Latest / The Game Business Show / The shooter that Tencent abandoned: Wardogs hits 2m sales in one weekend
Transcript
- 0:00SPEAKER_00: We're not transparent
- 0:01SPEAKER_00: and we're not honest.
- 0:02SPEAKER_01: That's not what we're doing.
- 0:03SPEAKER_01: We're being clear.
- 0:05SPEAKER_01: They know I don't believe in work from home for making video games.
- 0:08SPEAKER_01: They know I don't stand for that.
- 0:10SPEAKER_01: They know I expect people to crunch.
- 0:13SPEAKER_01: I own that.
- 0:13SPEAKER_01: I don't try and hide it.
- 0:15SPEAKER_01: For the last six years, we've made redundancies every single year and about 20% of the company.
- 0:21SPEAKER_01: This will be the first year we haven't done it.
- 0:23SPEAKER_01: The whole team went, Joe, we've got you back, you can do this.
- 0:27SPEAKER_01: And I'm there like, I can't do this.
- 0:29SPEAKER_01: Take the job.
- 0:30SPEAKER_01: Like, I'm telling you, we're going down.
- 0:35SPEAKER_00: Hello and welcome to The Game Business Show.
- 0:39SPEAKER_00: This week's edition is sponsored by Exola.
- 0:41SPEAKER_00: So you already sell your PC game on Steam,
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- 0:50SPEAKER_00: Exola Publishing Suite gives you your own PC game store,
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- 0:58SPEAKER_00: and you keep up to 95% of every sale.
- 1:01SPEAKER_00: Makes a lot of sense, right?
- 1:03SPEAKER_00: More than a thousand PC game studios already sell direct
- 1:05SPEAKER_00: and you can have your own store, live in days, not weeks.
- 1:10SPEAKER_00: Find out more at publisher.exola.com or alternatively click the links in
- 1:13SPEAKER_00: the newsletter attached with this show.
- 1:16SPEAKER_00: Speaking of which, let's talk about this week's show.
- 1:19SPEAKER_00: So last week, a 100-player tactical shooter came out in early access called War Dogs.
- 1:25SPEAKER_00: It's from a UK studio called Bulkhead, who are really well known for FPS games.
- 1:28SPEAKER_00: They made Battalion 9044, they made the Turing Test, they've also done work on PUBG.
- 1:33SPEAKER_00: Now, they've had a few owners down the years.
- 1:35SPEAKER_00: They were once partly owned by Square Enix,
- 1:37SPEAKER_00: before being picked up by Splash Damage and Tencent to work on
- 1:40SPEAKER_00: an ambitious Transformers title that ultimately didn't work out.
- 1:44SPEAKER_00: Then last year Tencent decided to invest from Bulkhead and
- 1:47SPEAKER_00: the Derby-based studio faced potential closure.
- 1:50SPEAKER_00: That was before they were saved thanks to investment from Hero Capital
- 1:53SPEAKER_00: and Team17 parent company Everplay.
- 1:56SPEAKER_00: Which is just as well, because Bulkhead has just launched War Dogs to immense success.
- 2:02SPEAKER_00: It's sold 1 million copies immediately and has gone on to do even more.
- 2:06SPEAKER_00: There are so many people trying to get into the game.
- 2:07SPEAKER_00: There's been some severe server issues too.
- 2:09SPEAKER_00: It's just been a sensation.
- 2:11SPEAKER_00: So it's a good time to coax Bulkhead CEO Joe Brammer away
- 2:15SPEAKER_00: from fighting all those fires to chat to The Game Business all about
- 2:19SPEAKER_00: the title's launch.
- 2:21SPEAKER_00: Check it out.
- 2:22SPEAKER_00: Hello, Joe.
- 2:22SPEAKER_00: Welcome to the show.
- 2:23SPEAKER_01: Hey, Chris.
- 2:24SPEAKER_01: Big fan.
- 2:25SPEAKER_01: I told you before, I mow my lawn listening to this podcast.
- 2:28SPEAKER_00: A very quiet lawnmower.
- 2:30SPEAKER_00: Well, congratulations.
- 2:32SPEAKER_00: What a launch you've had.
- 2:33SPEAKER_00: You were telling me before that you're quite tired from everything.
- 2:36SPEAKER_01: Yeah, it's the Monday after and it's been Just standing up a game of
- 2:43SPEAKER_01: that scale was not what we kind of planned to do.
- 2:46SPEAKER_01: So it was obviously a lot bigger than we expected, which is great.
- 2:51SPEAKER_01: It's just,
- 2:51SPEAKER_01: we've had to be there like,
- 2:53SPEAKER_01: oh my God,
- 2:54SPEAKER_01: DDoS attacks and like constant and cheaters and like all just different kinds
- 2:59SPEAKER_01: of things that scale are just bigger problems.
- 3:02SPEAKER_01: And yeah, it's interesting.
- 3:05SPEAKER_00: So what happened?
- 3:06SPEAKER_00: You had 1 million wish lists and 1 million sales like straight away.
- 3:11SPEAKER_01: So I think we got to like 1.7 or 8 million wish lists by the time we launched.
- 3:16SPEAKER_01: Okay.
- 3:17SPEAKER_01: We had pre-orders, so the million units were we did in pre-order.
- 3:22SPEAKER_01: All right.
- 3:23SPEAKER_01: Which was really cool because I don't mind sharing with you our like to keep going,
- 3:28SPEAKER_01: we had to do like 400,000 units, right?
- 3:31SPEAKER_01: And that was like the bare minimum and we've got to do a load of code of work.
- 3:34SPEAKER_01: And then it was like, okay, the happy scenario, like this is good.
- 3:37SPEAKER_01: We're okay.
- 3:38SPEAKER_01: It's like 600k.
- 3:39SPEAKER_01: And then this has gone crazy.
- 3:41SPEAKER_01: Well, it's 900k.
- 3:43SPEAKER_01: So we're doing really well just in pre-orders.
- 3:45SPEAKER_01: So we're quite happy.
- 3:46SPEAKER_01: I think at this point, I think whenever this goes low, it's 2 million units.
- 3:50SPEAKER_01: So I think that's today it's going to cross.
- 3:52SPEAKER_01: Wow.
- 3:53SPEAKER_01: We're really happy, but we haven't had much time to celebrate, to be honest.
- 3:56SPEAKER_00: Yeah.
- 3:56SPEAKER_00: Is it profitable already then?
- 3:58SPEAKER_01: Oh yeah.
- 3:59SPEAKER_01: Like it was profitable, but like quite early on.
- 4:03SPEAKER_01: So we run a tight ship and a controversially tight ship perhaps.
- 4:08SPEAKER_01: And we live in Derby, which is cheap.
- 4:10SPEAKER_01: So If nothing else.
- 4:13SPEAKER_00: Well, yes.
- 4:14SPEAKER_00: This reminds me,
- 4:14SPEAKER_00: because I read your Games and Shop Busy article,
- 4:16SPEAKER_00: where Tencent was suspicious of your budget.
- 4:18SPEAKER_00: They didn't accept the fact it could be so cheap.
- 4:19SPEAKER_00: Is that right?
- 4:20SPEAKER_01: Yeah, not necessarily Tencent as an organization.
- 4:24SPEAKER_01: More like individuals in that kind of layer often track,
- 4:27SPEAKER_01: are they spending more or less than they say?
- 4:30SPEAKER_01: If they're spending more, they're probably just trying to hit their deadlines.
- 4:34SPEAKER_01: If they're spending less, they're probably slow.
- 4:37SPEAKER_01: And we were, we couldn't spend like loads of money.
- 4:41SPEAKER_01: So yeah,
- 4:41SPEAKER_01: but that's normal,
- 4:42SPEAKER_01: all publishers, not just specific to Tencent really, but yeah, that was one metric.
- 4:46SPEAKER_01: And then,
- 4:47SPEAKER_01: you know,
- 4:47SPEAKER_01: now we're,
- 4:48SPEAKER_01: we learned a lot over the last few years with not,
- 4:50SPEAKER_01: not booming in So now we're kind of facing that, well,
- 4:54SPEAKER_01: we need to do some hiring,
- 4:56SPEAKER_01: but to support the scale,
- 4:58SPEAKER_01: but how do we not boom and not upend people's lives and then inevitably have
- 5:03SPEAKER_01: to make redundancies later in a few years time.
- 5:05SPEAKER_01: So trying to balance that right now.
- 5:07SPEAKER_00: Yeah.
- 5:08SPEAKER_00: Well, is outsourcing then the option there?
- 5:10SPEAKER_00: Is that the solution?
- 5:11SPEAKER_01: The problem with outsourcing we see is so often that the only way
- 5:14SPEAKER_01: to make it viable is that the outsourcers will put,
- 5:17SPEAKER_01: or Codo for example,
- 5:18SPEAKER_01: you get one superstar and then six juniors
- 5:21SPEAKER_01: and they don't really know what they're doing.
- 5:24SPEAKER_01: That's not always the case, but that's how you make it financially viable.
- 5:28SPEAKER_01: Whereas what we're seeing is that with an FPS game,
- 5:30SPEAKER_01: which is particularly difficult to make,
- 5:33SPEAKER_01: the only one harder is probably like an MMO really.
- 5:36SPEAKER_01: And with it being so difficult, you can't just be any team and jump in and do it.
- 5:41SPEAKER_01: And when you're an expert team,
- 5:42SPEAKER_01: like we are in FPS games and Unreal Engine performance,
- 5:47SPEAKER_01: if you come to us and say,
- 5:48SPEAKER_01: we're an Unreal Engine performance expert studio, we're like, no, you're not.
- 5:53SPEAKER_01: So it's quite hard.
- 5:54SPEAKER_01: We're quite picky and quite demanding.
- 5:56SPEAKER_01: So what we've seen is we adopted the gig economy to work for us.
- 6:02SPEAKER_01: We've been quite public about it.
- 6:02SPEAKER_01: We don't really do work from home.
- 6:04SPEAKER_01: Don't really like it,
- 6:05SPEAKER_01: but it's kind of not true in that we do love it,
- 6:09SPEAKER_01: but we'll only take you for six months,
- 6:10SPEAKER_01: 12 months, 18 months, and then we won't, you know, that's how that works.
- 6:14SPEAKER_01: And it kind of works for everyone in that way.
- 6:16SPEAKER_00: Yeah.
- 6:16SPEAKER_00: Okay.
- 6:17SPEAKER_00: Wow.
- 6:18SPEAKER_00: These are good problems they have though, Joe.
- 6:20SPEAKER_01: Yeah, it's where we're having to invest in leads and leadership and managers,
- 6:24SPEAKER_01: basically, to manage these external people.
- 6:27SPEAKER_01: So we're having to pay quite a lot to kind of be a bit more professional
- 6:30SPEAKER_01: than we were in the past, perhaps, let's say.
- 6:33SPEAKER_00: So what fires are you putting out then?
- 6:34SPEAKER_00: You had such an influx,
- 6:35SPEAKER_00: servers fell over,
- 6:38SPEAKER_00: and you had some warning this might happen, but it obviously exceeded even that.
- 6:41SPEAKER_01: Yeah.
- 6:42SPEAKER_01: For an FPS game, you generally don't have loads of queues to get into the game.
- 6:46SPEAKER_01: But for a new MMOs, brand new MMOs, It's like, you will.
- 6:49SPEAKER_01: But for us,
- 6:51SPEAKER_01: we had an issue really early on with getting into servers,
- 6:55SPEAKER_01: which meant there was a backlog at the queue.
- 6:57SPEAKER_01: And when the queue had a backlog,
- 6:59SPEAKER_01: it just meant it just got bigger and bigger and bigger
- 7:01SPEAKER_01: and we're just taking stuff down.
- 7:03SPEAKER_01: So we basically had no choice but to do our best to fix it.
- 7:07SPEAKER_01: But really, we just stayed really calm.
- 7:09SPEAKER_01: That was an amazing thing for us is we made a game years ago called Battalion 1944
- 7:14SPEAKER_01: that massively struggled at launch.
- 7:18SPEAKER_01: Obviously, all of the servers went down.
- 7:19SPEAKER_01: Everything was broken.
- 7:20SPEAKER_01: It was just nowhere near.
- 7:21SPEAKER_01: We were just a bunch of kids making an FPS game.
- 7:24SPEAKER_01: Because of that really negative experience,
- 7:27SPEAKER_01: we knew this time around we had to invest massively in it.
- 7:29SPEAKER_01: So we work with a company called Pragma,
- 7:31SPEAKER_01: who kind of run our And we have our own backend guys who work with them.
- 7:36SPEAKER_01: So we had a really, really professional AAA backend team.
- 7:41SPEAKER_01: And that's what people probably don't see is
- 7:42SPEAKER_01: that actually it looks like small indie team in Derby.
- 7:46SPEAKER_01: We have a hundred people and we haven't,
- 7:48SPEAKER_01: we've outsourced some of our backend work and,
- 7:50SPEAKER_01: you know, it's a lot bigger than people think.
- 7:52SPEAKER_00: Do you think there's people over at Tencent right now looking at this going bugger?
- 7:59SPEAKER_01: Look, we had a great time with Tencent and this game wouldn't be possible without them.
- 8:03SPEAKER_01: I think there's people at lots of the companies we've worked with over the years
- 8:07SPEAKER_01: as far back as Square Enix.
- 8:09SPEAKER_01: We were with them.
- 8:09SPEAKER_01: They're our first kind of publisher, I think.
- 8:12SPEAKER_00: Yeah.
- 8:12SPEAKER_00: I remember.
- 8:13SPEAKER_01: Everyone like that is kind of kicking themselves.
- 8:16SPEAKER_01: But I'd say that like the one constant throughout that journey is my first year in
- 8:20SPEAKER_01: the industry was Debbie Bestwick and Team17.
- 8:22SPEAKER_01: And she will not mind me saying that we tried to negotiate and I was big headed
- 8:27SPEAKER_01: and I turned her down twice when I was both times was like,
- 8:30SPEAKER_01: I shouldn't have done that afterwards.
- 8:32SPEAKER_01: And then this time she was like, if you do that again, I'm done with it.
- 8:37SPEAKER_01: She's been very nice and very helpful,
- 8:39SPEAKER_01: but her advice has kind of helped me get to this point where I went through
- 8:42SPEAKER_01: so much learning as an indie dev who came through the British education system,
- 8:47SPEAKER_01: the British games education system into university,
- 8:49SPEAKER_01: into setting up its own studio and to kind of end up back with Team17 and
- 8:53SPEAKER_01: a British publisher has been a really good journey.
- 8:57SPEAKER_01: But I wouldn't say Tencent specifically are kicking themselves
- 9:00SPEAKER_01: because I think they've got plenty of good things coming.
- 9:03SPEAKER_01: But with War Dogs, they pushed us really hard to make something great.
- 9:07SPEAKER_01: And that was our time there.
- 9:09SPEAKER_01: Oh, very un-Joe answer there.
- 9:11SPEAKER_00: Yeah, it's true.
- 9:14SPEAKER_00: Debbie, not to deep derail it,
- 9:16SPEAKER_00: but years ago on Games and Shop Bits,
- 9:17SPEAKER_00: she was incredibly supportive,
- 9:18SPEAKER_00: very encouraging of me to go off and do Game business and had loads of calls
- 9:25SPEAKER_00: and chats with her.
- 9:26SPEAKER_00: I had a family tragedy in 2018.
- 9:28SPEAKER_00: She invited me up to see her and spent the day with me.
- 9:32SPEAKER_00: Lovely person.
- 9:33SPEAKER_00: She is nice.
- 9:34SPEAKER_01: Scary but nice.
- 9:35SPEAKER_01: She keeps me in line.
- 9:37SPEAKER_00: Scary but nice.
- 9:39SPEAKER_00: Told no prisoners, I guess.
- 9:41SPEAKER_01: The iron lady of the games industry.
- 9:42SPEAKER_00: Maybe.
- 9:43SPEAKER_00: I'm not sure she'd like any of these descriptions.
- 9:45SPEAKER_00: I think she would.
- 9:46SPEAKER_01: I think she would.
- 9:48SPEAKER_00: Obviously you've been, you're quite known for being transparent and honest.
- 9:51SPEAKER_00: I noticed that you've been actively encouraging players who have had some of
- 9:54SPEAKER_00: the issues to take a refund and then maybe come back later.
- 9:58SPEAKER_00: Does that level of sort of,
- 10:00SPEAKER_00: you know,
- 10:00SPEAKER_00: transparency,
- 10:01SPEAKER_00: that level of honesty,
- 10:02SPEAKER_00: is that really important, do you think, from a brand loyalty point of view?
- 10:04SPEAKER_00: Is that what you think about when you say those sort of things?
- 10:07SPEAKER_01: It's quite funny because I've had this sort of question a lot throughout
- 10:10SPEAKER_01: the last few weeks in Gamescom and we're not transparent and we're not honest.
- 10:15SPEAKER_01: That's not what we're doing.
- 10:17SPEAKER_01: We're being clear.
- 10:19SPEAKER_01: And right now it's in our interest to be transparent about some things,
- 10:23SPEAKER_01: but we're not telling everyone everything we're doing and we're not,
- 10:25SPEAKER_01: you know, I don't, I'm not saying we're lying.
- 10:28SPEAKER_01: I'm saying that like the brand is becoming that they believe we're transparent
- 10:32SPEAKER_01: and honest and that's creating a new problem.
- 10:34SPEAKER_01: And that if we choose not to be transparent or honest about something
- 10:36SPEAKER_01: that therefore we're Moving away from the thing that people believe we are.
- 10:40SPEAKER_01: Whereas we've always been the same.
- 10:41SPEAKER_01: We've kind of,
- 10:42SPEAKER_01: you know,
- 10:43SPEAKER_01: my, my LinkedIn kind of not, I don't want to say famous, but famously divisive.
- 10:49SPEAKER_01: I get no likes in my comments,
- 10:50SPEAKER_01: but somehow everyone at Gamescom has said, I love that post you did.
- 10:54SPEAKER_01: Well, you could have clicked like, but in the, um, in the, like, I think there's too much.
- 11:04SPEAKER_01: And this goes for the game marketing side as well,
- 11:06SPEAKER_01: not saying what you, mean and not being clear.
- 11:10SPEAKER_01: And it was something from Satya,
- 11:12SPEAKER_01: I forgot his name,
- 11:14SPEAKER_01: Nadella, yes, where he said like people should know what a leader should stand for.
- 11:18SPEAKER_01: And at Bulkhead and online, people know what I, they know what I believe.
- 11:23SPEAKER_01: They know I don't believe in work from home for making video games.
- 11:26SPEAKER_01: They know I don't stand for that.
- 11:28SPEAKER_01: They know I expect people to crunch.
- 11:31SPEAKER_01: Like, I own that.
- 11:32SPEAKER_01: I don't try and hide it.
- 11:33SPEAKER_01: That doesn't mean that we also didn't try and do the four-day work week
- 11:36SPEAKER_01: and make workplaces better.
- 11:38SPEAKER_01: They know I care about my team and my very close team.
- 11:42SPEAKER_01: And I think with War Dogs and how we did this marketing approach,
- 11:45SPEAKER_01: it very much came from not just me,
- 11:46SPEAKER_01: but also Howard,
- 11:48SPEAKER_01: one of our founders,
- 11:49SPEAKER_01: and a few of our founders who were very frustrated on our journey from Square Enix
- 11:53SPEAKER_01: to now with people who have the inability to say what they want or
- 11:58SPEAKER_01: to hold themselves to account.
- 12:00SPEAKER_01: And with War Dogs,
- 12:02SPEAKER_01: holding ourselves to account, saying,
- 12:03SPEAKER_01: for example,
- 12:04SPEAKER_01: we're not going to monetize an early access is a kind of big thing,
- 12:07SPEAKER_01: but also being clear and saying,
- 12:10SPEAKER_01: don't play the game if you want these things, because we're not that.
- 12:13SPEAKER_01: Don't be upset.
- 12:15SPEAKER_01: And I think people respect...
- 12:17SPEAKER_01: We knew that that 10 Reasons Why video, when we wrote it, we knew it was a hit.
- 12:21SPEAKER_01: We knew that already.
- 12:24SPEAKER_01: But in many ways, it was like obvious.
- 12:29SPEAKER_01: To us, it's obviously not Call of Duty.
- 12:31SPEAKER_01: Don't buy this if you want to play Call of Duty.
- 12:33SPEAKER_01: You know, it's obviously not.
- 12:34SPEAKER_01: So I think just saying it and owning it in all aspects of Bulkhead's marketing
- 12:39SPEAKER_01: and Wardog's marketing has been the way to go.
- 12:42SPEAKER_01: But I wouldn't necessarily call it honest and transparent.
- 12:44SPEAKER_01: Like we have elements of being honest and transparent,
- 12:47SPEAKER_01: but I think that's a mistake to say that because,
- 12:50SPEAKER_01: spoilers, Chris, I'm not giving you all the answers.
- 12:53SPEAKER_00: It's a shame.
- 12:55SPEAKER_00: That's why I'm here.
- 12:56SPEAKER_00: You talk about that 10 Reasons Why, what's the name?
- 12:59SPEAKER_00: 10 Reasons Why Not to Buy the Game.
- 13:01SPEAKER_00: Not to Buy the Game video.
- 13:02SPEAKER_00: You know what's quite interesting about that?
- 13:03SPEAKER_00: It's made this tenuous thing,
- 13:06SPEAKER_00: but one of my first interviews on The Game Business was with Arrowhead,
- 13:09SPEAKER_00: Cold Dives 2.
- 13:10SPEAKER_00: And obviously they had an idea of what their game was,
- 13:12SPEAKER_00: they had a vision for their game,
- 13:13SPEAKER_00: but then they had this situation,
- 13:14SPEAKER_00: which maybe you're in now,
- 13:15SPEAKER_00: I don't know, where they suddenly got an influx of Call of Duty players.
- 13:18SPEAKER_00: And they're like, oh, we weren't expecting you guys to like this game.
- 13:22SPEAKER_00: And then they adapted their game to what they thought Call of Duty players wanted.
- 13:26SPEAKER_00: And in the end, they realized that was a mistake.
- 13:28SPEAKER_00: And they had to undo it.
- 13:30SPEAKER_00: Move back to the sort of game it was supposed to be because ultimately people wanted
- 13:33SPEAKER_00: the different things.
- 13:34SPEAKER_00: But I guess you sound to me like you talk about clarity.
- 13:38SPEAKER_00: Does that clarity help you?
- 13:40SPEAKER_01: Yeah, setting expectations, I think, and expectation management is really important.
- 13:45SPEAKER_01: Like, we can't pretend that we didn't set War Dogs expectations really high and
- 13:49SPEAKER_01: that we said it's going to be a really good game.
- 13:51SPEAKER_01: And, you know, lo and behold, War Dogs is a good game.
- 13:54SPEAKER_01: There are people at Gamescom saying, hey, how would you do this and your 10 reasons not to buy?
- 13:58SPEAKER_01: I'm like, well, your number one reason can't be that the game's a bit shit.
- 14:02SPEAKER_01: That can't be the number one reason.
- 14:04SPEAKER_01: And, you know, the game was good, so we were confident.
- 14:07SPEAKER_01: But the biggest challenge for us now is that we were quite clear with the players,
- 14:11SPEAKER_01: but they weren't all have seen it,
- 14:13SPEAKER_01: is that we said we're not going to...
- 14:16SPEAKER_01: Basically,
- 14:17SPEAKER_01: you would struggle in any of our marketing or messaging in the last two years to see
- 14:21SPEAKER_01: where we say, listen to feedback from the players.
- 14:25SPEAKER_01: You'll struggle to find it.
- 14:27SPEAKER_01: You may say, like, listen to the community or, like, observe or things like that.
- 14:32SPEAKER_01: But we know what we want to make.
- 14:34SPEAKER_01: And this was a problem throughout not just Tencent from Square Enix up
- 14:38SPEAKER_01: to Tencent's splash damage and even Team17 recently to some degree.
- 14:42SPEAKER_01: And what we've learned is each layer we've gone
- 14:45SPEAKER_01: through is people have understood like,
- 14:47SPEAKER_01: we've got tougher is what I'd say and being like, we're not listening to you.
- 14:50SPEAKER_01: We don't want to listen to you.
- 14:51SPEAKER_01: We don't want to listen to you.
- 14:52SPEAKER_01: And sometimes that makes enemies.
- 14:54SPEAKER_01: But what we found is usually the middle layer of all publishers,
- 14:58SPEAKER_01: to be clear, all publishers and businesses in the industry.
- 15:02SPEAKER_01: A middle management layer seems to really struggle
- 15:04SPEAKER_01: with having their position threatened and needing to exist and needing to control.
- 15:09SPEAKER_01: And the higher up people in all of these companies again seem
- 15:13SPEAKER_01: to really like our approach in that we know what we're making,
- 15:16SPEAKER_01: this is what it is, if you don't like it, Don't fund it.
- 15:18SPEAKER_01: And that has been rewarding us.
- 15:20SPEAKER_01: So we're now sticking with that.
- 15:21SPEAKER_01: The problem is it hasn't gone wrong yet and I'm sure it will soon.
- 15:25SPEAKER_01: And I'll have a lot of people telling me I told you so,
- 15:28SPEAKER_01: but that was mostly my journey at Splash Damage.
- 15:30SPEAKER_01: There was a lot of like, I'll try this.
- 15:32SPEAKER_01: It'll work.
- 15:32SPEAKER_01: And it didn't.
- 15:33SPEAKER_01: So yeah, we've, we've.
- 15:35SPEAKER_00: Well, if you ever listen to my interviews with live service games,
- 15:38SPEAKER_00: I actually ask that question a lot,
- 15:40SPEAKER_00: which is like,
- 15:40SPEAKER_00: how do you listen to the players but also stay true to your artistic vision?
- 15:44SPEAKER_00: And they always have an answer and it's always around You listen,
- 15:47SPEAKER_00: then you go, right, what will their saying mean for us in our game?
- 15:52SPEAKER_01: Yeah, I think we're in a unique position, right,
- 15:54SPEAKER_01: where we didn't go,
- 15:56SPEAKER_01: this is what the early access version of the game will be and this is what
- 15:59SPEAKER_01: the big version of the game will be.
- 16:00SPEAKER_01: We were making a big AAA game and then had to choose to go alone and we need to make
- 16:06SPEAKER_01: a smaller game to then release it in time in a reasonable budget.
- 16:12SPEAKER_01: Instead of designing a game and then Arrowhead being an example of how do we keep it going?
- 16:19SPEAKER_01: Or Grey Zone Warfare, another example, how do we figure this out now?
- 16:22SPEAKER_01: We were like, What do we not do to get it smaller?
- 16:27SPEAKER_01: And then now when we're like,
- 16:30SPEAKER_01: we know what we're making and players giving feedback,
- 16:32SPEAKER_01: we're like, we already have all the answers.
- 16:33SPEAKER_01: Like, especially when it comes to some of our balancing stuff in the bigger game,
- 16:37SPEAKER_01: we have the answers.
- 16:38SPEAKER_01: We have to keep building that thing that we're always building.
- 16:42SPEAKER_01: So it's sort of a model early access game in that we designed the full game
- 16:46SPEAKER_01: for years and then very late when let's just build half of it.
- 16:51SPEAKER_00: Yeah.
- 16:52SPEAKER_01: Oh, wow.
- 16:53SPEAKER_00: In the old days,
- 16:53SPEAKER_00: people would put that as the first game and then the sequel would be
- 16:56SPEAKER_00: the game it's meant to be.
- 16:58SPEAKER_01: We live in a live
- 16:59SPEAKER_00: service world.
- 16:59SPEAKER_00: It very much is that, yeah.
- 17:01SPEAKER_00: I have to say,
- 17:02SPEAKER_00: when I think of shooters and I think of this genre and you think of the games
- 17:05SPEAKER_00: that succeed in it,
- 17:06SPEAKER_00: and there are always ones that break through here and there,
- 17:08SPEAKER_00: but they still often And bring up Heraldimers 2,
- 17:10SPEAKER_00: it's not the best example because I guess they're quite a small team,
- 17:12SPEAKER_00: but like Battlefields and even the Ark Raiders.
- 17:14SPEAKER_00: Everyone talks about Ark Raiders being a sort of small double-A game.
- 17:17SPEAKER_00: I mean, that was a lot of people and a lot of money.
- 17:19SPEAKER_00: It was a lot less money than Battlefield,
- 17:21SPEAKER_00: but that doesn't hide the fact that it was a huge project.
- 17:24SPEAKER_00: And here we are sort of talking about,
- 17:26SPEAKER_00: and I know it's very early days,
- 17:28SPEAKER_00: they all could disappear tomorrow,
- 17:29SPEAKER_00: I guess, but you've got a huge amount of success very, very fast.
- 17:33SPEAKER_00: Is it always a bit of a myth that this is an impenetrable genre?
- 17:37SPEAKER_01: It's all I want to say because I think War Dogs has a very unique background from a team.
- 17:46SPEAKER_01: Very few people make a game like Battalion 1944.
- 17:50SPEAKER_01: The game bombs.
- 17:52SPEAKER_01: I mean, it made some money and got us on the map, right?
- 17:54SPEAKER_01: But it bombs and then you go, let's try that again, but bigger.
- 17:58SPEAKER_01: Like no one does that.
- 18:00SPEAKER_01: So I think it's very penetrable,
- 18:02SPEAKER_01: but I think to pretend you can Being an analyst wanting to get into FPS games is
- 18:09SPEAKER_01: a mistake.
- 18:10SPEAKER_01: You have to be an FPS player because the community is so vicious and fragmented.
- 18:18SPEAKER_01: And I've said this a couple of times, people.
- 18:22SPEAKER_01: War Dogs is closer to Mecha Chameleon than it is to Call of Duty.
- 18:28SPEAKER_01: For me, like when we were designing War Dogs, it was about the social aspects.
- 18:33SPEAKER_01: And if you look at men,
- 18:34SPEAKER_01: 18 to 40 years old,
- 18:37SPEAKER_01: there's a lot of lonely or bored or underappreciated men who miss their mates.
- 18:44SPEAKER_01: And War Dogs' audience is 99.9% male.
- 18:49SPEAKER_01: Doesn't mean we don't want women playing the game.
- 18:51SPEAKER_01: It means it's a huge demographic there.
- 18:53SPEAKER_01: And I think what we realized was we need to provide a space for them to have fun
- 18:58SPEAKER_01: and do silly things.
- 19:00SPEAKER_01: And a space where a 35 year old man can still make a penis joke is kind of what it is.
- 19:09SPEAKER_01: And we wrapped it in this military aesthetic.
- 19:13SPEAKER_01: Because I think it grounds it and people can very quickly understand the rules.
- 19:17SPEAKER_01: Whereas something sci-fi that you'd be like, I don't know how that's going to work.
- 19:20SPEAKER_01: So we basically made a social experience
- 19:23SPEAKER_01: where people are basically playing digital rock, paper, scissors.
- 19:27SPEAKER_01: You know, you buy this gun, there's a counter for that.
- 19:29SPEAKER_01: You buy this one, there's a counter for that.
- 19:31SPEAKER_01: And then they're just doing stupid things and getting stuck.
- 19:34SPEAKER_01: Like everybody thought that all of the publishers,
- 19:36SPEAKER_01: all of them that were with this said, you can't have team killing on.
- 19:38SPEAKER_01: And we were like, absolutely not.
- 19:39SPEAKER_01: We need team killing on.
- 19:40SPEAKER_01: The amount of funny stuff that happens with team killing, it's hilarious.
- 19:44SPEAKER_01: Um, so I think when you look at shooters,
- 19:46SPEAKER_01: people look at them in a different way to how we as players look at them
- 19:50SPEAKER_01: and their opportunities to spend time with your friends.
- 19:53SPEAKER_01: And that is what we were trying to do.
- 19:57SPEAKER_00: How did your FPS game show, the FPS game show, how did that go?
- 20:02SPEAKER_01: Better than we thought, harder than we thought.
- 20:05SPEAKER_01: I think it was really cool that we can make something specific and bespoke for that audience.
- 20:12SPEAKER_01: Cause I think, um,
- 20:14SPEAKER_01: as you could,
- 20:14SPEAKER_01: I'd love Geoff to come in and take this over because it was harder than I thought,
- 20:18SPEAKER_01: but, um,
- 20:20SPEAKER_01: I think any do better job to say, but, um,
- 20:23SPEAKER_01: the reality is that our pub very public and unfair,
- 20:27SPEAKER_01: perhaps feedback to Big shows,
- 20:31SPEAKER_01: obviously one of which being some of the ones that Geoff himself is involved with,
- 20:34SPEAKER_01: is that I don't want my big game to be next to an Asian MMO.
- 20:43SPEAKER_01: And because it's my big opportunity and it just,
- 20:46SPEAKER_01: you just get mixed messaging and then the players kind of dogpile something,
- 20:51SPEAKER_01: but they never should have even been watching it, you know?
- 20:54SPEAKER_01: So I think breaking it up was really the way for us to go and Seems to have worked.
- 21:01SPEAKER_00: If we faces it himself,
- 21:02SPEAKER_00: he said it on when we came on,
- 21:03SPEAKER_00: actually talk about The Game Awards, that it doesn't work for every game.
- 21:06SPEAKER_00: And also you are competing.
- 21:08SPEAKER_00: It's a very competitive space.
- 21:09SPEAKER_00: You know,
- 21:09SPEAKER_00: it's all about everyone's trying to outdo each other's trailers and all that kind
- 21:12SPEAKER_00: of stuff.
- 21:12SPEAKER_00: If you're Capcom and you're trying to find a wider audience of Resident Evil
- 21:15SPEAKER_00: beyond your core base, then there's an opportunity there.
- 21:17SPEAKER_00: But yeah, I'm a Nintendo fan, you can tell.
- 21:19SPEAKER_00: So I watched the Nintendo Directs and it's great
- 21:21SPEAKER_00: because I'm almost watching Wall-to-wall stuff that I'm probably going
- 21:24SPEAKER_00: to be interested in to some degree.
- 21:26SPEAKER_01: Yeah.
- 21:26SPEAKER_00: I watch something like one of the more,
- 21:29SPEAKER_00: you know,
- 21:29SPEAKER_00: multi-platform shows
- 21:30SPEAKER_00: and I might discover something I never even considered I'd be interested in.
- 21:34SPEAKER_00: But actually most of it, I'm like, no, that's not for me.
- 21:36SPEAKER_00: And that's not for me.
- 21:37SPEAKER_00: And that's not for me.
- 21:37SPEAKER_00: So from an audience perspective, I do find the big shows quite fun as well.
- 21:40SPEAKER_00: But I do find the targeted ones definitely have a have a role.
- 21:43SPEAKER_01: We wanted to be in those big ones, right?
- 21:45SPEAKER_01: Like it's there's a It's a prestige that goes with it and that
- 21:50SPEAKER_01: the FPS game show will never deliver, right?
- 21:53SPEAKER_01: But there's also, it's almost a digest kind of thing is what we're saying.
- 21:56SPEAKER_01: FPS game show digest is what it really was.
- 21:58SPEAKER_01: We can come digest all these updates from all these games.
- 22:01SPEAKER_01: There's a higher chance you're interested in and then move on.
- 22:04SPEAKER_01: And I think that the real question is if War Dogs doesn't have a massive release on
- 22:09SPEAKER_01: the doorstep, does it still carry interest?
- 22:13SPEAKER_01: Or was War Dogs driving all that?
- 22:15SPEAKER_01: But I think I want to do more of a festival type thing going forward and try
- 22:19SPEAKER_01: and have like a,
- 22:20SPEAKER_01: you know,
- 22:20SPEAKER_01: some sort of paid tier because it did cost us a fair bit to run,
- 22:23SPEAKER_01: but really just covering costs and then having a pre-show where a bit like
- 22:27SPEAKER_01: an opening act where you can for free pick those indie games of teams of one
- 22:32SPEAKER_01: to ten people that are making indie FPS games and go, this is what they're doing.
- 22:37SPEAKER_01: So yeah, still toying with different ideas at the moment, but harder than I thought.
- 22:42SPEAKER_00: Well, everyone will be doing it.
- 22:43SPEAKER_00: I think a lot of people are.
- 22:44SPEAKER_00: War Dogs.
- 22:45SPEAKER_00: I'll wrap up talking about War Dogs.
- 22:46SPEAKER_00: Loads and loads of players.
- 22:47SPEAKER_00: Lots and lots of interesting engagements.
- 22:49SPEAKER_00: Probably two million by the time this goes out.
- 22:50SPEAKER_00: You talked about how you might need to hire up.
- 22:52SPEAKER_00: How fast are you having to move in that regard?
- 22:54SPEAKER_00: Are you completely sort of caught on the hoof?
- 22:58SPEAKER_01: Um, yeah, our,
- 23:00SPEAKER_01: our scenario where we sold 400,000 units,
- 23:03SPEAKER_01: you know,
- 23:03SPEAKER_01: we were making a few redundancies and just slimming up, um,
- 23:08SPEAKER_01: for the last six years now,
- 23:10SPEAKER_01: actually thinking about this now out loud, uh,
- 23:13SPEAKER_01: for the last five years,
- 23:15SPEAKER_01: we have made six years, we've made redundancies every single year.
- 23:18SPEAKER_01: Um, and about 20% of the company, this will be the first year we haven't done it.
- 23:22SPEAKER_01: Um, and.
- 23:25SPEAKER_01: That's what actually happened was the first year we did it is we cut quite
- 23:30SPEAKER_01: a few people because we'd overexpanded and we cut quite a few people.
- 23:34SPEAKER_01: Adequate performance, warrants for generous severance is the kind of thing we'd stuck to.
- 23:39SPEAKER_01: And then ironically,
- 23:40SPEAKER_01: we did redundancies two years ago when it all kind of really started being a thing
- 23:45SPEAKER_01: and people were panicking,
- 23:46SPEAKER_01: but we were like, guys, we made less redundancies than we've ever made before.
- 23:50SPEAKER_01: This is like, it was like eight people in the end.
- 23:53SPEAKER_01: So I think We're very conscious of scaling up and upheaving people's lives
- 24:00SPEAKER_01: and also getting a stain for kind of doing this.
- 24:02SPEAKER_01: So it's not something we want to keep doing,
- 24:05SPEAKER_01: but we do want to lean more and more into the kind of gig economy approach of it.
- 24:10SPEAKER_01: And what we've been doing is going, you're really good.
- 24:13SPEAKER_01: We want you to leave your current job and come work with us.
- 24:17SPEAKER_01: Why don't you do 12 months, 18 months remote?
- 24:20SPEAKER_01: If we all get along, because that often doesn't happen, right?
- 24:23SPEAKER_01: We don't like how we all work.
- 24:24SPEAKER_01: We're working together.
- 24:25SPEAKER_01: We go,
- 24:25SPEAKER_01: we'll give you a big load of money in like a fixed offer to come and work for us
- 24:30SPEAKER_01: in office.
- 24:30SPEAKER_01: So you can take like,
- 24:31SPEAKER_01: you've got this trigger,
- 24:32SPEAKER_01: you can pull in our contract and be like,
- 24:35SPEAKER_01: I'd like my 25 grand now, please in cash, because I'm going to relocate to Darbados.
- 24:43SPEAKER_01: So that price, that number is going to have to go up, I think, but it's, Yeah.
- 24:48SPEAKER_01: So, so I think we're not,
- 24:51SPEAKER_01: we're definitely needing to scale and we definitely need to support the code
- 24:53SPEAKER_01: of partners who did support us throughout, um,
- 24:56SPEAKER_01: the journey, but,
- 24:58SPEAKER_01: um, we need people and the cost of code is so high and the reliability is so low.
- 25:04SPEAKER_01: The best way for us to do it is to hire internally.
- 25:07SPEAKER_01: So yeah, we're trying to rush in people who like FPS games.
- 25:11SPEAKER_01: That's who we're looking for.
- 25:13SPEAKER_00: Let's talk a little bit more broadly before we have to wrap up
- 25:14SPEAKER_00: because you've brought yourself out.
- 25:17SPEAKER_00: I think Hero Capital has a stake and Everplay,
- 25:20SPEAKER_00: which most people know as Team17, has a big chunk.
- 25:22SPEAKER_00: But the rest of it is owned by you and your staff.
- 25:24SPEAKER_00: That's right, isn't it?
- 25:26SPEAKER_00: Yeah.
- 25:27SPEAKER_00: So is it everyone's an owner in it?
- 25:29SPEAKER_00: Is it like a big partnership?
- 25:30SPEAKER_00: How does it all work?
- 25:30SPEAKER_01: Not everyone, but there wasn't enough to...
- 25:33SPEAKER_01: It had to be meaningful.
- 25:34SPEAKER_01: It's the same way we do bonuses.
- 25:35SPEAKER_01: Not everyone gets a bonus, but when people do, they get a meaningful bonus.
- 25:39SPEAKER_01: It's the same with our shares.
- 25:41SPEAKER_01: We actually had to fight quite hard to get a...
- 25:44SPEAKER_01: Bigger option pool and take it out of like some of the founders packages
- 25:49SPEAKER_01: because it was unusual to have such a big one.
- 25:53SPEAKER_01: But I think the whole vision is when the game does well, you do well.
- 25:58SPEAKER_01: And I think if we're going to be a company who says we do crunch,
- 26:01SPEAKER_01: then we have to also say, but you get something for it.
- 26:04SPEAKER_01: Especially recently we've been saying we need to be like the Lannisters and pay up
- 26:07SPEAKER_01: at this point.
- 26:08SPEAKER_01: We want people to know that like those people who do work hard,
- 26:12SPEAKER_01: like that you do get that return and it is life changing.
- 26:15SPEAKER_01: So, um, it's quite a controversial stance for us to have, but we,
- 26:21SPEAKER_01: there's numerous people who've worked at bulkhead,
- 26:24SPEAKER_01: bought houses with cash they've got.
- 26:25SPEAKER_01: And this time around,
- 26:26SPEAKER_01: I'm going to be really excited to see there's juniors who've been with us
- 26:29SPEAKER_01: for two years,
- 26:30SPEAKER_01: three years,
- 26:30SPEAKER_01: who are going to get Money again to buy a house or at least a down payment.
- 26:35SPEAKER_01: And what we actually find is we have to coach them
- 26:38SPEAKER_01: with this is not financial advice,
- 26:40SPEAKER_01: but please don't spend all your money on takeaway and energy drinks.
- 26:44SPEAKER_01: So we have a new kind of responsibility to our younger staff
- 26:47SPEAKER_01: who are making good money and usually often money they haven't seen before.
- 26:52SPEAKER_00: I'm interested, you've brought up crunch twice now.
- 26:55SPEAKER_00: What does that actually look like?
- 26:58SPEAKER_00: Because it can mean different things to different people.
- 27:00SPEAKER_00: I know somebody who's a much younger person that I know who started in game development.
- 27:04SPEAKER_00: And him, Crunch, was like, occasionally having to stay a couple of hours.
- 27:07SPEAKER_00: And I'm like, that sounds like you're on deadline.
- 27:10SPEAKER_00: I don't think that's quite the same thing.
- 27:12SPEAKER_00: But everyone has different views on those.
- 27:15SPEAKER_01: Generally, it depends what age you are.
- 27:18SPEAKER_01: It's what we're seeing.
- 27:20SPEAKER_01: The older guys are like, this isn't Crunch.
- 27:24SPEAKER_01: This is...
- 27:27SPEAKER_01: But to do that,
- 27:29SPEAKER_01: we have to be very conscious and supportive of our own staff and try and coach them
- 27:33SPEAKER_01: to know when, when it's enough, when it's not enough.
- 27:37SPEAKER_01: And what's quite frustrating is I find British HR I'm sure our laws quite
- 27:42SPEAKER_01: restrictive to wanting to do better things.
- 27:44SPEAKER_01: The 4-Day Workweek, for example, was very restrictive.
- 27:48SPEAKER_01: We had to get around laws to make the 4-Day Workweek possible.
- 27:52SPEAKER_01: And I think when we try and do something a bit different, again, we hit blockages.
- 27:58SPEAKER_01: In terms of defining what it is, I always use the analogy of life being a balancing act.
- 28:02SPEAKER_01: And sometimes,
- 28:04SPEAKER_01: you know,
- 28:04SPEAKER_01: if you ask someone to mimic balancing,
- 28:06SPEAKER_01: they will put two hands out, like they're on a tightrope kind of thing.
- 28:09SPEAKER_01: But really, it's probably more like this.
- 28:12SPEAKER_01: And for the last three months,
- 28:14SPEAKER_01: War Dogs has been more important than a lot of their family lives.
- 28:17SPEAKER_01: It has been, because that's what...
- 28:20SPEAKER_01: It pays the money for them.
- 28:21SPEAKER_01: But now Bulkhead and me have to acknowledge that it needs to go the other way.
- 28:27SPEAKER_01: So for example,
- 28:28SPEAKER_01: everyone's pushing us to get console out earlier and we've just said,
- 28:32SPEAKER_01: no, you don't understand.
- 28:33SPEAKER_01: Like, that's not how it's going to work.
- 28:35SPEAKER_01: We can't, we can't push them more.
- 28:38SPEAKER_01: We're not doing that.
- 28:38SPEAKER_01: It's going to release in 2028 when we say it's going to release.
- 28:41SPEAKER_01: So for me,
- 28:42SPEAKER_01: it's about balance and helping people and making sure that they have a company
- 28:46SPEAKER_01: where they know they can say,
- 28:48SPEAKER_01: I'm tapping out and not feel like they're going to get fired for tapping out.
- 28:53SPEAKER_00: Is that not because you're talking about,
- 28:54SPEAKER_00: you know,
- 28:54SPEAKER_00: trying to bring people in and I appreciate you upfront and you're transparent
- 28:57SPEAKER_00: about it.
- 28:57SPEAKER_00: You know, this is what's expected of you in this company.
- 29:00SPEAKER_00: But I always think about there's the industry gets older, right?
- 29:03SPEAKER_00: And people who make games get older.
- 29:05SPEAKER_00: I have so much less.
- 29:06SPEAKER_00: When I was starting off in game journalism, nobody made me do it.
- 29:09SPEAKER_00: I want to be clear.
- 29:09SPEAKER_00: No, I was never working anywhere that sort of told me I had to work extra hours, but I did.
- 29:14SPEAKER_00: And I did a lot.
- 29:15SPEAKER_00: I physically can't anymore.
- 29:17SPEAKER_00: I mean, I do.
- 29:19SPEAKER_00: Move my hours around and stuff,
- 29:20SPEAKER_00: but I have far less ability to do it now that I've got children.
- 29:23SPEAKER_00: And there's a certain level of expectations.
- 29:25SPEAKER_00: For me, it sounds like all sorts of different, how difficult that is.
- 29:29SPEAKER_01: It's getting harder, right?
- 29:30SPEAKER_01: The average age is 33 in the company, so it's getting harder and harder to do.
- 29:33SPEAKER_01: Again, just means we had to make an adjustment.
- 29:35SPEAKER_01: So for instance, we once tried to do paternity leave and give people 10 weeks paternity.
- 29:40SPEAKER_01: And it was a disaster because they took the 10 weeks as they should,
- 29:44SPEAKER_01: but their partners, when it got to week 11, could not handle them.
- 29:50SPEAKER_01: They couldn't handle the fact that they're on their own with a kid now.
- 29:52SPEAKER_01: And it was super consistent.
- 29:54SPEAKER_01: So we went the other way.
- 29:55SPEAKER_01: We went two weeks paternity, the bare minimum.
- 29:58SPEAKER_01: And then what we said was the third week, you come back half day, just the morning.
- 30:02SPEAKER_01: And I don't care if you do no work,
- 30:04SPEAKER_01: you're training your partner how to look after their first child together
- 30:07SPEAKER_01: and you're building a routine.
- 30:08SPEAKER_01: And then the third week, it was like you do full days for two of the days, whatever.
- 30:15SPEAKER_01: And then what we say is we're going to give you Three weeks to use
- 30:18SPEAKER_01: as paternity weeks across the entire year for the first year.
- 30:22SPEAKER_01: Because as you know, the first two weeks are actually kind of easy for a lot of people.
- 30:27SPEAKER_01: For some people it's, it's a
- 30:29SPEAKER_00: lot of sleep.
- 30:30SPEAKER_01: Yeah.
- 30:30SPEAKER_01: If you get, you get, it gets a lot harder later.
- 30:33SPEAKER_01: So, and that again, like.
- 30:36SPEAKER_01: Do you know what?
- 30:36SPEAKER_01: I'll be honest.
- 30:37SPEAKER_01: I think that you can interpret that in HR laws,
- 30:39SPEAKER_01: other people being given more holiday than others who are not in the same position.
- 30:43SPEAKER_01: So you can actually go, that's not fair, but we're just like, sue us at this point.
- 30:49SPEAKER_01: Like, this is ridiculous.
- 30:51SPEAKER_00: Trying to look at it in different ways when you talk about... You've always done this, Joe.
- 30:56SPEAKER_00: Because obviously you took part in Best Place to Work Awards when I launched
- 30:59SPEAKER_00: that many, many years ago.
- 31:01SPEAKER_00: And from the four-day working week was your effort to sort of go,
- 31:04SPEAKER_00: hey, we're introducing this, we're trying this.
- 31:05SPEAKER_00: Even back then,
- 31:06SPEAKER_00: I remember from your entries,
- 31:07SPEAKER_00: it was like, there's a lot of really thinking about this.
- 31:12SPEAKER_00: I'm coming up with alternative ways of trying to approach things,
- 31:16SPEAKER_00: just like your example there around paternity.
- 31:18SPEAKER_01: I think that's what one day I'll write a book about this when we're all doomed.
- 31:22SPEAKER_01: But the four day work week being, it was never about working four days a week.
- 31:25SPEAKER_01: It was always about working differently.
- 31:28SPEAKER_01: Um, and the snazzy title was four day week, four day work week.
- 31:30SPEAKER_01: But really it was like, if we had, we had a great idea.
- 31:32SPEAKER_01: We really liked to have like, look in the summers, we work in office in the winters.
- 31:36SPEAKER_01: We work from home and having that seasonal flip of like, it's always dark.
- 31:40SPEAKER_01: You never get the sunlight spending time in traffic.
- 31:42SPEAKER_01: It's miserable.
- 31:43SPEAKER_01: Just work from home.
- 31:44SPEAKER_01: You get to see daylight a bit more, but that doesn't work for kids in the bedroom.
- 31:48SPEAKER_01: So I think just doing something differently and accepting that challenge and
- 31:53SPEAKER_01: to credit the staff when we,
- 31:56SPEAKER_01: we would like playing with their lives going,
- 31:59SPEAKER_01: change the amount of time you're doing something and going,
- 32:01SPEAKER_01: okay, we're going to work these hours now.
- 32:03SPEAKER_01: It's really hard, but it took the two-way relationship of a company for that to work.
- 32:08SPEAKER_01: The staff have to work with the company as well.
- 32:11SPEAKER_01: But to your question before,
- 32:13SPEAKER_01: a lot of people that may have an issue with crunch,
- 32:17SPEAKER_01: rightly so, I understand, you know, I understand that issue.
- 32:21SPEAKER_01: I don't want to say we are.
- 32:23SPEAKER_01: We always try and avoid it, right?
- 32:25SPEAKER_01: But we don't hide that this is going to happen at some point.
- 32:30SPEAKER_01: They often don't make it in the door because we want to be known for that.
- 32:34SPEAKER_01: Like this is a place you come to work hard.
- 32:36SPEAKER_01: If you care about the work you're making and the result of what you make here,
- 32:41SPEAKER_01: this is a place to work.
- 32:42SPEAKER_01: You'll feel really valued.
- 32:44SPEAKER_01: If you don't, you will feel slave driven and
- 32:50SPEAKER_01: It's a constant to and fro with that.
- 32:52SPEAKER_01: But we will check people's socials.
- 32:54SPEAKER_01: And if you're constantly tweeting anti-crunch messaging, this should never, ever be a thing.
- 33:00SPEAKER_01: We know that.
- 33:01SPEAKER_01: And we're like, look, you're not going to be happy here.
- 33:03SPEAKER_00: So we're not going to go with you.
- 33:06SPEAKER_00: I think it's interesting.
- 33:07SPEAKER_00: You brought up,
- 33:08SPEAKER_00: I think,
- 33:08SPEAKER_00: in another interview,
- 33:09SPEAKER_00: how when you told staff in December that, look,
- 33:12SPEAKER_00: Or maybe it was December,
- 33:13SPEAKER_00: I can't remember exactly when it was, but there might be some redundancies.
- 33:15SPEAKER_00: You were all at risk of redundancy.
- 33:18SPEAKER_00: And nobody leaked that.
- 33:21SPEAKER_01: Yep, that was a good one.
- 33:23SPEAKER_01: We said,
- 33:23SPEAKER_01: if you leak it,
- 33:25SPEAKER_01: it'll change the whole dynamics of our deal that we're working on with Hero
- 33:30SPEAKER_01: and Team17 and all these guys.
- 33:32SPEAKER_01: So we can't leak it.
- 33:33SPEAKER_01: And what was more annoying was we said,
- 33:36SPEAKER_01: Like we're going to do absolutely everything to protect everyone's jobs here,
- 33:39SPEAKER_01: guys, that's what we're doing.
- 33:40SPEAKER_01: Like we've got it, but we can't guarantee anything.
- 33:43SPEAKER_01: So if you have a job, go look for a job.
- 33:45SPEAKER_01: Like if you've got an offer, I'm telling you to take it, accept it.
- 33:48SPEAKER_01: We know hard feelings, like, please do it.
- 33:51SPEAKER_01: And, um, What happened was the whole team went, Joe, we've got you back.
- 33:58SPEAKER_01: You can do this.
- 33:59SPEAKER_01: And I'm there like, I can't do this.
- 34:01SPEAKER_01: Take the job.
- 34:02SPEAKER_01: Like I'm telling you, we're going down.
- 34:04SPEAKER_01: It's like a Titanic sinking.
- 34:06SPEAKER_01: They're like, it's okay.
- 34:07SPEAKER_01: We'll fix it.
- 34:08SPEAKER_01: Don't worry.
- 34:08SPEAKER_01: We trust you.
- 34:09SPEAKER_01: Like it was a, a great team moment and they stuck together.
- 34:14SPEAKER_01: But if we hadn't pulled it off, I would have been like, guys, please.
- 34:19SPEAKER_01: So yeah.
- 34:19SPEAKER_00: Okay.
- 34:21SPEAKER_00: You've stopped the four-day work weeks now, though, isn't it?
- 34:23SPEAKER_00: You've had to take a break.
- 34:25SPEAKER_01: We've always been clear that it doesn't make you more productive.
- 34:27SPEAKER_01: We've never, ever said it makes you more productive.
- 34:29SPEAKER_01: It makes you, shock horror, 20% less productive.
- 34:33SPEAKER_01: But I think we've always got an ambition Let's go back to doing something else.
- 34:37SPEAKER_01: So the staff today, we told them they've got the entire December off, right?
- 34:42SPEAKER_01: Oh, nice.
- 34:42SPEAKER_01: But then someone tried to book every Friday off between now and December.
- 34:46SPEAKER_01: And we said, no way, you asshole.
- 34:48SPEAKER_01: Like, let's balance this.
- 34:50SPEAKER_01: So, you know,
- 34:52SPEAKER_01: we're always trying to do something a bit different,
- 34:54SPEAKER_01: but at bulkhead,
- 34:55SPEAKER_01: you have the standard holidays,
- 34:57SPEAKER_01: like 20 days statutory, but no one's ever had 20 days holiday.
- 35:01SPEAKER_01: They've always had more.
- 35:03SPEAKER_01: So, yeah,
- 35:03SPEAKER_01: it's a weird Trying to work within the law and provide a good service to people in
- 35:09SPEAKER_01: a law that's designed to stop bad people, it makes quite restrictive, difficult.
- 35:15SPEAKER_01: Are some other questions related to that?
- 35:17SPEAKER_00: Do you have like a net, I read something about a Netflix group.
- 35:21SPEAKER_00: Is that thing still happening?
- 35:23SPEAKER_01: Yeah, we've had a Netflix, it's not Netflix, it's a Netflix approved camera setup thing.
- 35:29SPEAKER_01: They've been following us for four years now.
- 35:32SPEAKER_00: Oh, wow.
- 35:33SPEAKER_01: We always call,
- 35:34SPEAKER_01: talk about ourselves as bulkhead as an entertainment company that makes video games
- 35:38SPEAKER_01: and the video game is a vehicle for us to make entertainment and money kind
- 35:42SPEAKER_01: of thing.
- 35:43SPEAKER_01: Um, so yes, we make money on our game sales, but we need to keep people interested in us.
- 35:47SPEAKER_01: So again,
- 35:48SPEAKER_01: it's not necessarily transparent in that We're not showing people everything,
- 35:53SPEAKER_01: but everything's on camera.
- 35:54SPEAKER_01: So we can choose what to show them.
- 35:56SPEAKER_01: So for example, we had the service go down on our launch day.
- 36:00SPEAKER_01: The entire thing,
- 36:00SPEAKER_01: we had two cameramen in the whole thing,
- 36:03SPEAKER_01: just all night for like eight hours of filming.
- 36:06SPEAKER_01: And then we cut it together and released it 24 hours later, I think.
- 36:10SPEAKER_01: And now we're deciding whether we go with or have some conversations
- 36:13SPEAKER_01: with those bigger platforms.
- 36:15SPEAKER_01: But ultimately,
- 36:16SPEAKER_01: we think we have more power and control
- 36:17SPEAKER_01: if we do it via this new YouTube Premiere system it's got.
- 36:23SPEAKER_01: But it's really interesting, if nothing else, I think.
- 36:26SPEAKER_01: And you'll just see, like, it just is hard work.
- 36:30SPEAKER_01: You can't make War Dogs without hard work.
- 36:33SPEAKER_00: There was talk about you being involved in the Hell Let Loose series.
- 36:36SPEAKER_00: Has that, I mean,
- 36:37SPEAKER_00: it sounds like you've been quite busy with War Dogs, but has that come to pass?
- 36:41SPEAKER_01: Yeah, it's no secret that we were working with Team17 and they have a big FPS game
- 36:48SPEAKER_01: and we love World War II FPS games.
- 36:50SPEAKER_01: So we don't have any confirmation right now because we're only so many people,
- 36:55SPEAKER_01: but wherever we can be involved in working on a cool FPS game, we will be.
- 36:59SPEAKER_01: So we're talking about it, but it's not like a, this is happening thing.
- 37:03SPEAKER_01: And yeah, just, I'm always down for more Hell or Lose.
- 37:08SPEAKER_00: I was surprised Hell It Loose and the War Dogs were so close together.
- 37:11SPEAKER_00: I was thinking from the same publisher.
- 37:13SPEAKER_00: That was a bit of a, yeah, I was, yeah, anyway.
- 37:17SPEAKER_01: I think there's always slips and date slips and then eventually they end up in
- 37:21SPEAKER_01: the same window and at a certain point you've got to release them.
- 37:25SPEAKER_01: But also you said earlier about competition and I think that a lot
- 37:29SPEAKER_01: of these players buy all these games and move between them.
- 37:32SPEAKER_01: Oh yeah.
- 37:33SPEAKER_00: I think it's kind of nice to see it because I don't think
- 37:35SPEAKER_00: the UK has necessarily been known for shooters.
- 37:38SPEAKER_00: We're
- 37:39SPEAKER_01: trying to fix it.
- 37:40SPEAKER_01: We're trying to
- 37:41SPEAKER_00: fix it.
- 37:41SPEAKER_00: Well, if you go back to Goldeneye,
- 37:43SPEAKER_00: I guess,
- 37:43SPEAKER_00: and Rare,
- 37:43SPEAKER_00: and then sort of TimeSplitters and the bit of,
- 37:47SPEAKER_00: you know, here and there and Black and whatever.
- 37:49SPEAKER_00: But like, certainly not recently, but then there's you and then there's the Hell Let Loose team.
- 37:53SPEAKER_00: I've forgotten their names for a second there.
- 37:54SPEAKER_00: And Battlefield 6 has been made in Criterion.
- 37:57SPEAKER_00: I know it's part, they're not the lead studio on it, but it seems like a little bit of a...
- 38:00SPEAKER_01: I think for us, like, that's one of our, that's our advantage, right?
- 38:04SPEAKER_01: Is you can make, we also work on PUBG, right?
- 38:07SPEAKER_01: We have a PUBG team.
- 38:08SPEAKER_01: We're doing some stuff there.
- 38:09SPEAKER_01: The couple of times we've gone to hire someone and they've gone, we go watch the dream game.
- 38:12SPEAKER_01: We're like, this guy's gonna be awesome on War Dog.
- 38:14SPEAKER_01: He's gonna really help us out.
- 38:15SPEAKER_01: He goes, ah, my dream games work on PUBG.
- 38:16SPEAKER_00: And we're like, for God's sake, I think it's gonna have to put
- 38:19SPEAKER_01: him on the PUBG team.
- 38:20SPEAKER_01: So yeah, like we're trying to be the place to go and work if you wanna work on an FPS game.
- 38:25SPEAKER_00: Joe, I had that when I was a GI.
- 38:27SPEAKER_00: I invite someone in to do an interview and say, I'd love working for Eurogamer.
- 38:31SPEAKER_00: I'm like, ah.
- 38:32SPEAKER_00: Yeah.
- 38:33SPEAKER_01: Ah, balls.
- 38:34SPEAKER_01: Yeah.
- 38:36SPEAKER_01: It'd go eventually.
- 38:37SPEAKER_00: I've taken up too much of your time,
- 38:39SPEAKER_00: so I'm going to ask my question I always end with,
- 38:41SPEAKER_00: which I know you're in the middle of sort of,
- 38:44SPEAKER_00: you know,
- 38:44SPEAKER_00: this huge launch and dealing with all these players and all this feedback
- 38:47SPEAKER_00: and all this noise, but where would you like to be in five years?
- 38:51SPEAKER_00: Ooh, that's a good question.
- 38:54SPEAKER_01: I think the easiest answer is I want to be making games with my friends still.
- 38:58SPEAKER_01: That's why our thing works is we've been friends for 12 years since we left uni
- 39:03SPEAKER_01: and made a company.
- 39:05SPEAKER_01: I want to be making games with my friends,
- 39:07SPEAKER_01: new friends come in, some But that's what I'd like to be doing.
- 39:11SPEAKER_01: And within that,
- 39:13SPEAKER_01: really what we're trying to do is this hard work period has made us a lot
- 39:17SPEAKER_01: of our own independent money that we can choose what to do with.
- 39:21SPEAKER_01: We can choose how hard to work and That's what the staff really got behind
- 39:25SPEAKER_01: after years of being owned by different people.
- 39:28SPEAKER_01: The ability to say, we don't want to work on that, I think is a really powerful thing.
- 39:33SPEAKER_01: Will only make us make better games,
- 39:35SPEAKER_01: but being able to spend more time with our families and then make games
- 39:38SPEAKER_01: with our friends feels like a dream come true to us.
- 39:41SPEAKER_00: Well, Joe,
- 39:42SPEAKER_00: it certainly seems like it's been a battle,
- 39:44SPEAKER_00: but congratulations on the launch of War Dogs.
- 39:46SPEAKER_00: I'll be watching it,
- 39:47SPEAKER_00: of course,
- 39:47SPEAKER_00: as the numbers inevitably go up and down and do all that thing where
- 39:51SPEAKER_00: the emotional rollercoaster of running an online shooter game.
- 39:54SPEAKER_01: Yeah, and I'll still be listening to your podcast, so please keep going with it.
- 39:59SPEAKER_00: Yeah, I like the fact you mow the lawn every week.
- 40:02SPEAKER_00: Well, there's a lot to digest in there.
- 40:05SPEAKER_00: Well, that's it from us for The Game Business Show.
- 40:07SPEAKER_00: I will be back with more news, analysis, insight and interviews in the days and weeks ahead.
- 40:11SPEAKER_00: You can find all our stuff on thegamebusiness.com.
- 40:14SPEAKER_00: Also, you can sign up to our newsletter there to make sure you never miss an episode.
- 40:19SPEAKER_00: But that's it from us today.
- 40:21SPEAKER_00: Until next time, thank you for tuning in.