What's giving them cold feet?
- 13:24SPEAKER_02: Yeah, so I think that it's ultimately the commercial performance of these games
- 13:29SPEAKER_02: that really didn't convince the higher-ups at Tencent and NetEase.
- 13:33SPEAKER_02: I think they didn't manage their expectations.
- 13:36SPEAKER_02: And it was a lot of, I would say, pedigree chasing involved.
- 13:39SPEAKER_02: You know,
- 13:40SPEAKER_02: don't get me wrong,
- 13:41SPEAKER_02: you know, the people who got poached, they are like incredible game makers.
- 13:44SPEAKER_02: Nagoshi, for example, from Sega, right?
- 13:47SPEAKER_02: I mean, these guys know how to make games, how to ship games, et cetera, et cetera.
- 13:51SPEAKER_02: But I think the expectations were too high.
- 13:54SPEAKER_02: I think that the China speed that they are ultimately expecting kind of at least
- 13:59SPEAKER_02: from their Asian counterparts is not really there.
- 14:04SPEAKER_02: This led,
- 14:07SPEAKER_02: I think,
- 14:08SPEAKER_02: NetEase and Tencent to the conclusion that they better,
- 14:11SPEAKER_02: you know, get out of the market quickly instead of like burning more money.
- 14:18SPEAKER_02: The games didn't perform.
- 14:19SPEAKER_02: That's the ultimate reason.
- 14:20SPEAKER_01: I think caused a bit of damage though,
- 14:21SPEAKER_01: because these people were probably,
- 14:23SPEAKER_01: you know, to see,
- 14:24SPEAKER_01: we've seen people from established,
- 14:26SPEAKER_01: who've been part of companies for decades,
- 14:29SPEAKER_01: suddenly get enticed away by maybe some Chinese money or whatever,
- 14:33SPEAKER_01: and then suddenly find themselves,
- 14:34SPEAKER_01: and some of the talent they probably brought with them,
- 14:37SPEAKER_01: out on their ear, and I don't know.
- 14:40SPEAKER_01: When you feel about a country like Japan and the market like Japan
- 14:44SPEAKER_01: where everything's,
- 14:44SPEAKER_01: you know,
- 14:45SPEAKER_01: people get job for life and all that kind of stuff and then you find people,
- 14:49SPEAKER_01: I don't know, has it caused any damage in that regard?
- 14:51SPEAKER_02: It's a little bit of a trend, you know, that these big names, Harada-san is now working for SNK.
- 14:57SPEAKER_01: Yeah, that's a big one.
- 14:59SPEAKER_02: Which is controlled by Saudi Arabia.
- 15:01SPEAKER_02: So it's not only China.
- 15:04SPEAKER_02: Yeah, I mean,
- 15:06SPEAKER_02: I think that now,
- 15:06SPEAKER_02: you know,
- 15:08SPEAKER_02: People got a little bit sour,
- 15:10SPEAKER_02: I think,
- 15:10SPEAKER_02: when they think about quick Chinese money or easy Chinese money,
- 15:14SPEAKER_02: so-called easy Chinese money or, you know, things of that nature.
- 15:19SPEAKER_02: But I don't think that it ultimately shook the Japanese gaming industry.
- 15:26SPEAKER_02: A lot of people are saying, well, we told you so.
- 15:30SPEAKER_02: These companies are foreigners.
- 15:31SPEAKER_02: They don't really understand the Japanese process of game making
- 15:35SPEAKER_02: and what really drives the creators here, etc, etc.
- 15:39SPEAKER_02: But again, I think that the overall effect is probably pretty limited.
- 15:46SPEAKER_01: Yeah, well, I wasn't going to ask quite so much about China.
- 15:48SPEAKER_01: It's just become a bit of a topic lately.
- 15:50SPEAKER_01: Didn't you say to me, is PC starting to grow as well in Japan?
- 15:54SPEAKER_02: Yeah, so if you look at the overall market,
- 15:55SPEAKER_02: the PC has now captured, as of last year, about 12%, 12.5% of the entire market.
- 16:01SPEAKER_02: And in 2019, that number was 5%.
- 16:02SPEAKER_02: Oh, wow.
- 16:09SPEAKER_02: Unbelievably exploding, like,
- 16:11SPEAKER_02: you know,
- 16:11SPEAKER_02: the smartphone game industry exploded in the 2010s,
- 16:15SPEAKER_02: but it's pretty sizable right now.
- 16:17SPEAKER_02: And what I should also add is that the PC is now finally a respected game platform in Japan.
- 16:25SPEAKER_02: Whereas before,
- 16:26SPEAKER_02: even the big companies like Capcom,
- 16:28SPEAKER_02: Sega, etc., etc., looked at the PC as a little bit of a kind of like a stepson.
- 16:35SPEAKER_02: As a little bit of like this kind of like gaijin gamer platform
- 16:38SPEAKER_02: that is not really popular or not really even relevant in Japan.
- 16:42SPEAKER_02: But that tide has turned.
- 16:46SPEAKER_01: Has anything particularly triggered
- 16:48SPEAKER_02: that or is it just time?
- 16:50SPEAKER_02: I think one big trigger was the corona pandemic.
- 16:57SPEAKER_02: The second one was very strongly associated with that,
- 17:01SPEAKER_02: the non-availability of the PlayStation 5 during that time.
- 17:05SPEAKER_02: So if people People were to play high-fidelity games.
- 17:09SPEAKER_02: They either would have to reactivate or continue to use their PlayStation 4,
- 17:13SPEAKER_02: the PlayStation 4 Pro, and a lot of them started using gaming PCs instead.
- 17:21SPEAKER_02: Third reason is PUBG became really,
- 17:22SPEAKER_02: really big several years ago in Japan,
- 17:26SPEAKER_02: and the PC was the first platform that particular game was available on.
- 17:31SPEAKER_02: And as another reason,
- 17:32SPEAKER_02: a lot of the Japanese game companies in recent years,
- 17:36SPEAKER_02: Capcom will probably be being the first among the biggest ones,
- 17:41SPEAKER_02: started seeing the potential of the PC platform as a game's sales channel
- 17:48SPEAKER_02: and distribution channel.
- 17:50SPEAKER_02: And now you have a lot more Japanese games on the PC,
- 17:52SPEAKER_02: which wasn't the case in 2017, 2018 and before.
- 17:57SPEAKER_02: And that,
- 17:57SPEAKER_02: of course,
- 17:57SPEAKER_02: motivated local users to say, hey,
- 18:00SPEAKER_02: you know,
- 18:01SPEAKER_02: before I buy a PlayStation 5,
- 18:03SPEAKER_02: or chase a PlayStation 5 during Corona,
- 18:06SPEAKER_02: why don't I just go and buy a gaming PC that's readily available?
- 18:09SPEAKER_02: And that's what a lot of people did.
- 18:11SPEAKER_01: That's interesting.
- 18:12SPEAKER_01: So sort of Japanese companies trying to reach Western audiences via PC has
- 18:16SPEAKER_01: in turn Had an impact upon player behaviors in Japan as well.
- 18:20SPEAKER_01: That's interesting.
- 18:22SPEAKER_01: Okay, let's talk about console.
- 18:23SPEAKER_01: It just seems to be every time I get the Famitsu charts come in, it's just Nintendo.
- 18:29SPEAKER_01: Can anyone challenge that?
- 18:31SPEAKER_02: Not at the moment.
- 18:32SPEAKER_02: I think it's very, very difficult.
- 18:33SPEAKER_02: So Nintendo has an iron grip on the Japanese console market since 2017,
- 18:40SPEAKER_02: when the Switch 1 came out.
- 18:42SPEAKER_02: And I would actually, you know, phrase it a little bit differently.
- 18:46SPEAKER_02: I would say that if Nintendo produced another flop like the Wii U,
- 18:51SPEAKER_02: and if the Switch wasn't the super hit it turned out to be,
- 18:55SPEAKER_02: I think the Japanese console game market would have been completely eliminated.
- 19:01SPEAKER_02: Oh, really?
- 19:02SPEAKER_02: As kind of like a segment of the market.
- 19:04SPEAKER_02: I think that even more people would have turned to smartphones and maybe even the PC.
- 19:08SPEAKER_02: And in that sense,
- 19:09SPEAKER_02: I think Nintendo not only completely dominates the console gaming segment here
- 19:14SPEAKER_02: in Japan with 70%,
- 19:16SPEAKER_02: I think,
- 19:16SPEAKER_02: is the market share for all gaming content,
- 19:19SPEAKER_02: but they also saved it back around 10 years ago now.
- 19:23SPEAKER_01: Nintendo fans get very cross with me,
- 19:24SPEAKER_01: even though I am Quite abundant, but obviously a Nintendo fan.
- 19:29SPEAKER_01: But they often,
- 19:30SPEAKER_01: because I always look at the lineup for the Switch too,
- 19:32SPEAKER_01: and I think it's missing certain Western appealing games.
- 19:36SPEAKER_01: Nintendo's biggest Western IP is not here.
- 19:38SPEAKER_01: When I look at it,
- 19:39SPEAKER_01: if I try and take it from a Japan point of view,
- 19:42SPEAKER_01: and I look at games like Splatoon and Kirby and some of
- 19:46SPEAKER_01: the big brands they've been pushing, And it actually feels like the opposite.
- 19:49SPEAKER_01: It feels like actually the lineup for Switch 2 from
- 19:52SPEAKER_01: a Japanese fan's perspective potentially is actually pretty, very strong.
- 19:56SPEAKER_02: Yeah, they know the Japanese market very well.
- 19:59SPEAKER_02: They know the American market very well.
- 20:01SPEAKER_02: Nintendo of America is a very, very old company.
- 20:03SPEAKER_02: And here in Japan,
- 20:04SPEAKER_02: I would say that Nintendo has really found the taste of especially families,
- 20:11SPEAKER_02: younger people, et cetera, et cetera.
- 20:12SPEAKER_02: I mean, apart from the franchises that you mentioned, Pikmin is really big here.
- 20:16SPEAKER_02: Much, much bigger than in the West.
- 20:18SPEAKER_02: Rhythm Heaven was a big, big hit in Japan.
- 20:21SPEAKER_02: You know,
- 20:21SPEAKER_02: people don't really take these games so seriously,
- 20:24SPEAKER_02: especially in the West, but these are really big sellers in Japan.
- 20:27SPEAKER_02: They actually move units too.
- 20:30SPEAKER_02: Another one is Komodachi Life.
- 20:31SPEAKER_02: I know it's also popular outside.
- 20:33SPEAKER_02: But here in Japan, it's particularly popular.
- 20:36SPEAKER_02: And I think that Nintendo really knows very well,
- 20:40SPEAKER_02: especially during this generation and the Switch 1 generation,
- 20:44SPEAKER_02: what the average mainstream Japanese console user wants.
- 20:48SPEAKER_01: But isn't it all going to change now that Hideo Kojima is making two games for Xbox?
- 20:55SPEAKER_01: So talk about that, because that's been one of the stories of the last week.
- 21:00SPEAKER_01: I don't know if it's going to be an Xbox exclusive games or not.
- 21:03SPEAKER_01: It's hard to tell of anything with Microsoft at the moment.
- 21:05SPEAKER_01: But do you think it'd help Xbox in Japan at all?
- 21:09SPEAKER_02: They tried so many things in the last 20 years.
- 21:14SPEAKER_02: I think it's now over 20 years.
- 21:16SPEAKER_02: I think that one Hideo Kojima game will probably not sway Japanese consumers.
- 21:24SPEAKER_02: Don't get me wrong.
- 21:24SPEAKER_02: So I love him.
- 21:25SPEAKER_02: So I know a lot of people, you know, look at him in a certain way, but I love his games.
- 21:30SPEAKER_02: I love, absolutely,
- 21:32SPEAKER_02: I'm a big Hideo Kojima fan,
- 21:34SPEAKER_02: but I don't think that the average,
- 21:37SPEAKER_02: even the high fidelity,
- 21:39SPEAKER_02: hardcore gamer will probably be swayed when a Hideo Kojima game is exclusive to
- 21:44SPEAKER_02: the Xbox.
- 21:45SPEAKER_02: It will help, but you will probably need a lot more than that.
- 21:49SPEAKER_01: Yeah, I can't imagine the goal is specifically to win over Japanese players,
- 21:53SPEAKER_01: because Kojima's a global Well, I say big.
- 21:56SPEAKER_01: I mean, Death Stranding didn't do especially well.
- 21:58SPEAKER_01: But then I think Death Stranding was quite a niche thing.
- 22:01SPEAKER_01: It's a weird game.
- 22:02SPEAKER_01: Yeah.
- 22:04SPEAKER_01: And I think Fizz and OD, I think, are probably a little bit more.
- 22:10SPEAKER_01: That's the stuff that people,
- 22:11SPEAKER_01: when he was coming out, Konami,
- 22:12SPEAKER_01: when he was making a Silent Hill game in Metal Gear Solid,
- 22:15SPEAKER_01: it feels more like that's the stuff that,
- 22:17SPEAKER_01: you know,
- 22:17SPEAKER_01: fans have wanted from him from the moment he, well, from that point onwards, really.
- 22:22SPEAKER_01: So the fact that both of them They're sort of tied with Xbox.
- 22:25SPEAKER_01: But brand-wise,
- 22:27SPEAKER_01: when I think about the consoles,
- 22:28SPEAKER_01: I think about Nintendo as being very much the family brand.
- 22:31SPEAKER_01: Like dads love it, mums love it, kids love it.
- 22:33SPEAKER_01: It's very family-friendly.
- 22:35SPEAKER_01: And you think about Xbox,
- 22:36SPEAKER_01: I always think very neon green and very online shooters and I think gamer brand.
- 22:40SPEAKER_01: It's a very gamer brand.
- 22:41SPEAKER_01: And PlayStation's always been sort of like a lifestyle brand, like a cool brand.
- 22:45SPEAKER_01: And Kojima, for me,
- 22:48SPEAKER_01: if I think about it from a branding perspective, fits very well with PlayStation.
- 22:52SPEAKER_01: He's a cool guy, right?
- 22:53SPEAKER_01: He makes cool games.
- 22:54SPEAKER_01: He does that kind of thing.
- 22:56SPEAKER_01: So, yeah, I find there's an audience disconnect maybe with Xbox.
- 23:00SPEAKER_01: So I'm more interested in whether or not it can attract some of the cool kids over
- 23:04SPEAKER_01: to Microsoft or if, rather than, let's say, the Japanese audience.
- 23:09SPEAKER_02: Yeah, it will take a few years, but we will see.
- 23:12SPEAKER_01: Yeah.
- 23:13SPEAKER_01: I've actually gone through and rattled through my points I was going to hit
- 23:17SPEAKER_01: in our conversation.
- 23:18SPEAKER_01: Is there anything about that?
- 23:20SPEAKER_01: I mean, obviously,
- 23:20SPEAKER_01: whenever we talk about Japan at the moment,
- 23:22SPEAKER_01: we tend a lot to talk about Nintendo and Capcom,
- 23:24SPEAKER_01: obviously,
- 23:24SPEAKER_01: who have sort of become the sort of poster child on how to do AAA video games
- 23:29SPEAKER_01: in 2026.
- 23:30SPEAKER_01: But is there anything else about the Japanese market that you think is noteworthy
- 23:33SPEAKER_01: and something that's happening at the moment?
- 23:36SPEAKER_02: There's a ton of things,
- 23:39SPEAKER_02: but I would say
- 23:40SPEAKER_02: that maybe one interesting point is how gamer culture is different here in Japan
- 23:44SPEAKER_02: from everywhere else.
- 23:46SPEAKER_02: You know, for instance, you know, the big waves that we had in the online...
- 23:52SPEAKER_02: Gamer culture over the last couple of years, like,
- 23:55SPEAKER_02: you know,
- 23:56SPEAKER_02: Gamergate,
- 23:57SPEAKER_02: woke gaming, anti-AI, you know, Sony removing physical discs from their offerings.
- 24:06SPEAKER_02: Of course,
- 24:06SPEAKER_02: you know,
- 24:06SPEAKER_02: these things also do play a role in the Japanese gaming culture,
- 24:14SPEAKER_02: but it's much, much smaller than in the West.
- 24:17SPEAKER_02: So what I'm trying to say is that the average Japanese gamer is really...
- 24:23SPEAKER_02: Pretty much disconnected from what their Western counterparts think about,
- 24:30SPEAKER_02: worry about,
- 24:31SPEAKER_02: or what they look forward to in terms of games or anything that is associated
- 24:36SPEAKER_02: with games.
- 24:37SPEAKER_02: So if you are a game developer that is looking at the Japanese market,
- 24:41SPEAKER_02: I think it's really absolutely critical to understand that
- 24:47SPEAKER_02: And Japanese mobile gamer,
- 24:49SPEAKER_02: console gamer,
- 24:50SPEAKER_02: PC gamer thinks about the world differently than the audience that you're serving in
- 24:57SPEAKER_02: the US and in Europe, for instance.
- 25:00SPEAKER_01: It quite sounds like a game of culture I can get on board with, to
- 25:03SPEAKER_02: be honest.
- 25:06SPEAKER_01: Is that a media thing?
- 25:07SPEAKER_01: Because I always find it quite interesting how whenever I interview somebody
- 25:11SPEAKER_01: from Japan,
- 25:12SPEAKER_01: there seems to be a level of expectation around me sharing what I'm going
- 25:16SPEAKER_01: to be printing and what I'm going to be including,
- 25:17SPEAKER_01: which I think is quite common practice in certain Japan media and not so much in
- 25:22SPEAKER_01: the Western media.
- 25:23SPEAKER_01: Is it a media thing?
- 25:24SPEAKER_02: Yeah, I mean, don't get me wrong, they're like angry gamers in Japan too, right?
- 25:28SPEAKER_02: I mean, you know, they take to X especially, so X is gigantic in Japan.
- 25:32SPEAKER_02: It's by far the biggest social network.
- 25:35SPEAKER_02: They are angry people that are venting on games.
- 25:39SPEAKER_02: On X and other platforms.
- 25:41SPEAKER_02: But I think that the media does play a role.
- 25:44SPEAKER_02: And the gaming media in Japan,
- 25:47SPEAKER_02: you know,
- 25:47SPEAKER_02: when they write a review,
- 25:49SPEAKER_02: for example, they are kind of like more sharing their view also.
- 25:54SPEAKER_02: And they're not really rating the individual elements of the game, if that makes any sense.
- 26:01SPEAKER_02: Of course,
- 26:02SPEAKER_02: game magazines like Famitsu,
- 26:04SPEAKER_02: they give away scores at the end, so they do give a judgment.
- 26:10SPEAKER_02: It's much less analytical.
- 26:12SPEAKER_02: I think it's a little bit more emotional.
- 26:14SPEAKER_02: And again, it really gets into the personal opinion of the author.
- 26:20SPEAKER_02: And they're trying to not be,
- 26:22SPEAKER_02: generally speaking, not be too critical unless the game is really, really bad.
- 26:27SPEAKER_02: And so this kind of like very critical in-depth analysis when it comes
- 26:35SPEAKER_02: to reviewing games is not really there in Japan.
- 26:38SPEAKER_02: I think it's a lot more consensus driven than in the West.
- 26:43SPEAKER_02: It's really, really a different culture also in terms of game media.
- 26:47SPEAKER_02: And that's also the phenomenon of paid articles.
- 26:51SPEAKER_02: So you can start sponsoring certain game media under a certain financial arrangement.
- 26:59SPEAKER_02: And they will cover your games.
- 27:01SPEAKER_02: They will write strategy guides for you.
- 27:04SPEAKER_02: And they will make a whole PR and marketing and press package for you if you want.
- 27:12SPEAKER_01: Oh, wow.
- 27:12SPEAKER_01: I did not know that.
- 27:14SPEAKER_01: Well, I'm out of time.
- 27:16SPEAKER_01: Thank you, Circan.
- 27:17SPEAKER_01: And yeah, I'll see you out there.
- 27:19SPEAKER_01: Anytime.
- 27:19SPEAKER_01: Cheers.
- 27:20SPEAKER_01: Thank you, Dr. Circan Toto.
- 27:22SPEAKER_01: Now, before I move on to our next segment, we have a new story for you to share.
- 27:25SPEAKER_01: It's just broken.
- 27:27SPEAKER_01: Next Playground, we're featuring on the show a couple of times.
- 27:29SPEAKER_01: They've just secured $150 million in its latest Series E investment round.
- 27:34SPEAKER_01: The funding is designed to bolster its global expansion.
- 27:36SPEAKER_01: So the camera-based console is currently only available in the US, Canada, UK and Ireland.
- 27:41SPEAKER_01: There's a German release coming later this year and a Japan and Korean release plan for 2027.
- 27:46SPEAKER_01: So this investment they're getting is going to help them market the console,
- 27:49SPEAKER_01: is going to help them sort out the supply chain around launch as well.
- 27:54SPEAKER_01: In addition to that, former Niantic CFO Jeff Shoga is joining Next in the same role.
- 27:59SPEAKER_01: Shoga is also joining the Next board alongside games industry veteran Bing Gordon.
- 28:04SPEAKER_01: Now next,
- 28:05SPEAKER_01: they say they've got nearly 1 million subscribers to its game service,
- 28:07SPEAKER_01: so next games you have to subscribe to the service to get hold of them,
- 28:10SPEAKER_01: and they've got nearly a million subscribers,
- 28:12SPEAKER_01: and they've signed some big games,
- 28:13SPEAKER_01: they've recently added a Pac-Man title from Bandai Namco,
- 28:15SPEAKER_01: they've added a Sonic game from Sega,
- 28:17SPEAKER_01: it already features IP like Bluey and Teenage Mutant Ninja Turtles and Peppa Pig
- 28:21SPEAKER_01: and Sesame Street.
- 28:22SPEAKER_01: And the series of funding is co-led by Bale,
- 28:24SPEAKER_01: Gifford and BAI Capital with participation of MBA Investments,
- 28:28SPEAKER_01: Logitech,
- 28:28SPEAKER_01: The Rain Group and Medici Capital in addition to a new credit facility
- 28:32SPEAKER_01: with JP Morgan.
- 28:34SPEAKER_01: Now I actually had a very very brief back and forth.
- 28:37SPEAKER_01: We went forth with Nex Playground about this deal and I was interested
- 28:40SPEAKER_01: a little bit more on how they're going to localize these consoles for these markets.
- 28:45SPEAKER_01: And David Littier,
- 28:45SPEAKER_01: who's in charge of Nex,
- 28:47SPEAKER_01: he said, we enter every international market with love and respect.
- 28:50SPEAKER_01: That means investing in localization, local IP, local music, local developers and local teams.
- 28:55SPEAKER_01: Most importantly,
- 28:55SPEAKER_01: it means listening closely to local customers so we can keep making
- 28:58SPEAKER_01: the product better at serving the needs of their families.
- 29:03SPEAKER_01: That's the next playground there just got a big bit of funding as it looks to try
- 29:06SPEAKER_01: and make a name for itself this christmas right now let's move on
- 29:11SPEAKER_01: to our second interview of the show what a treat you've got loads of stuff
- 29:14SPEAKER_01: in this episode um lyrical games you may have heard of them you may not have heard
- 29:17SPEAKER_01: of them they're the publisher behind the upcoming Valor Mortis which is
- 29:20SPEAKER_01: the first person souls-like game it's generating a bit of interest at
- 29:24SPEAKER_01: the moment Now,
- 29:26SPEAKER_01: Lyrical Games was founded by Blake Rochkind,
- 29:29SPEAKER_01: the former head of business development at Private Division,
- 29:32SPEAKER_01: with the intention,
- 29:33SPEAKER_01: you know,
- 29:33SPEAKER_01: the studio,
- 29:34SPEAKER_01: this publisher is all about funding mid-tier,
- 29:36SPEAKER_01: double A, or they like to use the term triple I, video games.
- 29:39SPEAKER_01: Now, Valor Mortis was due for release on September 24th,
- 29:42SPEAKER_01: but the firm delayed it due to the number of major titles that are coming out
- 29:46SPEAKER_01: that day, including Control Resonant and Silent Hill Downfall.
- 29:50SPEAKER_01: The game is now due October 13th and The Game Business can exclusively reveal
- 29:54SPEAKER_01: the game will be priced at $40.
- 29:56SPEAKER_01: Now I had the chance to chat with Blake about this price point and trying to find
- 30:01SPEAKER_01: a place for an ambitious double A new IP in a hyper competitive moment for
- 30:05SPEAKER_01: the video game business,
- 30:06SPEAKER_01: particularly with GTA 6 casting a long shadow over the release calendar.
- 30:10SPEAKER_01: We also had a chat about the potential of those mid-tier video games in general too.
- 30:14SPEAKER_01: It's a good chat and here it comes.
- 30:17SPEAKER_01: Hello, Blake.
- 30:17SPEAKER_01: Welcome to the show.
- 30:18SPEAKER_01: Hey, thanks for having me.
- 30:19SPEAKER_01: Big fan.
- 30:20SPEAKER_01: Oh, thank you.
- 30:22SPEAKER_01: Is it a year since Lyrical Games has sort of officially formed?
- 30:26SPEAKER_00: We announced ourselves in August of last year,
- 30:28SPEAKER_00: right ahead of Valor Martis's reveal, which was obviously quite intentional.
- 30:33SPEAKER_00: We officially started in March of last year.
- 30:36SPEAKER_00: In fact, our first day was GDC of last year.
- 30:39SPEAKER_01: That's when I started.
- 30:40SPEAKER_01: There you go.
- 30:41SPEAKER_01: There we are.
- 30:43SPEAKER_01: You said at the time you felt there was a new cycle emerging.
- 30:48SPEAKER_01: I've read some of your pieces.
- 30:49SPEAKER_01: You rejected the idea of the lost middle and how you're seeking a real opportunity with AA.
- 30:54SPEAKER_01: So, sort of gets over a year now.
- 30:57SPEAKER_01: Has those theories held for you?
- 30:59SPEAKER_00: Yeah.
- 30:59SPEAKER_00: We have two proof points, right?
- 31:00SPEAKER_00: We've announced two games.
- 31:02SPEAKER_00: One is Valor Mortis.
- 31:03SPEAKER_00: The other is Erosion.
- 31:06SPEAKER_00: I would say Valor Mortis is much more of a game in the quote-unquote middle.
- 31:12SPEAKER_00: You know, we've had pretty much a dream run since we've announced the game.
- 31:15SPEAKER_00: It was one of the biggest announcements at last year's opening night live.
- 31:18SPEAKER_00: It remains one of the most wishlisted games on Steam,
- 31:21SPEAKER_00: and we're gearing up to launch it in about a month from now.
- 31:23SPEAKER_01: So you're not doubting,
- 31:24SPEAKER_01: you're not going to actually, maybe the middle is more challenging than I thought?
- 31:28SPEAKER_00: No, certainly not.
- 31:28If anything,
- 31:29I think our experience with Valor Mortis has been validating of the thesis for sure.
- 31:33SPEAKER_01: Yeah.
- 31:34SPEAKER_01: One thing I'm worried about is when everyone saw Clare Obscure and they went, hang on.
- 31:37SPEAKER_01: Look at this.
- 31:38SPEAKER_01: You can spend less than $50 million making a game and it could do really well.
- 31:41SPEAKER_01: Is there a risk for suddenly going to get an avalanche of these?
- 31:45SPEAKER_00: I would say no,
- 31:46SPEAKER_00: and not to be argumentative,
- 31:48SPEAKER_00: but certainly this was not a Claire Obscure did well,
- 31:51SPEAKER_00: and therefore that's going to be part of our strategy.
- 31:53SPEAKER_00: And I would say,
- 31:54SPEAKER_00: of course,
- 31:54SPEAKER_00: Claire Obscure is,
- 31:56SPEAKER_00: I think,
- 31:56SPEAKER_00: one of the better games ever made,
- 31:58SPEAKER_00: one of the more successful independent games ever made.
- 32:00SPEAKER_00: But there's a bunch of games that are sort of in this, what we consider to be the middle.
- 32:03SPEAKER_00: I think that's the other thing to think about is like when people talk about
- 32:06SPEAKER_00: the middle, there's like upper middle class and lower middle class, right?
- 32:09SPEAKER_00: And so I think for us,
- 32:10SPEAKER_00: relatively speaking,
- 32:12SPEAKER_00: when we talk about the middle,
- 32:12SPEAKER_00: I guess it's that lower middle class, which is Roughly $10 million budget games.
- 32:19SPEAKER_00: I think the clear-obscure folks have been pretty open about what their budget was,
- 32:21SPEAKER_00: so I don't want to talk about anything sort of private,
- 32:24SPEAKER_00: but I think they've been fairly open about that.
- 32:27SPEAKER_00: But there's other games like Stray,
- 32:29SPEAKER_00: Pacific Drive,
- 32:30SPEAKER_00: Hard Space Shipbreaker, these games that are sort of in that $40 to $50 price point.
- 32:35SPEAKER_00: Maybe they don't do as well as clear-obscure,
- 32:37SPEAKER_00: which I think,
- 32:37SPEAKER_00: you know, is,
- 32:38SPEAKER_00: like I said,
- 32:39SPEAKER_00: is probably on track to sell over 10 million units,
- 32:42SPEAKER_00: but sell a million, two million, three million units.
- 32:45SPEAKER_00: Make a very nice ROI on that investment.
- 32:48SPEAKER_00: And I think that's one of the most vibrant places of the industry.
- 32:51SPEAKER_00: I think it has been for the last six or so years.
- 32:54SPEAKER_00: But frankly,
- 32:54SPEAKER_00: and one of the reasons why Lyrical Games is in that space is money is hard to come
- 32:58SPEAKER_00: by in this industry.
- 32:59SPEAKER_00: And we're fortunate to have substantial backing from a larger media company
- 33:03SPEAKER_00: that allows us to play that space.
- 33:04SPEAKER_00: But I'm not that worried about like people all of a sudden,
- 33:06SPEAKER_00: like tons of competition being in that area.
- 33:08SPEAKER_01: No.
- 33:09SPEAKER_01: Sabre obviously sort of play in that area and they keep their budgets low
- 33:13SPEAKER_01: and you've got, Or Dispatch is one of my favorites.
- 33:16SPEAKER_00: I don't know where that fits.
- 33:17SPEAKER_00: I think Dispatch would be a perfect example of the type of game that we would love
- 33:20SPEAKER_00: to be a part of.
- 33:20SPEAKER_00: And I know the guys in AdHoc well.
- 33:22SPEAKER_00: Yeah.
- 33:23SPEAKER_01: Yeah.
- 33:23SPEAKER_01: Well, and they're working with Sony on Until Dawn 2.
- 33:26SPEAKER_01: But when you're looking for games in that area,
- 33:28SPEAKER_01: I guess these games have to take more risks than perhaps...
- 33:32SPEAKER_01: Is that what you look for?
- 33:32SPEAKER_01: Are you looking for games that are quite striking and original
- 33:35SPEAKER_01: or perhaps things we haven't seen for a while?
- 33:37SPEAKER_00: Well, yeah, without a doubt.
- 33:38SPEAKER_00: I mean, I think for us, uh,
- 33:40SPEAKER_00: it's almost a cliche,
- 33:41SPEAKER_00: but we're looking for, I,
- 33:42SPEAKER_00: I used to be an agent, uh,
- 33:44SPEAKER_00: who represented game developers and I used to have a client who would, uh,
- 33:48SPEAKER_00: get frustrated with publishers who would say they want like proven innovation,
- 33:51SPEAKER_00: which is of course like a bit of an oxymoron.
- 33:53SPEAKER_00: So I want to be careful to not, to not say that we want proven innovation.
- 33:56SPEAKER_00: Uh, but I would say what we are looking for are, are
- 34:02SPEAKER_00: Innovative twists on tried and true genres, right?
- 34:06SPEAKER_00: So we're not chasing trends here.
- 34:08SPEAKER_00: I don't think we're ever going to do,
- 34:10SPEAKER_00: you know,
- 34:10SPEAKER_00: I don't think we're going to be in the friend slap business or anything like that.
- 34:13SPEAKER_00: But there are, just like in movies or anything else, right?
- 34:16SPEAKER_00: There are genres in this business that are evergreen.
- 34:18SPEAKER_00: They're,
- 34:19SPEAKER_00: you know,
- 34:19SPEAKER_00: just to continue with the movie analogy,
- 34:20SPEAKER_00: there are always going to be science fiction movies.
- 34:22SPEAKER_00: There are always going to be drama movies.
- 34:23SPEAKER_00: There are always going to be Uh, you know, there are always gonna be horror movies.
- 34:28SPEAKER_00: And I think, same thing in games, right?
- 34:30SPEAKER_00: There's always going to be, and sometimes new genres form, right?
- 34:33SPEAKER_00: So Souls-like is a relatively new genre in the grand scheme of things for the games business.
- 34:37SPEAKER_00: But I would say, like, it's not a trend.
- 34:39SPEAKER_00: There are always going to be Souls-like.
- 34:40SPEAKER_00: So, at this point.
- 34:42SPEAKER_00: And so, when we see a game like Valor Mortis,
- 34:44SPEAKER_00: which is, Yes, it's a Souls-like, but it is a risk, like you said, right?
- 34:49SPEAKER_00: I would also argue where the risk is is also where the innovation is,
- 34:52SPEAKER_00: which is it's a first-person Souls-like,
- 34:54SPEAKER_00: which from the second we announced it, that was the big bet we were making, right?
- 34:57SPEAKER_00: It's not just another Souls-like, it's this innovative twist on the genre.
- 35:01SPEAKER_00: I would say a very bold twist on the genre that helped it break through the noise
- 35:05SPEAKER_00: from the second we announced it.
- 35:06SPEAKER_00: Of course, also being from the developers of a game like Ghostrunner, Uh, helped a lot.
- 35:11SPEAKER_00: And I think we very intentionally started our trailer for,
- 35:15SPEAKER_00: uh, Valor Mortis, our opening trailer with, from the creators of Ghostrunner.
- 35:18SPEAKER_00: I think that's something we think about a lot when we look at games and
- 35:20SPEAKER_00: who we're partnering with.
- 35:22SPEAKER_00: How can we make people in a world where tons of games are coming out?
- 35:25SPEAKER_00: I don't need to tell you that, you know, I don't know.
- 35:27SPEAKER_00: I think the latest number is like 7,000 steam games here or something like that.
- 35:30SPEAKER_00: In, in that environment,
- 35:32SPEAKER_00: uh, you know, you got to play the cards you've been dealt in that environment.
- 35:34SPEAKER_00: How can we have something where people immediately snap and take notice?
- 35:39SPEAKER_00: So for instance, From the creators of Ghostrunner.
- 35:42SPEAKER_00: Ghostrunner is not a household name, it's not Call of Duty, but it's still a few million units.
- 35:46SPEAKER_00: It's probably been played by even more people than that on Game Pass, PlayStation Plus, etc.
- 35:50SPEAKER_00: And so ultimately for us,
- 35:53SPEAKER_00: that sort of combination of developer that sort of makes you take notice,
- 35:58SPEAKER_00: genre that you know,
- 36:00SPEAKER_00: twist that excites you,
- 36:02SPEAKER_00: and then of course,
- 36:03SPEAKER_00: one thing that actually has surprised me quite a bit with Valor Mortis,
- 36:06SPEAKER_00: has sort of been this like Napoleonic theme, and how much people...
- 36:10SPEAKER_00: I thought that that was something cool,
- 36:11SPEAKER_00: but I've been surprised by how much that has been like a pillar of what has made
- 36:14SPEAKER_00: the game exciting to people.
- 36:15SPEAKER_01: It's interesting.
- 36:16SPEAKER_01: My next question was going to be,
- 36:17SPEAKER_01: tell us about Valor Mortis, but you've just basically done it there.
- 36:19SPEAKER_00: I basically just did, yes.
- 36:21SPEAKER_01: And that holionic first-person soulslike
- 36:24SPEAKER_00: is there.
- 36:25SPEAKER_00: Put that on the box, Chris.
- 36:26SPEAKER_00: Thank you.
- 36:27SPEAKER_01: Yeah.
- 36:27SPEAKER_01: And then I was going to ask, are you concerned about soulslike fatigue?
- 36:31SPEAKER_01: And you've also answered that question.
- 36:32SPEAKER_01: You've just smashed for my next day questions.
- 36:34SPEAKER_00: Yeah, I mean, I would say it is still a concern.
- 36:37SPEAKER_00: I mean, it is.
- 36:38SPEAKER_00: I think that that's one of the reasons to not just do another soulslike.
- 36:41SPEAKER_00: And I think Immortal Shell 2 just had a lot of success.
- 36:45SPEAKER_01: Of course.
- 36:45SPEAKER_00: But they have innovation, right, with the shell system.
- 36:49SPEAKER_00: And so I think the worst thing we can do is be safe.
- 36:52SPEAKER_00: That is by far the worst thing any publisher or developer could do.
- 36:55SPEAKER_00: And candidly, the vast majority of the pitches we see are fairly safe.
- 37:00SPEAKER_00: And I think we're looking for that combination of talent,
- 37:03SPEAKER_00: but also risk, excitement, innovation, et cetera, when we sign a game.
- 37:07SPEAKER_00: Easier said than done.
- 37:09SPEAKER_00: You know,
- 37:09SPEAKER_00: what keeps me up the most at night is not finding enough games that we believe
- 37:12SPEAKER_00: in can break through the noise.
- 37:14SPEAKER_01: Well, one of the things I guess helps break through the noise,
- 37:16SPEAKER_01: let's talk about this price point,
- 37:17SPEAKER_01: because you're going in at $40, is that right, with Valor Mortis?
- 37:19SPEAKER_00: Yes, we are.
- 37:20SPEAKER_00: That was, uh, that's one of the reasons why we're talking today.
- 37:23SPEAKER_00: Uh, I would say as a publisher,
- 37:25SPEAKER_00: you don't have that much decision-making that's a hundred percent,
- 37:29SPEAKER_00: you know, in your control.
- 37:31SPEAKER_00: Pricing is one of those things, you know, timing is by virtue of, uh, the development schedule.
- 37:36SPEAKER_00: And of course you could hypothetically hold a game, uh, and not release it when it's ready.
- 37:40SPEAKER_00: But generally speaking, you want to release games when they're done.
- 37:44SPEAKER_00: Um, But pricing is 100% in your control.
- 37:47SPEAKER_00: And this is something we've really agonized over.
- 37:49SPEAKER_00: I personally agonized over it greatly.
- 37:51SPEAKER_00: And my biggest concern was that it would send the wrong message about the game.
- 37:55SPEAKER_00: So we wanted to make sure that whether it's this interview with you or
- 37:59SPEAKER_00: whether we're going to be putting out a post on our social feed kind
- 38:02SPEAKER_00: of explaining why this game is $40, we wanted to make sure that we sort of
- 38:09SPEAKER_00: Send the right message to the consumer about why this is,
- 38:12SPEAKER_00: and hopefully help them understand that this is a decision we're making out
- 38:16SPEAKER_00: of confidence for the game.
- 38:17SPEAKER_00: We find ourselves in a situation where we are one of the only new IPs launching
- 38:21SPEAKER_00: in what is, I think, objectively the craziest fall in the history of this business.
- 38:26SPEAKER_00: Not only do you have GTA,
- 38:28SPEAKER_00: Loon and Large in November,
- 38:30SPEAKER_00: now you have the Zelda remake, which I'm very excited for.
- 38:33SPEAKER_00: You've got Control Resonant coming out in a couple of weeks.
- 38:36SPEAKER_00: You've got Silent Hill Homecoming, you've got Phantom Blade Zero, Gears of War.
- 38:43SPEAKER_00: We are, you know, again, by virtue of the development schedule, it just is what it is.
- 38:48SPEAKER_00: The cards we've been dealt is we are one of the only new IPs launching this fall.
- 38:52SPEAKER_00: We are pretty confident in Valor Mortis.
- 38:55SPEAKER_00: It is a great game.
- 38:56SPEAKER_00: I'm very, very excited for people to play it.
- 38:59SPEAKER_00: But ultimately,
- 38:59SPEAKER_00: I think the worst thing we could do is Not push our chips in and say,
- 39:05SPEAKER_00: we want this to be a game that you can pick up alongside these other great games.
- 39:08SPEAKER_00: The idea that people are going to pick Valor Mortis over some of the other games,
- 39:12SPEAKER_00: I'm sure some gamers will, I hope they will, of course.
- 39:16SPEAKER_00: But there was a developer we spoke to recently who had a lot of success with their game.
- 39:19SPEAKER_00: At the time, it was a $30 game.
- 39:21SPEAKER_00: I think if it had launched in today's world, it would be a $40 game.
- 39:24SPEAKER_00: And one of the things they said that really stuck with me and kind
- 39:26SPEAKER_00: of helped me wrap my head around this is we never regretted being an and game.
- 39:30SPEAKER_00: We never regretted pricing our game as something that you can pick up
- 39:33SPEAKER_00: when you're picking up other games.
- 39:35SPEAKER_00: And I think when we're launching in the fall that we're launching in,
- 39:38SPEAKER_00: going with this price point will help us be an and game.
- 39:41SPEAKER_01: I think a lot of people are like that.
- 39:42SPEAKER_01: And you know what?
- 39:43SPEAKER_01: We've just had two new IPs come out,
- 39:44SPEAKER_01: War Dogs and Blood of the Dawnwalker that both sold a million copies in
- 39:47SPEAKER_00: like a day,
- 39:48SPEAKER_00: in two days.
- 39:49SPEAKER_00: Yeah, but I'm playing Blood of the Dawnwalker now.
- 39:51SPEAKER_00: It's a great game.
- 39:52SPEAKER_00: Oh, good.
- 39:53SPEAKER_01: It's interesting about the $40 thing because I always assume it's a good thing.
- 39:57SPEAKER_01: Fans will like it.
- 39:58SPEAKER_01: It's a lot more reasonable.
- 39:59SPEAKER_01: But I remember somebody from Capcom years and years ago
- 40:02SPEAKER_01: when everyone raised their price to $70 and Capcom didn't immediately.
- 40:05SPEAKER_01: I think they stuck at $60 for their Resident Evil.
- 40:08SPEAKER_01: And the guy I was talking to was worried that fans would think it's a lesser game
- 40:11SPEAKER_01: because it was 60 or everyone else was 70.
- 40:13SPEAKER_01: And I always don't ever think that's the concern, but that is the concern.
- 40:18SPEAKER_00: I think it is certainly the concern for the publisher.
- 40:20SPEAKER_00: If I'm being honest with you, I think gamers, like, it's brackets, right?
- 40:26SPEAKER_00: So I think 40 and 50 are its own bracket in today's world, right?
- 40:30SPEAKER_00: And the difference between 40 and 50 is relatively small.
- 40:32SPEAKER_00: And so you may ask, well, Blake, you just said that one and you charge 50 for Val Morris.
- 40:36SPEAKER_00: I think it goes to this sort of idea of, like, it's this fall specifically.
- 40:40SPEAKER_00: It's crazy.
- 40:41SPEAKER_01: Yes.
- 40:42SPEAKER_01: You've got a lot of competition.
- 40:43SPEAKER_00: Yes.
- 40:43SPEAKER_00: I think 60 and 70 is its own band.
- 40:46SPEAKER_00: I mean, obviously, Dawnwalker is a new IP.
- 40:48SPEAKER_00: They launched at $70.
- 40:49SPEAKER_00: Credit to them.
- 40:50SPEAKER_00: They're crushing it.
- 40:52SPEAKER_00: But I think 70 is reserved for, you know, the titans of this business, primarily.
- 40:56SPEAKER_00: Well, Dawnwalker is the Witcher, folks, isn't it?
- 40:59SPEAKER_00: Yes.
- 40:59SPEAKER_01: I guess there's got a bit of clout there.
- 41:01SPEAKER_01: But yeah, carry on.
- 41:02SPEAKER_00: So I think it is a concern that I think publishers have.
- 41:04SPEAKER_00: I don't know if gamers see it the same way.
- 41:06SPEAKER_00: Now, I do think what they do see that,
- 41:08SPEAKER_00: and this is ripple effects and this is something we think about,
- 41:10SPEAKER_00: is like, it impacts Steam reviews, right?
- 41:13SPEAKER_00: It impacts how they talk about the game.
- 41:14SPEAKER_00: And so that's something we think about a lot,
- 41:17SPEAKER_00: is we want, you want as positive a sentiment about your game as possible.
- 41:21SPEAKER_00: And there's a relation between sentiment of their game and how much people spent on the game.
- 41:25SPEAKER_01: I think they got good value.
- 41:26SPEAKER_01: I mean, what do you think?
- 41:27SPEAKER_01: What do fans expect at $40?
- 41:30SPEAKER_00: I think $40 is when, I mean,
- 41:33SPEAKER_00: if I had the perfect answer to all these questions,
- 41:34SPEAKER_00: it wouldn't have been a decision that we agonized over as much as we did.
- 41:37SPEAKER_00: So I think my hope is that at $40,
- 41:40SPEAKER_00: they see Valor Mortis as an incredible value,
- 41:45SPEAKER_00: as a quote-unquote full game that just happens to be $40, because it is.
- 41:49SPEAKER_00: This is a 20-hour known voice cast.
- 41:53SPEAKER_00: We've announced Vincent Cassell as the voice of Napoleon.
- 41:55SPEAKER_00: We have some more announcements coming soon about who's in the voice cast
- 41:58SPEAKER_00: that we're very excited to share.
- 42:00SPEAKER_00: It's from a, I would say, a marquee independent studio in this business in One More Level.
- 42:05SPEAKER_00: It's beautiful graphics.
- 42:06SPEAKER_00: There's really nothing about it that's like, quote unquote, budget.
- 42:09SPEAKER_00: And I think that's always a place that we want to avoid at Lyrical Games.
- 42:11SPEAKER_00: I think we want to be careful.
- 42:12SPEAKER_00: There's like triple I and there's double A.
- 42:15SPEAKER_00: And I think the line between triple I and double A is very, very small.
- 42:18SPEAKER_00: The way I think about it is double A is like a lesser than triple A, right?
- 42:22SPEAKER_00: So it's a...
- 42:25SPEAKER_00: Game in a genre that typically has a lot of budget behind it,
- 42:28SPEAKER_00: but they didn't have the budget for whatever reason and they're sort of,
- 42:31SPEAKER_00: um, you can kind of feel it.
- 42:33SPEAKER_00: And I think for us,
- 42:34SPEAKER_00: we want to be in the IIII business, which is like, holy crap, this game's amazing.
- 42:37SPEAKER_00: I can't believe I got this for 40 bucks.
- 42:38SPEAKER_00: I can't believe that an independent developer made this game.
- 42:42SPEAKER_00: That's sort of the space we want to be in.
- 42:43SPEAKER_00: And so I hope that at $40, people will pick it up this fall and that's how they'll feel.
- 42:47SPEAKER_01: I find it fascinating how people Work in their brains what double A
- 42:51SPEAKER_01: and some people don't see triple A and double A as anything different either.
- 42:55SPEAKER_01: Correct.
- 42:55SPEAKER_01: I actually have a very specific view on it in that I use double A,
- 42:58SPEAKER_01: triple A and indie to sort of describe budgets,
- 43:01SPEAKER_01: brackets,
- 43:01SPEAKER_01: very broad budget brackets because,
- 43:03SPEAKER_01: and I've honestly,
- 43:04SPEAKER_01: people who have listened to this show loads have heard me say this a lot,
- 43:07SPEAKER_01: but I often see, for me,
- 43:10SPEAKER_01: a good double A game is a game that's not actually double A,
- 43:13SPEAKER_01: it's triple A at what it does.
- 43:15SPEAKER_01: It's just like it's very focused.
- 43:17SPEAKER_01: When I think about Clear Obscures and I think about Dispatch,
- 43:19SPEAKER_01: Dispatch is the best at what it does.
- 43:21SPEAKER_01: There's nothing out there.
- 43:22SPEAKER_01: For that kind of game, it's AAA.
- 43:24SPEAKER_01: But obviously that game's smaller in scope and ambition.
- 43:28SPEAKER_01: To you, is that AAA or is that AAA?
- 43:30SPEAKER_01: For me, it's a term I don't use.
- 43:32SPEAKER_01: It's the same.
- 43:33SPEAKER_01: But in my head, I say it's just a focused AAA game.
- 43:36SPEAKER_01: It just does a thing.
- 43:38SPEAKER_00: I think for me, to me, that's the...
- 43:40SPEAKER_00: We think about it very similarly.
- 43:41SPEAKER_00: I label that as triple I.
- 43:42SPEAKER_00: To me, that's exactly the space we want to be is like,
- 43:45SPEAKER_00: this is the best for, I mean,
- 43:46SPEAKER_00: that happens to be basically the only first person still is like,
- 43:48SPEAKER_00: but I want people to feel like this is the best first person still is like
- 43:51SPEAKER_00: that exists.
- 43:52SPEAKER_00: And therefore it's triple I.
- 43:53SPEAKER_00: Whereas I think double A,
- 43:54SPEAKER_00: you feel oftentimes people are striving for something that really maybe,
- 43:59SPEAKER_00: I don't want to say they shouldn't be because that's the wrong way of phrasing it,
- 44:01SPEAKER_00: but that they don't really have the budget to support.
- 44:03SPEAKER_01: Yeah, I think the terms are,
- 44:05SPEAKER_01: I think as we're discovering this conversation, sort of meaningless.
- 44:09SPEAKER_01: I think in terms of articulating what it is you're looking forward to.
- 44:12SPEAKER_00: And there are meaningless,
- 44:13SPEAKER_00: and I bet you there are many, many gamers who don't even know what triple I is.
- 44:17SPEAKER_00: It's an industry phrase, yeah.
- 44:19SPEAKER_01: It's day and day in Game Pass, isn't it, Valor Mortis?
- 44:21SPEAKER_01: Is that right?
- 44:21SPEAKER_00: It is, yes.
- 44:22SPEAKER_01: Does that influence the pricing decision at all?
- 44:27SPEAKER_00: Um, no, not significantly, no.
- 44:30SPEAKER_00: Um, I would say on the list of things that went into the decision, it was very low on the list.
- 44:36SPEAKER_00: I think we are, I want to be careful because Game Pass is Microsoft's business.
- 44:41SPEAKER_01: Oh, yeah.
- 44:42SPEAKER_00: We have a great partnership with Microsoft.
- 44:44SPEAKER_00: I want to, I want to not say anything about their business.
- 44:47SPEAKER_00: I would say my perception is that Game Pass has reached your maturity point
- 44:51SPEAKER_00: in this business where there are Game Pass gamers and there are people
- 44:55SPEAKER_00: who play games on Game Pass and they're very excited about Game Pass.
- 44:57SPEAKER_00: And we were unlikely to sell to those customers at least day and date anyway.
- 45:05SPEAKER_00: And so we're happy to be in Game Pass.
- 45:07SPEAKER_00: That's interesting.
- 45:08SPEAKER_00: But I'm not really that concerned about cannibalization.
- 45:11SPEAKER_00: There's been a lot of discourse about Game Pass over the past few years.
- 45:13SPEAKER_00: I think for every game that is,
- 45:16SPEAKER_00: quote unquote,
- 45:16SPEAKER_00: cannibalized from Game Pass,
- 45:18SPEAKER_00: there's another game that got amazing word of mouth partially because it was
- 45:22SPEAKER_00: in Game Pass.
- 45:23SPEAKER_00: Yeah.
- 45:23SPEAKER_00: I mean, Cleric Square launched into Game Pass, and we've talked about that a bunch already.
- 45:26SPEAKER_01: And it found its audience.
- 45:27SPEAKER_01: It's interesting.
- 45:28SPEAKER_01: I know that we had Alex Hutchinson on talking about Revenge of the Savage Planet,
- 45:32SPEAKER_01: and he talked about how loads of people discovered the game because of Game Pass.
- 45:36SPEAKER_01: But what he found is Game Pass customers don't necessarily spend money.
- 45:40SPEAKER_01: So he was hoping for DLCs and add-ons and stuff to be sold in it.
- 45:43SPEAKER_01: And that isn't actually what happened.
- 45:45SPEAKER_01: People who bought the DLC and add-ons are the people that bought the game in
- 45:47SPEAKER_01: the first place and wasn't necessarily the subscription.
- 45:49SPEAKER_01: But I find it really interesting.
- 45:50SPEAKER_01: It's like a different psychology of audience, I guess.
- 45:55SPEAKER_01: On Contra, we've really rattled through some topics I thought we'd spend a lot more time on.
- 46:01SPEAKER_01: But you've announced two games.
- 46:02SPEAKER_01: How many games can you handle Lyrical in terms of how many are you looking for?
- 46:07SPEAKER_00: Yeah, it's a great question.
- 46:08SPEAKER_01: You said you were keeping you up at night trying to find them.
- 46:11SPEAKER_00: Yeah, I think that's a really important part of our philosophy.
- 46:13SPEAKER_00: I worked at Private Division before I ran business development there,
- 46:17SPEAKER_00: and I don't want to talk too much about the Private Division business,
- 46:19SPEAKER_00: but I would just say,
- 46:20SPEAKER_00: generally speaking,
- 46:21SPEAKER_00: when you're at a large company,
- 46:23SPEAKER_00: You can sometimes feel like you're signing games to support your headcount as
- 46:26SPEAKER_00: a publisher.
- 46:28SPEAKER_00: And nobody ever says it so explicitly,
- 46:29SPEAKER_00: to be clear, but it's something that I personally felt pressure on.
- 46:32SPEAKER_00: Like, oh, what are we doing?
- 46:35SPEAKER_00: Q3, 2028, when we have all these people around.
- 46:37SPEAKER_00: And I think for us at Lyrical,
- 46:40SPEAKER_00: and for me personally,
- 46:41SPEAKER_00: I always want to be feeling like we are building the team here
- 46:44SPEAKER_00: to support games we believe in.
- 46:45SPEAKER_00: So we don't have, right now we're only seven employees at Lyrical Games.
- 46:49SPEAKER_00: We can grow.
- 46:51SPEAKER_00: I think we probably will inevitably grow.
- 46:53SPEAKER_00: I'm sure we'll learn a lot in the next few months about how Valor's launch went.
- 46:57SPEAKER_00: And I have no doubt there will be some things where we're like,
- 46:59SPEAKER_00: oh, it would have been nice if we had somebody here.
- 47:01SPEAKER_00: It would have been nice if we had somebody there.
- 47:03SPEAKER_00: We'll figure that stuff out.
- 47:06SPEAKER_00: We've signed six games so far.
- 47:07SPEAKER_00: We've announced two.
- 47:08SPEAKER_00: We can't talk about the other four,
- 47:10SPEAKER_00: except for I can say,
- 47:11SPEAKER_00: because we have announced that we have a partnership with Blackbird Interactive.
- 47:14SPEAKER_00: We have another partnership with the Chinese Room.
- 47:17SPEAKER_00: These are two developers that are fairly storied in the independent business,
- 47:20SPEAKER_00: and that's absolutely part of our strategy here.
- 47:25SPEAKER_00: And the other two, very excited to unveil.
- 47:27SPEAKER_00: One's from a new team, one's from an established team a little lesser known.
- 47:35SPEAKER_00: But for us, the thing we say internally is it's not a hell yeah to know.
- 47:40SPEAKER_00: And finding the hell yeahs is really hard.
- 47:41SPEAKER_00: I mean, if I'm being honest with you, we've probably seen over 500.
- 47:46SPEAKER_00: We don't count.
- 47:47SPEAKER_00: I would guess we've seen somewhere between 500 and 1,000 games
- 47:49SPEAKER_00: since we started League of Legends games.
- 47:51SPEAKER_00: And I'm including The pictures that come to our inbox that we ignore, of course.
- 47:55SPEAKER_00: But I would say in that time,
- 47:56SPEAKER_00: we've probably seen eight or nine or ten that we really believe in and
- 48:00SPEAKER_00: that were held against us, and then we signed six of those.
- 48:03SPEAKER_00: So, yeah, I mean, I'm happy to talk about sort of like what the types of games that we look for.
- 48:09SPEAKER_01: Yeah, tell us, well, let's end on that.
- 48:11SPEAKER_01: You mentioned storage studios, people at the Chinese room.
- 48:13SPEAKER_00: I think for us, the number one thing with a bullet is to partner with developers who get it.
- 48:20SPEAKER_00: We like to say internally who have the sauce.
- 48:22SPEAKER_00: For us, the sauce is developers who are that perfect mix of art and commerce.
- 48:29SPEAKER_00: They understand why they're making the game they're making,
- 48:32SPEAKER_00: who it's for,
- 48:33SPEAKER_00: how the game can break through the noise and have baked the breaking through
- 48:38SPEAKER_00: the noise dynamic that is so fundamental to today's business.
- 48:42SPEAKER_00: They've baked that sort of into the pitch and into the game design itself, right?
- 48:47SPEAKER_00: Again, just use Valermartis as a prime example.
- 48:50SPEAKER_00: It's from the creators of Ghostrunner, and it's a first-person sales like.
- 48:53SPEAKER_00: Those are two pillars that we've used throughout the marketing, and it's been very successful.
- 48:57SPEAKER_00: Those are hard to find, of course.
- 48:58SPEAKER_00: So that's number one with the bullet,
- 48:59SPEAKER_00: is sort of a strong developer who is sort of a business unto themselves.
- 49:04SPEAKER_00: And that business employs artists, but is not art for the sake of art type of developer.
- 49:10SPEAKER_00: The other thing that we look for is sort of, and that's sort of pressing our advantage.
- 49:13SPEAKER_00: I spoke about earlier being part of a larger media company.
- 49:15SPEAKER_00: We do have a good amount of resources behind us as a label.
- 49:19SPEAKER_00: We are looking to back games that are of a certain budget type because we think
- 49:23SPEAKER_00: that does help us break through the noise by virtue of fidelity,
- 49:27SPEAKER_00: by virtue of ambition.
- 49:28SPEAKER_00: You know,
- 49:29SPEAKER_00: even Erosion,
- 49:30SPEAKER_00: the other game that we've announced besides Valor Mortis,
- 49:33SPEAKER_00: it's a roguelike, but it's voxel-based.
- 49:36SPEAKER_00: It's open world, semi-open world, depending on how you want to look at it.
- 49:39SPEAKER_00: It is a very ambitious roguelike.
- 49:40SPEAKER_00: It is not,
- 49:40SPEAKER_00: if you look at some of the stuff we put out,
- 49:42SPEAKER_00: this is not like a standard bog indie roguelike.
- 49:46SPEAKER_00: And the budget...
- 49:48SPEAKER_00: For the genre is on the higher side.
- 49:51SPEAKER_00: And I think generally speaking,
- 49:54SPEAKER_00: something we talk about is like,
- 49:55SPEAKER_00: we want the games that we back to be games that you would be quite surprised.
- 50:00SPEAKER_00: I don't want to say it's impossible,
- 50:01SPEAKER_00: but you'd be quite surprised if they were self-published and also to be games
- 50:04SPEAKER_00: that we can go to a Microsoft, a Sony, a Nintendo, a Jeff Keighley.
- 50:09SPEAKER_00: Triple I Initiative, some of these great showcases.
- 50:12SPEAKER_00: And with a straight face say, these should be alongside, you know, the other big reveals.
- 50:16SPEAKER_00: It doesn't feel like these games that we back would be in sort of like
- 50:20SPEAKER_00: the indie section of those things, right?
- 50:21SPEAKER_00: Sometimes,
- 50:22SPEAKER_00: you know,
- 50:22SPEAKER_00: there's like a part of the Keeley stuff where all of a sudden there's like a really,
- 50:26SPEAKER_00: really indie game.
- 50:27SPEAKER_00: And some of those are great.
- 50:27SPEAKER_00: I'm not casting aspersions.
- 50:29SPEAKER_00: But we want it to be like, oh, yeah,
- 50:30SPEAKER_00: like Valor Mortis looks totally fine being the trailer after Gears of War,
- 50:33SPEAKER_00: for instance.
- 50:34SPEAKER_00: And...
- 50:37SPEAKER_00: Yeah, I would say genre, we don't have genres that we are looking to play in, right?
- 50:44SPEAKER_00: I think you're increasingly seeing specialist publishers.
- 50:48SPEAKER_00: For us,
- 50:48SPEAKER_00: it's probably easier to say the genres that we would not work in versus the ones
- 50:52SPEAKER_00: that we would.
- 50:54SPEAKER_00: That's sort of the combination.
- 50:57SPEAKER_00: It's a little bit of alchemy.
- 50:59SPEAKER_00: I would say, like, we as a team, we kind of are usually always on the same page.
- 51:02SPEAKER_00: Like, we see a pitch,
- 51:03SPEAKER_00: and the ones that we've decided to go for,
- 51:05SPEAKER_00: we're all kind of nodding to, like,
- 51:07SPEAKER_00: you know,
- 51:07SPEAKER_00: you kind of see the eyes around the room kind of nodding,
- 51:09SPEAKER_00: like, you know, this is it.
- 51:10SPEAKER_01: It does seem to be an interesting space to play,
- 51:12SPEAKER_01: and it's where a lot of the more fast,
- 51:13SPEAKER_01: big games are coming from at the moment, or a lot of the more interesting ones.
- 51:17SPEAKER_01: And I think, you know, those things can become AAA games in time.
- 51:20SPEAKER_01: I'm sure if Valor Mortis is a hit, Valor Mortis 2 will probably have a bigger budget.
- 51:23SPEAKER_00: Almost certainly, yes.
- 51:24SPEAKER_01: Yeah.
- 51:25SPEAKER_01: Blake, thank you so much for your time.
- 51:26SPEAKER_01: Yeah, thank you.
- 51:27SPEAKER_01: Good luck with the launch of the game.
- 51:28SPEAKER_01: I know it's a busy time, but I do think it stands out.
- 51:30SPEAKER_01: So hopefully it'll do very well for you.
- 51:31SPEAKER_01: And yeah, thank you for your time.
- 51:32SPEAKER_00: Yeah, really appreciate it.
- 51:33SPEAKER_00: Thank you, Chris.
- 51:34SPEAKER_01: Thank you to Blake there.
- 51:36SPEAKER_01: I actually learned quite a lot from that interview.
- 51:38SPEAKER_01: All that's left for us to do is to wrap up the news from the last week.
- 51:42SPEAKER_01: And let's begin with Sega.
- 51:43SPEAKER_01: I've just come from the Sega Party and Sega has signed a deal with Netflix for movie
- 51:48SPEAKER_01: and TV series based on crazy Crazy Taxi,
- 51:50SPEAKER_01: Stranger Than Heaven and Sonic the Hedgehog.
- 51:52SPEAKER_01: The first project will be based on Crazy Taxi with Dan Gregor and Doug Mand.
- 51:56SPEAKER_01: They're the people behind the 2025 Naked Gun reboot.
- 51:59SPEAKER_01: On scripting, they're on scripting duties.
- 52:01SPEAKER_01: Sonic producers Neil H. Moritz and Toby Asher and Teru Nakahara will produce it.
- 52:07SPEAKER_01: Blizzard had a big event last week,
- 52:08SPEAKER_01: Blizzcon was on and they, loads of stuff was announced there.
- 52:11SPEAKER_01: They announced that Diablo 5 is coming out in 2029 as
- 52:14SPEAKER_01: an open world StarCraft shooter coming out in 2030, quite far away those games.
- 52:18SPEAKER_01: Got a little bit closer,
- 52:19SPEAKER_01: there's a new World of Warcraft variant called World of Warcraft Forever
- 52:21SPEAKER_01: which will run alongside the Classic and the Vanilla game.
- 52:24SPEAKER_01: That's June November 4th,
- 52:25SPEAKER_01: the firm also announced it is also partnering with Netflix on
- 52:29SPEAKER_01: a Diablo animated series.
- 52:33SPEAKER_01: Let's move over to Team17.
- 52:34SPEAKER_01: They've had a good week with the game they published, War Dogs, doing so well.
- 52:38SPEAKER_01: They actually reported half-year revenue being down 8% to £66.9 million.
- 52:43SPEAKER_01: This is for the six months ending June 30th.
- 52:45SPEAKER_01: Profit is down 29% to £23.9 million.
- 52:48SPEAKER_01: However,
- 52:49SPEAKER_01: Team17 pair in Everplay expects strong four-year results due to the success of,
- 52:54SPEAKER_01: yeah, Bulkhead's War Dogs and Expression Games' Hell Let Loose Vietnam.
- 52:59SPEAKER_01: Everplay says it actually increased its stake in Bulkhead.
- 53:01SPEAKER_01: It proves it had a 20% stake.
- 53:02SPEAKER_01: I don't know how big their stake is now,
- 53:04SPEAKER_01: but they've increased their stake from the launch of War Dogs.
- 53:06SPEAKER_01: War Dogs has, of course, sold 2 million copies.
- 53:08SPEAKER_01: You can watch our interview with the War Dogs CEO,
- 53:12SPEAKER_01: the Bulkhead CEO, who made War Dogs, now on thegamebusiness.com.
- 53:16SPEAKER_01: Elsewhere, Valve has opened a waiting list for its new VR system, Steamframe.
- 53:19SPEAKER_01: There are two versions with a cheaper 250GB model on sale for just over a grand,
- 53:25SPEAKER_01: $1,000,
- 53:26SPEAKER_01: and the 1TB model coming in at $1,299,
- 53:28SPEAKER_01: so pretty pricey, as you would expect with the current component challenges.
- 53:33SPEAKER_01: Roblox creators will be able to publish their games on mobile,
- 53:36SPEAKER_01: PC, and console through the Roblox Everywhere initiative.
- 53:38SPEAKER_01: Specifically,
- 53:40SPEAKER_01: Roblox creators can make their games available as standalone apps
- 53:42SPEAKER_01: on multiple platforms.
- 53:44SPEAKER_01: There's a lot,
- 53:44SPEAKER_01: so I don't quite know how that's going to work,
- 53:46SPEAKER_01: and I'll be talking to Roblox soon to hopefully get a little bit more of
- 53:49SPEAKER_01: an understanding around that.
- 53:51SPEAKER_01: Moss developer, Polyarch Games, will close down after 12 years.
- 53:55SPEAKER_01: The Seattle-based company,
- 53:56SPEAKER_01: which also worked in VR,
- 53:57SPEAKER_01: done a lot of stuff in VR,
- 53:58SPEAKER_01: announced on LinkedIn it will be winding down active development.
- 54:00SPEAKER_01: It's a shame, Moss is a great game.
- 54:02SPEAKER_01: A couple of final stories,
- 54:03SPEAKER_01: GTA 6 Extended Look on Netflix generated over 100,000 signups to the service in
- 54:07SPEAKER_01: the US, that's according to Ampere analysis.
- 54:09SPEAKER_01: And finally,
- 54:10SPEAKER_01: Nintendo Life and Push Square publisher Hookshot has launched Steam Hype,
- 54:13SPEAKER_01: which is a new PC-focused media outlet.
- 54:15SPEAKER_01: The UK-based company also operates Pure Xbox and Time Extension.
- 54:19SPEAKER_01: Time Extension is a retro games brand that I love very, very much.
- 54:22SPEAKER_01: Wow, big addition this week.
- 54:24SPEAKER_01: Thank you all for tuning in.
- 54:25SPEAKER_01: We will be back next week for all sorts of interviews and analysis,
- 54:27SPEAKER_01: including one with Ubisoft's Rainbow 16.
- 54:31SPEAKER_01: I'm now going to enjoy the sights of Tokyo, but until next time, thank you for tuning in.