Latest / The Game Business Show / The video games most at risk from PlayStation’s physical switch-off
Transcript
- 0:00SPEAKER_02: This week, what would $1,000 game machines mean for the console sector?
- 0:05SPEAKER_02: How should publishers prepare for a no-dis future?
- 0:08SPEAKER_02: We speak to Gamescom on the eve of its 2026 show.
- 0:15SPEAKER_02: Hello and welcome to The Game Business Show.
- 0:17SPEAKER_02: This week's edition is sponsored by Keyword Studios.
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- 1:00SPEAKER_02: or alternatively check out the newsletter attached with this episode.
- 1:05SPEAKER_02: Now, back to the show.
- 1:07SPEAKER_02: It's a bumper edition this week.
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- 2:01SPEAKER_02: Some of that is coming from Gamescom.
- 2:03SPEAKER_02: And in a moment,
- 2:04SPEAKER_02: I'm going to welcome Felix Falk,
- 2:05SPEAKER_02: the Managing Director of the German Games Industry Association and Co-Organizer
- 2:09SPEAKER_02: of Gamescom to chat about this year's event.
- 2:11SPEAKER_02: But before we get to that,
- 2:12SPEAKER_02: we have a returning guest with a folder of data that looks at what might happen
- 2:16SPEAKER_02: if video game consoles rise to $1,000 and also some insight into
- 2:20SPEAKER_02: the potential immediate impact of PlayStation stopping disc production in January,
- 2:24SPEAKER_02: 2028.
- 2:24SPEAKER_02: If you want to look at the data,
- 2:26SPEAKER_02: I recommend looking at the newsletter because it's presented an easier way to read
- 2:30SPEAKER_02: than hearing it on a podcast.
- 2:31SPEAKER_02: But anyway, he is the senior director for games at Ampere Analysis.
- 2:36SPEAKER_02: His name is Piers Harding-Rolls.
- 2:39SPEAKER_02: Hello, Piers.
- 2:39SPEAKER_02: Welcome to the show.
- 2:40SPEAKER_02: Hi, Chris.
- 2:41SPEAKER_02: Lovely to be here again.
- 2:42SPEAKER_02: It's always good to have you on.
- 2:44SPEAKER_02: You've put our report that was pretty depressing reading.
- 2:48SPEAKER_02: It was around the prospect of these $1000 consoles,
- 2:51SPEAKER_02: which might Happen as a result of the component crisis
- 2:55SPEAKER_02: and shortage that's impacting hardware prices.
- 2:57SPEAKER_01: It was a kind of scenario, I would say.
- 3:00SPEAKER_02: Yes, scenario.
- 3:01SPEAKER_01: Kind of preempt it.
- 3:02SPEAKER_01: Direct us away from that inevitability, I think.
- 3:05SPEAKER_01: That's the idea behind it.
- 3:07SPEAKER_01: Trying to be more positive.
- 3:09SPEAKER_01: That is going to drive innovation because our warning is if
- 3:13SPEAKER_01: the next gen consoles do launch $1,000 that we'll see a significant drop off
- 3:18SPEAKER_01: in adoption because of that.
- 3:19SPEAKER_02: We've already seen a $1,000 steam machine though so it's not
- 3:22SPEAKER_02: a completely unimaginable future and the headline stat is according
- 3:26SPEAKER_02: to your scenario forecast is we might end up with a potential 38% drop
- 3:31SPEAKER_02: In next-gen console sales volume over five years at a $1,000 launch price.
- 3:37SPEAKER_02: You also did a,
- 3:38SPEAKER_02: I thought it was quite funny,
- 3:38SPEAKER_02: look what happens if it was an $800 launch price or it was a $700 launch price.
- 3:43SPEAKER_02: And all of it's a drop.
- 3:44SPEAKER_02: It's not like, oh, it's just that particular price point is the problem.
- 3:47SPEAKER_02: It seems to be any...
- 3:48SPEAKER_01: Yeah, I think the scenarios,
- 3:49SPEAKER_01: they work out a bit different because the impact on the actual spending and kind
- 3:54SPEAKER_01: of longevity of the existing consoles that are in the market are different.
- 3:59SPEAKER_01: And if you had obviously less people adopting next-gen consoles,
- 4:03SPEAKER_01: So the actual impact on the market,
- 4:19SPEAKER_01: Probably isn't heavily felt until at least three years into the next generation
- 4:23SPEAKER_01: because eventually you've got people that are lapsed out
- 4:27SPEAKER_01: of using their existing consoles and they're still not convinced to buy the next gen
- 4:31SPEAKER_01: at a higher price point.
- 4:32SPEAKER_01: So that's when you start to hit probably a negative impact on the market.
- 4:37SPEAKER_01: So there is this window of opportunity, I think.
- 4:40SPEAKER_01: You've got from now until, well, the current expected end of 28 launch of the next generation.
- 4:46SPEAKER_01: You know, conceivably, they might extend it out beyond that.
- 4:50SPEAKER_01: But then even if they were to launch,
- 4:51SPEAKER_01: then you've got another probably two or three years before you start to have
- 4:57SPEAKER_01: an impact on the actual spending and scale of the market.
- 5:00SPEAKER_01: So, you know,
- 5:01SPEAKER_01: So even in that sort of worst case scenario of very expensive consoles,
- 5:05SPEAKER_01: you're going to get a situation where they've got this window of opportunity to try
- 5:09SPEAKER_01: and make an impact and conceivably cost of the components could come down by
- 5:13SPEAKER_01: that point, other strategies might be put in place to try and Yeah.
- 5:17SPEAKER_01: Yeah.
- 5:38SPEAKER_01: Significantly different.
- 5:40SPEAKER_01: I think the problem about $1000 is I don't think either of
- 5:43SPEAKER_01: the console manufacturers will be wanting to price at that point,
- 5:46SPEAKER_01: you know, at that price point.
- 5:48SPEAKER_01: This is a kind of warning that if they do,
- 5:50SPEAKER_01: obviously,
- 5:51SPEAKER_01: and they just bring out,
- 5:53SPEAKER_01: you know,
- 5:54SPEAKER_01: incrementally improved,
- 5:55SPEAKER_01: graphically improved devices without much change,
- 5:59SPEAKER_01: that we're going to end up with having a smaller adoption and
- 6:02SPEAKER_01: a potentially smaller market after a few years.
- 6:05SPEAKER_02: That's the flaw of any analysis, is we can't factor in innovation, can we?
- 6:09SPEAKER_02: We have to assume that PS6 is going to be a PS5 that runs a bit better and looks
- 6:13SPEAKER_02: a bit fancier, when the reality is it could be completely different.
- 6:16SPEAKER_02: There's reports of it being handheld and all sorts of things,
- 6:18SPEAKER_02: and that changes the whole picture entirely.
- 6:21SPEAKER_01: It's inevitable that it's going to be more innovation,
- 6:23SPEAKER_01: and that has been driven by the challenging economics of the situation.
- 6:27SPEAKER_01: Without any change,
- 6:28SPEAKER_01: keeping the status quo,
- 6:30SPEAKER_01: We're going to head to a situation which is not great for the market,
- 6:34SPEAKER_01: but if we do innovate and drive upgrades
- 6:38SPEAKER_01: because you're bringing something really interesting to the market,
- 6:41SPEAKER_01: there's going to be a distinct change from the current generation,
- 6:44SPEAKER_01: then I think you've obviously got a good chance to re-establish growth and stuff.
- 6:48SPEAKER_02: I think the challenge of innovation is that in this cross-gen world,
- 6:51SPEAKER_02: we talk about the fact that people are going to be holding onto their PS5s for
- 6:54SPEAKER_02: a lot longer this time, this is what we think will happen.
- 6:58SPEAKER_02: You can't do like a Wii and completely break everything with your next gen
- 7:01SPEAKER_02: because people want the games to run across devices.
- 7:04SPEAKER_02: They also want it to run across multiple platforms as well.
- 7:07SPEAKER_02: We got Sony with the DualSense,
- 7:09SPEAKER_02: which is like,
- 7:10SPEAKER_02: it's quite an innovative controller in a way,
- 7:13SPEAKER_02: but it was done in such a way that,
- 7:14SPEAKER_02: you know, you can make a PS5 version, but you can still work on Xbox and PC.
- 7:17SPEAKER_02: And I think that's probably the sticking point I am going to hazard, I guess.
- 7:22SPEAKER_02: You can't do like a next playground and go,
- 7:24SPEAKER_02: right, we're going to, the camera will be the controller the next time around.
- 7:27SPEAKER_01: Yeah, I don't think it will leave that kind of technological disconnect from
- 7:31SPEAKER_01: the previous generation.
- 7:32SPEAKER_01: Like you say,
- 7:33SPEAKER_01: it's very hard to do that because you want to be supporting the existing generation
- 7:37SPEAKER_01: of users with the same content and being able to come across generational publish.
- 7:43SPEAKER_01: So it could be something like a hybrid device,
- 7:48SPEAKER_01: which is exactly what Nintendo did with a Switch.
- 7:51SPEAKER_02: Yeah.
- 7:54SPEAKER_01: But it's not necessarily about outputting more graphics and stuff.
- 7:58SPEAKER_01: It's more about a similar kind of output,
- 8:04SPEAKER_01: but that's achievable at a price point that is significantly below $1,000.
- 8:08SPEAKER_01: I don't want to get back on my old normal soapbox of this,
- 8:11SPEAKER_01: but actually innovation in anything
- 8:13SPEAKER_02: comes down to games, really.
- 8:15SPEAKER_02: Look, the PS4,
- 8:17SPEAKER_02: It wasn't a huge,
- 8:18SPEAKER_02: like, it was visually very nice, but it wasn't a huge difference between PS3.
- 8:21SPEAKER_02: What came with PS4,
- 8:22SPEAKER_02: and I think back to that launch,
- 8:25SPEAKER_02: is the games everyone was talking about wasn't Call of Duty,
- 8:28SPEAKER_02: and it wasn't the next, you know, Gran Turismo or whatever.
- 8:32SPEAKER_02: It was Destiny and Watch Dogs.
- 8:33SPEAKER_02: Like, those are these two big new IPs that weren't as,
- 8:37SPEAKER_02: well, Destiny was quite unique at the moment.
- 8:40SPEAKER_02: But Watch Dogs wasn't quite as innovative as I think people expected it to be.
- 8:43SPEAKER_02: But both of those games were different and new, and it was like, oh, this is exciting.
- 8:47SPEAKER_02: This is what the next gen brings, something different and new.
- 8:50SPEAKER_02: And I think when I look at the Switch that happened with the PS4, PS5,
- 8:55SPEAKER_02: the games that launched that console,
- 8:56SPEAKER_02: most of them played on the old one, even the big first party titles.
- 9:00SPEAKER_02: And in fact, the ones that didn't were like remakes and Astro Bot.
- 9:04SPEAKER_02: And I feel that when you're talking about innovation,
- 9:06SPEAKER_02: it comes down to what is that game I've got together.
- 9:10SPEAKER_02: PS6 because I need to play this game.
- 9:13SPEAKER_02: And I don't know if you're going to get that in the first three years.
- 9:16SPEAKER_02: I imagine you get that.
- 9:17SPEAKER_01: You know that third parties obviously they don't really do exclusivity anymore
- 9:21SPEAKER_01: that much basically.
- 9:23SPEAKER_01: So it comes down to investment in first party content in effect.
- 9:27SPEAKER_01: I think we've had some news this week about Sony looking to invest in new IP
- 9:31SPEAKER_01: and stuff and build up some more franchises.
- 9:34SPEAKER_02: Yeah.
- 9:35SPEAKER_01: The challenge of that is obviously Risk-laden in the context
- 9:39SPEAKER_01: of investment versus return because they cost so much to develop this content
- 9:45SPEAKER_01: and stuff.
- 9:46SPEAKER_01: So you have a whole kind of balance of investment risk that's got to be done
- 9:52SPEAKER_01: across both the hardware and the software kind of proposition.
- 9:55SPEAKER_02: I've talked to a lot of developers this last,
- 9:57SPEAKER_02: the first time I've heard it and I've heard it a few times in the last couple
- 10:00SPEAKER_02: of weeks now, people telling me the cost of games has gone down.
- 10:04SPEAKER_02: It is because they're doing it with smaller teams and they're doing it,
- 10:07SPEAKER_02: you know, it's not really AI that's done it, but some people are talking about that.
- 10:12SPEAKER_02: It's smaller teams and it's being more focused and it's faster tools and making games quicker.
- 10:17SPEAKER_02: We've been talking about it for years,
- 10:18SPEAKER_02: but first I'm actually hearing People tell me, no, the cost of games are going down.
- 10:21SPEAKER_02: So it might be they'll be able to make these things faster.
- 10:24SPEAKER_02: But I don't necessarily talk about exclusivity.
- 10:25SPEAKER_02: I mean more sort of generational exclusivity.
- 10:28SPEAKER_02: You know what I mean?
- 10:28SPEAKER_02: Like Watch Dogs and Destiny weren't exclusive to any particular platform,
- 10:31SPEAKER_02: but they were cross-generation.
- 10:35SPEAKER_02: But because they came at that moment between generation, it created this sort of...
- 10:40SPEAKER_01: I think the costs involved mean that generational exclusivity for third party is a hard...
- 10:47SPEAKER_02: Yeah, but I think the example I was just giving, you know, Destiny was on PS3.
- 10:51SPEAKER_02: And so it was, I think, someone's going to correct me.
- 10:55SPEAKER_02: And I just think when you launch a new machine and, hey,
- 10:59SPEAKER_02: we've done this,
- 11:00SPEAKER_02: we got it running on the old stuff, but look how good it runs on the new stuff.
- 11:03SPEAKER_02: And I don't know if we really had that.
- 11:05SPEAKER_02: You know,
- 11:06SPEAKER_02: Spider-Man and Miles Morales ran really well on the PS4,
- 11:08SPEAKER_02: you know, ran better on the PS5, but it was the difference.
- 11:13SPEAKER_01: It was that incremental, you know, improvement, really.
- 11:15SPEAKER_01: And I don't...
- 11:17SPEAKER_01: You know, PS5 and the Xbox Series are already really capable devices.
- 11:22SPEAKER_01: And then if you're going to step that up,
- 11:24SPEAKER_01: you know, what improvements are you going to have in the graphical department?
- 11:29SPEAKER_01: So higher frame rates, potentially more reflections.
- 11:32SPEAKER_02: Well, yeah, but I just think, I just think, I'm not sure I'm phrasing.
- 11:36SPEAKER_02: I just think the innovation has to come from the games.
- 11:39SPEAKER_02: You can sit there and Kybrid's interesting.
- 11:41SPEAKER_02: That might do it,
- 11:42SPEAKER_02: but if you're going to go, right,
- 11:43SPEAKER_02: we're going to launch a new generation and we're going
- 11:45SPEAKER_02: to create some innovative things,
- 11:46SPEAKER_02: you need the games to showcase the innovative things.
- 11:48SPEAKER_02: That can come from third party,
- 11:49SPEAKER_02: it can work cross-generation,
- 11:50SPEAKER_02: but it still needs,
- 11:52SPEAKER_02: you still need to say,
- 11:53SPEAKER_02: you could get GameX on the PS5 and it will run fine, but on the PS6.
- 11:57SPEAKER_01: But you need the new device, yeah, yeah.
- 11:59SPEAKER_01: It will allow you to do these extra things as well.
- 12:00SPEAKER_01: Well, I think more of that probably would be GTA 6,
- 12:04SPEAKER_01: you know,
- 12:05SPEAKER_01: that would be a fundamental thing,
- 12:06SPEAKER_01: which is, you know, would bring a version to even...
- 12:10SPEAKER_01: To the next generation of consoles,
- 12:12SPEAKER_01: which will be fundamentally an improvement versus
- 12:16SPEAKER_01: the PlayStation 5 Xbox Series version.
- 12:20SPEAKER_01: So there are ways to build kind of demand and interest and kind of fear
- 12:26SPEAKER_01: of missing out and wanting to upgrade.
- 12:30SPEAKER_01: But fundamentally,
- 12:31SPEAKER_01: if you've got a device that costs I don't think it's for
- 12:35SPEAKER_01: the early adopters necessarily.
- 12:36SPEAKER_01: They probably won't mind about the price so much even if it reaches up to those higher levels.
- 12:43SPEAKER_01: It's more that the extension of the lack of adoptions happens
- 12:49SPEAKER_01: after it gets extended out over those opening years and it's after year one and two
- 12:55SPEAKER_01: that you start to see the divergence.
- 12:57SPEAKER_02: And I guess we're seeing these platform holders now trying to do things
- 13:00SPEAKER_02: to improve margins elsewhere to potentially avoid these price points.
- 13:03SPEAKER_02: So investment in ad funded models from Xbox
- 13:07SPEAKER_02: and we've got obviously PlayStation dropping physical discs.
- 13:09SPEAKER_02: Obviously, I know that there's other companies thinking streaming might be the thing.
- 13:12SPEAKER_02: I'm not convinced by that, but we are starting to see these efforts.
- 13:16SPEAKER_01: That's kind of incremental moves, isn't it?
- 13:18SPEAKER_01: It's kind of chipping off at the block to try and get into a better position before,
- 13:24SPEAKER_01: you know,
- 13:25SPEAKER_01: coming to market.
- 13:27SPEAKER_02: Yeah.
- 13:28SPEAKER_02: Well, let's use that to segue into our chat about discs because in January,
- 13:33SPEAKER_02: 2028, PlayStation will be dropping physical discs.
- 13:35SPEAKER_02: We've brought it up a few times on the show.
- 13:37SPEAKER_02: We've shared some data.
- 13:38SPEAKER_02: We're going to go a bit deeper this time and more on the potential impact
- 13:41SPEAKER_02: for publishers and You know,
- 13:43SPEAKER_02: why they might need to be thinking about how to mitigate this.
- 13:46SPEAKER_02: And Piers, you've been doing some data analysis.
- 13:49SPEAKER_02: I have two, but not to your level, that shows that yes, the market is mostly digital.
- 13:53SPEAKER_02: We know that.
- 13:54SPEAKER_02: But these sort of percentage figures that people are throwing around,
- 13:56SPEAKER_02: the business is 90% digital, et cetera.
- 13:58SPEAKER_02: It doesn't really paint the full picture, does it?
- 14:02SPEAKER_01: It's a much more nuanced situation, I would say.
- 14:04SPEAKER_01: Yeah.
- 14:04SPEAKER_02: Because there is going to be some pain felt,
- 14:07SPEAKER_02: particularly in certain markets and for certain genres.
- 14:08SPEAKER_02: Anyway, Piers, you've got some figures.
- 14:10SPEAKER_01: Yes, initially we looked at the PlayStation sales of some of the AAA titles
- 14:16SPEAKER_01: that have come out in the recent 18 months or so.
- 14:20SPEAKER_01: And you can see that there is a big variance between different types of games.
- 14:25SPEAKER_01: So we had a discussion about Helldivers 2, for example, a live service title, online title.
- 14:34SPEAKER_01: The share of physical for that sort of game is obviously much lower than the share
- 14:39SPEAKER_01: of physical for something like a Capcom title like Resident Evil Requiem,
- 14:45SPEAKER_01: which in total looks quite positive in the context of it's around 30% or slightly
- 14:55SPEAKER_01: above that in terms of total sales being physical.
- 14:59SPEAKER_01: And that fits into the overall sort of analysis when you're looking at
- 15:06SPEAKER_01: a company that's like Capcom that's saying,
- 15:09SPEAKER_01: you know,
- 15:09SPEAKER_01: 90% of our business is digital and 10% is physical across the whole portfolio.
- 15:18SPEAKER_01: But there is a difference for new releases.
- 15:20SPEAKER_01: So they have this kind of new release dynamic,
- 15:23SPEAKER_01: which means for certain AAA games, which means that the physical is higher.
- 15:29SPEAKER_01: And then on top of that, you've got differences between different markets.
- 15:35SPEAKER_01: So if you look at where obviously a significant volume takes place in the US,
- 15:39SPEAKER_01: the digital share is much higher than say in France,
- 15:43SPEAKER_01: for example, where it's quite common for it to be 50%.
- 15:48SPEAKER_01: So you look at the US, it's around 20%.
- 15:53SPEAKER_01: The UK is different again, Australia is different again, Japan is different again.
- 15:58SPEAKER_01: So you have these different percentage shares in different markets
- 16:04SPEAKER_01: where retail is obviously more effective or there is a more established games retail
- 16:09SPEAKER_01: and there's more activity around physical sales and that means publishers are going
- 16:16SPEAKER_01: to have to become You know,
- 16:18SPEAKER_01: develop strategies for different markets to try and educate the audience and convert
- 16:24SPEAKER_01: that audience over to digital kind of consumption.
- 16:27SPEAKER_01: And that's going to take place probably over the next,
- 16:30SPEAKER_01: you know,
- 16:30SPEAKER_01: as we run up to the removal of physical media of new games in January,
- 16:35SPEAKER_01: 2028 through PlayStation.
- 16:38SPEAKER_01: That's going to have to start taking place now to kind of mitigate any lost customer
- 16:44SPEAKER_01: that A isn't really up speed with digital purchase
- 16:49SPEAKER_01: or just doesn't use those sales channels.
- 16:55SPEAKER_01: And B doesn't know how to necessarily go about scoring stuff digitally.
- 17:02SPEAKER_01: So there's this whole kind of educational and transitional period which needs to take place.
- 17:09SPEAKER_01: Companies with games which are more heavily physical obviously have to invest more in that.
- 17:15SPEAKER_01: And similarly,
- 17:17SPEAKER_01: You know,
- 17:17SPEAKER_01: I think there's going to be involvement with retail because that's where a lot of
- 17:21SPEAKER_01: the awareness and of these titles,
- 17:24SPEAKER_01: the awareness and kind of understanding that these games are available.
- 17:28SPEAKER_01: You know,
- 17:29SPEAKER_01: when you think about gifting and stuff like that,
- 17:30SPEAKER_01: if you look at the Astro bot figures,
- 17:33SPEAKER_01: for example,
- 17:34SPEAKER_01: you know,
- 17:34SPEAKER_01: the physical share is significantly higher because a lot of that is the more kind
- 17:40SPEAKER_01: of family casual audience which has bought this as a gifting opportunity.
- 17:45SPEAKER_01: So there's retailers that have to be involved.
- 17:47SPEAKER_01: And I also think,
- 17:49SPEAKER_01: you know,
- 17:50SPEAKER_01: slightly that Sony will be involved in conjunction with the publishers to,
- 17:53SPEAKER_01: you know,
- 17:54SPEAKER_01: implement a strategy of transitioning people across to the digital opportunity.
- 17:59SPEAKER_02: I've talked about it a little bit on them.
- 18:01SPEAKER_02: I love the most as I seem to have angered both groups of people,
- 18:03SPEAKER_02: people that say that's not such a big deal and those that are very adamant
- 18:07SPEAKER_02: that this is a big deal.
- 18:08SPEAKER_02: It's also a statistic like I think 10% is a lot of people.
- 18:15SPEAKER_02: I know we're saying it's not the majority,
- 18:17SPEAKER_02: even you said 30%,
- 18:18SPEAKER_02: 30% is loads,
- 18:19SPEAKER_02: that's a third of Resident Evil players bought the game physically,
- 18:23SPEAKER_02: there's a lot of players to suddenly lose.
- 18:26SPEAKER_02: Or risk losing.
- 18:26SPEAKER_02: I know that won't be the number,
- 18:28SPEAKER_02: but you are talking, you know, I think there's a few strategies here.
- 18:32SPEAKER_02: You mentioned retail.
- 18:34SPEAKER_02: It's interesting how willing retail are going to be.
- 18:36SPEAKER_02: I think that's part of this because it used to be the model
- 18:40SPEAKER_02: and there's always There's been this discomfort between retailers and publishers.
- 18:45SPEAKER_02: There used to be the model that retailers would sell hardware for not a lot of money, really.
- 18:52SPEAKER_02: They wouldn't get much good margin on it.
- 18:53SPEAKER_02: The idea is they make the margin back on the software, and that was the whole model of it.
- 18:56SPEAKER_02: And that's the whole model of the platform holders, but it's the model of the retailers as well.
- 19:00SPEAKER_02: And we now live in a market where we're expecting retailers to sell games
- 19:03SPEAKER_02: where they're giving away customers.
- 19:05SPEAKER_01: That's specifically why Sony,
- 19:07SPEAKER_01: in their announcement,
- 19:07SPEAKER_01: they made this You know,
- 19:11SPEAKER_01: points about retailers and the availability of digital prepaid codes or boxed,
- 19:18SPEAKER_01: you know, prepaid codes, which this is what we're getting with GTA 6.
- 19:23SPEAKER_01: Yeah, I mean,
- 19:25SPEAKER_01: that is part of the transition kind of management,
- 19:29SPEAKER_01: but it means that retailers still have some skin in the game,
- 19:33SPEAKER_01: so to speak,
- 19:33SPEAKER_01: and will be,
- 19:34SPEAKER_01: I think,
- 19:35SPEAKER_01: more willing to You know,
- 19:38SPEAKER_01: take ownership of part of that with kind of understanding and awareness,
- 19:43SPEAKER_01: education and stuff.
- 19:45SPEAKER_01: So I don't,
- 19:47SPEAKER_01: you know,
- 19:48SPEAKER_01: I get your point,
- 19:50SPEAKER_01: you know,
- 19:50SPEAKER_01: but I think retailers will still want to get involved
- 19:53SPEAKER_01: because they still have this opportunity to sell packaged or box games,
- 19:58SPEAKER_01: even if they are digital codes and not the actual physical media.
- 20:01SPEAKER_02: It is worth noting that I don't have the exact era stat here,
- 20:05SPEAKER_02: but I'm not exaggerating it really.
- 20:07SPEAKER_02: Something like 98% of physical games are sold from online retailers like Amazon.
- 20:12SPEAKER_02: They're not sold in actual shops.
- 20:16SPEAKER_02: So even that element of it, yes, it's physical, but it's online physical.
- 20:23SPEAKER_02: And that's a UK number, by the way.
- 20:25SPEAKER_02: I guess GTA is going to be a big education moment, right?
- 20:28SPEAKER_02: Because if there's one game that will teach everyone, oh,
- 20:30SPEAKER_02: you should download your console games,
- 20:32SPEAKER_02: you know,
- 20:33SPEAKER_02: this is a good I say good,
- 20:36SPEAKER_02: depending on your point of view,
- 20:37SPEAKER_02: but from an educational point of view,
- 20:39SPEAKER_02: it's good that that's the game that's going to be doing this
- 20:41SPEAKER_02: because it will teach loads of people that this is what a physical game is.
- 20:45SPEAKER_02: It's a code in the box and you can just download it.
- 20:50SPEAKER_02: So I think that might be a key education.
- 20:53SPEAKER_01: I mean, there'll be other publishers will follow on by the same, won't you?
- 20:57SPEAKER_01: Once it stays place, I'm sure it's going to happen.
- 20:59SPEAKER_02: Are we really,
- 21:00SPEAKER_02: because of some games,
- 21:00SPEAKER_02: it's worth noting that we're talking about,
- 21:02SPEAKER_02: you know,
- 21:03SPEAKER_02: we're talking two years away and there's some companies will have,
- 21:05SPEAKER_02: I'm not just talking the annual iterative sports games,
- 21:10SPEAKER_02: but them as well,
- 21:11SPEAKER_02: where they've got a year now to try and go,
- 21:13SPEAKER_02: right, the next game, there will be a physical version of it, but maybe we can...
- 21:19SPEAKER_02: Use that opportunity to pivot more players to digital.
- 21:23SPEAKER_02: So the game I'm thinking about, because we're talking here, Resident Evil Requiem, right?
- 21:27SPEAKER_02: Heavily digital, heavily physical in some markets like France, 40% in the UK, right?
- 21:32SPEAKER_02: Big, big number.
- 21:34SPEAKER_02: But there is a Resident Evil next year.
- 21:35SPEAKER_02: In fact, they try and do a Resident Evil every year.
- 21:38SPEAKER_02: And you think, well, next year's Resident Evil.
- 21:40SPEAKER_02: They might want to get that number down as much as they can.
- 21:45SPEAKER_02: Yeah, so it's all about, you know, the physical...
- 21:49SPEAKER_02: In a way,
- 21:49SPEAKER_02: they did it this year,
- 21:50SPEAKER_02: but it didn't really work so well because previous Resident Evils,
- 21:53SPEAKER_02: they used to do these really fancy collector's editions where you got like a box and
- 21:56SPEAKER_02: a statue.
- 21:57SPEAKER_02: They didn't do that for Requiem.
- 21:59SPEAKER_02: Not really.
- 21:59SPEAKER_02: There was a few bits,
- 22:00SPEAKER_02: but a lot of the extra goods you could get,
- 22:04SPEAKER_02: the physical goods you could get for Requiem, you had to buy separately.
- 22:07SPEAKER_02: They weren't part of a collector's edition.
- 22:08SPEAKER_01: What is interesting is the GTA 6 proposition is,
- 22:14SPEAKER_01: you know,
- 22:14SPEAKER_01: the kind of pre-order giveaway and stuff like
- 22:16SPEAKER_01: that is actually fairly They're not giving early access because that's one of
- 22:21SPEAKER_01: the key drivers is early access.
- 22:25SPEAKER_01: You know, it's surprising not to see it.
- 22:26SPEAKER_01: It's pretty consistent with their previous releases.
- 22:29SPEAKER_01: So I know it's all digital in effect, but,
- 22:33SPEAKER_01: you know,
- 22:33SPEAKER_01: actually driving people to
- 22:35SPEAKER_01: that higher price point pre-order proposition is not actually giving away
- 22:42SPEAKER_01: a huge amount because they, you know, they don't really need to.
- 22:45SPEAKER_01: $20.
- 22:48SPEAKER_01: There definitely is moves from other publishers and same with Xbox to drive people
- 22:54SPEAKER_01: to digital kind of pre-ordering.
- 22:57SPEAKER_01: And that's only going to accelerate the shift.
- 23:02SPEAKER_01: So, you know, I wouldn't be surprised by the time you get to January 2028.
- 23:08SPEAKER_01: There all have been a whole shift and transition of users across digital
- 23:13SPEAKER_01: during this kind of educational period.
- 23:15SPEAKER_01: I mean, it's why Tony gave this amount of time of preparation.
- 23:18SPEAKER_01: You know, you're thinking, why do they announce it now?
- 23:20SPEAKER_01: You know,
- 23:20SPEAKER_01: what was the,
- 23:21SPEAKER_01: you know,
- 23:21SPEAKER_01: the reason was is because they need to give the industry,
- 23:27SPEAKER_01: you know,
- 23:27SPEAKER_01: the time to kind of educate the audience and make the transition,
- 23:31SPEAKER_01: but, you know, get ready commercially to do that.
- 23:34SPEAKER_01: There will all need to be investment in terms of how do they,
- 23:38SPEAKER_01: you know,
- 23:38SPEAKER_01: get the buyer audience for AAA games,
- 23:41SPEAKER_01: which have a high propensity to have good physical sales at launch.
- 23:45SPEAKER_01: How do you convert that audience and get them across?
- 23:48SPEAKER_01: So there's time and investment.
- 23:51SPEAKER_02: I wouldn't be surprised if this causes a drop in day one purchases.
- 23:55SPEAKER_02: I just think,
- 23:55SPEAKER_02: I think about,
- 23:56SPEAKER_02: you know,
- 23:57SPEAKER_02: and I think that's a bit of a That's where things get complicated,
- 24:00SPEAKER_02: because I do believe there is an audience of people,
- 24:03SPEAKER_02: the most avid fans,
- 24:04SPEAKER_02: the biggest advocate for the people that want to go there day one.
- 24:09SPEAKER_02: And that's fine, they'll go digital.
- 24:11SPEAKER_02: But I do think there is this group of people,
- 24:13SPEAKER_02: of which I'm one of,
- 24:14SPEAKER_02: and I don't know if I'm representative of a large group or a small group,
- 24:16SPEAKER_02: of people that goes,
- 24:17SPEAKER_02: I don't know if I like this, I'm not sure, it seems interesting.
- 24:21SPEAKER_02: I mean, the trailer attracted me, but it's not a game in my favourite franchise or something.
- 24:26SPEAKER_02: But I might give it a go.
- 24:27SPEAKER_02: I'll go give it a go.
- 24:28SPEAKER_02: I'll buy that.
- 24:28SPEAKER_02: You know, I'll buy 007 First Light or whatever.
- 24:31SPEAKER_02: And I'm more inclined,
- 24:33SPEAKER_02: and I have a habit of just giving things a go if I can buy the physical copy.
- 24:37SPEAKER_02: Because, you know, even though I never do, it's just a gate in my mind.
- 24:41SPEAKER_02: I could give it away or sell it to someone, you know, if they don't like it.
- 24:45SPEAKER_02: I'm willing to take a risk because if you're taking a risk on a $70 or $80 game
- 24:50SPEAKER_02: and it's a digital game and you don't like it, that's $80.
- 24:55SPEAKER_02: You've just lost, basically, or wasted.
- 24:58SPEAKER_02: If you take a risk on an $80 game and it's a physical game,
- 25:01SPEAKER_02: it might be, you know, I can sell that on and I've lost $30.
- 25:04SPEAKER_02: And it's a different, it's
- 25:06SPEAKER_01: just a different risk.
- 25:07SPEAKER_01: But this debate, Chris, has been going on for two decades.
- 25:13SPEAKER_01: Yeah.
- 25:14SPEAKER_01: Should we try and sort of stop the pre-owned market somehow?
- 25:21SPEAKER_01: And what would the impact be on day one sales?
- 25:25SPEAKER_01: Because obviously,
- 25:26SPEAKER_01: you know,
- 25:26SPEAKER_01: people that don't buy the pre-owned,
- 25:28SPEAKER_01: are they shifted towards buying the new purchase?
- 25:32SPEAKER_01: Or in your kind of argument,
- 25:34SPEAKER_01: is this going to drop and cannibal in effect,
- 25:36SPEAKER_01: it's going to drop day one sales because people are just not going to buy them
- 25:41SPEAKER_01: because they're not physical?
- 25:42SPEAKER_02: The pre-owned stuff,
- 25:44SPEAKER_02: I think,
- 25:45SPEAKER_02: people bring this up on social media at the time,
- 25:46SPEAKER_02: I think it's a pointless conversation in 2026.
- 25:48SPEAKER_02: It absolutely was a major conversation 15 years ago.
- 25:51SPEAKER_02: That's what I mean, it's been going on.
- 25:54SPEAKER_02: But back then, everyone did pre-owned, right?
- 25:56SPEAKER_02: They're actively saying to you, give the games back to us, we'll give you stuff, right?
- 26:00SPEAKER_02: And I remember when I was at university,
- 26:02SPEAKER_02: I would take four old FIFA games into the game and I would get,
- 26:06SPEAKER_02: I don't know, the latest Ubisoft game.
- 26:09SPEAKER_02: It was like I used to do that all the time.
- 26:13SPEAKER_02: They didn't always accept FIFA games, but that's what I used to do.
- 26:18SPEAKER_02: It was basically a glorified rental system for me and certain people.
- 26:22SPEAKER_02: I'd sit there and play a game.
- 26:24SPEAKER_02: I loved it.
- 26:24SPEAKER_02: I kept it.
- 26:25SPEAKER_02: I thought it was all right.
- 26:26SPEAKER_02: It went on a pile of stuff that eventually I'd take back to game to get another one.
- 26:29SPEAKER_02: And I do think,
- 26:30SPEAKER_02: particularly at that time,
- 26:31SPEAKER_02: when you think about the amount of physical games that came out every week,
- 26:34SPEAKER_02: people talk about September being busy.
- 26:36SPEAKER_02: I remember one week in November being twice the size This entire year's AAA schedule, right?
- 26:41SPEAKER_02: That was in 2008.
- 26:42SPEAKER_02: It was something like World of Warcraft,
- 26:45SPEAKER_02: which was in a box back then,
- 26:46SPEAKER_02: and Football Manager,
- 26:48SPEAKER_02: and WWE,
- 26:49SPEAKER_02: and Need for Speed,
- 26:50SPEAKER_02: and A Call of Duty Game,
- 26:51SPEAKER_02: in the same week,
- 26:53SPEAKER_02: Guitar Hero title,
- 26:54SPEAKER_02: and Banjo-Kazooie, Gears of War, all of that within seven days of each other.
- 26:59SPEAKER_02: And that was normal back then,
- 27:00SPEAKER_02: but I always felt that that pre-owned market benefited from that.
- 27:02SPEAKER_02: And Game used to have a statistic that said that 98% of people who traded
- 27:07SPEAKER_02: in games traded against in-store credit.
- 27:09SPEAKER_02: So they traded it in against things to buy against the next thing.
- 27:13SPEAKER_02: They weren't trading into cash.
- 27:15SPEAKER_02: Now, that was obviously an issue in a debate back then.
- 27:18SPEAKER_02: I think it's pointless that game don't do pre-owned.
- 27:22SPEAKER_02: Back then, Angus, Asda did pre-owned.
- 27:24SPEAKER_02: Asda don't do pre-owned.
- 27:26SPEAKER_02: CX still does.
- 27:27SPEAKER_02: And you can still have eBay and all that kind of stuff.
- 27:29SPEAKER_01: It's more on eBay and stuff.
- 27:31SPEAKER_01: It's not much more than it used to be.
- 27:32SPEAKER_01: But I think it is,
- 27:34SPEAKER_01: from a collector point of view,
- 27:35SPEAKER_01: or people that just want to own a tangible piece of media, then...
- 27:39SPEAKER_01: Obviously it's upsetting to understand that Sony is not going to be producing.
- 27:49SPEAKER_02: I'm moving on from that conversation.
- 27:50SPEAKER_02: I think it's not the right call and I understand that PS6 won't have a hard drive
- 27:55SPEAKER_02: and all this kind of stuff.
- 27:56SPEAKER_02: I think that there is a small cottage industry here that you can just allow to happen.
- 28:01SPEAKER_02: It's not a case of supporting it.
- 28:03SPEAKER_02: You can just let it happen.
- 28:04SPEAKER_02: But we've had that chat.
- 28:09SPEAKER_01: It's just like a PlayStation 6.
- 28:12SPEAKER_01: Part of the reason might be because they're thinking of doing something Howard Grid
- 28:16SPEAKER_01: or something like that.
- 28:17SPEAKER_01: I think a PlayStation 6 could have an add-on drive like they've done for
- 28:24SPEAKER_01: the PlayStation 5 because people will still have physical PlayStation 5 games
- 28:29SPEAKER_01: that they want to play on there.
- 28:34SPEAKER_01: It's not necessarily the death of obviously new games from January 28th.
- 28:38SPEAKER_01: I don't think they're going to reverse that decision anyway.
- 28:42SPEAKER_01: I wouldn't be surprised.
- 28:43SPEAKER_01: I think Xbox is probably shifting.
- 28:48SPEAKER_01: It wants to shift users progressively.
- 28:51SPEAKER_01: Obviously it benefits them both, around margin sales and all this kind of stuff.
- 28:57SPEAKER_01: So I wouldn't be surprised if Xbox followed Switch.
- 29:00SPEAKER_02: I don't think it's a big deal.
- 29:02SPEAKER_02: I used to do this when I used to report on the GSD data all the time.
- 29:06SPEAKER_02: I would go,
- 29:07SPEAKER_02: I'd do a bit of digital analysis and I'd go like Nintendo's,
- 29:10SPEAKER_02: sometimes Nintendo can be 70,
- 29:11SPEAKER_02: 80% physical in certain markets, even higher than that in certain cases, right?
- 29:16SPEAKER_02: This is Switch, not Switch 2.
- 29:19SPEAKER_02: And PlayStation would be 50, depending on the market, like France, it could be 50, 60%.
- 29:26SPEAKER_02: Physical, right?
- 29:27SPEAKER_02: Which is what we saw with Resident Evil Requiem, for instance.
- 29:29SPEAKER_02: So that can be heavily physical.
- 29:31SPEAKER_02: And then you get to Xbox and it's like 10%, right?
- 29:36SPEAKER_02: And I think that's partly Xbox Series S being a very,
- 29:39SPEAKER_02: very popular platform, you know, particularly at the start.
- 29:42SPEAKER_02: Like, I'm not saying it's half now,
- 29:43SPEAKER_02: but it certainly was half for a long time of all sales of Series S,
- 29:46SPEAKER_02: so half the owners of a Other than Xbox,
- 29:48SPEAKER_02: don't have a hard drive, don't have a disk drive.
- 29:52SPEAKER_02: And then you've also got things like Game Pass, which I think trains its audience.
- 29:54SPEAKER_02: I also think the types of games that sell well on Xbox,
- 29:57SPEAKER_02: like the Helldivers 2 example we gave earlier,
- 29:59SPEAKER_02: are leaning more heavily to the online digital world.
- 30:02SPEAKER_02: So I think that audience is a lot more digital savvy.
- 30:04SPEAKER_02: And they're not that far off the PC numbers, really, in terms of digital.
- 30:08SPEAKER_02: So I think for Xbox, it's like, if they drop discs, I think the alcohol will be a lot quieter.
- 30:14SPEAKER_02: Well, you've got a lot of vocals.
- 30:18SPEAKER_02: Vocal people, I guess.
- 30:20SPEAKER_02: I'm aware that we sort of deviated off there a little bit.
- 30:23SPEAKER_02: I think it depends on the publisher.
- 30:26SPEAKER_02: You've mentioned a couple of examples there.
- 30:28SPEAKER_02: So games like Astro Bot, so kids games, family games, maybe nostalgia games.
- 30:33SPEAKER_02: Astro is a bit nostalgic.
- 30:36SPEAKER_02: Single story games.
- 30:38SPEAKER_01: I think the point is, you start off with a kind of portfolio analysis.
- 30:43SPEAKER_01: What is our overall percentage of digital?
- 30:47SPEAKER_01: Which is kind of what Capcom announced in its earnings.
- 30:49SPEAKER_01: It shares how much digital you can see in the earnings reports and stuff.
- 30:53SPEAKER_01: And then how many AAA games have we got coming?
- 30:56SPEAKER_01: Are there AAA games?
- 30:57SPEAKER_01: What are those like here that are going to be higher physical?
- 31:01SPEAKER_01: How many of those games have we got as a portfolio?
- 31:03SPEAKER_01: How exposed are we to this?
- 31:05SPEAKER_01: And then you start doing the country level stuff.
- 31:08SPEAKER_01: So there is quite a lot of complexity to this in terms of managing your audience.
- 31:15SPEAKER_01: You know,
- 31:15SPEAKER_01: internally within publishers,
- 31:17SPEAKER_01: they're only starting to discuss strategies to kind of manage this basically.
- 31:24SPEAKER_01: But luckily we've got this window of Hopkins used to do that.
- 31:29SPEAKER_01: So, yeah.
- 31:31SPEAKER_01: And GTA can train them all anyway.
- 31:32SPEAKER_02: It'll be fine.
- 31:33SPEAKER_02: Piers, I'm conscious of the time.
- 31:36SPEAKER_02: Thank you, though.
- 31:37SPEAKER_02: Are you going out to Gamescom?
- 31:38SPEAKER_02: I will be at Gamescom, yes.
- 31:39SPEAKER_02: Well, you might like my next guest then.
- 31:42SPEAKER_02: We're about to welcome Felix Falk,
- 31:43SPEAKER_02: who is the Managed Director of the German Games Industry Association and
- 31:46SPEAKER_02: the co-organiser of Gamescom.
- 31:49SPEAKER_02: So, Piers, thank you.
- 31:51SPEAKER_02: And now over to Felix.
- 31:53SPEAKER_02: Hello Felix, welcome to the show.
- 31:54SPEAKER_02: Hi, good to see you again.
- 31:56SPEAKER_02: Wow, great numbers every year.
- 31:58SPEAKER_02: Gamescom sold out for exhibitors.
- 32:00SPEAKER_02: You can't fit any more exhibitors in.
- 32:01SPEAKER_00: Yeah.
- 32:01SPEAKER_02: The numbers keep going up.
- 32:03SPEAKER_02: Do you have any challenges?
- 32:05SPEAKER_02: It just seems to be always everything's going in the right direction.
- 32:08SPEAKER_00: Yeah, I mean, it's crazy and we're really delighted that it works like this.
- 32:12SPEAKER_00: I mean, we as an association with all our members,
- 32:15SPEAKER_00: we know how hard it's been in the past years for the games industry.
- 32:19SPEAKER_00: So to see on the opposite
- 32:21SPEAKER_00: that Gamescom is going really well Breaking records every year somehow feels,
- 32:27SPEAKER_00: you know, strange.
- 32:28SPEAKER_00: But on the other hand,
- 32:29SPEAKER_00: it's great to see that Gamescom helps the industry to show what's
- 32:33SPEAKER_00: the next new thing, to talk about investments, to talk about new ideas, new growth.
- 32:38SPEAKER_00: New companies, new games.
- 32:40SPEAKER_00: So I think for the international games industry, Gamescom is very important.
- 32:45SPEAKER_00: And especially in tough times, it's even more important to think about the future.
- 32:50SPEAKER_00: And that's what we do at Gamescom.
- 32:51SPEAKER_00: So I'm really happy that we are We are able to provide this important stage.
- 32:56SPEAKER_00: And this year, yes, if you ask for challenges, we are sold out for the first time.
- 33:01SPEAKER_00: So of course,
- 33:02SPEAKER_00: it will be a challenge to rearrange things for next year,
- 33:05SPEAKER_00: but we're already in the middle of planning for 27.
- 33:08SPEAKER_00: And the years afterwards.
- 33:10SPEAKER_00: So I don't have any worries that we will be able to grow.
- 33:14SPEAKER_00: And especially for me,
- 33:16SPEAKER_00: when I saw the numbers for the country pavilions,
- 33:19SPEAKER_00: which are growing this year from 40 to 47.
- 33:22SPEAKER_00: So almost 20%.
- 33:24SPEAKER_00: We have a new country pavilions from Cyprus, from Morocco, from Nigeria.
- 33:31SPEAKER_00: So it's great to see that all these countries come to Gamescom to do business.
- 33:36SPEAKER_00: And that's the beauty of Gamescom.
- 33:39SPEAKER_00: All the challenges we have are challenges I can't complain about.
- 33:44SPEAKER_02: Yeah, we've got good problems.
- 33:45SPEAKER_02: Can you actually fit more people in?
- 33:47SPEAKER_02: I know you can probably open more halls and get more exhibitors in,
- 33:49SPEAKER_02: but can you actually fit more guests in?
- 33:50SPEAKER_02: Is that a good idea?
- 33:52SPEAKER_00: Yeah, we don't want to fit too many people in because Gamescom is not only about people on site.
- 33:57SPEAKER_00: I mean, we have hundreds of thousands.
- 33:58SPEAKER_00: So last year we had 357,000 people.
- 34:02SPEAKER_00: It doesn't really matter if it's 10k more or less because the majority The majority
- 34:07SPEAKER_00: of growth has been in the digital reach.
- 34:10SPEAKER_00: So we have massive reach in people tuning in from everywhere in the world
- 34:15SPEAKER_00: for Gamescom, which is millions of people.
- 34:19SPEAKER_00: We had more than a billion people last year.
- 34:22SPEAKER_00: So that's more important than the people on site.
- 34:24SPEAKER_00: But of course,
- 34:26SPEAKER_00: we always try to find a good balance between as many people as possible,
- 34:30SPEAKER_00: but not limiting the quality of stay for people.
- 34:34SPEAKER_00: So that's why 2019 In 2019, we had a situation where we had too many people.
- 34:39SPEAKER_00: So the complaints were going up and people said,
- 34:44SPEAKER_00: it's too full and,
- 34:45SPEAKER_00: you know, it's too busy and, you know, it starts to feel squeezed.
- 34:49SPEAKER_00: So we went down from there and we give less tickets to the market than we could do.
- 34:55SPEAKER_00: Two days are already sold out because it's important for us that this day is perfect
- 34:59SPEAKER_00: for everyone who's there and gets multiplicated into the world via digital.
- 35:06SPEAKER_02: Well, let's talk about digital then,
- 35:07SPEAKER_02: because obviously Gamescom is becoming a bigger destination for game reveals.
- 35:11SPEAKER_02: And last year, I was really impressed with Lego Batman and Call of Duty and stuff like that.
- 35:15SPEAKER_02: But it's still very much like the third place people go.
- 35:17SPEAKER_02: It's like the Game Awards, Summer Game Fest, and then maybe it's Gamescom.
- 35:20SPEAKER_02: Is it a European thing?
- 35:22SPEAKER_02: Does that hold us back a little bit?
- 35:24SPEAKER_00: I think it's, of course, the focus on community.
- 35:27SPEAKER_00: So Gamescom is the heart of gaming for the community.
- 35:32SPEAKER_00: And that's, of course, for them, At best to have also hands-on.
- 35:37SPEAKER_00: So when you see the different marketing beats of games,
- 35:41SPEAKER_00: it's quite normal that something you want to present with a hands-on demo
- 35:45SPEAKER_00: at Gamescom.
- 35:46SPEAKER_00: We had really nice examples where The companies made it to announce it
- 35:51SPEAKER_00: in opening night live and have it hands on next day at Gamescom.
- 35:56SPEAKER_00: But of course, you know, that's tough.
- 35:57SPEAKER_00: And this also reduces the number of marketing beats for the companies.
- 36:01SPEAKER_00: So we do see that the amount A lot of marketing beats for a game is extended,
- 36:07SPEAKER_00: so there are more marketing beats.
- 36:09SPEAKER_00: So it's always a mix and we do see a lot of announcements also this year
- 36:14SPEAKER_00: at Gamescom,
- 36:15SPEAKER_00: but the core is the community experience and the backgrounds Stories and
- 36:20SPEAKER_00: the discussions and the conversation and the dialogue,
- 36:24SPEAKER_00: you know, from cosplay to esports, everything.
- 36:26SPEAKER_00: I think it's a mixture of this.
- 36:27SPEAKER_00: It's not like one event where it's always only about announcements.
- 36:32SPEAKER_00: It's a 360-degree festival, which has everything in there.
- 36:36SPEAKER_02: What I didn't know you did was this indie showcase, Open Night Live, I thought was the thing.
- 36:40SPEAKER_02: I mean, you've got this indie one as well, which we teamed up with IGN this year.
- 36:43SPEAKER_02: That's cool.
- 36:44SPEAKER_02: And I guess IGN hopefully give it a bigger reach and make that more of a thing for you.
- 36:49SPEAKER_00: Yes, we are extending what we do for indies and with Gapescom Awesome Indie,
- 36:53SPEAKER_00: the show which we had the last years.
- 36:56SPEAKER_00: We want to make it bigger.
- 36:57SPEAKER_00: We did more investment to get more reach for this and more,
- 37:01SPEAKER_00: you know,
- 37:02SPEAKER_00: more people tuning in because in the In the end,
- 37:05SPEAKER_00: even for us as organizers,
- 37:06SPEAKER_00: sometimes we meet for evaluation in September and people say,
- 37:11SPEAKER_00: oh, have you seen this?
- 37:11SPEAKER_00: And I say, oh, no, I haven't even noticed because it's so huge and so massive.
- 37:17SPEAKER_00: So it is important.
- 37:19SPEAKER_00: With all these things happening to find more slots for also indies.
- 37:25SPEAKER_00: And that's what we do this year.
- 37:27SPEAKER_00: And by the way, the indie space is growing.
- 37:31SPEAKER_00: We have 16% plus from exhibitors in the indie space.
- 37:35SPEAKER_00: So it's a core feature of what's happening at Gamescom is indies,
- 37:41SPEAKER_00: which is great because the diversity and how much is happening
- 37:47SPEAKER_00: at Gamescom This is one example for this.
- 37:51SPEAKER_02: I don't know if you know this, Felix, but I obviously speak to a lot of event companies.
- 37:53SPEAKER_02: I used to work at ReadPop as well,
- 37:55SPEAKER_02: so things like Comic-Cons and the PAXs and the stuff,
- 37:57SPEAKER_02: and they're all looking at you and they hate you.
- 38:01SPEAKER_02: It's just, they're really struggling, and I guess the scale of Gamescom is part of it.
- 38:07SPEAKER_02: But one of the events that I've been following for years,
- 38:10SPEAKER_02: ever since it was GDC Europe,
- 38:12SPEAKER_02: and then it became DevCom, and now you've rebranded it to Gamescom Dev.
- 38:15SPEAKER_02: Is it working?
- 38:16SPEAKER_02: Is the rebrand sort of taking you in the right direction you want to do with that?
- 38:19SPEAKER_00: Yeah, it's working really well.
- 38:21SPEAKER_00: It's not only the new name, Gamescom Dev, but it's also the closer integration into Gamescom.
- 38:27SPEAKER_00: So for example,
- 38:28SPEAKER_00: for business tickets,
- 38:29SPEAKER_00: we changed the whole business structure to make people aware of the fact
- 38:34SPEAKER_00: that they can do five days, the whole week of business.
- 38:37SPEAKER_00: So business is starting on the Monday at Gamescom Dev.
- 38:41SPEAKER_00: You know, goes into Gamescom business area until Friday.
- 38:47SPEAKER_00: So this helps a lot for better understanding what you actually can do and
- 38:50SPEAKER_00: where you can do business and meetings.
- 38:53SPEAKER_00: By the way,
- 38:56SPEAKER_00: when it comes to other event organizers,
- 38:58SPEAKER_00: we are a great partnership as,
- 38:59SPEAKER_00: you know,
- 39:01SPEAKER_00: they tell me and we have,
- 39:02SPEAKER_00: you know, we invite them and they are at Gamescom and we learn from each other.
- 39:06SPEAKER_00: So we do...
- 39:08SPEAKER_02: I don't really hate you.
- 39:08SPEAKER_02: I was only joking.
- 39:12SPEAKER_00: No, but because as it was with E3 in former days and also with GDC,
- 39:17SPEAKER_00: it's a partnership because it's not only,
- 39:19SPEAKER_00: you know, there's not only space for one event.
- 39:22SPEAKER_00: That's also why we created Gamescom Asia and Gamescom Latam in Sao Paulo and
- 39:27SPEAKER_00: in Thailand and Bangkok because they're more Places in the year calendar and also in
- 39:34SPEAKER_00: the world which are important for the games industry.
- 39:38SPEAKER_00: So I think it's a partnership.
- 39:42SPEAKER_00: It's tough for Smaller events and especially for midsize events because digital is
- 39:48SPEAKER_00: so important that you can't,
- 39:51SPEAKER_00: as you know,
- 39:51SPEAKER_00: many companies don't decide for 10 events, but maybe only for one or two.
- 39:58SPEAKER_00: And so, of course,
- 39:59SPEAKER_00: with this size of Gamescom and this importance,
- 40:02SPEAKER_00: the global relevance of Gamescom, it's easier for us.
- 40:06SPEAKER_00: But we also work hard for this.
- 40:08SPEAKER_00: When you remember COVID,
- 40:11SPEAKER_00: when we did just Digital Gamescom,
- 40:14SPEAKER_00: that was no fun for the team and everyone,
- 40:18SPEAKER_00: but we still did it because it's so important.
- 40:20SPEAKER_00: So we invest a lot and do a lot to fulfill the needs of the industry and of the community.
- 40:27SPEAKER_02: Sharing the topic a little bit,
- 40:28SPEAKER_02: talk to me about this democracy theme, because this is interesting.
- 40:31SPEAKER_02: This is new.
- 40:32SPEAKER_00: It's not new.
- 40:33SPEAKER_00: It's part of the games industry and that topics of society and also political topics
- 40:40SPEAKER_00: which are not directly connected to games are important for us because we are
- 40:46SPEAKER_00: a massive factor For economy, for society, for culture.
- 40:51SPEAKER_00: So I think there's also a responsibility.
- 40:54SPEAKER_00: So at Gamescom, we do this with our program, Gamescom Cares.
- 40:59SPEAKER_00: And maybe you remember last year,
- 41:00SPEAKER_00: opening Night Live,
- 41:02SPEAKER_00: where we We had a Gamescom highlight,
- 41:04SPEAKER_00: a Gamescom Cares highlight with the developer developing games for democracy
- 41:09SPEAKER_00: and presented a couple of them.
- 41:11SPEAKER_00: So that was one of my highlights of the show.
- 41:14SPEAKER_00: And this year we have the chance for the first time The highest representative
- 41:19SPEAKER_00: of Germany, our president, is attending Gamescom.
- 41:23SPEAKER_00: So that's on the Gamescom Thursday where we talk about the potentials of games
- 41:29SPEAKER_00: for democracy because in broader society,
- 41:33SPEAKER_00: And media, general interest media, they're still misunderstanding about games.
- 41:37SPEAKER_00: So, I mean,
- 41:39SPEAKER_00: you might remember how often there are articles about toxic behavior in games and,
- 41:44SPEAKER_00: you know, gamers with a very narrow view on this community.
- 41:50SPEAKER_00: And we want to,
- 41:51SPEAKER_00: which studies actually tell in Germany as well,
- 41:55SPEAKER_00: and we want to tell people that it's especially gamers in the gaming industry that
- 42:00SPEAKER_00: Who have a great potential for things like democracy and in our times right now,
- 42:05SPEAKER_00: what you can see with all the problems GDC has,
- 42:09SPEAKER_00: it's so important to show where we are standing and why diversity,
- 42:14SPEAKER_00: why democracy, why
- 42:20SPEAKER_00: All of these things are so important for the successful games industry and how we
- 42:26SPEAKER_00: and our community can help democracy because what those studies have shown,
- 42:33SPEAKER_00: the activism and the engagement of the community is much higher than in the rest of
- 42:39SPEAKER_00: the society.
- 42:41SPEAKER_00: So gamers are more willing to Donate,
- 42:48SPEAKER_00: to collect donations,
- 42:49SPEAKER_00: to sign positions,
- 42:53SPEAKER_00: to demonstrate, to engage for things like democracy and that's a chance.
- 42:58SPEAKER_02: I've just been reading this,
- 42:59SPEAKER_02: you might have seen this,
- 43:00SPEAKER_02: but this is from one of our regular guests and the whole book is about how It's
- 43:05SPEAKER_02: on my desk.
- 43:06SPEAKER_02: Yeah, yeah, so it's George.
- 43:08SPEAKER_02: And it's all about how, you know, basically bad actors are using games.
- 43:13SPEAKER_02: Well, I'm not saying not all of the bad actors,
- 43:14SPEAKER_02: I wouldn't be careful of saying that,
- 43:15SPEAKER_02: but certainly certain different,
- 43:18SPEAKER_02: maybe non-democratic societies are using video games in trying to influence things.
- 43:22SPEAKER_02: And yeah, I think it's an important education tool.
- 43:24SPEAKER_00: Yeah, and Josh will be at Gamescom Congress talking about this.
- 43:28SPEAKER_00: So we use the reach and the importance of Gamescom to also shed a light
- 43:32SPEAKER_00: on these important topics because I think we need to be aware of these movements
- 43:40SPEAKER_00: and we need to hold back and fight back because,
- 43:42SPEAKER_00: you know,
- 43:43SPEAKER_00: all the international teams working creatively on the development of games,
- 43:48SPEAKER_00: they're dependent on These values, and it's why we need to fight for this.
- 43:55SPEAKER_02: Well, that's a bit very serious topic.
- 43:57SPEAKER_02: This is also quite important topic.
- 43:58SPEAKER_02: You issued a political statement for more support for European and
- 44:02SPEAKER_02: the German game scene in particular.
- 44:04SPEAKER_02: You know what?
- 44:04SPEAKER_02: This speaks to something, Felix.
- 44:05SPEAKER_02: I went to see a UK developer a couple of weeks ago.
- 44:07SPEAKER_02: We did it last week.
- 44:08SPEAKER_02: It was Sumo.
- 44:09SPEAKER_02: And they've told me that they've had to reduce,
- 44:11SPEAKER_02: like a lot of studios have cut back,
- 44:13SPEAKER_02: and they've cut staff in the UK,
- 44:15SPEAKER_02: but they haven't cut any staff from their India office.
- 44:18SPEAKER_02: That worries me a little bit because Sumo was a UK independent company.
- 44:21SPEAKER_02: I know this is not a European business,
- 44:22SPEAKER_02: but it was a UK independent company, but it's now owned by Tencent.
- 44:26SPEAKER_02: And that's not unusual.
- 44:28SPEAKER_02: A lot of our top game companies are owned by Chinese or Japanese
- 44:31SPEAKER_02: or American companies,
- 44:32SPEAKER_02: but it was always sort of okay because at least that led to job creation
- 44:36SPEAKER_02: and investment and stuff like that.
- 44:38SPEAKER_02: But now we're seeing those jobs being outsourced to places like India,
- 44:42SPEAKER_02: to China, to some places in Europe as well.
- 44:45SPEAKER_02: But see, the money is sort of flowing out.
- 44:48SPEAKER_02: And now the jobs are as well.
- 44:50SPEAKER_02: And I think it's more important than ever that,
- 44:53SPEAKER_02: you know,
- 44:55SPEAKER_02: the games industry gets backed and supported because in the US as well and Canada
- 45:01SPEAKER_02: and all the West really, for me,
- 45:03SPEAKER_02: and maybe I'm over worrying about it,
- 45:05SPEAKER_02: but there feels like a threat here that if we're not careful,
- 45:08SPEAKER_02: we might see these industries in these markets fall away quite fast.
- 45:13SPEAKER_02: That wasn't a question.
- 45:14SPEAKER_02: I thought the statement was important.
- 45:16SPEAKER_00: Yeah, I mean, interesting optimization.
- 45:18SPEAKER_00: I don't see this for our industry.
- 45:20SPEAKER_00: Of course,
- 45:20SPEAKER_00: there have been cuts everywhere in the past year against industry,
- 45:25SPEAKER_00: but the difference for industries like a movie or other industry,
- 45:30SPEAKER_00: the production is stronger than in other industries connected to the place
- 45:38SPEAKER_00: where it happens because you can't,
- 45:40SPEAKER_00: you know,
- 45:41SPEAKER_00: There are some assets you can get from supporting studios in India or wherever,
- 45:46SPEAKER_00: but the core creative team needs to be on site and needs to stay there for years
- 45:52SPEAKER_00: and years.
- 45:53SPEAKER_00: So that's why the effects for Also,
- 45:57SPEAKER_00: a government are so positive,
- 45:58SPEAKER_00: and that's why so many countries support games' direction.
- 46:02SPEAKER_02: Yeah, you get the core creative teams.
- 46:04SPEAKER_02: So this is the thing everyone talks about.
- 46:06SPEAKER_02: You get core creative teams of five,
- 46:08SPEAKER_02: six people,
- 46:08SPEAKER_02: 30 people,
- 46:09SPEAKER_02: however big the team is,
- 46:10SPEAKER_02: and then they need to scale up when they need to,
- 46:12SPEAKER_02: scale back by using outsource companies.
- 46:14SPEAKER_02: And increasingly,
- 46:15SPEAKER_02: we're starting to see those outsource companies go into markets where it's cheaper.
- 46:18SPEAKER_02: And that's where I'm a bit worried.
- 46:19SPEAKER_02: In film and TV,
- 46:20SPEAKER_02: the examples that you gave,
- 46:21SPEAKER_02: in the UK film scene is huge,
- 46:23SPEAKER_02: but that's because of tech support from governments, right?
- 46:26SPEAKER_02: And that's helped that.
- 46:27SPEAKER_02: That's made that an easy, you know, there's less of that sort of thing.
- 46:30SPEAKER_02: So that's why, in a way, I was agreeing in the sense that...
- 46:36SPEAKER_02: I may be over worrying it, but it's just...
- 46:39SPEAKER_00: I mean, there is a dynamic evolution or a dynamic development,
- 46:44SPEAKER_00: so we always need to see what's happening.
- 46:46SPEAKER_00: But we can see now the cultural benefit of having a strong games industry in Europe,
- 46:53SPEAKER_00: In Germany,
- 46:54SPEAKER_00: the cultural benefit is huge because other regions in the world are using games
- 47:01SPEAKER_00: as political soft power.
- 47:02SPEAKER_00: So it is important.
- 47:04SPEAKER_00: There's the technology and the question of where does the technology where
- 47:09SPEAKER_00: the games industry has a big impact in where is this coming from in the future and
- 47:14SPEAKER_00: who knows how to deal with artificial intelligence and whatever,
- 47:20SPEAKER_00: where we are on the forefront as games industry.
- 47:22SPEAKER_00: And the third is Economy, which is important where the most important people sit.
- 47:29SPEAKER_00: So, yeah,
- 47:30SPEAKER_00: that's why I'm also looking forward to Henna Wirkonen,
- 47:34SPEAKER_00: who's executive president,
- 47:37SPEAKER_00: vice president of So for the first time at Gamescom,
- 47:41SPEAKER_00: we also have the European perspective and she's in preparation for
- 47:46SPEAKER_00: a European game strategy.
- 47:48SPEAKER_00: So this will be interesting also to talk to her,
- 47:51SPEAKER_00: how can we as European games players, how can we be better in the future?
- 47:58SPEAKER_00: I think that's a good part of a positive competition.
- 48:11SPEAKER_02: Well, I'm wearing the time, so I'll end on a Gamescom question.
- 48:14SPEAKER_02: What are you most looking forward to from the event this year?
- 48:17SPEAKER_00: Oh, always the hardest question.
- 48:21SPEAKER_00: I'm very much looking, not only this one, but I'm very much looking forward to Gamescom Quick.
- 48:28SPEAKER_00: So for the first time,
- 48:30SPEAKER_00: GDQ is present in Europe at Gamescom,
- 48:34SPEAKER_00: and it's not only fun to see all these speedruns,
- 48:36SPEAKER_00: but also it's connected to Collecting donations for gaming for democracy,
- 48:43SPEAKER_00: so for good cause as well.
- 48:44SPEAKER_00: And I think there comes together a lot of the unique strength of the games community
- 48:52SPEAKER_00: to be creative, to be fun, but also to do things for a better future.
- 48:57SPEAKER_00: So I think that's one of the many nice examples of Gamescom 2026.
- 49:04SPEAKER_02: I'm looking forward to it.
- 49:05SPEAKER_02: We will, of course, be there.
- 49:06SPEAKER_02: My whole team's going to be there, including Jeff.
- 49:08SPEAKER_02: But thank you, Felix.
- 49:09SPEAKER_02: Good luck next week.
- 49:10SPEAKER_00: Thank you very much, and see you in Cologne.
- 49:13SPEAKER_00: So all that's left for me to do now is run through
- 49:15SPEAKER_02: the news of the last week
- 49:16SPEAKER_02: and there's quite a few stories.
- 49:18SPEAKER_02: I'll start with some more recent stories.
- 49:20SPEAKER_02: Human 4 Flap development leaders Sitari Schefter and Will Dudley have formed
- 49:24SPEAKER_02: a new studio called Pretty Cool Games.
- 49:26SPEAKER_02: They're UK based,
- 49:27SPEAKER_02: fully remote and they've received startup money from Chinese developer Hypergryph,
- 49:32SPEAKER_02: which is best known for RPG Art Knights Enfield.
- 49:35SPEAKER_02: Human 4 Flap is obviously a mega hit,
- 49:36SPEAKER_02: it's been an absolute smash hit to us, but it's an exciting new studio.
- 49:40SPEAKER_02: Speaking of new studios,
- 49:41SPEAKER_02: you've probably heard about this thing as I emailed you about it yesterday.
- 49:43SPEAKER_02: Arcane studio leaders Harvey Smith, Ben Horne and Riccardo Bear have formed Black Pony Mercive.
- 49:50SPEAKER_02: This is a 23 person team.
- 49:52SPEAKER_02: They've received publisher backing, although we're not sure who, they wouldn't tell us that.
- 49:55SPEAKER_02: It is working on a single-player immersive sim game.
- 49:58SPEAKER_02: The team have worked on major games in the past, including Dishonored Prey, Deus Ex.
- 50:02SPEAKER_02: They also worked on Redfall,
- 50:03SPEAKER_02: which didn't go very well, and it's a really fascinating story, that one.
- 50:06SPEAKER_02: You can check out the full,
- 50:07SPEAKER_02: I think,
- 50:08SPEAKER_02: genuinely fantastic interview with Smith and Horne in yesterday's edition of
- 50:11SPEAKER_02: The Game Business Show, a newsletter to give that a read.
- 50:15SPEAKER_02: And sticking with immersive sims,
- 50:17SPEAKER_02: another immersive sim legend, this one, but not such a happy story.
- 50:20SPEAKER_02: Deus Ex, FIFA, and Epic Mickey creator Warren Spector has announced his retirement.
- 50:24SPEAKER_02: After over 40 years making video games,
- 50:26SPEAKER_02: the games legend says it's time to focus on writing books and maybe some consulting.
- 50:30SPEAKER_02: He admits his personal enjoyment of making games has fallen away in recent years.
- 50:35SPEAKER_02: A completely different story, this one.
- 50:36SPEAKER_02: The US Senate Judiciary Subcommittee on Crime and Counterterrorism,
- 50:40SPEAKER_02: they've been getting involved in Roblox.
- 50:41SPEAKER_02: They're going to be investigating the platform.
- 50:43SPEAKER_02: They've accused it of prioritizing revenue and engagement metrics over child safety.
- 50:48SPEAKER_02: Roblox denies this,
- 50:48SPEAKER_02: and it has been pushing a lot on the child safety angle,
- 50:51SPEAKER_02: but it continues to face criticism on that front.
- 50:55SPEAKER_02: Uh we covered these two stories um
- 50:56SPEAKER_02: in our it's not called micro anymore it's called here's the drink that we do
- 50:59SPEAKER_02: on monday but one
- 51:00SPEAKER_02: of them was netflix's closing night school studio alongside helsinki-based moonloot
- 51:04SPEAKER_02: games moonloot has yet to release a game whereas night school is actually one of
- 51:07SPEAKER_02: the most prolific and exciting studios that netflix had they they made
- 51:10SPEAKER_02: the recent horror hit unhinged and last year's black mirror tie
- 51:13SPEAKER_02: and fronglets you know further back they did oxenfree and oxenfree 2 and they worked
- 51:17SPEAKER_02: on the mr robot mobile game and I've always really liked them so it's
- 51:19SPEAKER_02: a real shame I do hope that That team, you know, can stay together in some way.
- 51:25SPEAKER_02: In a more positive news, 2K Games has opened a studio.
- 51:27SPEAKER_02: That studio is called Small Axe.
- 51:29SPEAKER_02: They're a new developer in Vancouver, Canada.
- 51:31SPEAKER_02: So right on EA Sports' lawn and full of the EA Sports people,
- 51:35SPEAKER_02: some of the leaders of The new studio include VP
- 51:37SPEAKER_02: and executive producer Aaron McHardy,
- 51:39SPEAKER_02: he's from EA Sports FC and Madden,
- 51:41SPEAKER_02: head of design Gary Patterson,
- 51:42SPEAKER_02: who's from FIFA and NBA Live,
- 51:43SPEAKER_02: head of operations Tom Pan,
- 51:44SPEAKER_02: who worked on FIFA,
- 51:45SPEAKER_02: UFC and SSX,
- 51:47SPEAKER_02: head of engineering Mike Thompson,
- 51:48SPEAKER_02: who worked on NHL and UFC,
- 51:50SPEAKER_02: and technical art director John Kruse,
- 51:51SPEAKER_02: who worked on FIFA, NBA and Skate, lots of EA people.
- 51:54SPEAKER_02: Other key hires include head of HR,
- 51:55SPEAKER_02: Trisha McGuan,
- 51:56SPEAKER_02: who was at Gloomobile,
- 51:57SPEAKER_02: another EA related company,
- 51:59SPEAKER_02: and animation director, Brent Breedveld, who's at Relic Entertainment.
- 52:02SPEAKER_02: Oh, and art director, Carl Grick, who was at Blackbird Interactive.
- 52:06SPEAKER_02: They are building a new blockbuster sports franchise and want to redefine the future
- 52:10SPEAKER_02: of sports video games.
- 52:11SPEAKER_02: It may be a football game.
- 52:12SPEAKER_02: It may not be a football game.
- 52:13SPEAKER_02: We'll find out soon.
- 52:14SPEAKER_02: On to financials.
- 52:15SPEAKER_02: Nexon saw Q2 revenues rise 2% to $761 million,
- 52:19SPEAKER_02: driven by continued success for Ark Raiders and MapleStory.
- 52:22SPEAKER_02: Ark Raiders has now hit 16.3 million sales after selling a further 800,000 units
- 52:26SPEAKER_02: during that second quarter.
- 52:28SPEAKER_02: A large content update for Ark Raiders is coming in October.
- 52:30SPEAKER_02: We should get them back on.
- 52:31SPEAKER_02: I'd love to get them back on.
- 52:32SPEAKER_02: Mattel has announced the formation of Mattel Game Studios,
- 52:34SPEAKER_02: a global development organization that will create games based on the company's IP.
- 52:38SPEAKER_02: It follows the acquisition of Mattel 163 in February.
- 52:41SPEAKER_02: That was a joint venture with Nexon.
- 52:44SPEAKER_02: They made it a single venture.
- 52:47SPEAKER_02: Oversee existing mobile games and upcoming titles coming to Roblox and Fortnite.
- 52:52SPEAKER_02: That Pokemon spin-off game, do you remember it?
- 52:54SPEAKER_02: Pokemon PokePS Switch 2 exclusive did really well in March.
- 52:57SPEAKER_02: It's an episode of 5 million copies worldwide.
- 52:59SPEAKER_02: That's the latest update from Nintendo.
- 53:01SPEAKER_02: And finally, CD Projekt has made some cuts to its Project Serious team.
- 53:04SPEAKER_02: That's the new multiplayer spin-off to The Witcher series.
- 53:06SPEAKER_02: Nine employees have been cut.
- 53:07SPEAKER_02: For further nine to be offered roles elsewhere.
- 53:09SPEAKER_02: The cuts were to reflect the project's needs at this stage of development.
- 53:13SPEAKER_02: That's it for today's episode of The Game Business Show.
- 53:14SPEAKER_02: We're going to be back next week with...
- 53:16SPEAKER_02: Well, lots and lots and lots of news because we're going to be out at Gamescom.
- 53:19SPEAKER_02: So stay tuned for us for that.
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- 53:35SPEAKER_02: But that's it from us today.
- 53:37SPEAKER_02: Until next time, thank you for tuning in.