Latest / The Game Business Show / Where now for Mass Effect? Plus, Ken Kutaragi’s console fears and the rise of Poki
Transcript
- 0:00SPEAKER_02: This week, a gaming icon is closing.
- 0:02SPEAKER_02: We dive into the world of web-based video games,
- 0:04SPEAKER_02: we try to make sense of video game pricing,
- 0:07SPEAKER_02: and Ken Kutaragi, the father of PlayStation, fears for the future of consoles.
- 0:14SPEAKER_02: Hello and welcome to The Game Business Show.
- 0:17SPEAKER_02: It's a busy week for us at The Game Business.
- 0:19SPEAKER_02: We're actually out at Comic-Con this week in London doing loads of panels
- 0:22SPEAKER_02: and interviews,
- 0:23SPEAKER_02: including one we're releasing as an episode of The Game Business Show,
- 0:26SPEAKER_02: hopefully at least, assuming it's good.
- 0:27SPEAKER_02: It's with John Romero, the creator of Doom, We're one of the heads of Romero Games.
- 0:31SPEAKER_02: If you're in London on Friday,
- 0:32SPEAKER_02: October 23rd,
- 0:33SPEAKER_02: you can catch the interview live at Comic-Con,
- 0:36SPEAKER_02: although I think tickets are gone,
- 0:37SPEAKER_02: so you have to actually have already got tickets if you want to see us there.
- 0:40SPEAKER_02: Alternatively, you can just wait for us to release the full thing, assuming it's good enough.
- 0:44SPEAKER_02: And we'll be doing loads of stuff over the show.
- 0:45SPEAKER_02: We're doing 20 years of a Wii panel.
- 0:47SPEAKER_02: We've got Silent Hill devs.
- 0:48SPEAKER_02: We've got the Star Wars devs.
- 0:50SPEAKER_02: The Tomb Raider devs as well.
- 0:51SPEAKER_02: That stuff's not being recorded, but the John Romero one is.
- 0:55SPEAKER_02: We're also today announcing new awards.
- 0:58SPEAKER_02: It's called The Game Business Marketing Awards.
- 1:00SPEAKER_02: We're keeping it nice and simple for year one.
- 1:01SPEAKER_02: We're just looking to celebrate the campaigns,
- 1:03SPEAKER_02: doing new and innovative things that delivered impressive cut through in
- 1:07SPEAKER_02: a competitive year.
- 1:08SPEAKER_02: For video games, you can submit campaigns via our online form.
- 1:11SPEAKER_02: There's a link in the newsletter attached with this show and on our website.
- 1:15SPEAKER_02: And we will be announcing our winners on the same day as the Game Awards,
- 1:17SPEAKER_02: which of course are sort of a sister event of ours.
- 1:19SPEAKER_02: That's on Thursday, December 10th.
- 1:21SPEAKER_02: And these are the games that will release So if you have a campaign
- 1:25SPEAKER_02: that started this year, but your game's out next year, that's not eligible.
- 1:28SPEAKER_02: That's for next year if we do one next year.
- 1:30SPEAKER_02: However,
- 1:30SPEAKER_02: if you have a game come out this year and your campaign started in 2025 or 2024,
- 1:33SPEAKER_02: whatever, you can include all of that.
- 1:35SPEAKER_02: All the details are on the form and on the game.
- 1:38SPEAKER_02: Gamebusiness.com and all those sort of things.
- 1:41SPEAKER_02: Good luck for those that want to enter.
- 1:43SPEAKER_02: And one more note from us,
- 1:44SPEAKER_02: just a reminder,
- 1:45SPEAKER_02: The Game Business is a reader supported publication and we do get
- 1:47SPEAKER_02: the occasional sponsor, which is fantastic.
- 1:50SPEAKER_02: But really we're about being funded by our readers,
- 1:52SPEAKER_02: listeners, Now,
- 1:53SPEAKER_02: things have slowed down a bit for us in that regard over the last couple of months.
- 1:57SPEAKER_02: So I'm using this moment to say, hey,
- 1:59SPEAKER_02: if you're a fan of the show,
- 2:00SPEAKER_02: if you like the show,
- 2:01SPEAKER_02: if you want to keep it going,
- 2:02SPEAKER_02: do consider becoming a paid subscriber to The Game Business.
- 2:04SPEAKER_02: We do obviously put these podcasts out for free,
- 2:07SPEAKER_02: but we do have a bonus podcast And that's the newsletter we do on
- 2:09SPEAKER_02: a Monday called here's the drink it's me giving an opinion on the news from
- 2:12SPEAKER_02: the last week of course if you're already a paid subscriber thank you
- 2:16SPEAKER_02: so much it really makes all the difference but if you'd like to become
- 2:18SPEAKER_02: a paid subscriber you can find out how on thegamebusiness.com right in today's
- 2:23SPEAKER_02: In this episode, we're going to explore lots of different topics.
- 2:24SPEAKER_02: In a moment,
- 2:25SPEAKER_02: I'm going to be joined by Romy Halfway,
- 2:27SPEAKER_02: who's the Business Development Manager at Poki.
- 2:29SPEAKER_02: That's the browser-based games platform.
- 2:31SPEAKER_02: It's doing incredibly well.
- 2:33SPEAKER_02: It's a remarkable world, this sort of space.
- 2:35SPEAKER_02: We've not really talked about it yet,
- 2:36SPEAKER_02: and we're going to be talking about it at length And after a little while,
- 2:38SPEAKER_02: we're also going to welcome back Cassia Curran.
- 2:41SPEAKER_02: Cassia has launched a web app
- 2:42SPEAKER_02: that helps people work out what they should be charging for their video games.
- 2:44SPEAKER_02: And I thought maybe we should use this opportunity to dive into this complicated
- 2:47SPEAKER_02: and confusing world of video game pricing,
- 2:49SPEAKER_02: which we'll do in the second half of the show.
- 2:53SPEAKER_02: So let's talk about this shocking news that's just come out from Electronic Arts
- 2:56SPEAKER_02: over the closure of the iconic game developer BioWare and plans to cut jobs
- 3:00SPEAKER_02: across its studio's business.
- 3:02SPEAKER_02: It's cutting 3% of staff, which is roughly 400 employees.
- 3:05SPEAKER_02: It's cancelling its planned Mass Effect project as part of the closure
- 3:08SPEAKER_02: and also pausing a Sims title as well.
- 3:10SPEAKER_02: BioWare is,
- 3:11SPEAKER_02: of course,
- 3:12SPEAKER_02: an iconic RPG developer founded in 1995 by Dr.
- 3:15SPEAKER_02: Ray Mizuki and Dr.
- 3:16SPEAKER_02: Greg Zeshuk,
- 3:18SPEAKER_02: it's famous for renowned RPGs like Baldur's Gate,
- 3:20SPEAKER_02: Neverwinter Nights,
- 3:21SPEAKER_02: Star Wars Knights of the Old Republic, Dragon Age and Mass Effect.
- 3:24SPEAKER_02: EA bought the studio in 2007,
- 3:26SPEAKER_02: but it's really suffered a turndown in form over the last sort of 10 years.
- 3:30SPEAKER_02: 2019's Anthem, an attempt to align Live service game sort of became a high profile misfire.
- 3:35SPEAKER_02: Meanwhile, 2024's Dragon Age The Veil Guard, it had a troubled development.
- 3:38SPEAKER_02: And although the game sort of was okay when it came out,
- 3:41SPEAKER_02: at least according to the critics, fan reaction was poor and sales were low.
- 3:44SPEAKER_02: It was below EA's expectations.
- 3:46SPEAKER_02: The next Mass Effect was actually announced back in 2020,
- 3:49SPEAKER_02: but little has been heard about it since outside of reassurances that it is still
- 3:52SPEAKER_02: in development.
- 3:53SPEAKER_02: Wizards of the Coast actually has attempted to take on Mass Effect with
- 3:56SPEAKER_02: a game called Exodus, which is due next year, early next year.
- 3:58SPEAKER_02: In fact, the game is made by former Bioware veterans.
- 4:02SPEAKER_02: There is no mass effect coming now.
- 4:03SPEAKER_02: In August,
- 4:04SPEAKER_02: EA went private following the completion of its sale to a consortium
- 4:07SPEAKER_02: of investors led by the Saudi Arabia Public Investment Fund.
- 4:10SPEAKER_02: It was a $55 billion leveraged buyout,
- 4:12SPEAKER_02: which has placed the company in around $18 billion in debt.
- 4:15SPEAKER_02: Earlier this year, EA said it would save This is part of that.
- 4:20SPEAKER_02: In a post on social media, the company wrote,
- 4:32SPEAKER_02: Dragon Age, Mass Effect, Anthem now.
- 4:34SPEAKER_02: After more than three decades of shared adventures,
- 4:36SPEAKER_02: BioWare is closing and early development on the Mass Effect project is ending.
- 4:39SPEAKER_02: There is nothing easy about writing those words.
- 4:41SPEAKER_02: Our focus right now is on our incredibly talented team who put their hearts
- 4:45SPEAKER_02: into these games and supporting one another through this transition.
- 4:48SPEAKER_02: What generations of Bioware built together is something to celebrate and remember.
- 4:53SPEAKER_02: These games became so much more because you played them,
- 4:56SPEAKER_02: debated your choices,
- 4:56SPEAKER_02: fell in love with the characters and made these worlds your own.
- 4:59SPEAKER_02: From all of us at Bioware, thank you for being the most meaningful part of our story.
- 5:03SPEAKER_02: On one hand, this is a shocker.
- 5:04SPEAKER_02: They're an icon of the business,
- 5:06SPEAKER_02: one that has defined the RPG genre and was once one
- 5:09SPEAKER_02: the industry's most acclaimed game makers.
- 5:11SPEAKER_02: But as I said, over the last decade, it's had a rough run.
- 5:13SPEAKER_02: It's had a lot of staff departures, there's been some unpopular creative decisions.
- 5:19SPEAKER_02: The question,
- 5:19SPEAKER_02: of course,
- 5:19SPEAKER_02: and this is a legitimate one, was this is the result of the studio or the publisher?
- 5:23SPEAKER_02: The EA does like to chase trends.
- 5:25SPEAKER_02: Sometimes it sees something that's popular.
- 5:27SPEAKER_02: The division is popular.
- 5:28SPEAKER_02: Maybe we'll put Bioware on something like Anthem.
- 5:30SPEAKER_02: And you could argue that that was,
- 5:32SPEAKER_02: you know, an EA thing more than a Bioware thing, or at least maybe a bit of both.
- 5:36SPEAKER_02: These things are complicated.
- 5:37SPEAKER_02: Now, EA,
- 5:38SPEAKER_02: like a lot of big publishers,
- 5:39SPEAKER_02: are mostly focused on building major AAA franchises and the big brands,
- 5:42SPEAKER_02: the ones that are delivering the big numbers for them.
- 5:44SPEAKER_02: So that's Apex Legends.
- 5:45SPEAKER_02: It is Battlefield.
- 5:46SPEAKER_02: It's obviously sports games like Madden and EA Sports FC.
- 5:50SPEAKER_02: It is The Sims, which is a big opportunity for it.
- 5:52SPEAKER_02: It's got a Sims movie coming out.
- 5:53SPEAKER_02: Although it has paused development on one Sims title called Project Loftus.
- 5:57SPEAKER_02: It is still making action adventure games,
- 5:58SPEAKER_02: they've got an Iron Man game coming out and a Star Wars title to come,
- 6:02SPEAKER_02: but it's going to focus on fewer of those going forward to make sure they sort
- 6:04SPEAKER_02: of deliver in what is actually a very competitive and quite costly space,
- 6:08SPEAKER_02: even though the turns aren't normally that high.
- 6:11SPEAKER_02: It's also continuing to support Skate,
- 6:12SPEAKER_02: which is a live service sports game that released last year,
- 6:14SPEAKER_02: although it's doing that with a smaller team,
- 6:16SPEAKER_02: they want to focus in on keeping players,
- 6:18SPEAKER_02: because a lot of players are churning out of that game.
- 6:20SPEAKER_02: Obviously,
- 6:21SPEAKER_02: this leaves a lot of famous EA franchises on the cutting room floor,
- 6:24SPEAKER_02: a situation that's impacting a number of AAA studios,
- 6:26SPEAKER_02: you know,
- 6:27SPEAKER_02: Mass Effect isn't being made,
- 6:28SPEAKER_02: Dragon Age isn't being made, Command & Conger isn't being made.
- 6:31SPEAKER_02: These games, they're just not frankly big enough for a company like EA.
- 6:36SPEAKER_02: We've seen a rising number of independent studios pitch big companies on saying,
- 6:40SPEAKER_02: hey, what if we made that IP?
- 6:42SPEAKER_02: What if we developed a title based on that game?
- 6:45SPEAKER_02: Some larger studios are even willing to put money behind these projects, actually co-fund them.
- 6:50SPEAKER_02: I'd be interested to see if EA might Consider,
- 6:52SPEAKER_02: for example,
- 6:52SPEAKER_02: an independently made Mass Effect game that's co-financed by an independent studio,
- 6:56SPEAKER_02: maybe an independent studio set up by some of the people that are leaving.
- 7:00SPEAKER_02: BioWare.
- 7:01SPEAKER_02: Ultimately, look, staff cuts are always tough when things don't work out.
- 7:05SPEAKER_02: It's often a number of factors in play.
- 7:07SPEAKER_02: It won't be the fault of everybody.
- 7:08SPEAKER_02: It will be the fault of a multitude of fix and sometimes the fault of nobody at all.
- 7:12SPEAKER_02: The market sometimes just works against you.
- 7:15SPEAKER_02: But although this news may have come as an initial shock,
- 7:17SPEAKER_02: when you look at what EA is shifting away from and towards,
- 7:20SPEAKER_02: it's not really that shocking.
- 7:22SPEAKER_02: It actually makes a lot of sense from a business point of view,
- 7:25SPEAKER_02: even if it does hurt to fans of games like Mass Effect and Dragon Age and stuff like
- 7:30SPEAKER_02: that.
- 7:30SPEAKER_02: You know,
- 7:30SPEAKER_02: when you look at the market conditions in the area in
- 7:32SPEAKER_02: which EA are currently enjoying most success, it makes sense what they're doing.
- 7:35SPEAKER_02: They do need to cut costs and titles like Mass Effect don't kind of fit with that.
- 7:40SPEAKER_02: And we'll obviously keep on the eye on the development there and good luck to
- 7:42SPEAKER_02: the folks seeking the opportunities.
- 7:44SPEAKER_02: It's certainly a tough time and obviously you hate to report on it and later on
- 7:48SPEAKER_02: when I do the news roundup, there's even more layoffs going on.
- 7:50SPEAKER_02: It's just never ending.
- 7:51SPEAKER_02: It really is.
- 7:52SPEAKER_02: Moving on,
- 7:53SPEAKER_02: before we welcome our guest today,
- 7:55SPEAKER_02: I wanted to relay a chat I had last week with a video game legend,
- 7:58SPEAKER_02: Ken Kutaragi, the father of PlayStation.
- 8:01SPEAKER_02: So I went to Game Republic's New Horizons event in Middlesbrough,
- 8:04SPEAKER_02: and I had the privilege of talking to Kutaragi live on stage.
- 8:07SPEAKER_02: Now, Ken is a Japanese man, and he was speaking in English, and it was a little hard to follow.
- 8:13SPEAKER_02: At the moment,
- 8:14SPEAKER_02: going through the process of trying to do the subtitles,
- 8:16SPEAKER_02: and if you watch it on YouTube or watch it on our videos,
- 8:19SPEAKER_02: you can sort of follow along with what he's actually saying.
- 8:22SPEAKER_02: How we do that in the podcast is a good question, and we're going to work that out as well.
- 8:26SPEAKER_02: We're taking a bit of time on it, so bear with us.
- 8:28SPEAKER_02: But I did want to share one of the things he said,
- 8:30SPEAKER_02: because I asked Ken what he thought about the future of game consoles,
- 8:32SPEAKER_02: particularly given the precarious nature they're in right now.
- 8:36SPEAKER_02: Numbers are falling, player numbers are falling, prices are rising.
- 8:39SPEAKER_02: It's a difficult spot for PlayStation and Xbox in particular.
- 8:43SPEAKER_02: And this is what he said to me.
- 8:45SPEAKER_02: When we released PlayStation 2, we would get asked, what's next?
- 8:49SPEAKER_02: At the time, I'd say, merging into the network.
- 8:51SPEAKER_02: That was my answer.
- 8:52SPEAKER_02: When I released PS1, I'd get asked, what would be the next PlayStation?
- 8:56SPEAKER_02: I replied, the same thing.
- 8:58SPEAKER_02: Everything merging into the network.
- 9:00SPEAKER_02: And right now, AI is merging into the network.
- 9:03SPEAKER_02: But currently, the machines are super expensive.
- 9:06SPEAKER_02: It's not a healthy situation.
- 9:08SPEAKER_02: One of the intentions behind why the PlayStation 4 architecture changed
- 9:11SPEAKER_02: from console-based to PC-based was to make it easier to create for the platform.
- 9:14SPEAKER_02: It worked!
- 9:15SPEAKER_02: But right now, PC is so expensive.
- 9:17SPEAKER_02: It's the price of a car.
- 9:19SPEAKER_02: It's not healthy.
- 9:20SPEAKER_02: Why do we continue to seek on this direction?
- 9:22SPEAKER_02: Google, Gemini and many AI platforms do not run edge-side but server-side, network-side.
- 9:27SPEAKER_02: Those could be evolving to allow for much more elegant things.
- 9:31SPEAKER_02: The age may be coming where we don't need any console.
- 9:34SPEAKER_02: It's a very real danger.
- 9:36SPEAKER_02: He predicts there will be a lightweight system in the future that may not be
- 9:38SPEAKER_02: a console, may not even be a smartphone in which we play our games.
- 9:42SPEAKER_02: Now, he also stressed that there's not an official comment from Sony Interactive Entertainment.
- 9:47SPEAKER_02: He doesn't work for Sony anymore.
- 9:49SPEAKER_02: Now, of course,
- 9:49SPEAKER_02: Ken has been doing a lot of work in AI lately and he's been working for AI companies
- 9:53SPEAKER_02: and its potential impact upon the world has been something he's been talking about
- 9:56SPEAKER_02: a lot, particularly in Japan.
- 9:58SPEAKER_02: So he's bound to feel this way.
- 10:00SPEAKER_02: We will have the full interview with Ken where he reminisces on the creation of PS1,
- 10:04SPEAKER_02: PS2 and PS3 in the coming weeks and as well as talking about the future of
- 10:08SPEAKER_02: the video game business.
- 10:10SPEAKER_02: Now, one area of the video game business that I haven't really covered at all is the rise
- 10:15SPEAKER_02: of web-based video games.
- 10:16SPEAKER_02: This is a truly fascinating area.
- 10:18SPEAKER_02: The video game platform Poki,
- 10:19SPEAKER_02: which is entirely web-based,
- 10:21SPEAKER_02: has grown from 10 million monthly users in 2020 to
- 10:23SPEAKER_02: over 100 million monthly users today.
- 10:26SPEAKER_02: Another web-based platform,
- 10:27SPEAKER_02: Crazy Games,
- 10:27SPEAKER_02: now based over 50 million monthly active users,
- 10:30SPEAKER_02: is a fascinating and rapidly growing area of the business.
- 10:32SPEAKER_02: And these web-based games are not the ones you might remember from the Flash era.
- 10:36SPEAKER_02: They actually look pretty impressive.
- 10:37SPEAKER_02: Probably about games from about 15 years ago, I'd say, console games.
- 10:41SPEAKER_02: So where is this growth coming from?
- 10:42SPEAKER_02: Is it games tapping into that TikTok generation who want quick,
- 10:45SPEAKER_02: easily accessible things to play?
- 10:48SPEAKER_02: And if it is that, is it actually a valuable and viable business for people?
- 10:52SPEAKER_02: Can companies and developers actually make money building web-based games?
- 10:56SPEAKER_02: To answer these questions,
- 10:57SPEAKER_02: I managed to chat with Romy Halfweek,
- 10:58SPEAKER_02: who is the Business Development Manager at Poki in the Netherlands.
- 11:01SPEAKER_02: And I know a lot from this, and I'm sure you will too.
- 11:04SPEAKER_02: So here it is.
- 11:05SPEAKER_02: Check out my chat with Romy.
- 11:08SPEAKER_02: Hello, Romy.
- 11:08SPEAKER_02: Welcome to the show.
- 11:09SPEAKER_00: Thank you.
- 11:10SPEAKER_02: I actually had people message me, going, you need to have Poki on the show.
- 11:13SPEAKER_00: Yeah, but you could have said no.
- 11:15SPEAKER_02: No, but I was like, browser-based games, is that still a thing?
- 11:19SPEAKER_02: Oh, yeah, very much is.
- 11:21SPEAKER_02: It's gone from like 10 million monthly players to 100 million monthly players
- 11:25SPEAKER_02: in like five years.
- 11:26SPEAKER_00: Yeah, yeah, that's right.
- 11:27SPEAKER_00: So 2020 was 10 million and 2025 was 100 million.
- 11:33SPEAKER_00: Yes, it's still a really big number to wrap my head around sometimes.
- 11:36SPEAKER_02: Yeah.
- 11:37SPEAKER_02: Well, I know this is maybe an obvious question to a lot of people listening, but it isn't to me.
- 11:42SPEAKER_02: What, how, what's caused that?
- 11:45SPEAKER_00: So I don't know for sure, right?
- 11:46SPEAKER_00: We have our own speculations.
- 11:49SPEAKER_00: I hope it's because we're doing a good job, of course, also.
- 11:51SPEAKER_00: Poki has been around since 2014,
- 11:54SPEAKER_00: but we've recently seen a lot of growth in player numbers and a lot of traction
- 11:59SPEAKER_00: and interest as well.
- 12:00SPEAKER_00: So that's also why we are very happy to talk about it since There seems to be a lot
- 12:03SPEAKER_00: of people with questions that want to know more and know if it's something for them
- 12:07SPEAKER_00: or something that they could explore.
- 12:08SPEAKER_00: So yeah, I'm happy to talk about that.
- 12:10SPEAKER_00: And the growth I just mentioned that was specifically on Poki.com.
- 12:14SPEAKER_00: So that's our website where we release all the games.
- 12:16SPEAKER_00: It's kind of like a storefront, I guess, but it's all free games because it's all ad based.
- 12:22SPEAKER_00: And so there we saw that growth going from 10 million players monthly to
- 12:25SPEAKER_00: a hundred million players monthly.
- 12:27SPEAKER_00: But obviously that's not just Poki.
- 12:29SPEAKER_00: The web ecosystem is not just Poki.
- 12:31SPEAKER_00: There's also other players,
- 12:32SPEAKER_00: other companies there, other websites, and they also seen quite some growth.
- 12:36SPEAKER_00: So it seems like the web industry sector as a whole is growing, which is nice.
- 12:40SPEAKER_02: You've got theories, but you don't necessarily know why.
- 12:41SPEAKER_00: Right, yes.
- 12:43SPEAKER_00: Well, I think the main theory,
- 12:45SPEAKER_00: or like we do a lot of user interviews, so it's not just theories.
- 12:48SPEAKER_00: We also get this confirmation, but we don't do like large scale quantitative interviews.
- 12:52SPEAKER_00: We mostly have these qualitative interviews with like a focus group.
- 12:56SPEAKER_00: Um, uh, and it seems like there's a lot of mobile game store,
- 13:00SPEAKER_00: mobile play store fatigue, um, just really hard to find anything new.
- 13:04SPEAKER_00: Discoverability is difficult.
- 13:06SPEAKER_00: Um, a lot of ads that are very in your face.
- 13:12SPEAKER_00: Of course we are also ad based, uh, games.
- 13:16SPEAKER_00: Um, and I don't think anybody really loves ads, right?
- 13:19SPEAKER_00: We are also not like, well,
- 13:20SPEAKER_00: ads are amazing,
- 13:21SPEAKER_00: but it is paying for these games and thanks to the ads we have the game.
- 13:26SPEAKER_00: We do appreciate them, but we are also very careful with them.
- 13:29SPEAKER_00: So we don't do pre-roll ads, for example.
- 13:31SPEAKER_00: So there's no two-minute playable ads before you can actually play the actual game
- 13:36SPEAKER_00: that you wanted to play or anything like that.
- 13:37SPEAKER_00: They're way less frequent and way, way shorter.
- 13:43SPEAKER_00: So it's a bit less aggressive in that way.
- 13:45SPEAKER_00: So we think that's also why more players are looking at the web as a way
- 13:50SPEAKER_00: to play games just for a short while, just to have some fun.
- 13:53SPEAKER_00: Without having to waste a lot of time watching ads or playing playable ads
- 13:58SPEAKER_00: that they weren't that interested in.
- 14:00SPEAKER_00: And then also the audience on web has been pretty young always.
- 14:05SPEAKER_00: Like when I was playing web games as a child, I did that a lot.
- 14:09SPEAKER_00: I played a lot of flash games and we see that that age group is still Very similar.
- 14:17SPEAKER_00: It's not just that age group, but it's a very large part of the audience on web.
- 14:21SPEAKER_00: So really the pre-teens age group,
- 14:23SPEAKER_00: kind of like the same players that you can expect playing Minecraft
- 14:26SPEAKER_00: and playing Roblox.
- 14:27SPEAKER_00: And they're very used to short form content.
- 14:30SPEAKER_00: And you can almost kind of say that web games are the short form content
- 14:35SPEAKER_00: of video games in a way.
- 14:37SPEAKER_00: And this is just like a way that they interact with media that's very familiar to them.
- 14:41SPEAKER_00: So it's really about Discoverability, just quick jumping in and out.
- 14:45SPEAKER_00: You know how you're scrolling on TikTok and you're just,
- 14:48SPEAKER_00: you scroll, scroll, scroll, then you pause because it looks kind of interesting.
- 14:52SPEAKER_00: You watch it for a bit.
- 14:52SPEAKER_00: Maybe you don't even finish the reel.
- 14:54SPEAKER_00: You scroll to the next one.
- 14:55SPEAKER_00: You watch the full reel.
- 14:57SPEAKER_00: The players interact kind of the same way with web games
- 15:00SPEAKER_00: where they are just like hopping very quickly through 20 games or so.
- 15:05SPEAKER_00: And maybe out of those 20,
- 15:07SPEAKER_00: they play a couple for a few minutes and they play one for 10 minutes.
- 15:11SPEAKER_00: So the way they interact with them,
- 15:13SPEAKER_00: it's very similar to these other media that they're familiar with.
- 15:18SPEAKER_00: And we think that's also why we have seen a lot of growth,
- 15:20SPEAKER_00: because it's just like we're meeting their expectations.
- 15:24SPEAKER_02: It's like the opposite to live service games,
- 15:26SPEAKER_02: really, that try to keep people for months and years and engagement and retention.
- 15:31SPEAKER_02: I mean, I guess your platform does that,
- 15:33SPEAKER_02: but your individual games are more the opposite to that.
- 15:37SPEAKER_02: Okay, then, in that case, how viable is it as a sort of platform for...
- 15:41SPEAKER_02: Game developers,
- 15:42SPEAKER_02: like from a business point of view, how viable is it if that's the way people play?
- 15:46SPEAKER_00: I think it really depends on the developer and what their needs are
- 15:50SPEAKER_00: and their expectations are and what they want to make also.
- 15:53SPEAKER_00: It's for sure viable for a group of developers.
- 15:56SPEAKER_00: We have multiple developers that just make games for Poki full time and
- 16:03SPEAKER_00: that makes them a living or much better even than a living in some cases.
- 16:08SPEAKER_00: So yes, it's for sure viable, but it's also a specific audience that you want to make.
- 16:14SPEAKER_00: You need to want to make a game for that audience, I think.
- 16:16SPEAKER_00: It's not as simple as being like, oh, I already have a game that did quite well on Steam.
- 16:20SPEAKER_00: Let's just board it and see how it does.
- 16:23SPEAKER_00: Then it won't work.
- 16:24SPEAKER_00: I can almost guarantee it because the same way you don't put a game
- 16:30SPEAKER_00: that was mobile first on Steam just like that without any changes,
- 16:34SPEAKER_00: that's not what the audience is expecting on that platform.
- 16:37SPEAKER_00: And the same for Poki players.
- 16:39SPEAKER_00: They want to play games that make sense for them and for what they are looking for
- 16:43SPEAKER_00: in that moment.
- 16:44SPEAKER_00: So if you really want to have success on web,
- 16:46SPEAKER_00: you also need to be ready to make a web game that is specifically for players on
- 16:52SPEAKER_00: the web and that is aligned with what they're looking for in that moment
- 16:57SPEAKER_00: when they want to play a game.
- 16:59SPEAKER_00: But then it can be very viable.
- 17:01SPEAKER_00: And usually what we see is that you build it up over the years.
- 17:06SPEAKER_00: I would not go all in on web games as a solo dev or as a small team from the start.
- 17:12SPEAKER_00: I would start maybe one day a week.
- 17:14SPEAKER_00: You can try it out,
- 17:15SPEAKER_00: make some games,
- 17:15SPEAKER_00: try out some different things,
- 17:17SPEAKER_00: see how it works,
- 17:17SPEAKER_00: see how you like it and release one or two or three games and like build
- 17:21SPEAKER_00: a steady passive income stream from those and then scale up.
- 17:26SPEAKER_00: So I would see it as a slower approach.
- 17:27SPEAKER_00: And also at the start,
- 17:29SPEAKER_00: it's usually more of a secondary income stream than like your main source of income.
- 17:34SPEAKER_00: Of course, there's always the The exceptions, right?
- 17:36SPEAKER_00: Just as on Steam,
- 17:37SPEAKER_00: just as on mobile or any other store,
- 17:39SPEAKER_00: there's always the firewall hits that have overnight success.
- 17:43SPEAKER_00: That also happens,
- 17:43SPEAKER_00: but if you want to build sustainable business,
- 17:46SPEAKER_00: you shouldn't bet on becoming an overnight hit ever.
- 17:49SPEAKER_02: Usually that's not a business strategy.
- 17:51SPEAKER_00: No, that's not a business strategy.
- 17:53SPEAKER_00: It's also not on web, so it's similar in that way.
- 17:55SPEAKER_00: But yeah, but the income is smaller.
- 17:57SPEAKER_00: I don't want to add that before we continue.
- 17:59SPEAKER_00: So, you know, you,
- 17:59SPEAKER_00: you will earn a lot less money from a web game than from a game on Steam or a game
- 18:03SPEAKER_00: on mobile that has equal success in terms of like amounts of place or players
- 18:07SPEAKER_00: or sales.
- 18:08SPEAKER_00: But the scope is also like a lot,
- 18:11SPEAKER_00: a lot, a lot smaller than what you would do for any of those platforms.
- 18:14SPEAKER_00: So, you know, if you, you should be able to make a web game in a month.
- 18:18SPEAKER_02: I'm interested to know what it is that people are going, oh, I'm not sure about this.
- 18:22SPEAKER_02: Is it that?
- 18:22SPEAKER_02: Is it the monetization element that sort of puts people off?
- 18:25SPEAKER_00: Yeah, for sure.
- 18:25SPEAKER_00: I think so.
- 18:26SPEAKER_00: And that's fair, right?
- 18:27SPEAKER_00: I mean, there's people that don't want to do ad games,
- 18:29SPEAKER_00: so then don't do it if you're really against that.
- 18:32SPEAKER_00: That's also valid, I think.
- 18:34SPEAKER_00: There are some platforms that offer in-app purchases as well on web.
- 18:37SPEAKER_00: We don't really do it yet because we just don't think it's the right time.
- 18:42SPEAKER_00: Like we have done some research,
- 18:44SPEAKER_00: but it doesn't seem to be that viable,
- 18:48SPEAKER_00: but I can see that it might become a bigger thing.
- 18:50SPEAKER_00: And we are looking into it,
- 18:51SPEAKER_00: but right now it's not a model we offer, but there are other platforms that do.
- 18:55SPEAKER_00: So if that's a very important part of going to the web for you,
- 19:00SPEAKER_00: you can still do it, but then not on Poki.
- 19:02SPEAKER_00: You can look into other platforms like Crazy Games, I think, offers it.
- 19:07SPEAKER_00: I don't think YouTube Playables does, but I don't know, look it up, I guess.
- 19:11SPEAKER_00: So there is that.
- 19:12SPEAKER_00: And then also it's really short games, right?
- 19:16SPEAKER_00: So if you want to make a game that has very in-depth story with lots of narrative
- 19:21SPEAKER_00: and lots of character building,
- 19:23SPEAKER_00: or that is very puzzly with a lot of explanation and onboarding needed,
- 19:26SPEAKER_00: then don't make it for the web because that's not the kind of game that
- 19:30SPEAKER_00: the audience wants to play in that moment.
- 19:31SPEAKER_00: If they want to play a game like that, they go to another platform.
- 19:34SPEAKER_02: That monetization model,
- 19:36SPEAKER_02: how resilient is it during times when maybe the ad market might be dipping or does
- 19:41SPEAKER_02: that affect things in a substantial way?
- 19:43SPEAKER_00: Yeah, yeah.
- 19:44SPEAKER_00: Of course we see also the highs and lows and we also have noticed that it has become
- 19:49SPEAKER_00: a bit more difficult in the last year or two or so compared to before
- 19:54SPEAKER_00: with getting good ad rates.
- 19:56SPEAKER_00: But that is like part of what we offer to developers, right?
- 19:59SPEAKER_00: That they don't have to worry too much about that.
- 20:01SPEAKER_00: We have a big team that is purely Doing ad sales and trying to get the best possible deals in.
- 20:08SPEAKER_00: And we also have a lot of like these direct ad sales.
- 20:11SPEAKER_00: I'm not on the ad team,
- 20:11SPEAKER_00: so I don't know the specific details,
- 20:13SPEAKER_00: but for example,
- 20:15SPEAKER_00: let's say Nintendo might come to us and be like,
- 20:18SPEAKER_00: ah, we have this new booster pack coming out for Pokemon cards.
- 20:21SPEAKER_00: Can we do ads for it on poke.com?
- 20:25SPEAKER_00: And we, we sell those ad spaces directly to, to companies like companies like this.
- 20:30SPEAKER_00: Um, so that gives you better ad rates than if you would just use like,
- 20:34SPEAKER_00: I don't know, the Google ad stack or the Yahoo ad stack or something like that.
- 20:37SPEAKER_00: We use those two.
- 20:38SPEAKER_00: It's like a, uh, an X basket, right?
- 20:41SPEAKER_01: You don't put multiple baskets.
- 20:43SPEAKER_00: That's the point.
- 20:44SPEAKER_00: Um, but yeah, we, we,
- 20:45SPEAKER_00: we work very hard to try to get the best ad rates possible for, for our developers.
- 20:51SPEAKER_02: What's discoverability like in this space?
- 20:52SPEAKER_02: Is it as challenging as it is everywhere else?
- 20:56SPEAKER_00: Hmm.
- 20:57SPEAKER_00: Depends where you go.
- 20:58SPEAKER_00: I would say it's a little less challenging.
- 21:00SPEAKER_00: Specifically on Poki, because we are a curated platform, so we release one game a day at most.
- 21:08SPEAKER_00: So at most 365 a year, a little less because we don't work every day.
- 21:15SPEAKER_00: And that means that every game at least has a few days of visibility on the homepage
- 21:19SPEAKER_00: to be picked up by the algorithm.
- 21:21SPEAKER_00: But after that, it's really up to the players how much they like it, what they do.
- 21:28SPEAKER_00: If the players really like it and they keep playing it,
- 21:29SPEAKER_00: then we have our own algorithm that picks it up and keeps pushing it
- 21:34SPEAKER_00: to other players.
- 21:35SPEAKER_00: Or sometimes a game can really find a niche within the Poki ecosystem
- 21:40SPEAKER_00: and it's just marketed towards those players.
- 21:43SPEAKER_00: And that can still be very successful as well.
- 21:48SPEAKER_00: But there is at least Like it's pretty easy to get a million players like out of
- 21:52SPEAKER_00: the, the 2000 or so games we have on the platform.
- 21:56SPEAKER_00: It's a little less, I think it's between 1500 and 1900 at any given time.
- 21:59SPEAKER_00: Cause they,
- 22:00SPEAKER_00: we also take games away after like agreements are done or games want
- 22:04SPEAKER_00: to go elsewhere, or, you know, um, we curate it.
- 22:07SPEAKER_00: So, um, out of those, I think over a thousand got over a million gameplays last year.
- 22:13SPEAKER_02: Wow.
- 22:14SPEAKER_02: Meta's just announced it's AI, you know, you can put in a thing and make a game.
- 22:19SPEAKER_02: Google's about to do the same thing.
- 22:21SPEAKER_02: Is those AI made games?
- 22:22SPEAKER_02: Is that something?
- 22:24SPEAKER_00: It's challenging, right?
- 22:25SPEAKER_00: I think it's challenging for everybody in the industry right now.
- 22:27SPEAKER_00: How to deal with it,
- 22:28SPEAKER_00: what to do with it,
- 22:29SPEAKER_00: how to deal with the insane amount of pitches coming in every day now.
- 22:35SPEAKER_02: Oh, wow.
- 22:36SPEAKER_00: It's not been easy.
- 22:37SPEAKER_00: I'm not going to lie.
- 22:38SPEAKER_02: Oh, no.
- 22:39SPEAKER_00: And we are actively like thinking about What we want to do with it,
- 22:43SPEAKER_00: how we want to, how we want to approach this.
- 22:46SPEAKER_00: Um, uh, but it's definitely a new kind of era.
- 22:50SPEAKER_00: Yeah.
- 22:51SPEAKER_00: There's a difference, right?
- 22:51SPEAKER_00: There's like,
- 22:53SPEAKER_00: like your kids that are making games with AI that you can also,
- 22:55SPEAKER_00: you can also argue almost that that is user generated content.
- 22:59SPEAKER_02: Yeah.
- 23:00SPEAKER_00: And I think there's always going to be a place for UGC.
- 23:03SPEAKER_00: UGC is fun.
- 23:04SPEAKER_00: It makes game, you can play a game longer.
- 23:06SPEAKER_00: You can make more levels.
- 23:07SPEAKER_00: You can share with your friends.
- 23:09SPEAKER_00: It's nice.
- 23:10SPEAKER_00: You very rarely see UGC that becomes its own full game or experience.
- 23:17SPEAKER_02: Yeah, maybe I think this,
- 23:19SPEAKER_02: I don't know,
- 23:19SPEAKER_02: I'm sort of testing it,
- 23:21SPEAKER_02: is that with these AI platforms that are emerging that allow people to make games,
- 23:25SPEAKER_02: for me it's like,
- 23:27SPEAKER_02: The YouTube-fication of,
- 23:29SPEAKER_02: you know, it's a way for people to express themselves and stuff.
- 23:32SPEAKER_02: But it's like no one's watching a PewDiePie Let's Play cinema,
- 23:37SPEAKER_02: but it's definitely an industry and it's definitely having an impact on attention
- 23:40SPEAKER_02: and it's significant, but it's It is different.
- 23:43SPEAKER_02: But at the same time,
- 23:44SPEAKER_02: I'm aware that a lot of these platforms are just going to be swamped
- 23:46SPEAKER_02: with people's projects,
- 23:48SPEAKER_02: people's personal projects, people, things people are doing for fun.
- 23:50SPEAKER_02: I'm not going to use the word slop or rubbish, but it's not necessarily that.
- 23:54SPEAKER_02: It's just what people are doing.
- 23:55SPEAKER_02: It's just a way of expressing themselves, right?
- 23:58SPEAKER_02: But I guess because you've got this curated approach, you can avoid that maybe?
- 24:04SPEAKER_00: Yeah.
- 24:05SPEAKER_00: There is a middle ground, I guess.
- 24:08SPEAKER_00: It's not black and white.
- 24:09SPEAKER_00: It's not all AI games are bad and all non AI games are good.
- 24:12SPEAKER_00: There's a lot of non AI human made games that are utterly rubbish, unfortunately.
- 24:18SPEAKER_00: And there's also some AI games that are actually kind of fun.
- 24:21SPEAKER_00: There is something there.
- 24:22SPEAKER_00: So yeah, we are curated.
- 24:24SPEAKER_00: So that means that for every game we sign, we don't sign another game kind of, right?
- 24:28SPEAKER_00: Because there's way more games that we get sent in than that we can actually release.
- 24:34SPEAKER_00: If we do decide to sign a game that we expect is largely made with AI,
- 24:39SPEAKER_00: I can never say for sure, but I can kind of say.
- 24:43SPEAKER_02: It sounds to me it comes down to whether the game's any good or not.
- 24:46SPEAKER_00: Yeah, exactly.
- 24:46SPEAKER_00: If we look at like, is the game any good?
- 24:49SPEAKER_00: It's like they're an original core idea and is AI used to explore that and
- 24:54SPEAKER_00: to basically make just a very quick kind of polished prototype to explore that idea?
- 24:59SPEAKER_00: And is there potential for this to become like an actual Um,
- 25:05SPEAKER_00: more like,
- 25:06SPEAKER_00: can it grow into something more human made something more of an IP,
- 25:09SPEAKER_00: or is it just a copy of a copy?
- 25:12SPEAKER_00: Because then we are not so interested,
- 25:13SPEAKER_00: even if it has really good stats,
- 25:15SPEAKER_00: like, yes, obviously your rocket leak AI clone is going to have really good stats.
- 25:19SPEAKER_00: If you test play,
- 25:20SPEAKER_00: test it early because it's rocket leak and it's a proven game concept
- 25:25SPEAKER_00: and people know it.
- 25:25SPEAKER_00: So yeah, it's going to have good stats, but like, then it's not interesting for us.
- 25:29SPEAKER_00: Right.
- 25:29SPEAKER_00: Because that's, that's not, not an original and not an original idea idea or an original.
- 25:34SPEAKER_00: One, we don't want to release games like that,
- 25:39SPEAKER_00: but even if we would want it,
- 25:41SPEAKER_00: then why would we share revenue over it and not just prompt it ourselves
- 25:46SPEAKER_00: if it's just something that has no original thoughts behind it.
- 25:50SPEAKER_00: So that's kind of how we see it now,
- 25:51SPEAKER_00: but this is an evolving topic that we are continuously talking about
- 25:55SPEAKER_00: because things change so, so fast.
- 25:57SPEAKER_00: But basically, yes,
- 25:59SPEAKER_00: we do sometimes sign games that are heavily AI assisted,
- 26:02SPEAKER_00: but then we always put requirements in the contract to change it so that there is
- 26:07SPEAKER_00: an original visual style and that you have unique looking UI elements.
- 26:14SPEAKER_00: We also want to see more of a roadmap from the developer on what they plan to add
- 26:18SPEAKER_00: or what they plan to change or how are they going to move it forward?
- 26:23SPEAKER_00: Because yes,
- 26:24SPEAKER_00: like you said,
- 26:25SPEAKER_00: it's more of a It's not so retention focused as mobile games where it's really
- 26:29SPEAKER_00: about keeping the player in for as long as possible in terms of like day after day
- 26:33SPEAKER_00: after day.
- 26:34SPEAKER_00: We more so look at keeping players in for as long as possible in session zero,
- 26:38SPEAKER_00: but we do like players to come back.
- 26:39SPEAKER_00: So retention is somewhat important.
- 26:41SPEAKER_00: It's just not as important of a metric, but ideally they come back every now and then.
- 26:45SPEAKER_00: Like we just need some games on Poki that are a reason for players to come back to
- 26:50SPEAKER_00: then discover new games.
- 26:51SPEAKER_00: Because they're like, oh, I want to play this game again.
- 26:53SPEAKER_00: Let's go to Poki.
- 26:54SPEAKER_00: Then they play that game and then they play two or three newer games.
- 26:57SPEAKER_00: So it is important to us to also have those games that keep players,
- 27:01SPEAKER_00: you know,
- 27:02SPEAKER_00: like remind them of,
- 27:03SPEAKER_00: right, I can also play games on Poki and I want to continue this game.
- 27:07SPEAKER_02: You said to me at the start, you have lots of people have lots of questions about Poki.
- 27:11SPEAKER_00: Yeah, or web in general, I think.
- 27:13SPEAKER_02: What are those questions?
- 27:14SPEAKER_00: I think the most frequent question obviously is how much money can you make on Poki?
- 27:18SPEAKER_00: And I understand that you asked that question.
- 27:20SPEAKER_00: It's just really...
- 27:21SPEAKER_00: Yeah.
- 27:22SPEAKER_00: You can make a million euros a year or you can make 10 euros a year.
- 27:25SPEAKER_00: Like it is very, it's very difficult to answer that.
- 27:28SPEAKER_00: It's like, how many money can you make on steam?
- 27:31SPEAKER_00: Yeah.
- 27:32SPEAKER_00: I don't know.
- 27:33SPEAKER_00: Do you have a good game?
- 27:34SPEAKER_00: Yeah.
- 27:35SPEAKER_00: You can make money for sure.
- 27:37SPEAKER_00: Uh, I do, I can answer that.
- 27:38SPEAKER_00: Right.
- 27:39SPEAKER_00: I can say, well,
- 27:39SPEAKER_00: like for the top, top,
- 27:41SPEAKER_00: top performance of Poki,
- 27:42SPEAKER_00: like the very best games they can earn up to a million a year.
- 27:45SPEAKER_00: So then I know that's kind of like the upper range if they are interested in that,
- 27:48SPEAKER_00: which is more so interesting for really big IP companies.
- 27:51SPEAKER_00: But I would say for those,
- 27:52SPEAKER_00: there is even a higher limit,
- 27:54SPEAKER_00: honestly,
- 27:55SPEAKER_00: because just the organic traffic that they can generate has also a lot of value
- 28:00SPEAKER_00: to us.
- 28:01SPEAKER_00: So for those,
- 28:02SPEAKER_00: I would say with existing really big IP games,
- 28:05SPEAKER_00: just contact me and then we can look into it.
- 28:09SPEAKER_00: And then for a lot of devs that just have a successful game,
- 28:13SPEAKER_00: but you say it's not a viral hit,
- 28:14SPEAKER_00: it's not a breakout hit, but it's a pretty successful game.
- 28:17SPEAKER_00: It's anywhere, honestly, from like a thousand to 15,000 a month.
- 28:22SPEAKER_00: But that can be pretty good,
- 28:24SPEAKER_00: especially if you consider the scope because sometimes people kind of lose sight of
- 28:28SPEAKER_00: that.
- 28:28SPEAKER_00: But we're talking about really small games.
- 28:30SPEAKER_00: They should not take you that long to develop.
- 28:33SPEAKER_00: They should not have a huge investment upfront.
- 28:37SPEAKER_00: You don't need to pitch us your 500k or a million dollar investment needed for
- 28:42SPEAKER_00: the prototype game.
- 28:43SPEAKER_00: That's not web games.
- 28:44SPEAKER_00: We're talking about games that should cost you like 10k or so to develop.
- 28:49SPEAKER_00: So if you then earn a couple of thousands a month,
- 28:52SPEAKER_00: For multiple years, it's an easy win, honestly.
- 28:55SPEAKER_00: And then of course there's a whole slew of like longterm games,
- 28:58SPEAKER_00: longtail games that are maybe not that successful, but do well enough.
- 29:02SPEAKER_00: Like my own games, for example, I had three games on Poki before I worked for Poki.
- 29:07SPEAKER_00: Um, like they make a couple of hundred euros a month,
- 29:09SPEAKER_00: which is not a lot,
- 29:09SPEAKER_00: but also I only worked for two months on them and they still pay me
- 29:12SPEAKER_00: for my vacations years later.
- 29:13SPEAKER_00: So I'm not, I'm not complaining,
- 29:16SPEAKER_00: but it's not my full-time job.
- 29:17SPEAKER_00: It's my side hustle.
- 29:18SPEAKER_00: So then it's nice.
- 29:20SPEAKER_02: Yeah.
- 29:20SPEAKER_02: My boss used to say when we,
- 29:22SPEAKER_02: back in the old days, I had magazines and they launched iPad magazines.
- 29:27SPEAKER_02: I said to him once, do you make any money from those iPad magazines?
- 29:29SPEAKER_02: And he went, eh, it pays for the milk.
- 29:31SPEAKER_02: I quite like that.
- 29:34SPEAKER_00: But yeah, for a lot of devs and stats, I guess, it pays for the groceries or whatever.
- 29:38SPEAKER_00: I wish, by the way, groceries in the Netherlands are super expensive.
- 29:41SPEAKER_00: Yeah, yeah.
- 29:41SPEAKER_02: Right.
- 29:41SPEAKER_02: Okay.
- 29:43SPEAKER_00: But yeah,
- 29:43SPEAKER_00: but also for some,
- 29:44SPEAKER_00: it easily pays for their living and they can grow their studio on it.
- 29:46SPEAKER_00: Like we have some studios that like most people in Poki are solo devs or maybe two
- 29:50SPEAKER_00: or three people.
- 29:52SPEAKER_00: But there is also some like actual studios that have like five to 10,
- 29:56SPEAKER_00: even 15 people working on Poki games.
- 29:59SPEAKER_00: It also depends on your region, of course.
- 30:00SPEAKER_00: Like if you're in Sweden, that's going to be more difficult than when you are based in Turkey.
- 30:05SPEAKER_00: Hmm.
- 30:07SPEAKER_02: Well,
- 30:07SPEAKER_02: I'm conscious of the time and you've taken up plenty of it and I think I've got
- 30:10SPEAKER_02: a good overview here,
- 30:11SPEAKER_02: but where would you like to see Poki or maybe browser-based game in general in,
- 30:15SPEAKER_02: I don't know, five years?
- 30:16SPEAKER_02: Where do you see it heading?
- 30:18SPEAKER_00: Yeah, I personally really hope that we're going to see the player growth continue
- 30:23SPEAKER_00: and also reach different, more different audiences.
- 30:27SPEAKER_00: They're already kind of there,
- 30:28SPEAKER_00: but I feel like there's not really a good home base for them on the web,
- 30:31SPEAKER_00: like for, you know, female 30 plus, let's go.
- 30:37SPEAKER_00: I think there's so much more opportunities there.
- 30:39SPEAKER_00: And there are so many really cool web games that people kind of overlook.
- 30:43SPEAKER_00: I've started this series on LinkedIn where I post my favorite web games every couple of days.
- 30:48SPEAKER_00: I'm on game nine now, I think.
- 30:51SPEAKER_00: And I got a lot of good reactions from that,
- 30:53SPEAKER_00: from people like, oh, I actually didn't realize this is such a good game.
- 30:55SPEAKER_00: I had so much fun with this.
- 30:56SPEAKER_00: I'm like, yeah,
- 30:57SPEAKER_00: there's a lot of these games out there that people are just not playing
- 30:59SPEAKER_00: and they don't see.
- 31:01SPEAKER_00: So I hope that more people will come to the web and start playing some
- 31:04SPEAKER_00: of these just really nice web games.
- 31:07SPEAKER_00: And that we can, we can all be, be more online.
- 31:09SPEAKER_00: Cause I really think that there is something about like,
- 31:12SPEAKER_00: we didn't really talk about this, but like the strongest.
- 31:14SPEAKER_00: Reason why I am a very much a web games advocate is because they are so accessible.
- 31:19SPEAKER_00: They are very, very small, which is also technically challenging.
- 31:22SPEAKER_00: So if you are considering developing for web,
- 31:25SPEAKER_00: please do check out the, like the guides we have on a developer.
- 31:30SPEAKER_00: And there's like dev guides on optimization and engines and stuff,
- 31:33SPEAKER_00: which is all very valid, valid information.
- 31:34SPEAKER_00: If you're going to make a web game,
- 31:35SPEAKER_00: whether it's for Poki or anywhere else,
- 31:38SPEAKER_00: but in any case,
- 31:38SPEAKER_00: because they are so small, um,
- 31:40SPEAKER_00: they just, you,
- 31:41SPEAKER_00: you load them basically instantly,
- 31:43SPEAKER_00: like within a few seconds,
- 31:44SPEAKER_00: you load the game and you can play the game and try out the game.
- 31:47SPEAKER_00: And that's just a really nice way of,
- 31:48SPEAKER_00: of discover, discovering games and exploring games and seeing what you like.
- 31:52SPEAKER_00: I think there's a lot of power in that.
- 31:54SPEAKER_00: It's much nicer than downloading an app.
- 31:57SPEAKER_02: Also, I think these games,
- 31:58SPEAKER_02: perhaps people listen to this who maybe aren't familiar with web games,
- 32:01SPEAKER_02: is that they're more advanced than I think people,
- 32:04SPEAKER_02: I know they're used to talking about them being small and stuff.
- 32:06SPEAKER_02: I think that perhaps everyone's got an image of what Flash games used to be and
- 32:09SPEAKER_02: that kind of stuff.
- 32:09SPEAKER_00: Oh yeah, now it's much bigger than
- 32:10SPEAKER_02: that.
- 32:12SPEAKER_00: There's also a question I get a lot,
- 32:14SPEAKER_00: or a conversation that comes up a lot,
- 32:16SPEAKER_00: like, oh, will web games ever be as good as console games?
- 32:18SPEAKER_00: Like, yes, obviously.
- 32:19SPEAKER_00: The answer is yes.
- 32:21SPEAKER_00: Console games are also continuously getting better, and PC games as well.
- 32:24SPEAKER_00: Yes, right now web games are as good as console games as they were 20 years ago, you know?
- 32:29SPEAKER_00: But they are as good as console games were back then, I guess.
- 32:32SPEAKER_00: But they're never going to catch up, right?
- 32:34SPEAKER_00: Because technology is always evolving.
- 32:36SPEAKER_00: But that doesn't mean that web games are staying still.
- 32:38SPEAKER_00: They are also evolving.
- 32:40SPEAKER_02: Yeah.
- 32:41SPEAKER_02: Romy, thank you so much for your time.
- 32:43SPEAKER_00: Thank you too.
- 32:44SPEAKER_02: And I really enjoyed learning about this.
- 32:45SPEAKER_00: Yeah, very welcome.
- 32:46SPEAKER_00: Thank you for having me.
- 32:48SPEAKER_02: Thank you to Romy there.
- 32:49SPEAKER_02: Certainly a promising new direction for the video game industry,
- 32:52SPEAKER_02: or at least an alternative location for smaller developers to perhaps build
- 32:55SPEAKER_02: a business or earn some money on the side.
- 32:57SPEAKER_02: I'm not quite sure it's ready for top-end games just yet.
- 32:59SPEAKER_02: I know a lot of people are talking about AI and whether that can sort
- 33:02SPEAKER_02: of allow big games to work in browsers.
- 33:03SPEAKER_02: You've already got Ken Kutaragi,
- 33:05SPEAKER_02: maybe he was hinting at that in the quote earlier,
- 33:07SPEAKER_02: but I'm not quite sure the business model's there to sort of back that up.
- 33:10SPEAKER_02: We'll certainly see what happens.
- 33:12SPEAKER_02: Now, for our second topic today, we're going to be talking about video game pricing.
- 33:17SPEAKER_02: This was stemmed from me being a little bit surprised by the price of Star Wars Galactic Race.
- 33:20SPEAKER_02: I was expecting it to be more than it was.
- 33:22SPEAKER_02: I was also surprised by the fact that Nintendo went lower on the price of Star Fox.
- 33:26SPEAKER_02: That might be my age that thinks that, as we'll come onto in a moment.
- 33:29SPEAKER_02: Now, we've had pricing come up a few times on the show.
- 33:31SPEAKER_02: Now, Cassia Curran, Video Game Analyst,
- 33:46SPEAKER_02: An expert and investor came on the show earlier this year to talk about VR.
- 33:50SPEAKER_02: And after that coming on the show she actually launched a tool where you can put
- 33:53SPEAKER_02: in your game or list your competitors' games
- 33:56SPEAKER_02: and it will help you work out what you might want to do with the price
- 33:59SPEAKER_02: of your video game.
- 34:00SPEAKER_02: So I thought Cassia might be able to shed some light onto this enormously complicated subject.
- 34:05SPEAKER_02: Maybe.
- 34:05SPEAKER_02: So here it is.
- 34:06SPEAKER_02: Here's my chat with Cassia.
- 34:08SPEAKER_02: Hello Cassia, welcome to the show.
- 34:10SPEAKER_02: Hello, hi.
- 34:12SPEAKER_02: You've got like a, is it like a tool that people put in details?
- 34:16SPEAKER_02: Yeah, pretty much.
- 34:17SPEAKER_02: To spit out a price?
- 34:18SPEAKER_02: I've not actually tried it, I was tempted to.
- 34:21SPEAKER_01: Yeah, I mean basically earlier this year I was really just trying
- 34:26SPEAKER_01: to check out what could be done with AI coding tools primarily
- 34:30SPEAKER_01: because they've gotten really good roughly 10 months ago.
- 34:34SPEAKER_01: And I was a bit like, let's do a project and see how far we can push it.
- 34:37SPEAKER_01: And I was a bit like, what has actually been useful?
- 34:40SPEAKER_01: And I had the idea of, yeah, essentially a pricing tool.
- 34:43SPEAKER_01: What I did is I downloaded 2 million Steam reviews for Like,
- 34:49SPEAKER_01: pretty much all the non-slot games, non-shelvelware games out there on Steam.
- 34:55SPEAKER_01: And then I applied a model to it,
- 34:57SPEAKER_01: which means that I could figure out whether reviews thought a game was underpriced
- 35:02SPEAKER_01: or whether it was overpriced.
- 35:05SPEAKER_01: And yeah,
- 35:05SPEAKER_01: it turns out, like,
- 35:07SPEAKER_01: If there's not much talk about your game,
- 35:10SPEAKER_01: whether it's over to overpriced or whether it's really good value,
- 35:13SPEAKER_01: then it's probably good priced as well priced.
- 35:16SPEAKER_02: Oh, I see.
- 35:17SPEAKER_02: Lack of comments means you got it right.
- 35:18SPEAKER_01: Yeah, lack of comments means that people, no one, it's kind of an expected amount in life.
- 35:22SPEAKER_01: Yeah.
- 35:23SPEAKER_01: If everyone's praising your game for being really,
- 35:25SPEAKER_01: you know, good value, you've probably left quite a lot of revenue on the table.
- 35:28SPEAKER_01: But then if a lot of people are complaining that it's not worth money,
- 35:32SPEAKER_01: then yeah, you probably should have made a bit cheaper.
- 35:35SPEAKER_02: I was fascinated by how confusing this has become,
- 35:38SPEAKER_02: because obviously I get it's already confusing for independent developers
- 35:41SPEAKER_02: that make smaller games, but obviously I'm a bit of a Nintendo fan, right?
- 35:45SPEAKER_02: And in 2011 Nintendo released Star Fox 64,
- 35:48SPEAKER_02: a remake of that for the 3DS, and it was priced at £40.
- 35:52SPEAKER_02: And then that same year, coincidentally, they did Ocarina of Time 3D, which is £40 or $40.
- 35:58SPEAKER_02: It's the exact same price between the two.
- 36:00SPEAKER_02: This year, they've done the exact same thing for Switch 2.
- 36:03SPEAKER_02: They've got remakes of the same two games, but the Star Fox remake is $40.
- 36:07SPEAKER_02: The game is £2 or $50 and the Ocarina of Time is £50 or $60.
- 36:12SPEAKER_02: So they've changed the prices there.
- 36:14SPEAKER_02: Nintendo is all over them.
- 36:16SPEAKER_02: This is obviously, this is 15 years ago, right?
- 36:18SPEAKER_02: So it's completely, it upsets me a great deal.
- 36:21SPEAKER_02: So things have changed a lot,
- 36:22SPEAKER_02: but then you've got things like Mario Kart World is $80,
- 36:25SPEAKER_02: but basically no other game Nintendo have put out since then is $80.
- 36:29SPEAKER_02: They've done a few Switch 2 editions that come out of that price,
- 36:32SPEAKER_02: not Donkey Kong, not Pokemon Pocopia, none of that stuff.
- 36:35SPEAKER_02: So that's just Nintendo.
- 36:37SPEAKER_02: That's obviously a big company.
- 36:38SPEAKER_02: And even they've gone into this variable pricing strategy.
- 36:43SPEAKER_02: There doesn't seem to be a coherent sense.
- 36:44SPEAKER_02: I mean, I understand why Star Fox is cheaply Ocarina of Time.
- 36:46SPEAKER_02: It's a short game.
- 36:48SPEAKER_02: I can get why it would go down that route.
- 36:50SPEAKER_02: It's an excellent game, but you can smash through it in a few hours.
- 36:53SPEAKER_02: So I can sort of see where it's come from.
- 36:54SPEAKER_02: But that wasn't the case 15 years ago.
- 36:56SPEAKER_02: People were like, we'll charge the same.
- 36:58SPEAKER_01: Yeah.
- 36:59SPEAKER_02: So that's complicated.
- 37:00SPEAKER_02: I bought, I had Star Wars Galactic Racer on recently and I bought that game.
- 37:05SPEAKER_02: I looked at it and it's a Star Wars game, big IP, and I was going to buy it.
- 37:08SPEAKER_02: So I went on Amazon and the first thing that popped up was the game for 65 pounds.
- 37:12SPEAKER_02: And I thought AAA Star Wars And I bought it.
- 37:16SPEAKER_02: And then it came and it was actually the deluxe edition and all the fancy bits.
- 37:19SPEAKER_02: And I was like, oh, did they send me the wrong thing?
- 37:22SPEAKER_02: No, I bought the deluxe edition.
- 37:23SPEAKER_02: The actual price of the game was £50, £45.
- 37:25SPEAKER_02: It was actually a lot less.
- 37:28SPEAKER_02: I'm surprised by that because I expected it to be more.
- 37:31SPEAKER_02: And then I asked them on the show, I said, you know, why was it priced at that?
- 37:35SPEAKER_02: And he said, we want as many people to try and get into the game as we possibly can.
- 37:39SPEAKER_02: And that felt like a right value proposition for achieving that aim.
- 37:42SPEAKER_02: We've got an incredible amount of scope and quality and the experience
- 37:45SPEAKER_02: of terrific value for money.
- 37:46SPEAKER_02: But the bit that caught me, I think the word there is it felt like the right value proposition.
- 37:51SPEAKER_02: It does seem like we're in the...
- 37:54SPEAKER_02: Does it feel like a good price as opposed to,
- 37:57SPEAKER_02: is there an algorithm that can help tell you whether it is or
- 38:00SPEAKER_01: isn't?
- 38:02SPEAKER_01: I spent a lot of time actually trying to figure out whether there was an algorithm
- 38:06SPEAKER_01: and there's actually not enough data.
- 38:10SPEAKER_01: And I think a major problem recently as well is
- 38:14SPEAKER_01: that there's all these different factors pushing both ways.
- 38:18SPEAKER_01: Like there's some factors that are pushing games maybe to be more expensive
- 38:21SPEAKER_01: and some game factors that are pushing games to be Price cheaper.
- 38:26SPEAKER_01: And it's a bit like, which do you lean into?
- 38:28SPEAKER_01: It depends a lot upon your game.
- 38:31SPEAKER_01: So I think definitely for any multiplayer game,
- 38:34SPEAKER_01: really depending upon multiplayer,
- 38:35SPEAKER_01: you really need to be super thoughtful about price because you need
- 38:39SPEAKER_01: that network effect to happen.
- 38:40SPEAKER_01: You can be low enough that lots of people come into your game at the same time
- 38:45SPEAKER_01: and there's people to play with.
- 38:46SPEAKER_02: Hmm.
- 38:47SPEAKER_01: If you press too high so that only like core gamers or core fans buy it initially,
- 38:53SPEAKER_01: then they won't have enough people play and it will die a quick death.
- 38:58SPEAKER_01: But then if it's like a single player,
- 39:00SPEAKER_01: more like a simulation game or strategy game, you can We afford to price it higher.
- 39:06SPEAKER_02: Yeah.
- 39:06SPEAKER_01: With the Galactic Race,
- 39:07SPEAKER_01: it's a case,
- 39:08SPEAKER_01: you've got the IP attached,
- 39:09SPEAKER_01: which generally, just getting a license for that would be expensive.
- 39:14SPEAKER_01: And of course, it pushes up higher in terms of costs.
- 39:17SPEAKER_02: Yeah, I thought it was low.
- 39:19SPEAKER_02: I think this says more about me.
- 39:21SPEAKER_02: But then obviously, if you compare it to like 4 to Horizon 6, I guess it isn't as big a game.
- 39:25SPEAKER_01: No, it's not.
- 39:26SPEAKER_01: Yeah.
- 39:26SPEAKER_01: There's like an expectation for a high price game that is going
- 39:29SPEAKER_01: to be like many hours, many, many, many hours of gameplay.
- 39:33SPEAKER_01: And that's often with like open world RPGs.
- 39:35SPEAKER_01: So if you have something which a bit more rounds based,
- 39:38SPEAKER_01: which I think Galactic Racer is,
- 39:41SPEAKER_01: I think there was even like some suggestions that should be more like around
- 39:43SPEAKER_01: the $40 sort of price because similar games that way are $40.
- 39:49SPEAKER_02: I think that just goes to show how it can vary by person.
- 39:54SPEAKER_02: I remember the first Podracer game, and that was a full-priced release.
- 39:57SPEAKER_02: You know, New Zoo put some stats out.
- 39:59SPEAKER_02: Apparently,
- 39:59SPEAKER_02: games that cost more than $50 still represent nearly 80% of
- 40:03SPEAKER_02: the total premium revenues on console,
- 40:05SPEAKER_02: but lower-priced titles are increasingly popular.
- 40:08SPEAKER_02: The $30 to $50 price band is the fastest-growing tier across PC, PlayStation and Xbox.
- 40:14SPEAKER_02: But Toy 26 games priced below $30 generated more than $5 million
- 40:18SPEAKER_02: in revenue last year, which is up from $17 in 2024.
- 40:22SPEAKER_02: So the middle tier and the lower tier seem to be where a lot of the growth is,
- 40:28SPEAKER_02: at least the newsy stats.
- 40:31SPEAKER_02: Earlier this year.
- 40:32SPEAKER_02: But again, I don't know if this tells you very much.
- 40:36SPEAKER_02: We had lyrical games on recently,
- 40:38SPEAKER_02: and they actually used this show to announce the price point for Valor Mortis,
- 40:41SPEAKER_02: which is an RPG that's just come out.
- 40:44SPEAKER_02: They gave huge answers to why they went for $40.
- 40:46SPEAKER_02: And actually,
- 40:47SPEAKER_02: one of their biggest concerns was they didn't want the perception from fans thinking
- 40:52SPEAKER_02: because it's $40, it's somehow it's an action RPG.
- 40:55SPEAKER_02: It's somehow it's a lesser And they were really concerned about this.
- 40:58SPEAKER_02: And it reminded me of them in 2020 when all the big AAA games on PlayStation,
- 41:03SPEAKER_02: Xbox went up to $70.
- 41:04SPEAKER_02: And one company that waited a bit longer was Capcom.
- 41:07SPEAKER_02: They put out Resident Evil Village.
- 41:09SPEAKER_02: I think they put it out at $60.
- 41:12SPEAKER_02: And the Capcom marketing guy I was spoken to at the time was really worried about that.
- 41:16SPEAKER_02: They didn't want people to think the game was somehow lesser than the other games in its field.
- 41:21SPEAKER_02: So it's a minefield.
- 41:23SPEAKER_01: Oh, totally.
- 41:24SPEAKER_01: Yeah.
- 41:25SPEAKER_01: So in some cases,
- 41:26SPEAKER_01: you're just really trying to anchor the price to the value, the quality of the game.
- 41:32SPEAKER_01: And yeah, sometimes players think lower price means lower quality.
- 41:36SPEAKER_01: And a lot of studios these days and publishers are often pricing their games maybe
- 41:41SPEAKER_01: a bit higher, but then doing like quite aggressive discounts.
- 41:44SPEAKER_01: So you kind of have the best of both worlds.
- 41:46SPEAKER_02: Yeah.
- 41:47SPEAKER_01: In that case.
- 41:48SPEAKER_01: Or really common these days is having that,
- 41:50SPEAKER_01: you know, multiple tiers of like standard edition or that's edition.
- 41:55SPEAKER_02: GTA is just done.
- 41:56SPEAKER_02: Yeah.
- 41:57SPEAKER_02: But that's what I was going to ask about that because One of the things
- 42:00SPEAKER_02: that Nintendo never do is discount because they like games to keep their value.
- 42:03SPEAKER_02: But are we not?
- 42:04SPEAKER_02: Is that still a model and people come in and sort of,
- 42:06SPEAKER_02: you know,
- 42:07SPEAKER_02: obviously it doesn't work for multiplayer games as you've already pointed out
- 42:09SPEAKER_02: because you do need people to come in on day one.
- 42:11SPEAKER_02: But on other titles,
- 42:13SPEAKER_02: is it okay to go on a high price knowing that you can be in a Steam sale in
- 42:17SPEAKER_02: a few months and bring that down again?
- 42:20SPEAKER_02: Does that risk devaluing the premium price or it makes people wary of that initial price point?
- 42:26SPEAKER_01: Well, I think what it has done is that now there's a whole cohort of gamers
- 42:31SPEAKER_01: that call themselves patient gamers who wait around for the sales
- 42:36SPEAKER_01: because they expect that the games will go on sale for quite a significant amount.
- 42:40SPEAKER_01: We definitely have noticed that generally players look at like
- 42:45SPEAKER_01: the percentage decrease,
- 42:47SPEAKER_01: like the percentage discount rather than the absolute value.
- 42:50SPEAKER_01: So they care about whether the game is like 50% off rather than
- 42:53SPEAKER_01: whether it's like You know, $10 off or something
- 42:56SPEAKER_00: like that.
- 42:57SPEAKER_01: So, yeah,
- 42:59SPEAKER_01: it's just generally from a psychological perspective,
- 43:02SPEAKER_01: it's a good idea to price it relatively high and then,
- 43:06SPEAKER_01: like, yes, put it on sale a lot.
- 43:08SPEAKER_02: You can go lower, you can't go higher.
- 43:10SPEAKER_01: Yeah.
- 43:11SPEAKER_01: Well, it just gives you that room to, you know, discount a lot if you need to or you want to.
- 43:17SPEAKER_01: You also have to bear in mind similar games, the price of them.
- 43:21SPEAKER_01: So, for example,
- 43:21SPEAKER_01: I think Hollow Knight Silksong,
- 43:24SPEAKER_01: Very famous,
- 43:24SPEAKER_01: it's a $20 and it's like a really good title that gives,
- 43:28SPEAKER_01: you know, 20,
- 43:29SPEAKER_01: 30 hours of gameplay was in development for seven years and all that sort of thing.
- 43:34SPEAKER_01: So...
- 43:35SPEAKER_01: Yeah, if you've got a similar sort of roguelike,
- 43:37SPEAKER_01: then you need to be thinking about,
- 43:40SPEAKER_01: like, is it going to price it more than Silksong?
- 43:42SPEAKER_01: That's tricky, right?
- 43:44SPEAKER_02: Yeah.
- 43:44SPEAKER_01: And then you've got games like Ark Raiders, Helldivers, which I think were $40.
- 43:50SPEAKER_01: So if they're similar games to those, are you going to price it more than?
- 43:53SPEAKER_01: Like, you have to be able to, you know, give a good reason for players if you're feeling pricey.
- 43:59SPEAKER_02: In that Valor Mortis thing, one of the reasons they went $40, by the way, is because of GTA 6.
- 44:05SPEAKER_02: They're a new IP coming out in the shadow of GTA 6 alongside other big branded licensed games.
- 44:11SPEAKER_02: And they felt,
- 44:12SPEAKER_02: not licensed games,
- 44:12SPEAKER_02: big branded sequels and stuff like that, like Control and Silent Hill.
- 44:16SPEAKER_02: And they felt they had to go $40.
- 44:18SPEAKER_02: To compete in that sort of space.
- 44:22SPEAKER_02: And then they pointed this out.
- 44:24SPEAKER_02: I was going to point it out to them.
- 44:25SPEAKER_02: Blood of the Dawnwalker, which is another RPG, came out earlier in the window, came out at 70.
- 44:34SPEAKER_02: And it was,
- 44:35SPEAKER_02: I'm not saying they're the same games,
- 44:36SPEAKER_02: but they're in sort of similar-ish genres and they're both,
- 44:39SPEAKER_02: you know,
- 44:39SPEAKER_02: there's new IP coming out in this sort of competitive window and obviously it worked
- 44:43SPEAKER_02: for Blood of the Dawnwalker.
- 44:44SPEAKER_02: But it's about that feeling because you go to Blood of the Dawnwalker and it's made
- 44:47SPEAKER_02: by former developers of The Witch.
- 44:49SPEAKER_02: So it has a certain cachet to it already.
- 44:51SPEAKER_02: Oh, this is from The Witcher devs.
- 44:53SPEAKER_02: It's not.
- 44:54SPEAKER_02: It's a smaller game.
- 44:54SPEAKER_02: Well, it's not a smaller game, but it doesn't have the scale of a CD project.
- 44:57SPEAKER_02: But that's what they're looking at, and that's what they want people to think about their game.
- 45:00SPEAKER_02: And so when you go at that price point,
- 45:04SPEAKER_02: that's the conversation you end up being part of, which I guess is what they wanted.
- 45:07SPEAKER_02: And that's what I mean when you sort of It feels like the right price.
- 45:12SPEAKER_02: I mean, my feeling is there's no exact science,
- 45:14SPEAKER_02: but I guess that's not very helpful if you're an independent developer
- 45:17SPEAKER_02: and you're going, right, what should I set my game price at?
- 45:20SPEAKER_02: If anyone asks you that, if people do ask you that, what do you suggest?
- 45:28SPEAKER_01: It really is, yeah, it depends on the game.
- 45:31SPEAKER_01: If it's a game which is really like unique or unusual in a certain way, it's so hard.
- 45:38SPEAKER_01: It's so hard to give the right price and it's just really like, guess.
- 45:44SPEAKER_01: But then if it's more in an established genre,
- 45:47SPEAKER_01: like action or advice,
- 45:48SPEAKER_01: and you're like, oh, well,
- 45:49SPEAKER_01: you know, Silkswold was this price, so, you know, that's your anchor kind of thing.
- 45:54SPEAKER_01: And the pricing tool just You know,
- 45:56SPEAKER_01: it does your research for you and it shows you like,
- 45:59SPEAKER_01: you know,
- 46:00SPEAKER_01: what your other similar titles are priced at and all the medium wars and then like,
- 46:05SPEAKER_01: how do they sort of cluster?
- 46:06SPEAKER_02: Yeah.
- 46:07SPEAKER_02: Does Silk Song,
- 46:08SPEAKER_02: I was going to ask if there's like a hard ceiling on indie game pricing
- 46:11SPEAKER_02: or can smaller titles push into that,
- 46:14SPEAKER_02: that sort of $30 to $50 threshold that Newzoo was talking about or even $20
- 46:17SPEAKER_02: to $30 threshold.
- 46:18SPEAKER_02: But I guess games like Hollow Knight,
- 46:20SPEAKER_02: does that make that really difficult?
- 46:22SPEAKER_01: Really, the Hollow Knight one kind of annoyed me.
- 46:24SPEAKER_01: I was a bit like, oh, God, it's like, please price it higher.
- 46:28SPEAKER_01: So, you know,
- 46:28SPEAKER_01: just that a $24.99 made like a big difference to a lot of studios,
- 46:33SPEAKER_01: you know, that have similar games and then...
- 46:37SPEAKER_01: Yeah, it's a bit, that was a bit annoying.
- 46:40SPEAKER_01: Yeah, I would say there's actually quite a lot of downward pricing pressure.
- 46:45SPEAKER_01: Especially with Friend Slop these days,
- 46:47SPEAKER_01: like the peak developers have some very amazing things to say about their price,
- 46:52SPEAKER_01: which is $8, which is basically $5 is what they said.
- 46:55SPEAKER_02: Yeah, yeah.
- 46:57SPEAKER_02: When he said it, I was like, you said it on Steven's show.
- 47:00SPEAKER_02: I was like, oh, Steven's newsletter.
- 47:01SPEAKER_02: I was like, yep, that's exactly true.
- 47:05SPEAKER_02: If it's $9, it's basically $10, but if it's $8, yeah, it's $5.
- 47:08SPEAKER_01: It's like, I don't hear.
- 47:12SPEAKER_02: Yeah.
- 47:12SPEAKER_01: So yeah,
- 47:13SPEAKER_01: those kind of big,
- 47:14SPEAKER_01: you know,
- 47:14SPEAKER_01: those really popular games that pop off,
- 47:16SPEAKER_01: you have to look into that and then you're kind of like sort of stuck at
- 47:19SPEAKER_01: the same price point at best.
- 47:21SPEAKER_01: And also I'm just seeing with like AI coding tools,
- 47:25SPEAKER_01: like I think costs are lowering for the developers that want to use those
- 47:30SPEAKER_01: and they're coming faster into the market when there's the,
- 47:33SPEAKER_01: we already had a bit of,
- 47:35SPEAKER_01: had an oversupply of games and now it's kind of hypercharged.
- 47:38SPEAKER_02: Yeah.
- 47:39SPEAKER_01: So like, how do you compete?
- 47:41SPEAKER_01: How do you stand out?
- 47:43SPEAKER_01: How do you make any money?
- 47:44SPEAKER_01: Yeah.
- 47:45SPEAKER_01: Very challenging.
- 47:46SPEAKER_02: I guess we are looking into a future where there's even more competition
- 47:50SPEAKER_02: and standing out and being noticed.
- 47:52SPEAKER_02: And price,
- 47:52SPEAKER_02: I guess,
- 47:53SPEAKER_02: is one of the few things people actually have control over when it comes
- 47:55SPEAKER_02: to publishing.
- 47:56SPEAKER_02: Like you can choose your release window,
- 47:58SPEAKER_02: but ultimately,
- 47:59SPEAKER_02: you know, you could release your game I think I won't release it alongside GTL.
- 48:04SPEAKER_02: I'll release it another time.
- 48:04SPEAKER_02: And then something like War Dogs happens or something comes out of the blue
- 48:09SPEAKER_02: and does extremely well.
- 48:09SPEAKER_02: You can almost never predict it.
- 48:11SPEAKER_02: There's always something to compete with you.
- 48:13SPEAKER_02: And whereas at least with price, you know where you're sitting, you're sitting at.
- 48:17SPEAKER_02: I'm always thinking about time because I mentioned Star Fox at the beginning.
- 48:20SPEAKER_02: And of course that's a game that is short.
- 48:22SPEAKER_02: There's a lot of replayability on it and it's got multiplayer bits in it.
- 48:24SPEAKER_02: But I think Nintendo probably went less on that price because it's not a very big game.
- 48:29SPEAKER_02: My feeling on this,
- 48:30SPEAKER_02: and it's something Simon Karl has actually said to me,
- 48:31SPEAKER_02: is he says,
- 48:32SPEAKER_02: you know,
- 48:33SPEAKER_02: for players it's the idea that they could play it for a long time,
- 48:37SPEAKER_02: is what they want to know, rather than whether or not they would or not.
- 48:40SPEAKER_02: They don't need to know the story costs 100 hours,
- 48:42SPEAKER_02: they just want to know that they could if they wanted to play it for that amount
- 48:44SPEAKER_02: of time.
- 48:45SPEAKER_01: Yeah, players definitely expect to spend about one to three dollars per hour of gameplay.
- 48:55SPEAKER_01: And this makes it really interesting as to what kind of games are there for,
- 49:01SPEAKER_01: like, really economical to make.
- 49:03SPEAKER_01: So, for example, like, Vogue Likes.
- 49:06SPEAKER_01: And because there's lots of replayability,
- 49:08SPEAKER_01: but they don't take so long to build,
- 49:10SPEAKER_01: they're great because they can,
- 49:12SPEAKER_01: you know, people can see hundreds of hours into them theoretically.
- 49:16SPEAKER_02: Mm.
- 49:17SPEAKER_01: And you could have a reasonable team.
- 49:18SPEAKER_01: This is why you've seen a bit of drop-off of, say,
- 49:21SPEAKER_01: like really polished platformers or puzzle games because they cost a lot to make and
- 49:28SPEAKER_01: then you don't end up with that many hours of gameplay.
- 49:31SPEAKER_01: You know, the players consume the content and it's finished.
- 49:34SPEAKER_01: Yeah, then you end up with like really quite high,
- 49:37SPEAKER_01: like dollar per hour ratio and yeah, it's just not attractive to a lot of players.
- 49:44SPEAKER_02: Oh wow.
- 49:45SPEAKER_01: Even if it's more fun.
- 49:47SPEAKER_01: But yeah.
- 49:48SPEAKER_02: That's a shame.
- 49:49SPEAKER_01: Yeah, it really is a shame.
- 49:50SPEAKER_02: I'm of an age, if you tell me the game is short, I'm more likely to buy it.
- 49:56SPEAKER_02: Do investors and publishers,
- 49:58SPEAKER_02: when they're in sort of the early stages of funding a project,
- 50:01SPEAKER_02: does pricing come into the conversation then?
- 50:03SPEAKER_02: I get the impression it doesn't, but it does.
- 50:07SPEAKER_01: Often studios will have their own idea about how much a game will cost
- 50:12SPEAKER_01: and they'll put it in the pitch deck and it kind of can tell you a lot as
- 50:15SPEAKER_01: to what they think of their production quality.
- 50:18SPEAKER_02: I see.
- 50:19SPEAKER_01: But ultimately it is the publisher who decides in
- 50:24SPEAKER_02: the vast majority of cases
- 50:25SPEAKER_02: or is like in negotiation or all kinds of things.
- 50:29SPEAKER_02: Well, it certainly seems like a very complicated situation,
- 50:31SPEAKER_02: but you seem to be insisting if you look at games,
- 50:34SPEAKER_02: comparable games, because people will compare it.
- 50:39SPEAKER_02: And the other piece of advice seemed to be that if your game isn't
- 50:41SPEAKER_02: a multiplayer game,
- 50:41SPEAKER_02: you can go higher because you can always come down if it proves too high.
- 50:47SPEAKER_02: And there are these moments in the yellow.
- 50:48SPEAKER_02: But even like the Steam sales, the amount of games
- 50:51SPEAKER_02: that are being shown in these things is just.
- 50:54SPEAKER_01: Yeah.
- 50:55SPEAKER_01: It's just madness.
- 50:56SPEAKER_01: So that's also like maybe it's like that tactic is no longer that useful.
- 51:00SPEAKER_02: Yeah.
- 51:01SPEAKER_01: I think it's if you are going towards more artistically meaningful games,
- 51:05SPEAKER_01: you will be able to command a higher price, is my sense.
- 51:10SPEAKER_01: Also maybe the type of audiences,
- 51:11SPEAKER_01: because I think to the fact that,
- 51:12SPEAKER_02: you know, I think if you're targeting maybe a nostalgic audience, an older Yes.
- 51:17SPEAKER_02: They've probably got more disposable income.
- 51:18SPEAKER_02: They probably even think twice about the price of things.
- 51:21SPEAKER_02: Unless, you know,
- 51:22SPEAKER_02: the people my age are all buying ridiculously priced versions of the Commodore 64
- 51:26SPEAKER_02: because,
- 51:26SPEAKER_02: you know,
- 51:26SPEAKER_02: they've got,
- 51:27SPEAKER_02: they're older,
- 51:27SPEAKER_02: they've got disposable income and they've, you know, they've
- 51:30SPEAKER_01: got... 100%.
- 51:30SPEAKER_01: This is definitely a generational divide.
- 51:32SPEAKER_01: I mean, I think the Roblox generation are just really nice to free games,
- 51:36SPEAKER_01: free multiplayer games.
- 51:38SPEAKER_01: That's like what they,
- 51:39SPEAKER_01: and they're the ones buying Peak,
- 51:41SPEAKER_01: which is cheap
- 51:42SPEAKER_00: and will make a comedian
- 51:43SPEAKER_01: very cheap.
- 51:45SPEAKER_01: Yeah.
- 51:46SPEAKER_01: And of course, the older generation is slowly shrinking.
- 51:50SPEAKER_02: Well, I would argue that in games it's getting bigger.
- 51:53SPEAKER_02: They have less time.
- 51:54SPEAKER_02: I think that's the problem.
- 51:55SPEAKER_02: So they've got far more, well,
- 51:58SPEAKER_02: maybe at one point when we get to the retired gamers, maybe things will change.
- 52:01SPEAKER_02: Possibly.
- 52:02SPEAKER_02: But, you know,
- 52:03SPEAKER_02: people in their 30s and 40s,
- 52:05SPEAKER_02: they might have families, they might have busy careers and that kind of stuff.
- 52:09SPEAKER_02: They have less time to sit around.
- 52:11SPEAKER_02: And play a game and therefore they might still want to do it.
- 52:14SPEAKER_01: That's a good point actually.
- 52:15SPEAKER_01: Yeah.
- 52:16SPEAKER_01: So I think like the sort of upper age of like committed hardcore gamers, it's like, what?
- 52:22SPEAKER_01: 50s, 60s now.
- 52:25SPEAKER_01: And so they're sort of starting to go into retirement.
- 52:29SPEAKER_01: Maybe we haven't really hit the retirement age period of, you know.
- 52:33SPEAKER_01: No.
- 52:34SPEAKER_02: And what will that do to things?
- 52:35SPEAKER_02: I don't know.
- 52:36SPEAKER_02: It's something we had,
- 52:37SPEAKER_02: there's a chap who did a talk at a conference,
- 52:39SPEAKER_02: an epic conference I went to recently, and that was his big thing.
- 52:42SPEAKER_02: Like we've got that moment is coming.
- 52:45SPEAKER_01: Let's get ready.
- 52:46SPEAKER_02: It's all get ready for suddenly loads of people with lots of time and money.
- 52:52SPEAKER_02: That's the dream.
- 52:53SPEAKER_02: There's no middle ground for them.
- 52:54SPEAKER_02: But what will they want to play?
- 52:55SPEAKER_02: Do they want to play games they played when they were younger?
- 52:57SPEAKER_02: Do they want to play new things?
- 53:00SPEAKER_02: That's a future.
- 53:01SPEAKER_02: That's a 20, 20, 35, 20, 40 edition of The Game Business Show.
- 53:05SPEAKER_02: Cassia, I've taken up too much of your time.
- 53:07SPEAKER_01: Is there anything else in
- 53:10SPEAKER_02: terms of the pricing that comes up when people come and ask you stuff?
- 53:14SPEAKER_01: I mean, I think it's just a really,
- 53:15SPEAKER_01: really big,
- 53:16SPEAKER_01: complicated topic because there's so many different areas of the games market
- 53:21SPEAKER_01: and it just so much depends on what your game is and other similar games
- 53:27SPEAKER_01: and how they're in price.
- 53:29SPEAKER_01: So it's a very complicated topic that you've played on for a very long time.
- 53:33SPEAKER_02: And still not reach a conclusion.
- 53:35SPEAKER_02: Yes, exactly.
- 53:37SPEAKER_02: Right.
- 53:37SPEAKER_02: Well, good luck to everybody.
- 53:38SPEAKER_02: That is probably not as helpful.
- 53:40SPEAKER_01: No, not helpful at all.
- 53:41SPEAKER_02: Use Cassie's pricing tool to maybe start the conversation and see where it goes from there.
- 53:46SPEAKER_02: Thank you, Cassie, so much.
- 53:48SPEAKER_02: And yeah, thank you for joining us.
- 53:50SPEAKER_01: Oh, it's my pleasure.
- 53:52SPEAKER_02: Right, that's it for our conversations today.
- 53:53SPEAKER_02: Thank you to Romy and Cassia for joining us.
- 53:55SPEAKER_02: All that's left for me to do is run through the news.
- 53:58SPEAKER_02: One new story that's happening in Europe is Peggy has started increasing
- 54:01SPEAKER_02: the age ratings of games that feature loot boxes.
- 54:03SPEAKER_02: So if you heard games of loot boxes, you have to be ranked Peggy 16 in Europe.
- 54:06SPEAKER_02: That includes EA Sports FC, includes Pokemon Go.
- 54:09SPEAKER_02: The updates to age ratings are happening now and continue until the end of October.
- 54:14SPEAKER_02: GDC, tough times over at GDC I think, it's shifted to a four-day format for its 2027 edition.
- 54:19SPEAKER_02: It used to be five days.
- 54:20SPEAKER_02: It's now taking place Monday through Thursday, March 1st to March 4th.
- 54:23SPEAKER_02: The goal is to deliver a higher quality, more focused and valuable experience.
- 54:26SPEAKER_02: That's what the organizers said.
- 54:28SPEAKER_02: It is still trying to find its feet.
- 54:29SPEAKER_02: It did really sort of boot itself this year as the Festival of Gaming.
- 54:32SPEAKER_02: I thought it was a pretty good event,
- 54:33SPEAKER_02: but it's got a lot of challenges,
- 54:34SPEAKER_02: including, of course, the challenges facing the Californian games industry.
- 54:39SPEAKER_02: Now, Liquid Swords, they're a game developer that made a game called Samsung.
- 54:42SPEAKER_02: CEO Christopher Sundberg came on our show earlier this year to talk about sort of
- 54:45SPEAKER_02: the challenging launch it had for that game.
- 54:48SPEAKER_02: It was a bit of a buggy experience, but unfortunately, Liquid Swords has filed for bankruptcy.
- 54:52SPEAKER_02: Sundberg said on LinkedIn,
- 54:54SPEAKER_02: the studio struggled due to bad business decisions and tough market conditions.
- 54:59SPEAKER_02: The bad news continues.
- 55:01SPEAKER_02: Some of this is bad news, some of it is just news.
- 55:03SPEAKER_02: Wizards of the Coast is refusing to grant voluntary recognition to a union drive
- 55:06SPEAKER_02: by its Dungeons and Dragons and Studio X team.
- 55:09SPEAKER_02: Staff will instead vote on joining in a secret ballot election overseen by
- 55:12SPEAKER_02: the National Labour Relations Board.
- 55:14SPEAKER_02: Ubisoft has proposed closing Finnish studio Lered Links,
- 55:18SPEAKER_02: famous for the trial series, affected 52 employees.
- 55:20SPEAKER_02: It's also cutting 70 rolls at Skull and Bones developer Ubisoft Singapore.
- 55:23SPEAKER_02: I talked about that last week.
- 55:24SPEAKER_02: Meanwhile,
- 55:25SPEAKER_02: it's running a voluntary redundancy scheme in Germany aimed at reducing headcount
- 55:28SPEAKER_02: by 100 people across its Dusseldorf, Berlin and Main Studios.
- 55:31SPEAKER_02: Sticking with cuts,
- 55:33SPEAKER_02: Developer Funcom is restructuring and cutting staff to focus on live service support
- 55:38SPEAKER_02: for Conan Exiles and Dune Awakening.
- 55:40SPEAKER_02: Meanwhile, CEO Rui Casais will step down at the end of the year.
- 55:44SPEAKER_02: Funcom, of course, was acquired by Tencent in 2020.
- 55:46SPEAKER_02: And there's also unspecified job cuts also happening at German studio Fish Labs
- 55:51SPEAKER_02: and scum developer GamePires.
- 55:54SPEAKER_02: Elsewhere,
- 55:54SPEAKER_02: Melbourne-based developer House House will not release its co-op title Big Walk
- 55:57SPEAKER_02: on Xbox,
- 55:58SPEAKER_02: citing alignment with the Palestinian-led Boycott Divestment Sanctions campaign,
- 56:02SPEAKER_02: the BDS campaign, which of course has called for a boycott of Microsoft.
- 56:08SPEAKER_02: Amazon has rolled out its ability for people to access Lunar Games via Prime Video
- 56:12SPEAKER_02: on Fire TV to more locations.
- 56:14SPEAKER_02: They did this in the UK and US in July.
- 56:16SPEAKER_02: We did a big interview about it.
- 56:17SPEAKER_02: It's now coming to Canada, France, Italy and Spain.
- 56:20SPEAKER_02: Where's now?
- 56:21SPEAKER_02: You can get that now.
- 56:22SPEAKER_02: And eight more European countries will follow next month,
- 56:25SPEAKER_02: namely Austria,
- 56:25SPEAKER_02: Belgium, Germany, Luxembourg, Netherlands, Poland, Portugal and Sweden.
- 56:30SPEAKER_02: US retail giant Best Buy has launched Best Buy Gamers,
- 56:32SPEAKER_02: which is a gaming hub that will feature reviews,
- 56:36SPEAKER_02: features,
- 56:36SPEAKER_02: and videos alongside trailers,
- 56:38SPEAKER_02: polls, sweepstakes, pre-orders, all sorts of things, how to find a store event.
- 56:41SPEAKER_02: The content is inspired by IGN,
- 56:42SPEAKER_02: and the first event will be the midnight launch for The Legend of Zelda Ocarina
- 56:45SPEAKER_02: of Time Remake.
- 56:47SPEAKER_02: And finally,
- 56:47SPEAKER_02: PR Platform Press Engine has announced a new event called The Pre-Show,
- 56:51SPEAKER_02: which is a new physical event taking place in London that will debut games due
- 56:55SPEAKER_02: for release over the next 12 months.
- 56:56SPEAKER_02: The event focuses on hands-on discovery over digital game reveals.
- 57:01SPEAKER_02: That's it for today's episode of The Game Business Show.
- 57:03SPEAKER_02: Thank you for sticking through it for us.
- 57:04SPEAKER_02: As I say,
- 57:05SPEAKER_02: if you want to make sure you don't miss an episode of our show,
- 57:07SPEAKER_02: you can subscribe to us at thegamebusiness.com.
- 57:09SPEAKER_02: You can also become a paid subscriber,
- 57:10SPEAKER_02: which genuinely means the world to us if you want to become a paid subscriber.
- 57:13SPEAKER_02: That'd be amazing.
- 57:15SPEAKER_02: Next week,
- 57:16SPEAKER_02: we've got an interview with Meta,
- 57:17SPEAKER_02: particularly the Horizons team around their new prompt-based gaming stuff
- 57:22SPEAKER_02: that they're talking about.
- 57:23SPEAKER_02: It's a good chat, that one.
- 57:24SPEAKER_02: It's not a long episode, but it'll be out on Tuesday.
- 57:27SPEAKER_02: And yeah,
- 57:27SPEAKER_02: we've got a lot coming in next week where hopefully,
- 57:29SPEAKER_02: I'm still waiting on some information,
- 57:31SPEAKER_02: I can dive into what's going on in the world of video game piracy.
- 57:35SPEAKER_02: But that's it for me today.
- 57:37SPEAKER_02: Until next time, thank you for tuning in.