Latest / The Game Business Show / How six million Call of Duty players sent Helldivers 2 into a tailspin
Transcript
- 0:00SPEAKER_01: We're running a live service game.
- 0:01SPEAKER_01: People can't be off for the next three months,
- 0:03but that's what happens in Sweden because we take our summer
- 0:05vacations very seriously.
- 0:07SPEAKER_01: We did not make Helldivers for six million Call of Duty players,
- 0:12but we do now have six million Call of Duty players who've
- 0:15bought our game.
- 0:18SPEAKER_00: Hello and welcome to The Game Business Show with me, Christopher Dring.
- 0:22SPEAKER_00: Today we are speaking with the new-ish CEO of Arrowhead,
- 0:26SPEAKER_00: Shams Georgiani,
- 0:26SPEAKER_00: 12 months on from the surprise success of Helldivers 2.
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- 0:57SPEAKER_00: But that's enough of that.
- 0:58SPEAKER_00: Shams, welcome to the show.
- 1:00SPEAKER_00: Thank you for having me.
- 1:01SPEAKER_00: I'm honored to be here.
- 1:02Well,
- 1:03we spoke last year when you took this job of being the CEO of Arrowhead.
- 1:09SPEAKER_00: Is it quite a year?
- 1:10SPEAKER_00: No, it's nine months.
- 1:12SPEAKER_01: But a year in Arrowhead is seven normal years.
- 1:18It's been quite a while,
- 1:19it feels like,
- 1:19especially in the first year of Helldivers.
- 1:21SPEAKER_01: It's been one heck of a roller coaster year,
- 1:25SPEAKER_01: but I mean,
- 1:26SPEAKER_01: that's why I took the job,
- 1:27SPEAKER_01: because I wanted a fun adventure and oh boy,
- 1:30SPEAKER_01: has it been an adventure.
- 1:31SPEAKER_00: Well, it certainly started very strongly.
- 1:33Johan,
- 1:34who's,
- 1:35I think,
- 1:35stepping away now for a little bit,
- 1:37taking a bit of a sabbatical.
- 1:38Have you been able to successfully keep him away from the
- 1:41running of the studio?
- 1:44SPEAKER_01: Yes.
- 1:44SPEAKER_01: I mean,
- 1:44SPEAKER_01: Johan and I have known each other for 16 years,
- 1:47SPEAKER_01: and he wouldn't have asked me to join unless he felt,
- 1:50SPEAKER_01: I hope so,
- 1:51SPEAKER_01: he could trust me.
- 1:52So I think we naturally fell into a rhythm of being able to
- 1:56support each other.
- 1:57SPEAKER_01: We talk often in role-playing terms,
- 1:59SPEAKER_01: and we're both multi-class,
- 2:01SPEAKER_01: and he's the game designer first and the business person second class,
- 2:05SPEAKER_01: and I'm the reverse.
- 2:06So we kind of find a natural kind of rhythm in that and riff of
- 2:10each other.
- 2:11SPEAKER_01: But it's been good.
- 2:12SPEAKER_00: Do you feel like then you've lost your important partner in crime?
- 2:16SPEAKER_01: Yeah, the Chewbacca to my Han Solo, as I referred to.
- 2:19SPEAKER_01: You would hate that.
- 2:24SPEAKER_01: No,
- 2:24SPEAKER_01: but it's...
- 2:25SPEAKER_01: So one of the reasons he took the job,
- 2:28SPEAKER_01: obviously,
- 2:28SPEAKER_01: was like,
- 2:28SPEAKER_01: he's been doing this for 16 years.
- 2:31SPEAKER_01: Non-stop.
- 2:32Really never been on a vacation either,
- 2:34because he's always been doing what he's loved.
- 2:35SPEAKER_01: And as a CEO, generally, for a startup, you do not get to take time off.
- 2:39SPEAKER_01: So it was after...
- 2:42SPEAKER_01: The launch was absolutely amazing.
- 2:44SPEAKER_01: It took everyone by surprise.
- 2:45SPEAKER_01: And then we had a number of months of scrambling.
- 2:48SPEAKER_01: And then it's been this roller coaster.
- 2:50SPEAKER_01: You know,
- 2:51Sony does something and then we kind of recover and then we
- 2:54shoot ourselves in the foot.
- 2:56And then we do something to come back and shoot us in the foot
- 2:59again and then up
- 3:00SPEAKER_01: and down and up and down.
- 3:01SPEAKER_01: And then finally,
- 3:02SPEAKER_01: I think,
- 3:04SPEAKER_01: when we came to Christmas,
- 3:06it became clear that the man needed to take a proper vacation
- 3:09and time to play some
- 3:10SPEAKER_01: other games.
- 3:11SPEAKER_01: So that's really what he's doing, taking a bit of time off.
- 3:14SPEAKER_01: We're going for beers in a couple of days.
- 3:16SPEAKER_01: But it sounds like he's a good guy.
- 3:19SPEAKER_00: This is the thing.
- 3:19SPEAKER_00: It was a shock success.
- 3:22SPEAKER_00: You've had to go on this learning journey, right?
- 3:25SPEAKER_00: And obviously,
- 3:26SPEAKER_00: we've got a publisher in Sony that isn't a live service expert either,
- 3:30SPEAKER_00: or at least these sort of games.
- 3:32SPEAKER_00: And it sounds like it's been a baptism.
- 3:35that's exactly what it's been it's it's been i think it took us
- 3:40all by surprise and
- 3:41then i think sony knew and we knew that we were not fully a
- 3:45full-fledged live
- 3:46service studio because we absolutely were not so it took eight
- 3:50years to make this
- 3:50game arrowhead was always used to doing post-launch support
- 3:54with with dlc and stuff
- 3:56and quite a lot of it but it's a different thing to be a live
- 3:58service so there was
- 3:59SPEAKER_01: a man's scramble to kind of
- 4:01SPEAKER_01: keep up with the intense success.
- 4:05And,
- 4:05you know,
- 4:06the saving grace was that this was a troubled development cycle.
- 4:09It took eight years to make,
- 4:10and it shouldn't take eight years to make a game.
- 4:12SPEAKER_01: But during those eight years,
- 4:14SPEAKER_01: a lot of stuff was made and put to the side,
- 4:17SPEAKER_01: or we put them in what we call the cellar.
- 4:19SPEAKER_01: So after the mad release of Helldivers,
- 4:22SPEAKER_01: we were like,
- 4:22SPEAKER_01: oh,
- 4:22SPEAKER_01: shit,
- 4:23SPEAKER_01: we need to release stuff because the players are screaming for stuff.
- 4:26SPEAKER_01: So all the stuff that we planned, we had to kind of get out faster.
- 4:29SPEAKER_01: And then we kept reaching into the seller,
- 4:31SPEAKER_01: pulled something out,
- 4:32SPEAKER_01: and we're like,
- 4:32SPEAKER_01: okay,
- 4:32SPEAKER_01: what if we just fix this up?
- 4:36SPEAKER_01: And we just kept jamming out stuff.
- 4:38And that was the saving grace that allowed us to keep the
- 4:42momentum going those first few months.
- 4:44SPEAKER_01: And we peaked at around 750,000 players.
- 4:48SPEAKER_01: And then over time, it went down.
- 4:50SPEAKER_01: And then the honeymoon kind of ended.
- 4:52SPEAKER_01: And we started running out of stuff to do.
- 4:55SPEAKER_01: And we also ran out of stamina.
- 4:58So when I was asked to step in in May of last year,
- 5:00they gave me the keys to the car.
- 5:03SPEAKER_01: And they told me,
- 5:04we're going off on summer vacation because we haven't been
- 5:07taking a lot of vacation
- 5:08SPEAKER_01: over the last few summers.
- 5:09SPEAKER_01: And I was like, we're running a live service game.
- 5:11SPEAKER_01: People can't be off for the next three months.
- 5:13But that's what happens in Sweden because we take our summer
- 5:15vacations very seriously.
- 5:17SPEAKER_01: So it was rocky there.
- 5:19SPEAKER_01: And then we kind of came back.
- 5:21SPEAKER_01: But then we had the Sony account linking kind of adventure.
- 5:25And it turns out that when you've made a game that trains the
- 5:29community to gather
- 5:30SPEAKER_01: around communal goals,
- 5:33they were very good at showing what their pleasure and
- 5:36displeasure so we went we
- 5:40went down to like 30 in user score and usually that's the death
- 5:43knell for a game
- 5:44right but we came back from that and then we fumbled with
- 5:47balancing and the focus
- 5:48for the game and that sent us all the way down to 19 i think
- 5:52was the lowest oh wow
- 5:53SPEAKER_01: and like games that get 19 user score
- 5:58SPEAKER_01: do not generally recover.
- 6:00SPEAKER_01: And maybe the lowest point during my tenure so far,
- 6:03SPEAKER_01: there's going to be many more,
- 6:04SPEAKER_01: I think,
- 6:05SPEAKER_01: was during the summer when everyone was away,
- 6:08SPEAKER_01: our user score was down to 19.
- 6:09SPEAKER_01: I had to get on a call with Herman Holst.
- 6:12and explain to the CEO of Sony why things were in the state
- 6:18they were and what we
- 6:20SPEAKER_01: were doing to kind of recover.
- 6:21And I have to say the awkward truth that there is nothing we
- 6:24can do in the
- 6:25SPEAKER_01: immediate short term to resolve this.
- 6:27SPEAKER_01: But in the long term, we have plans that will get us back on track
- 6:31And we issued a 60 day plan that put us back on the track and
- 6:34we did an update and
- 6:35SPEAKER_01: an update and an update.
- 6:36And I was very much inspired by No Man's Sky and the team over
- 6:41there that had a
- 6:43SPEAKER_01: similar kind of journey.
- 6:45SPEAKER_01: Very hyped,
- 6:46SPEAKER_01: then bombed,
- 6:47SPEAKER_01: and then they put their head to the grindstone and just updated the game.
- 6:50And since I want to say since September,
- 6:52we've been on a very good trajectory.
- 6:55But we've been just penduling between it's so over and we're so
- 7:00back and it's
- 7:00SPEAKER_01: become a meme within the community.
- 7:04SPEAKER_01: So we went from 19 to 94 positive on Steam.
- 7:08SPEAKER_00: Oh, wow.
- 7:09SPEAKER_00: I like the MCU, but in like one title.
- 7:13SPEAKER_00: Yeah.
- 7:14SPEAKER_01: Exactly.
- 7:14SPEAKER_01: And this is,
- 7:15SPEAKER_01: you know,
- 7:16SPEAKER_01: it's exactly 12 months since launch,
- 7:18but all of these things I described to you happened during the
- 7:21last nine months.
- 7:22SPEAKER_01: It's been a real, real roller coaster.
- 7:25SPEAKER_01: And we're still coming to grips with the phenomenon that this is.
- 7:30like you know arrowhead and myself have been involved with
- 7:32releasing successful
- 7:33games but it's always hard to gauge how how much of a
- 7:37phenomenon it becomes and how
- 7:38many how much of a it wins hearts and minds right and it
- 7:42touches people in a lot of
- 7:43SPEAKER_01: different ways and that's that's why we love it
- 7:45SPEAKER_00: What reassured me,
- 7:45we've got data partners like Ampere and stuff that share with
- 7:48us a little bit of information.
- 7:49SPEAKER_00: What reassured me is that winning over lots of players at the beginning,
- 7:52SPEAKER_00: we've seen games do that a lot.
- 7:54SPEAKER_00: But the challenge is obviously,
- 7:55SPEAKER_00: particularly in the live service space,
- 7:56is that people have probably got a game that they left in order
- 8:00to play your game.
- 8:01SPEAKER_00: And then they just end up going back to that game eventually,
- 8:03SPEAKER_00: because that's where they've spent their time,
- 8:04SPEAKER_00: it's where they spent their money,
- 8:05SPEAKER_00: it's where their friends are,
- 8:06SPEAKER_00: which I guess probably happened to you as well.
- 8:10SPEAKER_00: Then I looked at the numbers in December and I'm like,
- 8:12SPEAKER_00: oh,
- 8:12SPEAKER_00: you've got those people now that are coming back to your game.
- 8:14SPEAKER_00: You are now one of those titles.
- 8:16SPEAKER_01: Absolutely.
- 8:17SPEAKER_01: And we know that the players on Steam,
- 8:18SPEAKER_01: at least,
- 8:19SPEAKER_01: we know that they try new things,
- 8:20SPEAKER_01: but they generally then go back to their old titles.
- 8:23And most of the games they play are,
- 8:24you know,
- 8:24up to seven-year-old games.
- 8:26SPEAKER_01: New games that were very hard times.
- 8:28SPEAKER_01: But I think that's due to the hard work of the developers.
- 8:31We've managed to kind of cement ourselves as one of the go-to
- 8:35co-op social games
- 8:37SPEAKER_01: that people play.
- 8:38People have drifted off from PvP games and are playing PvE
- 8:42Helldivers now.
- 8:45SPEAKER_01: But it's been a real journey in that sense.
- 8:49And it's the core gameplay loop plus the Game Master feature
- 8:52that really pulls it off,
- 8:53I think.
- 8:54SPEAKER_01: And you're right on the numbers,
- 8:56SPEAKER_01: is that we managed to,
- 8:59for the December release that was tying with the TGAs and
- 9:02winning a couple of awards,
- 9:03SPEAKER_01: we reactivated and got 250,000 players back into the game.
- 9:09SPEAKER_01: So that was the peak again in December.
- 9:10SPEAKER_01: Is that concurrent?
- 9:11SPEAKER_00: Concurrent, yeah.
- 9:16SPEAKER_00: Wow.
- 9:16SPEAKER_00: Well, you talked about, okay, you weren't a live service studio.
- 9:18SPEAKER_00: Arrowhead wasn't a live service studio and now sort of is.
- 9:21SPEAKER_00: Has there been much change then behind the scenes?
- 9:24SPEAKER_01: Some change, and I think this has been the real challenge, right?
- 9:28Because one of the things that was really important to us here
- 9:31in the studio was to
- 9:32SPEAKER_01: have manageable growth.
- 9:34And what happens with a lot of companies when they hit,
- 9:38you have the financial means.
- 9:41SPEAKER_01: you start hiring.
- 9:43SPEAKER_01: And I think it's a classic Jeff Goldblum quote from Jurassic Park.
- 9:47We were so preoccupied with if we could,
- 9:50we didn't talk about if we should.
- 9:54SPEAKER_01: And from my history,
- 9:57having been at companies that have grown very rapidly and
- 9:59worked with a lot of
- 10:00SPEAKER_01: companies that have grown rapidly,
- 10:01I know what happens when there is uncontrolled very rapid
- 10:04growth and it can lead to
- 10:05SPEAKER_01: disastrous effects.
- 10:07SPEAKER_01: And I was very conscious about not growing too fast
- 10:11SPEAKER_01: within our walls and doing this in a sustainable way.
- 10:15SPEAKER_01: So that required a bit of hard calls on our part.
- 10:19SPEAKER_01: And we said,
- 10:20it's going to take a bunch of months for us to figure out some
- 10:23of these things to
- 10:24do live service our way because we can't take the playbook from
- 10:27Apex or Dota or
- 10:30Darktide and say it's going to work for us because every game
- 10:34is different.
- 10:36And we wanted to do it in a way where we stayed true to the
- 10:40tenets of the company,
- 10:41SPEAKER_01: which is a game for everyone is a game for no one.
- 10:43SPEAKER_01: That's how we make games.
- 10:44We wanted to do it in a way that was respectful of our
- 10:48developers work life balance and also.
- 10:52i wanted to do it in a way that lived up to one of the mandates
- 10:56i have as a ceo as
- 10:58i was brought in one of the mandates is run a profitable games
- 11:02company but it also
- 11:03is to be a force of good in the industry and what i want us to
- 11:07do is to be kind of
- 11:08a role model for how to do sustainable growth because what
- 11:11we're seeing in the
- 11:12industry today is that the industry is not in a good place and
- 11:17a lot of companies
- 11:18SPEAKER_01: are shedding a lot of jobs
- 11:22SPEAKER_01: It's not the people on the top who are losing their jobs.
- 11:25It's a lot of people who have mortgages and families who have
- 11:28moved half across the
- 11:29SPEAKER_01: world to take jobs.
- 11:30And then because of bad growth decisions made as part of
- 11:34business leaders,
- 11:36because they've been unable to lead the market or what's
- 11:39happening and taking
- 11:40SPEAKER_01: stupid risks,
- 11:41SPEAKER_01: has led to a lot of other people losing their jobs.
- 11:44So I want us to be on a path of sustainable growth,
- 11:47and that's why we're not hiring like crazy.
- 11:49SPEAKER_01: We're growing some through our code development partners,
- 11:52SPEAKER_01: but that's been incredibly important to me.
- 11:54And that's what we want to be able to show to the industry,
- 11:58how this could be done,
- 12:01to be frank.
- 12:02Code dev seems to be a direction lots of people are going in
- 12:04when they need to scale up fast.
- 12:06SPEAKER_00: The approach you've made.
- 12:08SPEAKER_01: Yeah, and there are multiple different reasons for it.
- 12:11SPEAKER_01: First off, we are a studio that is based here in Stockholm.
- 12:14SPEAKER_01: We have a strong belief that studios can be remote,
- 12:18but we have chosen not to focus heavily on remote and we would
- 12:21like to be kind of local.
- 12:23SPEAKER_01: So we want our core teams to come into the office and be available.
- 12:27We have a lot of people who do work remote and they can stay
- 12:29remote for a very long time.
- 12:31SPEAKER_01: So there are limitations in how much we can grow in Stockholm.
- 12:34SPEAKER_01: I just can't get people to move to Stockholm.
- 12:36SPEAKER_01: That's just the reality of it.
- 12:38The second thing is that we don't want to grow too much here
- 12:40because there's just
- 12:43SPEAKER_01: our culture transfer rate,
- 12:45SPEAKER_01: as we call it,
- 12:46SPEAKER_01: is what it is.
- 12:47SPEAKER_01: And we can't and don't want to become a giant company of 200,
- 12:51SPEAKER_01: 250 people where people don't know each other's names.
- 12:53SPEAKER_01: But at the same time, we want to meet the business realities of the game.
- 12:59SPEAKER_01: And there are co-development studios out there who have the skill set,
- 13:04SPEAKER_01: the mindset,
- 13:05SPEAKER_01: and interest in collaborating with us.
- 13:08SPEAKER_01: A year ago,
- 13:09SPEAKER_01: we were not working with many co-development studios,
- 13:11SPEAKER_01: but now we're working with a handful and deepening those relationships.
- 13:15SPEAKER_01: Some of them are embedded here in Stockholm.
- 13:17SPEAKER_01: Others are nearby in the UK.
- 13:20SPEAKER_00: Oh, okay.
- 13:21SPEAKER_00: Has anything surprised you since taking the role?
- 13:24SPEAKER_00: I know the game journey seems to have surprised you,
- 13:27SPEAKER_00: but like anything else that's since taking on the role?
- 13:31SPEAKER_01: A couple of things.
- 13:32SPEAKER_01: Like it's, again, the whole phenomenon thing.
- 13:36Games can become popular,
- 13:37but I wouldn't say it's a religious experience.
- 13:40SPEAKER_01: But for some, the game has been truly, truly unique.
- 13:43And I think sometimes we as developers can become myopic
- 13:46because we've been living
- 13:47SPEAKER_01: with Helldivers for quite a long time.
- 13:49SPEAKER_01: And we've been thinking about the Game Master feature.
- 13:51SPEAKER_01: But when we actually put it in the hands of the players,
- 13:54truly magic starts to happen and it becomes a phenomenon in its
- 13:57own sense.
- 13:58SPEAKER_01: An hour and a half ago, a planet in the game was blown up.
- 14:03It permanently was removed from the game and people cannot go
- 14:07to that planet,
- 14:07Angel's Venture.
- 14:08This planet was the first planet that was opened up for battle
- 14:11when the game was launched.
- 14:12And now it doesn't exist as a result of a number of different
- 14:15events that were in
- 14:17SPEAKER_01: the hands of the players.
- 14:18Had they made different choices,
- 14:20it would have been maybe no planet would have been exploding.
- 14:24SPEAKER_01: So this...
- 14:26SPEAKER_01: This has been the...
- 14:28I did not anticipate how much people would lean into the
- 14:32role-playing aspect of this.
- 14:34And there have been a couple of stories throughout the year
- 14:37that have been truly...
- 14:39SPEAKER_01: Moving,
- 14:40SPEAKER_01: you know,
- 14:41we issue challenges to the players that take this planet and
- 14:44you'll get this reward,
- 14:45SPEAKER_01: live service style,
- 14:46SPEAKER_01: right?
- 14:47So the reward is you get these anti-tank mines and then the
- 14:50players tried to take
- 14:51SPEAKER_01: the planet and they failed.
- 14:53SPEAKER_01: And then three weeks later, we were like, here's another planet.
- 14:56You take that planet,
- 14:56you take the arms factories,
- 14:58you get the anti-tank weapons.
- 14:59SPEAKER_01: And again, they failed.
- 15:01SPEAKER_01: Then again,
- 15:02SPEAKER_01: we issued the same challenge and we said,
- 15:04SPEAKER_01: you can get the arms,
- 15:06you can get the mind if you take this planet or you save this
- 15:09other planet that has
- 15:10SPEAKER_01: sick kids in a hospital.
- 15:12SPEAKER_01: But you can't save both.
- 15:14SPEAKER_01: So it's up to you, the community, which one do you want to save?
- 15:17SPEAKER_01: And the community overwhelmingly chose to go and get the sick kids.
- 15:23SPEAKER_01: Digital, fictitious kids in this fascist, you know, super rough society.
- 15:28But everyone role played the fantasy and we made the donation
- 15:31to save the children.
- 15:33SPEAKER_01: And again,
- 15:34SPEAKER_01: with this planet thing,
- 15:35SPEAKER_01: our concurrent player count jumped by 30,000 players who just logged in.
- 15:40SPEAKER_01: to see what the hell was going to happen with this planet as it blew up.
- 15:45SPEAKER_01: If you want to talk about new stuff in terms of surprising,
- 15:49SPEAKER_01: I did not think that we would see this level of engagement or retention,
- 15:53SPEAKER_01: if you want to call these kind of business.
- 15:55SPEAKER_01: But truly,
- 15:55people are passionate about what's happening in the game thanks
- 15:58to this Game Master feature.
- 15:59SPEAKER_01: So that's been one of the big surprising things.
- 16:04SPEAKER_01: I think the other big surprising thing,
- 16:06SPEAKER_01: and this is maybe going to paint me in bad colors,
- 16:10is I came into this thinking that the relationship with
- 16:14PlayStation would be quite different.
- 16:16SPEAKER_01: I have 12 years working at Paradox as a publisher.
- 16:20SPEAKER_01: I assumed Sony,
- 16:21SPEAKER_01: having paid a lot of money for this project,
- 16:26SPEAKER_01: would exert a whole lot more control.
- 16:30And run the show more or less,
- 16:32because what do these wild kids here in Sweden know?
- 16:35SPEAKER_01: But I've been very pleasantly surprised to see how...
- 16:40creator friendly playstation has been as a studio truly truly
- 16:46impressive and it's
- 16:47you know they've been fumbles of course any company does and
- 16:50you know but they've
- 16:51been an amazing uh partner throughout and i think that they're
- 16:55uh they have been
- 16:56too much uh flack from from the community at times but they've
- 16:59been truly like hell
- 17:00divers would not exist if if playstation was not so focused on
- 17:06creating cool stuff
- 17:07SPEAKER_01: for players like
- 17:09SPEAKER_01: And I'm not blowing smoke up their ass.
- 17:11SPEAKER_01: They've been a genuinely good partner in this.
- 17:14SPEAKER_01: So that's the second big surprising thing, I would say.
- 17:18SPEAKER_00: Going back to your thing about the Game Master thing,
- 17:20we talked earlier about live service and online games and
- 17:22people leaving and
- 17:23SPEAKER_00: getting how to keep those people.
- 17:24SPEAKER_00: Is it the Game Master element?
- 17:26Is it those story moments that's enabling you to keep players
- 17:30coming back?
- 17:31SPEAKER_01: I'll say it's a huge driver.
- 17:32Like obviously we try to put stuff out as fast as possible and
- 17:37as often as possible.
- 17:39SPEAKER_01: But again, there's a limitation in how much stuff we can put out.
- 17:42And we had a faster pace in the beginning and that led to
- 17:44quality problems.
- 17:45SPEAKER_01: We slowed down.
- 17:47as we bring in one more code development we'll probably get to
- 17:49leapfrogging so we
- 17:50can increase more but i was talking to the uh genshin impact
- 17:55team they have 1500
- 17:56developers working on stuff and releasing stuff regularly it's
- 17:59still not enough for
- 18:00the players so despite us dropping really cool updates and new
- 18:05factions and new
- 18:05weapons all the stuff we just can't keep up and nobody can keep
- 18:09up with the content
- 18:09SPEAKER_01: mail
- 18:11The other thing that keeps people going has been the
- 18:14role-playing factor and the
- 18:16SPEAKER_01: Game Master feature and all the memes.
- 18:19SPEAKER_01: And if you go onto our Discord and talk in universe voice,
- 18:25SPEAKER_01: people just play along with the joke and satire of the IP.
- 18:29SPEAKER_01: And that's the lovely part of it.
- 18:32SPEAKER_00: I went to Comic-Con in London in May last year,
- 18:35SPEAKER_00: and I saw loads of people dressed up for characters in the game,
- 18:39SPEAKER_00: and that game had been out a few months,
- 18:40SPEAKER_00: and to suddenly see that immediately appear in a pop culture event.
- 18:44SPEAKER_01: No, it's mind-boggling.
- 18:46SPEAKER_01: And, you know, we live in strange times.
- 18:48SPEAKER_01: It's 2025.
- 18:48SPEAKER_01: Fascism is on the rise.
- 18:50SPEAKER_01: I don't know if that's playing into the uplift effect for the game,
- 18:57or maybe it's exactly what people need to be able to deal with
- 19:00the dark times in
- 19:00SPEAKER_01: their surroundings.
- 19:01SPEAKER_00: I was on a call with another games publisher.
- 19:03SPEAKER_00: I was talking about the two of the big game hits of last year,
- 19:06SPEAKER_00: mentioning your one,
- 19:07SPEAKER_00: but also mentioning Space Marine 2.
- 19:08SPEAKER_00: And he goes, what is it with space fascism in 2024?
- 19:13SPEAKER_01: The world is more polarized than it's ever been.
- 19:15SPEAKER_01: And when you get games that paint things in black and white,
- 19:21SPEAKER_01: it kind of rhymes with that because reality is not black and white,
- 19:23SPEAKER_01: despite people wanting to reduce it to that.
- 19:25SPEAKER_01: But it's simple.
- 19:27SPEAKER_00: It's escapism, I think, on some level.
- 19:31Talked about so many of the challenges that you've overcome and
- 19:33you seem to be in a
- 19:34SPEAKER_00: good spot now,
- 19:34SPEAKER_00: but what would you say are the biggest ones?
- 19:36SPEAKER_00: What has been the thing that's been like, okay, was it that summer?
- 19:39Yeah,
- 19:39the summer when I was there,
- 19:42the captain of a ship,
- 19:43the ship was tied to the dock.
- 19:45All the crew was on shore leave and Sony were knocking on our
- 19:49door asking,
- 19:50SPEAKER_01: what the hell are you doing?
- 19:52That wasn't great,
- 19:53but I would say like the real challenges has been for us to
- 19:57maintain
- 19:59SPEAKER_01: Our integrity.
- 20:00SPEAKER_01: The slogan for the studio is a game for everyone is a game for no one.
- 20:04SPEAKER_01: So we did not set out to design Helldivers for a wide audience.
- 20:09SPEAKER_01: We made it for a niche audience.
- 20:11And our belief is that if you make an uncompromising game
- 20:14experience for a very
- 20:15SPEAKER_01: specific audience,
- 20:17SPEAKER_01: you have the ability to resonate far outside of it.
- 20:19Now,
- 20:19we've seen this happen many times in video games and even
- 20:22outside the games too.
- 20:23SPEAKER_01: From software games buck the trend.
- 20:25They were very brutally hard where every other game was about handholding.
- 20:28SPEAKER_01: And that's an entire genre.
- 20:31SPEAKER_01: And a lot of success has been born out of that.
- 20:34SPEAKER_01: Escape from Tarkov is the same thing.
- 20:36SPEAKER_01: It bucks a lot of the PvP trends.
- 20:38And if I told my wife 10 years ago that we'll be watching seven
- 20:41seasons of Game of
- 20:42SPEAKER_01: Thrones about some dudes with swords running around and dragons,
- 20:46SPEAKER_01: she was like,
- 20:46SPEAKER_01: she would not be on board for that.
- 20:48But somehow she was on board for Game of Thrones and then we're
- 20:51watching the next show.
- 20:53SPEAKER_01: And HBO is very good at this,
- 20:54SPEAKER_01: creating these uncompromising auteur visions,
- 20:57SPEAKER_01: letting them come to life.
- 20:58SPEAKER_01: So we did not make Helldivers for 6 million Call of Duty players.
- 21:04SPEAKER_01: We absolutely didn't.
- 21:05SPEAKER_01: But we do now have 6 million Call of Duty players who've bought our game.
- 21:11SPEAKER_01: And they are interested in different things compared to,
- 21:14SPEAKER_01: say,
- 21:14SPEAKER_01: the audience that comes from Escape from Targets or Arma,
- 21:18SPEAKER_01: which were some of the more influential games in that kind of game.
- 21:21So the summer of pain or whatever we want to call it was
- 21:26painful in part because.
- 21:29it was hard for us to reconcile how to stay true to the studio
- 21:33fundamentals while
- 21:35dealing with the business realities of having so many different
- 21:38voices screaming at us.
- 21:40SPEAKER_01: And I'll do a big GDC talk about this at some point,
- 21:44SPEAKER_01: but to kind of boil it down,
- 21:45any modern game understands that their audience consists of
- 21:49many different segments,
- 21:50SPEAKER_01: and it's very hard to give everyone
- 21:54SPEAKER_01: everything they want at the same time.
- 21:56Destiny has PvP content,
- 21:58it has PvE content,
- 22:00it has story content,
- 22:01it has big raids.
- 22:03SPEAKER_01: These are for different audiences, right?
- 22:05SPEAKER_01: And Helldivers kind of puts everyone into the same funnel.
- 22:09SPEAKER_01: And now we're getting to the point to kind of figure those things out.
- 22:12But the thing that had us kind of,
- 22:15you know,
- 22:15lost was that we got away from the core fantasy.
- 22:19The box,
- 22:19it literally says on the box,
- 22:21you know,
- 22:21kill monsters with overpowered weapons.
- 22:25SPEAKER_01: strive to find balance,
- 22:27I think we ended up balancing the game in a way where the core
- 22:32fantasy kind of died.
- 22:34SPEAKER_01: And that's where we got the backlash.
- 22:36SPEAKER_01: So I think the real big challenge for us,
- 22:38SPEAKER_01: yes,
- 22:38has it been hard to figure out how to work with a number of
- 22:41code development studios,
- 22:42how to get stuff out every six weeks or whatever it is at a
- 22:45good quality and pace.
- 22:47We're still learning how to actively talk to the community and
- 22:50we don't do this enough.
- 22:51SPEAKER_01: But truly it's been
- 22:53Game direction for a game that's been in development before it
- 22:57reaches the audience
- 22:58SPEAKER_01: is one thing.
- 22:59SPEAKER_01: It's another thing once it's out.
- 23:01And I think maybe part of that is that Johan passed on the
- 23:05torch to other folks.
- 23:08SPEAKER_01: And his voice was needed,
- 23:09but he was not able to bring his voice to bear because he was
- 23:12also running a company.
- 23:13SPEAKER_01: So a lot of these things have fallen into place.
- 23:16And I wouldn't say that we're out of the woods yet,
- 23:19but we're in a much better spot.
- 23:21And what we talk about always is that we want to be kind of a
- 23:24flagship studio and
- 23:25SPEAKER_01: we want to always be able to look back at ourselves 18 months ago,
- 23:29SPEAKER_01: six months ago and say,
- 23:30SPEAKER_01: oh man,
- 23:30SPEAKER_01: I'm so embarrassed about how we knew nothing back then.
- 23:35SPEAKER_01: Oh, sweet summer child.
- 23:36SPEAKER_01: And now we're maturing and learning more.
- 23:38SPEAKER_01: So that onwards and upwards growth journey is very important to us.
- 23:42SPEAKER_00: It's interesting.
- 23:43One of my favorite live service games in recent history is Sea
- 23:46of Thieves.
- 23:47SPEAKER_00: And Sea of Thieves is a pirate game, right?
- 23:50And I,
- 23:51like a bunch of people on Sea of Thieves,
- 23:52hate the piracy part of the game.
- 23:54I like hanging out with my friends on a ship,
- 23:56going on adventures,
- 23:57and it's fun.
- 23:58SPEAKER_00: And then somebody comes along, sinks my ship, and steals all my treasure.
- 24:01SPEAKER_00: And I'm furious.
- 24:02SPEAKER_00: I hate the game.
- 24:03SPEAKER_00: I'm angry with the game.
- 24:03SPEAKER_00: Yeah.
- 24:04SPEAKER_00: And I think Rare had that issue.
- 24:06SPEAKER_00: It was like, oh, hang on, all these people don't like that.
- 24:09SPEAKER_00: So let's tone that down or let's tweak it like this.
- 24:11And then I think over time they've come to realize,
- 24:13no,
- 24:13I'm afraid that's what the game is.
- 24:15SPEAKER_00: The game is a game about pirates and that's going to happen.
- 24:18SPEAKER_01: This is where product development comes in and the tricky parts of it.
- 24:23SPEAKER_01: You and I both being business and industry nerds,
- 24:26SPEAKER_01: to me,
- 24:26the most interesting kind of case of this was when Nintendo
- 24:30launched the Wii.
- 24:32because they were on equal footing with all the other big
- 24:35platforms as a hardcore
- 24:37SPEAKER_01: gaming platform.
- 24:38SPEAKER_01: But they very much clearly decided to,
- 24:40SPEAKER_01: you know what,
- 24:40we're going to try a different strategy and we're going to go
- 24:42for a much wider kind
- 24:44SPEAKER_01: of audience and thereby forsake some of that hardcore audience.
- 24:49SPEAKER_01: But that gamble very much paid off.
- 24:51They positioned themselves completely differently and outsold
- 24:54both of the other
- 24:55SPEAKER_01: platforms put together.
- 24:56SPEAKER_01: But the pain of that was that they had a lot of hardcore players
- 25:00who were looking to their platform for hardcore games,
- 25:02and they were not quite getting them.
- 25:04SPEAKER_01: So in Nintendo's case, I think that they pivoted away from the strategy.
- 25:08SPEAKER_01: For us, it was about finding, like, who is the game for?
- 25:13SPEAKER_01: We don't want the game just for the Arma and Tarkov players,
- 25:16SPEAKER_01: but we also don't want it only for the PvP COD players either.
- 25:22SPEAKER_00: So who is this for, really?
- 25:24SPEAKER_00: I guess that's the journey you're on.
- 25:26SPEAKER_00: Yeah.
- 25:27What's really fascinating about it,
- 25:28I found,
- 25:29is there's a Helldivers movie.
- 25:30SPEAKER_00: Yes.
- 25:31SPEAKER_00: Right?
- 25:32SPEAKER_00: How has that gone down with the team?
- 25:35SPEAKER_01: I should say that we are a game studio.
- 25:38We're lucky to work with a company that also has a very strong
- 25:41film division.
- 25:42And my sense is that when they want something done and see that
- 25:46there's something
- 25:47SPEAKER_01: to capitalize on,
- 25:47SPEAKER_01: they've been pretty good at moving on it.
- 25:50SPEAKER_01: Sony has a bunch of really great people that we talk to on the regular.
- 25:54SPEAKER_01: We talk about the IP.
- 25:56SPEAKER_01: We talk about the game, where it's headed.
- 25:57SPEAKER_01: We talk about our capabilities, and they're running the movie.
- 26:01SPEAKER_01: We're super excited to see what comes of that.
- 26:04SPEAKER_01: It's Hollywood, so who knows?
- 26:06But we are so excited to see if we can take some of the things
- 26:10that the community
- 26:10SPEAKER_01: have made,
- 26:11SPEAKER_01: like the children's hospital thing.
- 26:13SPEAKER_01: The planet got blown up.
- 26:14SPEAKER_01: If these things can...
- 26:16SPEAKER_01: be referenced in the movie, that's made by the players.
- 26:21SPEAKER_01: That would be so, so cool.
- 26:23SPEAKER_01: We would love to see all those cosplaying people have,
- 26:26SPEAKER_01: you know,
- 26:27SPEAKER_01: background extra parts in the movie,
- 26:29SPEAKER_01: but I tell people,
- 26:30SPEAKER_01: please do not email me about getting parts in the movie.
- 26:33SPEAKER_01: I have zero say in that.
- 26:35SPEAKER_01: But we are super excited to see that come to life on some level.
- 26:38We saw Helldivers being featured in the Secret Level episode,
- 26:43which was super cool.
- 26:44SPEAKER_01: And we're kind of reeling understanding how big of an IP this is.
- 26:49SPEAKER_01: And this is one of the big challenges for the studio.
- 26:52SPEAKER_01: We are the same people we were 12 months and a week ago, right?
- 26:58But we're also not the same because suddenly now we're playing
- 27:00in a different league.
- 27:01SPEAKER_01: We're playing like Division III and now we're in Champions League.
- 27:04SPEAKER_01: Right.
- 27:04SPEAKER_01: And it takes time for us to kind of figure that out,
- 27:07that we are being held up to a different standard and
- 27:09scrutinized against a
- 27:10SPEAKER_01: different standard.
- 27:11So while a lot of studios will look at us or people will look
- 27:14at us and say like,
- 27:15SPEAKER_01: they're a biggest,
- 27:15SPEAKER_01: fully established studio where we're like,
- 27:17SPEAKER_01: yeah,
- 27:18SPEAKER_01: but we were quite,
- 27:19SPEAKER_01: you know,
- 27:20SPEAKER_01: indie and learning the ropes just 12 months ago.
- 27:23We don't naturally kind of,
- 27:24we need to rise to the occasion and fully realize that.
- 27:27SPEAKER_01: So, but there's a bit of a lagging effect to that as we kind of catch up.
- 27:32If you could pick three lessons that you think the industry
- 27:35should know from what
- 27:37SPEAKER_00: you've learned over the last,
- 27:38SPEAKER_00: well,
- 27:38SPEAKER_00: nine months,
- 27:39SPEAKER_00: I guess,
- 27:40SPEAKER_00: what would your three be?
- 27:42SPEAKER_00: That's a good question.
- 27:44SPEAKER_01: I think
- 27:46SPEAKER_01: I think it's really important.
- 27:48SPEAKER_01: I take this with me from the paradox days as well,
- 27:50SPEAKER_01: but I think it's incredibly true still for our game.
- 27:54SPEAKER_01: You have to eat your own dog food.
- 27:56SPEAKER_01: We talk to the community all the time.
- 27:58SPEAKER_01: We read what they post.
- 27:59SPEAKER_01: We play the game and we stay in touch with them.
- 28:04SPEAKER_01: They pay our salaries.
- 28:05SPEAKER_01: They have created this success and we need to listen to them.
- 28:10SPEAKER_01: And we succeed the most when we give players what they want.
- 28:14SPEAKER_01: But I will balance this out with we have a lot of different voices.
- 28:18SPEAKER_02: Hmm.
- 28:18SPEAKER_01: And our job is to be, it's kind of a doctor-patient relationship.
- 28:23If the patient comes in and says,
- 28:24I have a pain in my foot,
- 28:25can you please amputate it?
- 28:28Our job is not to amputate the foot,
- 28:30but to figure out what will fix the problem.
- 28:33SPEAKER_01: And we,
- 28:34SPEAKER_01: as medical experts,
- 28:35hopefully be able to suggest other solutions that will have the
- 28:39problems fixed.
- 28:41SPEAKER_01: And we have a lot of people screaming for amputations.
- 28:43SPEAKER_01: And we don't want to amputate for this.
- 28:45SPEAKER_01: So that's, I think, one of the big things.
- 28:46SPEAKER_01: And I see this fumbling happening in the industry quite often.
- 28:50SPEAKER_01: And this comes back to, I think, PlayStation strength as a partner.
- 28:54SPEAKER_01: Like,
- 28:54sometimes there are directives strategic from big companies
- 28:58that come and say,
- 28:58SPEAKER_01: you have to do this because X,
- 29:01SPEAKER_01: Y,
- 29:01SPEAKER_01: and Z.
- 29:03SPEAKER_01: And the directives that we are...
- 29:05being given are the same desires that we have that we see
- 29:10mirrored in the wants of
- 29:12our customers and players and that we would like to see
- 29:15ourselves like i'm big on
- 29:18just being truthful and authentic about the stuff because if
- 29:21you just if you give
- 29:22them what they want and they'll tell you what you think you can
- 29:24have a healthy
- 29:25relationship but if you're trying to put lipstick on a pig and
- 29:28sell it like
- 29:28something else that's when you run into trouble so i think that
- 29:31those are one of
- 29:31SPEAKER_01: the learnings
- 29:32SPEAKER_01: I think a second one is that we shouldn't take yourself too seriously.
- 29:35SPEAKER_01: Like, this is a fun game.
- 29:38And one of the reasons we get away with still fumbling and
- 29:43screwing up from time to
- 29:44SPEAKER_01: time is that we show people that we're still human.
- 29:47SPEAKER_01: We go to work every day like everyone else.
- 29:50SPEAKER_01: Our job happens to make a game.
- 29:52SPEAKER_01: Sometimes we have good days and sometimes we have bad days.
- 29:56And if people understand that there are humans on the other
- 30:00side with families and jobs,
- 30:04SPEAKER_01: There's a little bit more understanding.
- 30:06And I think that we've built goodwill and trust that even if
- 30:10we'll fumble from time
- 30:11SPEAKER_01: to time,
- 30:12SPEAKER_01: we'll still do right by them and come back and do the right stuff.
- 30:16SPEAKER_01: So maintaining and building that relationship.
- 30:18And I think the third learning,
- 30:20maybe this is more and we touched upon this.
- 30:23SPEAKER_01: I think that it comes back to sustainable growth.
- 30:26I wish that our industry hadn't shed almost,
- 30:29was it 20,
- 30:3230,
- 30:3340,
- 30:3350,000 jobs the past two years.
- 30:34And the reason for that is that a lot of people in the top were
- 30:39making very unsound
- 30:42SPEAKER_01: business decisions and there's very little accountability in their part.
- 30:46Who among these executives is stepping down from the positions
- 30:50because they took
- 30:51SPEAKER_01: these shitty decisions or slashing their salaries
- 30:54SPEAKER_01: That's not generally happening.
- 30:56What's happening is that regular folks,
- 30:58regular developers are paying the cost of that.
- 31:01SPEAKER_01: And I think that that's a terrible way to manage and run our industry.
- 31:06And just because you can hire or grow the triple in size in six
- 31:12months doesn't mean you should
- 31:15SPEAKER_01: or that it's the best thing for the studio's long term health and,
- 31:21SPEAKER_01: you know,
- 31:21SPEAKER_01: also business health,
- 31:22SPEAKER_01: I would say.
- 31:23SPEAKER_00: Yeah, I would say that.
- 31:25SPEAKER_00: So it's just because you can grow doesn't mean you should grow.
- 31:28SPEAKER_00: It's,
- 31:29SPEAKER_00: you know,
- 31:29try and keep the humanity and the connection with the players
- 31:31so they see the human
- 31:32SPEAKER_00: side of you as a studio.
- 31:34And then I guess there's the working with the community to work
- 31:37out what it is they
- 31:38SPEAKER_00: actually want from their game.
- 31:39SPEAKER_00: Yeah.
- 31:39SPEAKER_01: And I'm not saying don't grow,
- 31:41SPEAKER_01: grow,
- 31:41but do it in a way where you don't have to then let go of one
- 31:46third of the company
- 31:47SPEAKER_01: because you made stupid decisions.
- 31:48SPEAKER_01: Yeah.
- 31:48SPEAKER_01: Like try to be sustainable in that.
- 31:50SPEAKER_01: So I'm not going to go out and hire a hundred people.
- 31:52SPEAKER_01: I would like to hire a hundred people and help people in the industry.
- 31:55Like my first priority is just to make sure that people have
- 31:57jobs for many years.
- 31:58SPEAKER_00: You've got to think about your team as much as the people bring in it.
- 32:03SPEAKER_00: Well,
- 32:03SPEAKER_00: we're sort of,
- 32:03SPEAKER_00: I'm wary of the time,
- 32:05SPEAKER_00: but I mean,
- 32:06SPEAKER_00: you are a podcasting industry podcaster yourself,
- 32:08and there's a lot of negativity around the games industry at
- 32:11this point in time.
- 32:11SPEAKER_00: How do you feel about
- 32:13the industry overall outside of the mistakes it's made in
- 32:16recent history.
- 32:18You can be a little bit cynical where we are,
- 32:20but I think that there is light still.
- 32:22SPEAKER_01: What was the John McCain quote in 2008 before the US economy crashed?
- 32:28SPEAKER_01: The fundamentals of our economy is strong.
- 32:31SPEAKER_01: I'll use the same quote.
- 32:34I think the fundamentals of the games industry are strong in
- 32:39the sense that I don't
- 32:41SPEAKER_01: see people playing less.
- 32:43SPEAKER_01: That's not happening.
- 32:44It's not like people are shifting away from their gaming habits
- 32:48into consuming
- 32:50SPEAKER_01: other forms of media.
- 32:51SPEAKER_01: I mean, gaming is strong in itself.
- 32:55SPEAKER_01: And there is a whole generation of Roblox,
- 33:00SPEAKER_01: Fortnite,
- 33:01SPEAKER_01: Minecraft players constantly growing up,
- 33:04SPEAKER_01: becoming a little bit older,
- 33:05SPEAKER_01: having more disposable income,
- 33:07SPEAKER_01: and gaming is fully ingrained in how they play games.
- 33:10SPEAKER_01: I have an 11-year-old daughter
- 33:12SPEAKER_01: You talk to her classmates.
- 33:15SPEAKER_01: It doesn't matter what gender we're talking about.
- 33:17SPEAKER_01: Everyone plays a game on some level.
- 33:19This is fundamentally different compared to 10,
- 33:2215,
- 33:2320 years ago when you and I grew up.
- 33:24SPEAKER_01: We were a minority back then.
- 33:27There used to be a time it was just kids and people who
- 33:29identified as gamers.
- 33:30SPEAKER_00: You didn't have it.
- 33:31SPEAKER_00: It's not ubiquitous.
- 33:34It's truly ubiquitous and not everyone would describe
- 33:36themselves as gamers,
- 33:37but they end up playing a lot of games and it's a social space
- 33:39and all of that.
- 33:40SPEAKER_01: And all of these things are pervasive and going to be driving.
- 33:43SPEAKER_01: Games are not going anywhere.
- 33:45SPEAKER_01: We're stronger than ever.
- 33:46SPEAKER_01: What is happening,
- 33:47SPEAKER_01: however,
- 33:48is that there are a number of dinosaurs in the industry and big
- 33:53entities that are
- 33:55SPEAKER_01: looking at their playbooks and realizing they're out of position.
- 34:01SPEAKER_01: When you have an industry that is changing this fast,
- 34:03having games that take four to six years to make is just
- 34:07strategically poor.
- 34:08SPEAKER_01: My fundamental belief,
- 34:10SPEAKER_01: and my good friend Maria Cornelius is our chief product officer,
- 34:13SPEAKER_01: says this all the time.
- 34:14The best way to become an expert at something is to make many
- 34:18repeated bets over and over.
- 34:21SPEAKER_01: Do the same thing over and over and you will achieve mastery.
- 34:24SPEAKER_01: But if your bet cycle is six and seven years,
- 34:28SPEAKER_01: it's really,
- 34:29SPEAKER_01: really,
- 34:29SPEAKER_01: really hard to hit the landing.
- 34:31I think that Concorde was probably a good call when it was
- 34:33signed initially eight years ago.
- 34:36SPEAKER_01: Overwatch was maybe in a vulnerable state and looked good at the time.
- 34:41SPEAKER_01: And then over time, you do this kind of salami negotiation with yourself.
- 34:44SPEAKER_01: And then four years in, you're like, well, it's non-cost fallacy.
- 34:47SPEAKER_01: You have to keep going.
- 34:48SPEAKER_01: And it's terrible for the industry when these bets don't pay off.
- 34:51And I think the trick for some of the big companies is that you
- 34:54can't ask a
- 34:56SPEAKER_01: 300-person team to divide themselves into 30 10-man teams and have them
- 35:03out games because it's a different skill set yeah and uh what
- 35:07we're noticing now
- 35:07and it was very you know poignant in the sense that held divers
- 35:11and pal world came
- 35:12out roughly at the same time and both became super big smash
- 35:15hits i think they've
- 35:17sold many more copies than we have but relatively speaking they
- 35:21were much smaller
- 35:22SPEAKER_01: yeah
- 35:23SPEAKER_01: projects and games than any of their peers.
- 35:26SPEAKER_01: So if I'm managing a giant-ass portfolio,
- 35:29SPEAKER_01: I should be asking myself,
- 35:30why am I spending all the money on 300-person studios when
- 35:34there are teams of 15 to
- 35:35SPEAKER_01: 70 people doing more successful things?
- 35:38I did this analysis for a company of the day and the
- 35:41best-selling video games in Europe,
- 35:43SPEAKER_00: so the top five new games released last year,
- 35:46SPEAKER_00: right?
- 35:46SPEAKER_00: So it's called GT and FIFA at the top, right?
- 35:48SPEAKER_00: That's where they always sit.
- 35:49Then it's you,
- 35:50it's Helldivers,
- 35:51the third best-selling new release last year.
- 35:54SPEAKER_00: And then it's Space Marine 2.
- 35:57SPEAKER_00: Then it was, I mean, Power World's probably in there.
- 36:00SPEAKER_00: The Power World data is not quite there.
- 36:02SPEAKER_00: Black Myth is probably in there globally.
- 36:03SPEAKER_00: And then it's
- 36:07SPEAKER_00: Dragon Ball.
- 36:10SPEAKER_00: But where's Dragon Age?
- 36:11SPEAKER_00: Number 68.
- 36:13SPEAKER_00: Star Wars Outlaws, 47.
- 36:14SPEAKER_00: Final Fantasy VII Rebirth, just inside the top 50.
- 36:18SPEAKER_00: And these are games with big teams, big budgets, big brands.
- 36:21SPEAKER_01: And I think the big difference between,
- 36:22SPEAKER_01: and I'm the chairman of the board at Headed Horse as well,
- 36:25SPEAKER_01: and many years of Paradox and Foro,
- 36:26SPEAKER_01: a lot of different publishers closely.
- 36:28SPEAKER_01: The challenge is that everyone needs new playbooks, almost everyone.
- 36:33SPEAKER_01: And there are some exceptions to the rule,
- 36:35SPEAKER_01: and I wouldn't go as far as saying that we're a black swan event.
- 36:41SPEAKER_01: but clearly something's worked out.
- 36:43SPEAKER_01: Then there are Larians that can pull Baldur's Gate 3 off.
- 36:46I don't think others can go and then say,
- 36:49you know what,
- 36:49if Larian can do it,
- 36:50then so can we.
- 36:51SPEAKER_01: It doesn't work that way.
- 36:53SPEAKER_01: But the trick is now is that the bottom has fallen out of the industry,
- 36:58SPEAKER_01: at least on the PC side and maybe on the console side as well,
- 37:01SPEAKER_01: where you could expect to sell 300K of a game three years ago.
- 37:06SPEAKER_01: That's 30K now, or maybe 3K.
- 37:08SPEAKER_01: There is no lower end.
- 37:10And that is super scary when you have a cost base like Ubisoft
- 37:14or some of the bigger players.
- 37:16SPEAKER_01: And I think that if you're 2K,
- 37:17you're kind of safe because you have GTA that is basically an
- 37:21industry in itself.
- 37:22SPEAKER_01: But everyone else,
- 37:24unless you have a very focused business like Paradox does and
- 37:28some of the other companies,
- 37:30SPEAKER_01: you're in a very tight spot.
- 37:33SPEAKER_01: And it's going to be really interesting to see.
- 37:37SPEAKER_01: Now,
- 37:37SPEAKER_01: the waters are receding now,
- 37:39SPEAKER_01: and we're going to be seeing who's bathing naked the next few years.
- 37:44SPEAKER_00: I'm conscious of the time, so I'm going to have to stop there.
- 37:47SPEAKER_00: But thank you so much for your time, James.
- 37:49SPEAKER_00: It's been a pleasure to have you on.
- 37:50SPEAKER_00: Thank you so much.
- 37:51SPEAKER_00: Enjoyed this greatly.
- 37:52SPEAKER_00: And good luck with the journey that you've got ahead.
- 37:56SPEAKER_00: Thank you.
- 37:58SPEAKER_00: Are video game subscription services a good or bad thing?
- 38:01SPEAKER_00: Bad.
- 38:02SPEAKER_00: Which Star Wars trilogy was the best original prequel or sequel?
- 38:06SPEAKER_00: Come on, it's the original, of course.
- 38:09SPEAKER_00: Will game streaming ever become a mainstream proposition?
- 38:13SPEAKER_00: Yes.
- 38:14SPEAKER_00: What's the first thing you do when you get into work in the morning?
- 38:18SPEAKER_00: Check Discord and Reddit.
- 38:20SPEAKER_00: Will Nintendo Switch 2 outsell Nintendo Switch 1?
- 38:24SPEAKER_00: Yes.
- 38:25SPEAKER_00: If you could be CEO of any other games company, which one would it be?
- 38:29SPEAKER_00: No company.
- 38:31SPEAKER_00: That's a dodge.
- 38:32SPEAKER_00: Best album of all time?
- 38:33SPEAKER_00: Oh, wow.
- 38:34SPEAKER_00: Californication?
- 38:36SPEAKER_00: That's a bad answer.
- 38:37SPEAKER_00: What one thing should games companies think about but probably aren't?
- 38:42SPEAKER_01: What the players want.