Latest / The Game Business Show / How did PS5 boxed games sell in September? And the problem with industry consolidation
Transcript
- 0:00SPEAKER_03: This week we discuss the consolidation of the video game business,
- 0:03SPEAKER_03: we reveal who came out top in a competitive September,
- 0:06SPEAKER_03: and we chat with the European boss of Crimson Desert publisher, Pearl Abyss.
- 0:14SPEAKER_03: Hello and welcome to The Game Business Show.
- 0:17SPEAKER_03: This week's edition is sponsored by WeHype.
- 0:19SPEAKER_03: If you're releasing a game,
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- 0:30SPEAKER_03: trusted recommendations come from the thousands of smaller content creators who are
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- 1:16SPEAKER_03: This year,
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- 1:33SPEAKER_03: Now.
- 1:34SPEAKER_03: Back to the show.
- 1:35SPEAKER_03: Right.
- 1:35SPEAKER_03: Now, in a moment, I'm going to be welcoming our guest.
- 1:38SPEAKER_03: His name's Josip Andrin, and he's been on before.
- 1:40SPEAKER_03: He's going to be talking to us about the consolidation in the video game business.
- 1:43SPEAKER_03: And knowing us, we're bound to talk about other things as well.
- 1:46SPEAKER_03: But before I welcome him on, I've got some data to share.
- 1:49SPEAKER_03: It's been unusually long time since we've done the data thing and September was such
- 1:53SPEAKER_03: a big month for video game releases I thought let's do it.
- 1:56SPEAKER_03: And there's some really positive stuff and some really surprising stuff in here.
- 1:59SPEAKER_03: So I'm going to start with console sales data.
- 2:01SPEAKER_03: Now I don't have it for every market but I do have some UK data from Nielsen IQ.
- 2:06SPEAKER_03: The data covers August 23rd to September 26th and it reveals
- 2:10SPEAKER_03: that 125,000 consoles were sold in the UK over that period.
- 2:15SPEAKER_03: That's 78% up over August and 9% up over September last year.
- 2:19SPEAKER_03: It's units of course and it's just the UK but I think it bodes well for the other markets.
- 2:25SPEAKER_03: Now consoles are more expensive this year so the revenue is up even more.
- 2:29SPEAKER_03: PS5 sales,
- 2:30SPEAKER_03: it's unit sales,
- 2:30SPEAKER_03: up 117% in September versus August and up 24% over September last year.
- 2:36SPEAKER_03: It was the number one console of the month in the UK.
- 2:38SPEAKER_03: However, overall it's still down 26% year to date.
- 2:42SPEAKER_03: Switch 2 was up 70% over August and 17% over September last year.
- 2:47SPEAKER_03: It was the number 2 console of the month.
- 2:48SPEAKER_03: And overall it's up 13% year to date, so it's doing still well in terms of year to date.
- 2:53SPEAKER_03: And in third spot is Xbox.
- 2:55SPEAKER_03: Now this one was up 30% over August.
- 2:56SPEAKER_03: They're actually down 29% over September last year,
- 2:59SPEAKER_03: but overall Xbox sales are up 1.7% yet to date.
- 3:03SPEAKER_03: Now UK as I say,
- 3:04SPEAKER_03: this isn't the world,
- 3:05SPEAKER_03: but it is a good, it can be a good indicator of what we might see in other markets.
- 3:08SPEAKER_03: And there's a few things that are happening here
- 3:09SPEAKER_03: because this data window It does include the reveal of GTA 6 on Netflix.
- 3:13SPEAKER_03: I think that's had a big impact upon sales of next generation consoles.
- 3:17SPEAKER_03: We also have some big releases like Wolverine and we'll come onto that in a moment.
- 3:21SPEAKER_03: On the Nintendo side, they had the big Direct which revealed the Zelda reveal.
- 3:24SPEAKER_03: So I think that's probably done good for them as well.
- 3:27SPEAKER_03: It all bodes really well for November.
- 3:30SPEAKER_03: But let's look at some of the games.
- 3:32SPEAKER_03: I've got sales data estimates here from Ampere Analysis.
- 3:35SPEAKER_03: They track 45 countries, including all the big ones like US, Japan, France, Germany, UK, China.
- 3:40SPEAKER_03: You know, all the big countries are covered.
- 3:41SPEAKER_03: And according to Ampere Analysis,
- 3:43SPEAKER_03: no surprise, EA Sports FC was the number one game on PlayStation 5 and Xbox.
- 3:47SPEAKER_03: On PS5, it sold nearly 5 million copies across those tracked markets.
- 3:51SPEAKER_03: That's not a surprise.
- 3:52SPEAKER_03: The number two game on PlayStation was Wolverine.
- 3:54SPEAKER_03: Also not a surprise.
- 3:55SPEAKER_03: According to Ampere, it sold 2.16 million copies across the markets.
- 3:59SPEAKER_03: I think Probably a little bit lower than PlayStation would have liked, but we don't know.
- 4:04SPEAKER_03: Interesting stat with Wolverine,
- 4:06SPEAKER_03: 35% of its sales in September were for the physical version of the game.
- 4:10SPEAKER_03: So over a third of the game was sold in boxes.
- 4:13SPEAKER_03: In Europe, according to GSD, More than half of Wolverine sales were sold in boxes.
- 4:18SPEAKER_03: More than half.
- 4:19SPEAKER_03: So more people in Europe bought the game in a box than they did as a download.
- 4:22SPEAKER_03: Now that number will go down in time, I know, and it does differ by market.
- 4:25SPEAKER_03: So two thirds of Wolverine sales in the UK were digital, but in France two thirds were physical.
- 4:31SPEAKER_03: We talked about this in previous episodes,
- 4:32SPEAKER_03: how about how markets like France, they like their boxes.
- 4:37SPEAKER_03: For me, stats like that sort of show I'm not sure PS5 players are ready to go fully digital.
- 4:42SPEAKER_03: And it does, be clear, it does vary by game.
- 4:46SPEAKER_03: Ampere's got loads of stats here around the PS5 games that did well in September.
- 4:52SPEAKER_03: In September, like 7% of EA Sports FC sales were physical.
- 4:57SPEAKER_03: But, you know, 30% of Onimusha sales were physical.
- 5:00SPEAKER_03: 36% of Blood of the Dawnwalker sales were physical.
- 5:03SPEAKER_03: Physical is still a big thing.
- 5:05SPEAKER_03: And I know I've said that before, but I'm going to keep saying it.
- 5:11SPEAKER_03: There's some other really interesting stats in this.
- 5:14SPEAKER_03: Halloween the Game did really well on console,
- 5:16SPEAKER_03: coming out ahead of games like Control and Silent Hill Townfall.
- 5:19SPEAKER_03: Both those games didn't make the top ten on Xbox or PC by the way.
- 5:22SPEAKER_03: Halloween was the number two game on Xbox behind EA Sports FC,
- 5:26SPEAKER_03: sold 650,000 units on that platform.
- 5:29SPEAKER_03: Onimusha from Capcom did good numbers on all platforms.
- 5:31SPEAKER_03: It did nearly 850,000 units on Steam, 725,000 units on PS5, 177,000 units on Xbox.
- 5:37SPEAKER_03: It's all Ampere data.
- 5:39SPEAKER_03: It is all estimates, to be clear, but, you know, it clearly did well.
- 5:42SPEAKER_03: For me, what stood out is how many new IPs did well.
- 5:45SPEAKER_03: War Dogs topped the Steam charts with nearly 3 million sales.
- 5:48SPEAKER_03: We know that.
- 5:49SPEAKER_03: Friends Lock Game How to Fish also performed exceptionally well.
- 5:52SPEAKER_03: Blood of the Dawn Walker,
- 5:53SPEAKER_03: which is the new RPG from former developers of The Witcher,
- 5:56SPEAKER_03: was top five on all It's a really fascinating chart.
- 6:01SPEAKER_03: Some of the things that we thought were going to do well in September,
- 6:03SPEAKER_03: I'm not saying they did badly,
- 6:04SPEAKER_03: but they were outdone by games like Halloween and On Every Show and Blood of
- 6:10SPEAKER_03: the Dawnwalker and War Dogs and Bodycam and loads of things like that.
- 6:15SPEAKER_03: You can check out the full charts on today's Game Business newsletter.
- 6:19SPEAKER_03: I'm not going to read it all out here.
- 6:20SPEAKER_03: You'll find that pretty boring.
- 6:23SPEAKER_03: Just head to thegamebusiness.com and you can get that.
- 6:25SPEAKER_03: Right.
- 6:26SPEAKER_03: Let's welcome this week's big guest.
- 6:28SPEAKER_03: He's one of the industry's leading analysts, perhaps even the next Matthew Ball, dare I say it.
- 6:33SPEAKER_03: He is the writer of the Super Yoast playlist substat, which I fully recommend, by the way.
- 6:37SPEAKER_03: And he's a lovely man that I've known for many, many years.
- 6:40SPEAKER_03: He is, of course, Yoast van Drunnen.
- 6:42SPEAKER_03: Hello, Yoast.
- 6:43SPEAKER_03: Welcome to the show.
- 6:44SPEAKER_03: Thanks for having me.
- 6:45SPEAKER_03: I've just been sharing some facts and figures about September and sort of end of August.
- 6:49SPEAKER_03: Did any of it catch your eye?
- 6:51SPEAKER_01: Yeah, it's been an interesting month.
- 6:53SPEAKER_01: Everybody is getting ready to full force for the announcement, the release, right?
- 7:01SPEAKER_01: It's not going to go any other way than we know that it's going to go.
- 7:04SPEAKER_01: We don't have to say what title is launching.
- 7:06SPEAKER_01: And so then it's sort of interesting to see how everybody else is reacting on
- 7:10SPEAKER_01: the fringes and in response to it, I guess.
- 7:16SPEAKER_01: You know,
- 7:17SPEAKER_01: first things first,
- 7:18SPEAKER_01: I did like the Saturday Night Live skit of having Link
- 7:26SPEAKER_01: to sort of go at it for
- 7:28SPEAKER_01: a bit.
- 7:28SPEAKER_01: You know,
- 7:29SPEAKER_01: it's just from an observational point,
- 7:32SPEAKER_01: like when the industry is always being mocked,
- 7:35SPEAKER_01: you know, there's always sort of like this underhanded commentary around it.
- 7:38SPEAKER_01: I think it's hilarious.
- 7:39SPEAKER_01: And I think it's interesting that mainstream media picks up on the fact
- 7:42SPEAKER_01: that Nintendo is like, yeah, whatever, we're doing Ocarina time.
- 7:45SPEAKER_01: GTA be damned, we got what we got, and we're confident about it.
- 7:51SPEAKER_01: So that's one observation.
- 7:52SPEAKER_01: I think we're going to see some of the pillar releases,
- 7:55SPEAKER_01: but then there's going to be a lot of nothing,
- 7:58SPEAKER_01: a lot of why would you launch against this?
- 8:01SPEAKER_01: The reason or the secondary observation here for me is sort of the changing of
- 8:06SPEAKER_01: the guard at different companies.
- 8:08SPEAKER_01: So Xbox has had a lot of layoffs, as we know, not exclusively, of course, on the creative side.
- 8:14SPEAKER_01: In fact,
- 8:14SPEAKER_01: there's a lot of management people that have been shuffled around or have left
- 8:18SPEAKER_01: on their own accord over the last 18 months, 12 months.
- 8:21SPEAKER_01: And you see them pop up everywhere else.
- 8:23SPEAKER_01: So when you and I were both at Gamescom,
- 8:25SPEAKER_01: I had more than a few meetings and sort of sightings of former executives
- 8:31SPEAKER_01: from both Xbox and some of them at PlayStation as well.
- 8:34SPEAKER_01: They're now wearing a different shirt, right?
- 8:36SPEAKER_01: They have a different logo on their polo shirt and they walk around for
- 8:38SPEAKER_01: a big tech company and they have a different Flag that they carry,
- 8:43SPEAKER_01: which is, you know, in many ways, I think an indication of what's to come next.
- 8:47SPEAKER_01: Like once GTA launches and we go,
- 8:50SPEAKER_01: we get over that hump,
- 8:51SPEAKER_01: you know,
- 8:52SPEAKER_01: I think in many ways the road will be much more open for other companies to jump in.
- 8:56SPEAKER_01: The road will be clear for other,
- 8:59SPEAKER_01: you know, large companies to make their play properly in the wake of GTA 6.
- 9:05SPEAKER_01: So those are some of the things I see for the remainder of the year.
- 9:07SPEAKER_03: Yeah, well, I think I loved that Saturday night.
- 9:10SPEAKER_03: I know there was the joke at the beginning about,
- 9:11SPEAKER_03: you know,
- 9:13SPEAKER_03: I don't play games because I've had sex,
- 9:14SPEAKER_03: sort of a classic line,
- 9:16SPEAKER_03: which is,
- 9:16SPEAKER_03: you know,
- 9:17SPEAKER_03: it's a joke from 2002, but even though I actually I did kind of, I enjoyed it.
- 9:23SPEAKER_03: I also enjoyed it because I know other people had used the Barbenheimer comparison,
- 9:27SPEAKER_03: but I'm pretty sure I'm the only one that put it in a headline.
- 9:29SPEAKER_03: So I'd like to think that the SNL are the readers of The Game Business.
- 9:35SPEAKER_03: But what I found fascinating about that,
- 9:37SPEAKER_03: you talk about Zelda,
- 9:39SPEAKER_03: it made me think because would this whole Ocarina of Time sort
- 9:42SPEAKER_03: of versus GTA fun thing, even though they're not really versus each other.
- 9:48SPEAKER_03: Call of Duty would normally be in this conversation,
- 9:50SPEAKER_03: yet somehow I think because of Nintendo's placement of the game into November,
- 9:53SPEAKER_03: I don't know,
- 9:54SPEAKER_03: maybe I'm overthinking this,
- 9:55SPEAKER_03: I think they've made themselves the jokey competitor to GTA 6 and Call
- 10:00SPEAKER_03: of Duty has almost become...
- 10:03SPEAKER_03: Silenced coming out the week earlier.
- 10:06SPEAKER_03: We're only two weeks away, three weeks away from Call of Duty coming out.
- 10:09SPEAKER_03: And it's strange not for,
- 10:10SPEAKER_03: even though it looks great,
- 10:12SPEAKER_03: not to be part of the conversation at the moment, I guess it will be as it picks up.
- 10:16SPEAKER_01: Yeah, I think Xbox really put all of its money behind the Gears of War, E-Day.
- 10:23SPEAKER_01: You know, I think that that was their big one.
- 10:25SPEAKER_01: That's the bookend and then we're going to have a little quiet time and get GTA Up
- 10:29SPEAKER_01: and, you know, spun up.
- 10:30SPEAKER_01: They've renewed their license too.
- 10:32SPEAKER_01: If you recall,
- 10:33SPEAKER_01: a week ago they announced that they had this sort of new consolidated license
- 10:37SPEAKER_01: with Take-Two Interactive, which doesn't really change too much.
- 10:41SPEAKER_01: It sort of consolidates some of their existing things,
- 10:43SPEAKER_01: but they want to get all of their third party titles,
- 10:47SPEAKER_01: I think, set for the time that's ahead of them.
- 10:51SPEAKER_01: And so they probably are holding short on some of the marketing and some of
- 10:55SPEAKER_01: the effort behind You know, the Call of Duties.
- 10:59SPEAKER_01: Does it really need a big blowout?
- 11:00SPEAKER_03: Well, yeah,
- 11:01SPEAKER_03: the community for that is very, like,
- 11:03SPEAKER_03: I'm talking about it from a media point of view,
- 11:04SPEAKER_03: and actually Call of Duty has become so focused on the influencer space from a PR
- 11:08SPEAKER_03: and marketing perspective that it sometimes does pass us by.
- 11:12SPEAKER_03: But I don't know.
- 11:14SPEAKER_03: I've heard good things about it,
- 11:16SPEAKER_03: and after last year's disappointment, I think it'll be interesting.
- 11:19SPEAKER_03: A few things I picked up,
- 11:22SPEAKER_03: I was really pleased to see console sales spike,
- 11:24SPEAKER_03: and I know I've only got the UK data at the moment,
- 11:26SPEAKER_03: but I think that's probably the GTA 6 reveal and the Zelda reveal,
- 11:29SPEAKER_03: which bodes well for the launch of those games,
- 11:32SPEAKER_03: I think, particularly often the price rises.
- 11:37SPEAKER_03: I wasn't surprised actually to see Wolverine's physical sales so high
- 11:42SPEAKER_03: because Spider-Man 2 had the same stat even though it was a few years ago
- 11:45SPEAKER_03: but it does make me,
- 11:47SPEAKER_03: it just sort of cements in my mind that I don't think PlayStation fans are ready Yet
- 11:52SPEAKER_03: for that disc switch off, at
- 11:55SPEAKER_01: least some of them aren't.
- 11:57SPEAKER_01: No, I'm with you on that.
- 11:58SPEAKER_01: I mean, physical sales, I mean,
- 12:01SPEAKER_01: it's both sort of the industry data,
- 12:02SPEAKER_01: but also the casual observation in my classroom, if you will.
- 12:07SPEAKER_01: Particularly around strong IP, people have a need to collect.
- 12:12SPEAKER_01: You know, like the thing about GTA, I would have done this differently, right?
- 12:16SPEAKER_01: But the GTA box,
- 12:19SPEAKER_01: the whatever collector's box,
- 12:20SPEAKER_01: that's the one with the map in it that used to come with the game, if you recall.
- 12:24SPEAKER_01: You know, same thing with, you know, things like around the Marvel Universe.
- 12:28SPEAKER_01: It's like, these are heavy collectors.
- 12:30SPEAKER_01: They want to have the little box with the pretty pictures and the little swag.
- 12:34SPEAKER_01: I think that's where the physical sales are still incredibly relevant for the consumer markets.
- 12:39SPEAKER_01: And the industry is ready to move on.
- 12:41SPEAKER_01: It's like, yeah, I'm not so fast.
- 12:43SPEAKER_01: This is increasingly a big part of it.
- 12:45SPEAKER_01: In fact,
- 12:45SPEAKER_01: you could argue if you look at other industries,
- 12:47SPEAKER_01: whether it's music or fashion,
- 12:49SPEAKER_01: merchandising is an increasingly large part of the overall revenue.
- 12:52SPEAKER_01: And so it's a bit of
- 12:56SPEAKER_01: Are we missing an opportunity here to extend the fan experience?
- 12:59SPEAKER_01: Why isn't there more available even at a lower price point?
- 13:03SPEAKER_01: I think this luxury category is cool, but you got to give people what they want.
- 13:07SPEAKER_03: Yeah, I always talked about it at length.
- 13:09SPEAKER_03: I think it also depends on the market,
- 13:11SPEAKER_03: actually,
- 13:11SPEAKER_03: because some of the stats was it two thirds,
- 13:14SPEAKER_03: over two thirds of people in France bought Wolverine physically.
- 13:19SPEAKER_03: And so for me, that's like, well, France certainly, it obviously varies by market.
- 13:22SPEAKER_03: But we've talked about it before.
- 13:24SPEAKER_03: I think that just sort of cements my full view.
- 13:26SPEAKER_03: And I was pleased actually from September to see Two of the big games were War Dogs
- 13:31SPEAKER_03: and Blood of the Dawnwalker,
- 13:32SPEAKER_03: which is a new IP from Independence Studios, which happens a lot.
- 13:37SPEAKER_03: I know it's not that infrequent, but it's good to see.
- 13:39SPEAKER_03: But anyway,
- 13:41SPEAKER_03: shall we talk about,
- 13:41SPEAKER_03: because you've just done some research into the consolidation of the business.
- 13:46SPEAKER_03: I did.
- 13:48SPEAKER_02: You've been busy on it.
- 13:49SPEAKER_03: Is it a three-part series that you're preparing?
- 13:53SPEAKER_01: Yeah.
- 13:55SPEAKER_01: Let me lead it in,
- 13:56SPEAKER_01: bitches, to say,
- 13:58SPEAKER_01: so for the longest time,
- 14:00SPEAKER_01: my angle on a lot of things is that games are amazing,
- 14:03SPEAKER_01: of course,
- 14:04SPEAKER_01: but they're developed and designed and published not in a vacuum but in a market
- 14:08SPEAKER_01: with lots of restrictions and constraints and opportunities.
- 14:11SPEAKER_01: And so if you look at the economic structure of a creative industry,
- 14:14SPEAKER_01: it gives you a sense of direction of how things go.
- 14:17SPEAKER_01: So that's not unique to games, of course.
- 14:20SPEAKER_01: That applies to all media and entertainment industries.
- 14:23SPEAKER_01: But nobody really does it, so fine, I'll do it.
- 14:26SPEAKER_01: I've collected over the last 20 years a dataset that looks at all of
- 14:30SPEAKER_01: the major companies,
- 14:31SPEAKER_01: private and public,
- 14:32SPEAKER_01: and then aggregates Their market share is based on revenue
- 14:37SPEAKER_01: across different categories, PC,
- 14:39SPEAKER_01: console,
- 14:39SPEAKER_01: mobile, countries, and so on, just to get a sense of who's dominating the space.
- 14:44SPEAKER_01: When we talk about GTA 6, that's the big one left.
- 14:50SPEAKER_01: That one takes so much market share in all these aspects.
- 14:56SPEAKER_01: But we used to have a games market where you had lots of pure play,
- 15:00SPEAKER_01: publicly traded publishers like EA, Activision Blizzard and so on.
- 15:04SPEAKER_01: So the structure of the economy has shifted.
- 15:06SPEAKER_01: So the short form or sort of the summary of that is that over the last couple
- 15:11SPEAKER_01: of years, like 10% of publishing revenue is now controlled by 56 companies.
- 15:18SPEAKER_01: 56% of publishing revenues is controlled by 10 companies.
- 15:22SPEAKER_01: Sorry, I'm saying this the wrong way around.
- 15:24SPEAKER_01: And so when the top ten companies own and control that much of the market share,
- 15:29SPEAKER_01: it's very difficult for everybody else to launch into the industry.
- 15:32SPEAKER_01: And that's remarkable because we had a transition when mobile came around
- 15:37SPEAKER_01: where everything dropped in terms of content.
- 15:39SPEAKER_01: All of a sudden, it was much lower because you had more platforms, more people.
- 15:43SPEAKER_01: And so you see this re-consolidation
- 15:46SPEAKER_01: where consoles were historically very consolidated and PC came out in
- 15:50SPEAKER_01: the early 2000s,
- 15:51SPEAKER_01: if you recall, with,
- 15:51SPEAKER_01: of course,
- 15:52SPEAKER_01: Steam and it became this hugely distributed And then mobile came after it.
- 15:56SPEAKER_01: And so everybody sort of thought like, oh, no big deal.
- 15:59SPEAKER_01: That's changed now to the point where it's breaking through the ceilings of say
- 16:06SPEAKER_01: the FCC or the CMA's metrics for concentrated industries.
- 16:11SPEAKER_01: And so suddenly now we are You know,
- 16:13SPEAKER_01: we're looking at an industry that's consolidating and it's impacting
- 16:16SPEAKER_01: the creative outputs.
- 16:18SPEAKER_01: So that's sort of the top line finding, right?
- 16:19SPEAKER_01: So the top 10 companies control most of the markets.
- 16:23SPEAKER_01: And what does that mean for everybody else?
- 16:25SPEAKER_03: I found it really interesting because obviously the data is the data.
- 16:28SPEAKER_03: You can't really challenge that.
- 16:29SPEAKER_03: But I had Undead Labs on the show this week talking about they were part of Xbox
- 16:34SPEAKER_03: to become independent and they went out, we need to find a publisher.
- 16:37SPEAKER_03: They went out looking for a publisher and the guy who runs Undead Labs,
- 16:39SPEAKER_03: he hasn't had to do that for a long time.
- 16:41SPEAKER_03: When he had to do that before, it was like EA had to visit Ubisoft.
- 16:44SPEAKER_03: It was a handful of companies.
- 16:46SPEAKER_03: And now he's presented with a huge number of potential publishers.
- 16:51SPEAKER_03: And we just had a big Star Wars game come out and that's by Secret Mode
- 16:55SPEAKER_03: and Claire Obscure was by Kepler and War Dogs is by Team17.
- 16:58SPEAKER_03: And it feels like there are more publishers than ever breaking through.
- 17:02SPEAKER_03: And that's before we get to the self-publishing side of stuff.
- 17:05SPEAKER_03: But you're suggesting actually that these organizations are either going
- 17:09SPEAKER_03: to get bought up or they're playing in a smaller
- 17:14SPEAKER_01: slice of the pie.
- 17:16SPEAKER_01: Yes, that's correct.
- 17:17SPEAKER_01: So there is a degree to which we have more sort of the AA style companies
- 17:23SPEAKER_01: that are finding success.
- 17:25SPEAKER_01: That has everything to do with the fact that the large game companies in the world,
- 17:29SPEAKER_01: they can only You can't afford so many shots.
- 17:31SPEAKER_01: So maybe that's why Call of Duty is sort of taking a backseat this season.
- 17:36SPEAKER_01: But at a high level,
- 17:39SPEAKER_01: at the sort of multi-billion dollar scale,
- 17:41SPEAKER_01: you can't afford to take that many shots on goal.
- 17:43SPEAKER_01: It's just too expensive.
- 17:45SPEAKER_01: The risk is too great.
- 17:47SPEAKER_01: And so you put all of your eggs in one basket.
- 17:49SPEAKER_01: This is why you have these blockbuster releases.
- 17:51SPEAKER_01: But that's its own category.
- 17:53SPEAKER_01: In fact, a month or two ago, I wrote a piece on sort of the...
- 17:57SPEAKER_01: So this recurrence or the comeback of the mid markets on Steam.
- 18:03SPEAKER_01: Yeah, we have blockbuster titles coming out and that's true,
- 18:05SPEAKER_01: but the double A's of the world of finding success.
- 18:08SPEAKER_01: So it's
- 18:10SPEAKER_01: While market share is controlled by the large companies,
- 18:13SPEAKER_01: innovation and sort of growth is coming from the bottom and the middle increasingly.
- 18:18SPEAKER_01: I saw also Sean Layden,
- 18:20SPEAKER_01: I think,
- 18:20SPEAKER_01: finalize his fund,
- 18:21SPEAKER_01: former PlayStation head of studios,
- 18:24SPEAKER_01: you know, and he's focused very clearly on AA studios.
- 18:26SPEAKER_01: Like that's his growth thesis in that sense.
- 18:31SPEAKER_01: So that's what you're up against.
- 18:32SPEAKER_01: And so I say consolidation not to throw my hands in the air saying like, well, that's it.
- 18:37SPEAKER_01: We're done now.
- 18:39SPEAKER_01: That's the market circumstance.
- 18:40SPEAKER_01: And so if you want to zig,
- 18:42SPEAKER_01: then you've got to first figure out where all the big dogs are zagging,
- 18:46SPEAKER_01: so to say, right?
- 18:46SPEAKER_01: And I think that that's really the lesson for me.
- 18:49SPEAKER_03: You also,
- 18:49SPEAKER_03: you do predict that it's going to get to what,
- 18:51SPEAKER_03: two thirds by 2030 of publisher revenue will be amongst that top 10?
- 18:58SPEAKER_01: Yeah.
- 18:59SPEAKER_01: I mean, it's a function of a few things.
- 19:01SPEAKER_01: So you have to immediately break the industry out into mobile PC and console.
- 19:06SPEAKER_01: Console, of course, is console.
- 19:07SPEAKER_01: That's always going to be consolidated.
- 19:08SPEAKER_01: Always has been, in a sense.
- 19:10SPEAKER_01: PC has gotten very expensive.
- 19:13SPEAKER_01: And it's increasingly difficult.
- 19:15SPEAKER_01: It's encouraging to see that Steam is trying a little harder to bring visibility
- 19:20SPEAKER_01: to everybody else, but it's still relatively difficult to do it there.
- 19:25SPEAKER_01: Mobile is the hardest one.
- 19:26SPEAKER_01: And because that's half of everything,
- 19:28SPEAKER_01: You see these incredibly successful companies like Supercell or Dream Games,
- 19:33SPEAKER_01: but they spend 95, 99% of their revenues on marketing and user acquisition.
- 19:40SPEAKER_01: That's where a large part of that consolidation comes from.
- 19:42SPEAKER_01: That's why I would say two thirds will be owned by 2030 by the top companies
- 19:48SPEAKER_01: because it's really just who has the deepest pockets.
- 19:53SPEAKER_01: There's only a few ways out of that.
- 19:55SPEAKER_01: One of them is innovation from the middle.
- 19:58SPEAKER_01: Or some technological disruption in the form of AI,
- 20:02SPEAKER_01: but it really depends on the degree to which companies
- 20:05SPEAKER_01: and consumers are comfortable adopting it.
- 20:08SPEAKER_03: The AI thing was, well, loads of things, I could spin off that one.
- 20:12SPEAKER_03: I think,
- 20:14SPEAKER_03: I'll ask though,
- 20:15SPEAKER_03: I had a little bit of a conversation on LinkedIn about this,
- 20:16SPEAKER_03: which is a dangerous place to have a conversation.
- 20:18SPEAKER_03: Star Wars game came out this week, right?
- 20:20SPEAKER_03: And it is from Fuse Games, which is former Criterion Locks, former Burnout developers, right?
- 20:25SPEAKER_03: But it's an independent studio, and it's public by secret by an independent publisher.
- 20:30SPEAKER_03: The last Star Wars game,
- 20:31SPEAKER_03: which came out the end of August,
- 20:33SPEAKER_03: I know EA and Respawn were involved,
- 20:34SPEAKER_03: but it was also an independent studio-made game.
- 20:37SPEAKER_03: And Lucasfilm clearly have an interest in...
- 20:40SPEAKER_03: Disney in general, going, hey,
- 20:41SPEAKER_03: let's find some of this innovation in these independent teams,
- 20:44SPEAKER_03: the team that used to make XCOM,
- 20:46SPEAKER_03: the team that used to make Burnout, and let's work with them on taking these IPs.
- 20:50SPEAKER_03: And I do wonder,
- 20:51SPEAKER_03: even if that consolidation happens more at the top level,
- 20:54SPEAKER_03: when EA decide they want to do a new Command & Conquer,
- 20:56SPEAKER_03: do they build a Command & Conquer team or do they,
- 20:59SPEAKER_03: maybe it's a stupid question,
- 21:00SPEAKER_03: but does the money sort of flow out potentially to these new companies
- 21:05SPEAKER_03: that are cropping up as a result of these layoffs at the moment?
- 21:09SPEAKER_03: That's a good... My question makes sense.
- 21:12SPEAKER_01: No, it does.
- 21:13SPEAKER_01: So the problem or the challenge with IP-based development at
- 21:20SPEAKER_01: that scale is things like minimum guarantee.
- 21:24SPEAKER_01: And the fact that Disney will hold you accountable.
- 21:27SPEAKER_01: I mean, Disney is no different than like the toy makers or the Legos or
- 21:30SPEAKER_01: the world saying like, yeah, you can make it.
- 21:32SPEAKER_01: At first,
- 21:32SPEAKER_01: you're going to cut me this size check and then we're going to talk about royalties
- 21:36SPEAKER_01: and then you're going to jump through all these hoops so that I feel comfortable
- 21:39SPEAKER_01: that you're not putting my name,
- 21:41SPEAKER_01: my brand, my characters out there and somehow dilute the value of our asset.
- 21:46SPEAKER_01: And so that's not for everyone, right?
- 21:48SPEAKER_01: If you go to like the licensing expo,
- 21:51SPEAKER_01: And, you know, development shops or studios that will try to get an IP.
- 21:56SPEAKER_01: And one of the barriers to entry is like,
- 21:58SPEAKER_01: can you afford to bring enough lawyers into the room to negotiate all these things?
- 22:02SPEAKER_01: If not, then you're not in the right place, then you can't have our project.
- 22:05SPEAKER_01: And so there is substantial barriers to entry to get those contracts, in other words.
- 22:11SPEAKER_01: So as a development studio,
- 22:12SPEAKER_01: it always helps if you have a big publisher to help you out with that stuff.
- 22:16SPEAKER_01: And so what the publishers get out of is like they de-risk or offload a lot
- 22:21SPEAKER_01: and they outsource a lot of the creative work,
- 22:23SPEAKER_01: but they take care of all this sort of business-y capital stuff and vice versa.
- 22:28SPEAKER_01: So that's sort of the trade-off.
- 22:30SPEAKER_01: To develop,
- 22:31SPEAKER_01: to set up studios internally and also do the capitalization and all the licensing
- 22:35SPEAKER_01: and the legal work, I think that is probably unaffordable for the EAs.
- 22:39SPEAKER_01: Like they're better off just giving it out of hand and take a piece, come on the way.
- 22:44SPEAKER_01: That's how to de-risk a lot of the work here.
- 22:47SPEAKER_03: Yeah, no, I just,
- 22:48SPEAKER_03: I didn't,
- 22:48SPEAKER_03: I'm just,
- 22:48SPEAKER_03: it's an interesting,
- 22:50SPEAKER_03: you know,
- 22:51SPEAKER_03: you've got IP,
- 22:51SPEAKER_03: also these big companies are focusing,
- 22:52SPEAKER_03: you're talking about how many shots on goal they can have,
- 22:55SPEAKER_03: and Xbox is an interesting one because they've got so many IPs
- 22:57SPEAKER_03: that you think this is probably not going to do anything with.
- 23:00SPEAKER_03: Why resurrect that mid-size shooter franchise when you've got Halo and Call of Duty?
- 23:04SPEAKER_03: Why do a Banjo-Kazooie game when you've got Spyro and Crash Bandicoot?
- 23:08SPEAKER_03: But then there's probably studios that go, oh, I can see an opportunity there.
- 23:11SPEAKER_03: I don't know.
- 23:12SPEAKER_03: I'm deviating off from your topic a little bit, but it's just a thought.
- 23:17SPEAKER_01: It's sort of like a recurrent theme, right?
- 23:19SPEAKER_01: So you have portfolio management,
- 23:21SPEAKER_01: whether you're an IP holder or just a platform or publisher,
- 23:23SPEAKER_01: saying like, oh, well, we have two or 20 IPs that we could put into market.
- 23:29SPEAKER_01: For large conglomerates like Xbox,
- 23:31SPEAKER_01: for instance,
- 23:32SPEAKER_01: what you often see is that they will take just the two or three that work and
- 23:35SPEAKER_01: the rest of them,
- 23:37SPEAKER_01: they either get much less attention or they go into the freezer entirely.
- 23:41SPEAKER_01: And that's fine for a season,
- 23:43SPEAKER_01: but over time that means that innovation slowly withers because
- 23:48SPEAKER_01: the big IPs are also rarely the site of most innovative gameplay or sort
- 23:53SPEAKER_01: of forward thinking around what you could do with them because they have
- 23:57SPEAKER_01: so many rules attached to them.
- 23:59SPEAKER_01: Whereas the back of the portfolio allows for a lot more wiggle room.
- 24:02SPEAKER_01: And we've seen this time and again,
- 24:03SPEAKER_01: but so it's the larger the company,
- 24:07SPEAKER_01: you know, you could make an argument that it will also give you less innovation.
- 24:12SPEAKER_01: And that's why innovation comes from elsewhere.
- 24:14SPEAKER_01: The skirmishers of the world, they are much easier.
- 24:16SPEAKER_01: They're much more flexible there.
- 24:19SPEAKER_03: I did wince at your stat that Tencent's entire publishing business
- 24:22SPEAKER_03: in 2025 was larger than the top five publishers a decade ago.
- 24:27SPEAKER_03: It really highlights how the business has changed in that time.
- 24:32SPEAKER_03: That's remarkable.
- 24:33SPEAKER_03: It's interesting.
- 24:34SPEAKER_03: If the ten publishers,
- 24:35SPEAKER_03: big publishers,
- 24:36SPEAKER_03: are two thirds of the market,
- 24:38SPEAKER_03: Because obviously you're planning to do something on platform holders, I think.
- 24:40SPEAKER_03: We haven't done that one yet.
- 24:41SPEAKER_03: And they're increasing power in the industry.
- 24:43SPEAKER_03: But if the 10 biggest publishers are two thirds of the market,
- 24:46SPEAKER_03: does that not shift the power a bit towards those publishers from their perspective?
- 24:52SPEAKER_01: Yes, so that's an excellent question because it comes down to definition.
- 24:57SPEAKER_01: So this analysis is only on game publishing revenue.
- 25:00SPEAKER_01: So it's just all of the money made by people paying games.
- 25:04SPEAKER_01: The platform component is just the platform fees.
- 25:07SPEAKER_01: It's the 30% that you fork over to the Steams or the Apples of the world.
- 25:13SPEAKER_01: And so what you see is that,
- 25:15SPEAKER_01: of course,
- 25:16SPEAKER_01: game publishing as a revenue category is larger,
- 25:19SPEAKER_01: but platform revenue grows much faster and it's The numbers are still in beta,
- 25:25SPEAKER_01: but think of it is that over the last 15 years,
- 25:28SPEAKER_01: game publishing revenue has grown 3x compared to 11x for platform holders.
- 25:34SPEAKER_01: And so when you basically have all these toll booths,
- 25:36SPEAKER_01: you have this bottleneck in the value chain.
- 25:40SPEAKER_01: Everybody has to feed up into this one subset of companies that control things.
- 25:44SPEAKER_01: And increasingly, those companies don't even make games.
- 25:47SPEAKER_01: And so you can kind of go back and forth like, yeah,
- 25:50SPEAKER_01: you know,
- 25:50SPEAKER_01: of course,
- 25:51SPEAKER_01: Valve does have games in its own marketplace and so does Epic and so does,
- 25:56SPEAKER_01: you know, Apple has like Apple Arcades.
- 25:59SPEAKER_01: Sure, I guess it all counts.
- 26:01SPEAKER_01: But really most of their money comes from platform feeds.
- 26:03SPEAKER_01: And so that's really their primary function is to be an intermediator
- 26:08SPEAKER_01: between audience and creatives.
- 26:10SPEAKER_01: When you have a bottleneck,
- 26:11SPEAKER_01: all of a sudden, you know, you'd think you'd have leverage against that.
- 26:14SPEAKER_01: But if you are a small publisher or a small creative outfit,
- 26:18SPEAKER_01: good luck getting Apple on the phone.
- 26:20SPEAKER_01: Good luck getting Steam on the phone.
- 26:21SPEAKER_01: You know, that's never going to happen.
- 26:22SPEAKER_01: If you're EA,
- 26:23SPEAKER_01: you have a much bigger seat,
- 26:25SPEAKER_01: then you have a special line of communication, of course.
- 26:29SPEAKER_01: Then you can negotiate better deals, better rates, but everybody else.
- 26:32SPEAKER_01: And so it's really I'm a little unsure to use this analogy,
- 26:37SPEAKER_01: but you get this sort of gig economy.
- 26:39SPEAKER_01: We have all these small individual units that do all this work,
- 26:42SPEAKER_01: and they hand it off to this all-knowing, omnipotent platform in the middle.
- 26:47SPEAKER_01: And while we're not at the same level in the games industry as you would see in
- 26:50SPEAKER_01: an Uber or Instacart,
- 26:53SPEAKER_01: Those are platform economics that they all have in common, right?
- 26:57SPEAKER_01: And so that's a problem.
- 27:00SPEAKER_01: Creatively,
- 27:01SPEAKER_01: can you build anything outside of what works for those platforms is really
- 27:06SPEAKER_01: the challenge them.
- 27:07SPEAKER_01: And so by 2030, yes,
- 27:10SPEAKER_01: they will have more negotiating power,
- 27:12SPEAKER_01: but okay, so now we have four or five providers for a handful of platforms.
- 27:17SPEAKER_01: Where's the rest?
- 27:18SPEAKER_01: Because this industry thrives on the innovation coming from the bottom up.
- 27:24SPEAKER_03: I've always got a slight thing about it.
- 27:25SPEAKER_03: Sean Layden said this to me once about how platformers have become too powerful
- 27:29SPEAKER_03: and he wasn't necessarily talking about the size of them, the scale of them.
- 27:33SPEAKER_03: He talks about the fact there was a time that a game console was just
- 27:36SPEAKER_03: a machine you played a game on and now it's the shop.
- 27:40SPEAKER_03: And now it's increasingly becoming the media outlet as well.
- 27:43SPEAKER_03: Like it's where you discover the games,
- 27:44SPEAKER_03: it's where you buy the games, it's where you play the games.
- 27:49SPEAKER_03: And he said, I don't think that's healthy.
- 27:51SPEAKER_03: And well, someone who's associated with games media people, I agree strongly.
- 28:02SPEAKER_01: But anyway, what do you eat?
- 28:05SPEAKER_01: It's true.
- 28:05SPEAKER_01: So you end up dealing with these intermediaries that just sit on top of everything.
- 28:12SPEAKER_01: The problem was never paying Apple 30%.
- 28:16SPEAKER_01: It's now you're also paying for marketing.
- 28:18SPEAKER_01: And in fact,
- 28:19SPEAKER_01: if you don't adhere to our rules,
- 28:20SPEAKER_01: that's a whole other problem because now you can't compete in a certain way.
- 28:25SPEAKER_01: You can't always make what you want to make.
- 28:28SPEAKER_01: It isn't that they dictate what you can make as a game developer,
- 28:33SPEAKER_01: but they restrict what works in their store.
- 28:36SPEAKER_01: And so I think that's where Sean and I generally agree.
- 28:39SPEAKER_01: It's sort of like it's You know, should they get a fair price for the service they provide?
- 28:44SPEAKER_01: Of course.
- 28:46SPEAKER_01: But by doing so, they have all these other policies.
- 28:48SPEAKER_01: For instance,
- 28:50SPEAKER_01: one of the big ones is always you can't price your content at
- 28:55SPEAKER_01: a lower value somewhere else to draw in customers that maybe could not afford
- 28:59SPEAKER_01: as much in that other market, whatever that is.
- 29:01SPEAKER_01: It has to be on par with everything else, sort of this parity clause, as they call it.
- 29:06SPEAKER_01: And so, in other words,
- 29:07SPEAKER_01: you end up subsidizing More affluent players by overcharging less affluent players.
- 29:13SPEAKER_01: And so that's an economic inefficiency that is only constituted by the fact
- 29:17SPEAKER_01: that platforms operate this way.
- 29:20SPEAKER_01: So those are some of the problems that you get and that restricts access to capital
- 29:23SPEAKER_01: and therefore restricts innovation and growth.
- 29:26SPEAKER_03: But I think long term, We're seeing it now with consoles.
- 29:30SPEAKER_03: One of my big things about the state of the console industry right now,
- 29:32SPEAKER_03: and I'm sure it's making more money, but it's a shrinking industry.
- 29:35SPEAKER_03: And actually the way,
- 29:36SPEAKER_03: particularly PlayStation is at the moment,
- 29:38SPEAKER_03: but the way sometimes these companies act,
- 29:40SPEAKER_03: I'm starting to think they're okay with it.
- 29:42SPEAKER_03: Audience expansion isn't necessarily They're number one focus at the moment.
- 29:46SPEAKER_03: And I'm sure that might be the circumstances they're in with all the component prices.
- 29:50SPEAKER_03: But my worry about that is,
- 29:52SPEAKER_03: and you talked about it in your thing,
- 29:53SPEAKER_03: about how there's no middle on console, I think, in your article.
- 29:57SPEAKER_03: And I interview a lot of independent developers and publishers who are doing
- 30:00SPEAKER_03: the innovative stuff.
- 30:01SPEAKER_03: And they're all, Steam,
- 30:02SPEAKER_03: they all,
- 30:03SPEAKER_03: I mean China as well,
- 30:04SPEAKER_03: but they spend all their time talking about Steam, and that is their focus.
- 30:06SPEAKER_03: Sometimes every now and again,
- 30:07SPEAKER_03: I get somebody getting excited about Switch or Nintendo,
- 30:09SPEAKER_03: but console is very much an afterthought.
- 30:12SPEAKER_03: It's not the thing they're talking about.
- 30:14SPEAKER_03: And I think that's a problem,
- 30:16SPEAKER_03: maybe not today,
- 30:17SPEAKER_03: but certainly down the line for consoles when I think this generation has suffered
- 30:21SPEAKER_03: from the fact that the biggest games of this generation were the biggest games of
- 30:23SPEAKER_03: the previous generation.
- 30:25SPEAKER_03: And I remember the launch of the PS4 and it was, okay,
- 30:28SPEAKER_03: these are big games,
- 30:29SPEAKER_03: big companies, but it was Destiny and Watch Dogs with these big PS4 launch things.
- 30:32SPEAKER_03: There were new things.
- 30:33SPEAKER_03: There were new characters, new games, new ideas.
- 30:36SPEAKER_03: And the biggest launches of PlayStation 5 and Xbox was Call of Duty and Spider-Man.
- 30:43SPEAKER_03: Anyway, I think I made a pause.
- 30:45SPEAKER_03: It wasn't really a question,
- 30:46SPEAKER_03: but that's
- 30:46SPEAKER_01: my...
- 30:47SPEAKER_01: You point out what's been troubling the console space in a very clear way,
- 30:53SPEAKER_01: which is The reason Xbox is having a hard time is
- 30:56SPEAKER_01: because it is only this large stuff and they are too dependent
- 30:59SPEAKER_01: on first-party content.
- 31:01SPEAKER_01: Post-acquisition of Activision Blizzard,
- 31:03SPEAKER_01: now they're making 11, 12 billion dollars a year of just first-party publishing.
- 31:08SPEAKER_01: And third-party publishing is like three to four billion.
- 31:11SPEAKER_01: And so they've just put that whole balance out of whack.
- 31:15SPEAKER_01: And they're trying to run that back in a sense.
- 31:17SPEAKER_01: They're investing and they're doing layoffs and stuff.
- 31:20SPEAKER_01: And you start,
- 31:21SPEAKER_01: you will slowly see them Turn back into third-party publishing as probably
- 31:26SPEAKER_01: the largest category because its two competitors,
- 31:29SPEAKER_01: Nintendo and Sony, have been doing this the whole time.
- 31:32SPEAKER_01: The big strength that Sony has is that it does rely mostly on third-party publishing.
- 31:37SPEAKER_01: It is its own first-party content, of course great, but it's really to help everybody else sell.
- 31:42SPEAKER_01: When you talk to their third-party People, you know, that's a thriving business.
- 31:47SPEAKER_01: All these account managers,
- 31:48SPEAKER_01: like that's really where they make most of their value because that creates
- 31:50SPEAKER_01: the most value for the ecosystem.
- 31:52SPEAKER_01: Nintendo,
- 31:53SPEAKER_01: which has long held out for most of this,
- 31:55SPEAKER_01: like that was historically mostly first party content,
- 31:59SPEAKER_01: Start to open that up with the switch
- 32:00SPEAKER_01: to very deliberately saying like we must be more innovative.
- 32:03SPEAKER_01: We must allow for smaller games to be in here.
- 32:05SPEAKER_01: We're going to support indies and so on.
- 32:08SPEAKER_01: So all the consoles realize now that third party is really the way for them to grow,
- 32:13SPEAKER_01: to create value for customers and sort of get people to come into their ecosystem.
- 32:17SPEAKER_01: Whereas previously they didn't think that way.
- 32:19SPEAKER_01: They just wanted to be big and exclusive and you know, the only thing that you care about.
- 32:24SPEAKER_01: It's interesting.
- 32:25SPEAKER_03: I was at Tokyo Game Show.
- 32:26SPEAKER_03: How was that?
- 32:27SPEAKER_03: The thing I found with Japan,
- 32:28SPEAKER_03: somebody mentioned,
- 32:29SPEAKER_03: described Japan to me as being a country that seems like it's the future from 1980s.
- 32:35SPEAKER_03: And I kind of get that.
- 32:37SPEAKER_03: It both feels incredibly futuristic and somehow retro.
- 32:41SPEAKER_03: I also found it really fascinating to see so many people buy video games in shops
- 32:44SPEAKER_03: and there have been lots of arcades.
- 32:46SPEAKER_03: But what I found in the Tokyo Game Show,
- 32:47SPEAKER_03: and it's interesting when you see it,
- 32:49SPEAKER_03: you sort of get it a little bit more,
- 32:50SPEAKER_03: is I was fascinated by the sheer number of Japanese publishers that are going all in
- 32:55SPEAKER_03: on Nintendo Switch.
- 32:56SPEAKER_03: Like, you know,
- 32:56SPEAKER_03: Square Enix coming in with Final Fantasy and Capcom and Monster Hunter and this sort
- 33:00SPEAKER_03: of stuff.
- 33:01SPEAKER_03: But when you walk around Japan and realize that Switch is the market,
- 33:05SPEAKER_03: you know, in that country, right?
- 33:07SPEAKER_03: You start going,
- 33:07SPEAKER_03: if you want to have,
- 33:08SPEAKER_03: if you want to sell a game in Japan, You've got to be on the Nintendo.
- 33:12SPEAKER_03: And I thought that was,
- 33:14SPEAKER_03: in a way,
- 33:14SPEAKER_03: it's not really what your point,
- 33:15SPEAKER_03: anything to do with what you were saying there,
- 33:17SPEAKER_03: but it just made me realise why that can be so attractive,
- 33:20SPEAKER_03: certainly to Japanese publishers when you're living in a market where most
- 33:23SPEAKER_03: the audience is playing on that machine.
- 33:25SPEAKER_03: That was my one observation.
- 33:28SPEAKER_01: It's a unique market.
- 33:30SPEAKER_01: The two cents I'll add is Japan is always,
- 33:33SPEAKER_01: it's futuristic,
- 33:34SPEAKER_01: but it's also just an odd one out in the same way that Korea was with free to play
- 33:39SPEAKER_01: for a long time.
- 33:41SPEAKER_01: What you have in the market of Japan is just barely any Xbox presence there,
- 33:46SPEAKER_01: which is not some secret,
- 33:48SPEAKER_01: but then that leaves really Nintendo and Sony Sony developed a handheld device,
- 33:55SPEAKER_01: the portal,
- 33:56SPEAKER_01: because they realized every household in Japan might have one PlayStation,
- 33:59SPEAKER_01: but they have multiple switches.
- 34:03SPEAKER_01: There's an incredible demand and there's an incredible sort of pervasiveness or penetration.
- 34:10SPEAKER_01: And it's such a keystone of their entire economic model that they must do well there.
- 34:15SPEAKER_01: And it has everything to do with this sort of oddball behavior
- 34:18SPEAKER_01: that you don't see anybody anywhere else.
- 34:19SPEAKER_03: Yeah, it is definitely a unique place to visit.
- 34:23SPEAKER_03: But obviously it's a big market as well, and also games are sold there.
- 34:26SPEAKER_03: Anyway, I think that's interesting to your thoughts on the third party expansion.
- 34:29SPEAKER_03: I hadn't really had it framed like that before.
- 34:31SPEAKER_03: Let's talk about the other thing you bring up in your article, which is around...
- 34:37SPEAKER_03: You suggest that in the immediate future,
- 34:38SPEAKER_03: actually,
- 34:39SPEAKER_03: that consolidation might stop happening because of AI and prompt-based games,
- 34:44SPEAKER_03: I guess,
- 34:45SPEAKER_03: because we've got Roblox,
- 34:45SPEAKER_03: we've got Google now doing it,
- 34:47SPEAKER_03: and Meta doing its prompt games, experiments and platforms they're launching.
- 34:53SPEAKER_03: One of the things I can't quite work out is if this is a business opportunity,
- 34:57SPEAKER_03: or is it sort of a thing for people who are playing around,
- 35:02SPEAKER_03: people in their spare time, UGC thing.
- 35:07SPEAKER_03: Right.
- 35:08SPEAKER_01: So that's an excellent question.
- 35:10SPEAKER_01: Is it sort of a bolt on existing stuff or is it something new in its entirety?
- 35:17SPEAKER_01: And if it is entirely new, does it come with its own revenue and business model?
- 35:21SPEAKER_03: Yeah.
- 35:21SPEAKER_01: And so one allegory for me is live streaming,
- 35:26SPEAKER_01: for instance,
- 35:27SPEAKER_01: when Twitch became popular and said, okay, everybody kind of got the concept.
- 35:31SPEAKER_01: Did Twitch develop an amazing revenue model?
- 35:34SPEAKER_01: Eh, not really, right?
- 35:36SPEAKER_01: It's a sort of intuitive part of the industry and it has a lot
- 35:38SPEAKER_01: of marketing around it and there's a lot of visibility and you have your influencers
- 35:42SPEAKER_01: or whatever, that category, that class of people.
- 35:45SPEAKER_01: And then there is a degree to which you're like, okay, well,
- 35:47SPEAKER_01: but they never really overtook the core business,
- 35:50SPEAKER_01: which is just playing games with AI.
- 35:54SPEAKER_01: You could argue,
- 35:55SPEAKER_01: I think you pointed out correctly,
- 35:56SPEAKER_01: like UGC is sort of playing with the game rather than playing the game is sort of
- 36:01SPEAKER_01: the primary objective.
- 36:03SPEAKER_01: You see this in younger audiences.
- 36:04SPEAKER_01: They're just sort of tinkering.
- 36:06SPEAKER_01: This whole brain rot phenomenon,
- 36:08SPEAKER_01: this aesthetic that you see on Roblox has very little to do with let's make
- 36:13SPEAKER_01: a pretty game with a cool story and save the princess.
- 36:16SPEAKER_01: It's about what's the most insane thing that I can conjure up to entertain my friends right now.
- 36:21SPEAKER_01: And then tomorrow we log back in and we do it again,
- 36:24SPEAKER_01: which is why I think Roblox and Epic and Unity and everybody
- 36:27SPEAKER_01: between is making this available because they realize That's the nature of it.
- 36:31SPEAKER_01: It's like just this goofy fun of it.
- 36:34SPEAKER_01: If they can figure out a sustained revenue model is another question,
- 36:38SPEAKER_01: but certainly it's gradually taken over.
- 36:40SPEAKER_01: You see it's expressed everywhere, right?
- 36:44SPEAKER_01: It's a challenge for existing incumbents in that,
- 36:48SPEAKER_01: for instance,
- 36:48SPEAKER_01: in music you see now like companies like these are all announces like 50%
- 36:52SPEAKER_01: of uploaded music in the month is like AI generated
- 36:55SPEAKER_01: and they're not sure how they even like deal with that because it's so overwhelming,
- 37:00SPEAKER_01: but it devalues the service in a sense and it creates a huge amount
- 37:04SPEAKER_01: of additional costs for them.
- 37:06SPEAKER_01: So what is the equivalent there for the games industry?
- 37:09SPEAKER_01: Will steam be flooded with AI generated slop?
- 37:13SPEAKER_01: Kind of is, but is that a problem?
- 37:15SPEAKER_01: And what does Valve think it should do about that?
- 37:17SPEAKER_01: Can it do anything different than like a Deezer or Spotify when you make the comparison?
- 37:24SPEAKER_01: So that's where it's disruptive.
- 37:27SPEAKER_01: But ultimately, in the absence of a revenue model, it will just be part of it.
- 37:31SPEAKER_01: In the same way that esports and live streaming is a subset of the industry.
- 37:35SPEAKER_01: It's not the dominance.
- 37:37SPEAKER_01: It doesn't have the dominance of anything.
- 37:39SPEAKER_03: The thing that I wonder if most people will be playing these sort
- 37:41SPEAKER_03: of AI generated prompt based games, if they'll be browser based, right?
- 37:45SPEAKER_03: Which is a growing, growing segment of the industry.
- 37:47SPEAKER_03: I've just recently spoken to Poki, Poki, Poki, Poki.
- 37:52SPEAKER_03: And they went from 10 million MAUs in 2020 to 100 million in 2025, which is obviously amazing.
- 37:58SPEAKER_03: But still the top performing games on their platform.
- 38:01SPEAKER_03: They sort of hit a million dollars a year.
- 38:02SPEAKER_03: That's what they make.
- 38:03SPEAKER_03: Which obviously is a lot of money if you're, you know, three people.
- 38:06SPEAKER_03: The game developers, like, these games cost 10 grand to make, right?
- 38:09SPEAKER_03: They're all very different economics.
- 38:11SPEAKER_03: But obviously from a big business point of view, this doesn't seem worth the attention.
- 38:16SPEAKER_01: Yes.
- 38:17SPEAKER_01: It's the, you know, does EA care about any of this?
- 38:19SPEAKER_01: And the answer is probably no.
- 38:21SPEAKER_01: But that's why there's an opportunity there.
- 38:24SPEAKER_01: Because there is an absence of apex predators,
- 38:27SPEAKER_01: that's why I think browser-based games have been increasingly popular, right?
- 38:31SPEAKER_01: Sort of this web GPU phenomenon where in recent years is both consumers
- 38:38SPEAKER_01: and creators have been spending more time there.
- 38:41SPEAKER_01: You know, I mean, the easy explanation is like, well, consoles cost a thousand bucks.
- 38:46SPEAKER_01: I can't afford a custom PC anymore.
- 38:48SPEAKER_01: Everything is so expensive,
- 38:50SPEAKER_01: but I have a browser on my whatever walkie laptop that I still have left from
- 38:54SPEAKER_01: the pandemic kind of thing.
- 38:56SPEAKER_01: Accessibility is a sort of requirement for growth.
- 39:00SPEAKER_01: And as a generation of new players comes into the market, it's a lot of hand-me-down devices.
- 39:06SPEAKER_01: They don't have top-of-the-line stuff.
- 39:07SPEAKER_01: They can't afford it.
- 39:08SPEAKER_01: So that's where the growth comes from.
- 39:10SPEAKER_01: But then that's just the distribution model.
- 39:12SPEAKER_01: The next is then the revenue model, which you correctly point out.
- 39:14SPEAKER_01: It's like, well, the numbers aren't exciting.
- 39:17SPEAKER_01: Once, of course,
- 39:18SPEAKER_01: so this is a space where you could expect direct monetization to be sort of
- 39:22SPEAKER_01: the first line of thinking or maybe free to play sort of the existing set of models.
- 39:27SPEAKER_01: But here's also an opportunity for advertising, right?
- 39:31SPEAKER_01: Which is entirely
- 39:31SPEAKER_03: ad based.
- 39:34SPEAKER_01: And that's going to dramatically offend lots of people because they say,
- 39:40SPEAKER_01: why is there ads in my games now?
- 39:41SPEAKER_01: It's like, yeah, well, you know, for the same reason, it's everywhere else shortly.
- 39:45SPEAKER_01: But you see, for instance, this week in New York, there is a big advertising week.
- 39:49SPEAKER_01: All the advertisers come into town for play funds and ad week and all this kind of stuff.
- 39:54SPEAKER_01: And increasingly game companies take up presence and market share.
- 39:58SPEAKER_01: EA comes rolling around, Unity is out to play, Xbox is here with a full team.
- 40:03SPEAKER_01: And it's interesting like how the big dogs are moving into the ad space at
- 40:07SPEAKER_01: the same time that you see growth
- 40:09SPEAKER_01: in these like low entry barrier markets like browser.
- 40:13SPEAKER_03: The browser-based games,
- 40:14SPEAKER_03: particularly,
- 40:15SPEAKER_03: obviously,
- 40:15SPEAKER_03: this is based on my chat with Poki,
- 40:16SPEAKER_03: is that the games seem to be almost the TikTok, video game equivalent TikTok.
- 40:20SPEAKER_03: People play these games.
- 40:21SPEAKER_03: People aren't playing Halo in their browsers.
- 40:23SPEAKER_03: These aren't big story games.
- 40:25SPEAKER_03: They're things you play for 10 minutes, maybe even less.
- 40:29SPEAKER_03: And then you move on to the next one,
- 40:30SPEAKER_03: which I think is like the opposite to a live service game,
- 40:32SPEAKER_03: where you're living it for years and years.
- 40:35SPEAKER_03: And the browser games actually look a lot better than I think people expect them to.
- 40:37SPEAKER_03: We've moved on from the Flash days.
- 40:39SPEAKER_03: I think AI
- 40:40SPEAKER_01: plays into that.
- 40:41SPEAKER_01: It seems like, what's the next logical...
- 40:44SPEAKER_01: Step in all this, right?
- 40:44SPEAKER_01: It's like, this is sort of brewing.
- 40:46SPEAKER_01: It's like, how do we expect this to manifest in a more material sense?
- 40:50SPEAKER_01: And I would argue that it's,
- 40:51SPEAKER_01: if you've ever read any of that sort of Clayton,
- 40:53SPEAKER_01: Christensen,
- 40:55SPEAKER_01: Innovator's Dilemma stuff, where a lot of innovation comes from the bottom.
- 40:59SPEAKER_01: Like, and so if I,
- 41:01SPEAKER_01: as a 13-year-old with the use of some AI tool,
- 41:03SPEAKER_01: some language model I get for cheap or free,
- 41:06SPEAKER_01: can generate something that's fun enough,
- 41:08SPEAKER_01: that costs me 10%,
- 41:09SPEAKER_01: and it's 80% is good,
- 41:12SPEAKER_01: Whatever, then all of a sudden it starts to push everybody else in the market up.
- 41:16SPEAKER_01: You know,
- 41:17SPEAKER_01: it reserves incumbents only the top spots where they spend the most to capture
- 41:23SPEAKER_01: the most value.
- 41:24SPEAKER_01: In the meantime, the bottom of the market is, you know, it moves up a little bit.
- 41:29SPEAKER_01: And so I suspect browser based AI generated content,
- 41:35SPEAKER_01: perhaps You know,
- 41:36SPEAKER_01: driving revenue through advertising will start pushing everybody else up the chain.
- 41:40SPEAKER_01: This is why you see GTA 6 being this spectacle.
- 41:44SPEAKER_01: I mean, come on, like this is a, this is the Taylor Swift of video games, right?
- 41:47SPEAKER_01: It's like, how much bigger does it get?
- 41:49SPEAKER_01: Is that appropriate?
- 41:50SPEAKER_01: Is that going to offend people?
- 41:51SPEAKER_01: It's just like, how do you launch the biggest thing in an industry?
- 41:58SPEAKER_01: You know, and it's like, you couldn't possibly do it the other way.
- 42:00SPEAKER_01: You couldn't do this.
- 42:02SPEAKER_01: On a browser, you can do GTA 6 on a browser-based launch.
- 42:05SPEAKER_01: Not until way at the end, right at the end of the cycle.
- 42:09SPEAKER_03: Yeah.
- 42:11SPEAKER_03: I might have a slight,
- 42:12SPEAKER_03: this is like a side worry when you talk about the ads in the ad business model.
- 42:17SPEAKER_03: Go on.
- 42:17SPEAKER_03: There's a lot of moment talking,
- 42:18SPEAKER_03: and AI is sort of part of the conversation around piracy at the minute.
- 42:21SPEAKER_03: And piracy is a thing that's sort of faded away.
- 42:24SPEAKER_03: I mean, it's always bubbling in the background amongst certain communities,
- 42:28SPEAKER_03: but it's sort of generally been pushed down and down and down.
- 42:31SPEAKER_03: With the prices of everything rising,
- 42:32SPEAKER_03: I think Gabe Newell famously said,
- 42:34SPEAKER_03: like, piracy isn't a price issue, it's a service issue.
- 42:38SPEAKER_03: And I sort of broadly agree with that.
- 42:39SPEAKER_03: But then you throw in the fact that our services are now increasingly complicated,
- 42:44SPEAKER_03: and then now we're throwing ads into everything,
- 42:46SPEAKER_03: and then we're making the service worse, potentially.
- 42:49SPEAKER_03: And then we've got all this AI stuff going into it.
- 42:51SPEAKER_03: I don't know if it drives more users towards Illegal means of attaining their games
- 42:57SPEAKER_03: and AI is making that potentially easier to do.
- 43:01SPEAKER_03: I don't know.
- 43:01SPEAKER_01: That's a weird side of conversation that I've not fought for.
- 43:05SPEAKER_01: It's a question that's in a lot of people's minds, whether it's investors or creatives.
- 43:09SPEAKER_01: And the precursor would be something along the lines of,
- 43:13SPEAKER_01: you know,
- 43:13SPEAKER_01: I think maybe the best way to explain it is like
- 43:16SPEAKER_01: the games industry has this Stubborn history of seeing its audiences,
- 43:20SPEAKER_01: this homogenous,
- 43:21SPEAKER_01: singular,
- 43:22SPEAKER_01: uniform category of humans until 15,
- 43:25SPEAKER_01: 20 years ago,
- 43:26SPEAKER_01: they discovered women like,
- 43:27SPEAKER_01: wow, there's two genders, you know, and it's this incredible growth spirit, right?
- 43:32SPEAKER_01: I mean, Candy Crush and that's your mom playing.
- 43:34SPEAKER_01: They never felt that that was possible.
- 43:38SPEAKER_01: Once you start to take entertainment or gaming seriously,
- 43:42SPEAKER_01: then you have to also adhere to the different food groups,
- 43:45SPEAKER_01: the different categories of users in there.
- 43:47SPEAKER_01: And so what may not work for you, like I'm a Gen X gamer, so I'm mostly single player.
- 43:52SPEAKER_01: I like narratives, you know, I like campaign mode.
- 43:55SPEAKER_01: Multiplayer, cool, but I suck.
- 43:57SPEAKER_01: But it's the,
- 43:57SPEAKER_01: you know,
- 43:58SPEAKER_01: but, you know, put me in front of BrainRots and I will pay you to get to leave.
- 44:02SPEAKER_01: Because it's not for me.
- 44:04SPEAKER_01: So in other words, but my 13 year old, the key is all about it.
- 44:07SPEAKER_01: And so I think that the static appeal and the sort of sensibilities around it have changed.
- 44:12SPEAKER_01: And as we take the industry more seriously,
- 44:15SPEAKER_01: you start to do more segmentation in terms of the type of content.
- 44:17SPEAKER_01: The kind of stuff like, I don't know.
- 44:19SPEAKER_01: Let's ask this question.
- 44:20SPEAKER_01: How much reality TV do you watch, Chris?
- 44:22SPEAKER_01: Right?
- 44:23SPEAKER_01: Like for me, it's whatever I see in the corner of my eye when my wife watches it.
- 44:27SPEAKER_01: I don't watch true crime, but I know lots of people do, you know?
- 44:30SPEAKER_01: So there's the categories of content and Distribution models
- 44:33SPEAKER_01: and revenue models attached to those that apply to very specific demographics
- 44:37SPEAKER_01: that traditionally don't have anything to do with the games industry.
- 44:41SPEAKER_01: And so that's really the mindset shift.
- 44:42SPEAKER_01: Like we are more people now and we have different tastes
- 44:46SPEAKER_01: and different revenue models and distribution models and so on.
- 44:48SPEAKER_01: That's really the change.
- 44:50SPEAKER_01: The fact that the industry is more businesses than it was before.
- 44:53SPEAKER_03: You've phrased it a lot better than I've ever done it.
- 44:55SPEAKER_03: I've said it a few times where I talk about the fact that there was a time when
- 44:58SPEAKER_03: the video games industry for me was two groups of people.
- 45:01SPEAKER_03: They were nerdy men and children.
- 45:04SPEAKER_03: That was the 90s, right?
- 45:05SPEAKER_03: They were the two people that played games.
- 45:06SPEAKER_03: And if you made a game, you knew it was one of those groups of people, right?
- 45:11SPEAKER_03: But now we've got to that point where Everybody plays games.
- 45:16SPEAKER_03: So, therefore,
- 45:16SPEAKER_03: you need to think,
- 45:17SPEAKER_03: when you look at something, you think, well, I'm not sure that will succeed.
- 45:19SPEAKER_03: But you often find it's older industry people that haven't quite escaped the mindset
- 45:23SPEAKER_03: that that is what the video games industry is.
- 45:26SPEAKER_03: It's nerdy men and children.
- 45:28SPEAKER_03: And I've mentioned that.
- 45:30SPEAKER_03: He talked about in an interview recently that the games industry has become
- 45:35SPEAKER_03: so much broader now and there's so many different groups of people that
- 45:37SPEAKER_03: a Star Wars racing game actually,
- 45:39SPEAKER_03: even though it did quite well back when PodRate,
- 45:41SPEAKER_03: when episode one came out, it sort of faded away for a while.
- 45:45SPEAKER_03: It wonders if now the reason why it might work today is because there's just
- 45:48SPEAKER_03: a lot more people who just like that kind of thing.
- 45:52SPEAKER_03: And that's what Amazon are trying to do with Luna now.
- 45:55SPEAKER_02: And it's what Netflix is trying to do with its Playground, what Next
- 45:59SPEAKER_03: Playground is doing.
- 46:01SPEAKER_03: I know that a lot of this is going back to stuff that we've tried in the past,
- 46:03SPEAKER_03: but it's sort of going,
- 46:04SPEAKER_03: there is entire groups of people in this industry that aren't actually being served
- 46:08SPEAKER_03: by the traditional market.
- 46:09SPEAKER_03: I don't know.
- 46:10SPEAKER_03: That's another subject.
- 46:12SPEAKER_01: No, that's the future.
- 46:13SPEAKER_01: That's the future.
- 46:14SPEAKER_01: It's like, how do you accommodate?
- 46:15SPEAKER_01: Like, if we truly are three billion people,
- 46:18SPEAKER_01: you can't possibly expect to know by a Spider-Man copy.
- 46:21SPEAKER_01: Like, that's crazy, right?
- 46:22SPEAKER_01: And so I think it's like,
- 46:24SPEAKER_01: and so because play is such a universal phenomenon and because we all have access
- 46:29SPEAKER_01: or increasingly have access to all these different technologies and devices and ways
- 46:33SPEAKER_01: to connect with others, okay,
- 46:36SPEAKER_01: what type of forms of play can be Come up with and design
- 46:41SPEAKER_01: and all these different moments for all these different audiences.
- 46:43SPEAKER_01: And I think it's been very uniform in the same way that the film industry used
- 46:46SPEAKER_01: to be all spectacle and, you know, Cleopatra and pyramids and elephants.
- 46:51SPEAKER_01: And then it became reality TV,
- 46:53SPEAKER_01: piped right into And so there's a transition
- 46:58SPEAKER_01: of what filmed entertainment looks like nowadays.
- 47:00SPEAKER_01: The same with the games industry,
- 47:02SPEAKER_01: as it becomes more mainstream,
- 47:03SPEAKER_01: it has to also accommodate much more diverse, different tastes and aesthetics.
- 47:08SPEAKER_01: And that is a whole nother question.
- 47:10SPEAKER_01: That's where the growth will come from.
- 47:11SPEAKER_01: But the longer you look at this as how do we keep doing the same thing,
- 47:16SPEAKER_01: which side note,
- 47:19SPEAKER_01: One of the interpretations around the Xbox troubles is the fact is like,
- 47:22SPEAKER_01: yeah, okay, so there is a lot of movement here, but no production.
- 47:27SPEAKER_01: And when it comes out, it's more the same.
- 47:28SPEAKER_01: And so like, at what point do you turn over the generation of developers and designers?
- 47:34SPEAKER_01: Like in the same way that you see that in fashion and music,
- 47:36SPEAKER_01: like, you know, if the Rolling Stones were still top of the charts, Really?
- 47:41SPEAKER_01: Do you think people would listen to music?
- 47:43SPEAKER_01: They need their own artists.
- 47:44SPEAKER_01: They need their own songs.
- 47:46SPEAKER_01: So it's time to move, sort of refresh it a little bit.
- 47:50SPEAKER_03: And I think that's a good idea.
- 47:52SPEAKER_03: So I'm going to bookend this because it's a great bookend I feel I've got in the mind.
- 47:55SPEAKER_03: But I'll also say that I've always had this slight issue with the generations.
- 47:59SPEAKER_03: You've talked about it there,
- 47:59SPEAKER_03: like my 13-year-old's into this and I'm into this because I'm a Gen X gamer.
- 48:02SPEAKER_03: But actually, I've always got a...
- 48:04SPEAKER_03: I don't know, because we're a first-generation gamers, really.
- 48:07SPEAKER_03: I don't know...
- 48:09SPEAKER_03: If my kids,
- 48:11SPEAKER_03: when they're 40,
- 48:13SPEAKER_03: if actually they'll be interested in the same games that I am interested in now
- 48:15SPEAKER_03: that I'm 40.
- 48:16SPEAKER_03: Because I played a lot of multiplayer games when I was a teenager.
- 48:19SPEAKER_03: I played a lot of GoldenEye.
- 48:20SPEAKER_03: I played a lot of that stuff.
- 48:22SPEAKER_03: And now I play less of it.
- 48:23SPEAKER_03: And now I'm watching my, you know, youngest play a lot of multiplayer games.
- 48:26SPEAKER_03: I know they're different There are types of multiplayer games.
- 48:28SPEAKER_03: I know the industry's moved on, technology's moved on.
- 48:31SPEAKER_03: But I do wonder to myself sometimes,
- 48:33SPEAKER_03: actually, would I have played the games he's playing now when I was his age?
- 48:36SPEAKER_03: And is it more an age thing than a generation thing?
- 48:38SPEAKER_03: Excellent question.
- 48:39SPEAKER_03: I have less time now.
- 48:41SPEAKER_03: I've got different needs.
- 48:43SPEAKER_03: Sometimes I just want a bit of me time.
- 48:45SPEAKER_03: It's just different, right?
- 48:47SPEAKER_03: And so I ponder when we talk about people have different needs,
- 48:52SPEAKER_03: younger people have different needs,
- 48:53SPEAKER_03: and we need to be thinking about what the different groups are.
- 48:55SPEAKER_03: But actually I think older people,
- 48:56SPEAKER_03: we need to be thinking about them as well and what they different want.
- 48:59SPEAKER_03: But it's interesting with the going back to the Uh, the SNL sketch we talked at the beginning.
- 49:04SPEAKER_03: One of the jokes in
- 49:05SPEAKER_03: the SNL sketch was how boring Zelda sounded versus how cool GTA sounded, right?
- 49:10SPEAKER_03: Who wants,
- 49:11SPEAKER_03: you know,
- 49:11SPEAKER_03: GTA was heists and stealing things and attractive women and Zelda is,
- 49:17SPEAKER_03: um, Just ride a horse.
- 49:43SPEAKER_03: Yeah.
- 49:46SPEAKER_01: You have to always wonder is like,
- 49:48SPEAKER_01: you know, so GTA,
- 49:49SPEAKER_01: I love GTA,
- 49:50SPEAKER_01: big fan,
- 49:51SPEAKER_01: but Rockstar and Take Dude,
- 49:53SPEAKER_01: they're very sort of entertainment focused sort of media company almost.
- 49:57SPEAKER_01: And so to a media audience, GTA is what a video game looks like, right?
- 50:02SPEAKER_01: It has like action heroes and explosions and guns and cars and whatever.
- 50:06SPEAKER_01: And to, again, For the gamer audience, something like Zelda is what a game looks like.
- 50:10SPEAKER_01: And so they're just different aesthetics.
- 50:11SPEAKER_01: And so you could argue it's like DGA is what media companies think a game looks like.
- 50:17SPEAKER_01: And it does to some degree, and it's super popular.
- 50:19SPEAKER_03: But that's not the only version of that, right?
- 50:22SPEAKER_03: Yeah.
- 50:23SPEAKER_01: So I take that point very seriously.
- 50:25SPEAKER_01: I think you're right.
- 50:25SPEAKER_01: I think it's a good observation.
- 50:27SPEAKER_01: We've gone off consolidation.
- 50:30SPEAKER_03: I don't know,
- 50:31SPEAKER_03: you seem quite pessimistic at the beginning about having become consolidated at
- 50:34SPEAKER_03: the top and where's the innovation going to come from,
- 50:36SPEAKER_03: but actually there's a lot of hope we've had through this conversation of where some
- 50:40SPEAKER_03: of that might come from.
- 50:41SPEAKER_01: Well, I'll borrow one of your lines,
- 50:42SPEAKER_01: which is whatever the circumstances in the industry,
- 50:46SPEAKER_01: the only way out of it is make better games.
- 50:49SPEAKER_01: That's just fundamental.
- 50:51SPEAKER_01: And so the challenge is never like, oh, are big companies too powerful?
- 50:56SPEAKER_01: Of course, that's always been the case.
- 50:58SPEAKER_01: That was the case from day one.
- 51:00SPEAKER_01: Atari was way too powerful and then spent it all kind of thing.
- 51:05SPEAKER_01: You realize what are the pockets of innovation?
- 51:10SPEAKER_01: Where can we create something that we haven't seen before?
- 51:12SPEAKER_01: Where can you be brave?
- 51:13SPEAKER_01: Where can you invest?
- 51:14SPEAKER_01: Because no investor wants to go up against GTA.
- 51:17SPEAKER_01: So where do you go?
- 51:18SPEAKER_01: And I think that that's really the answer.
- 51:20SPEAKER_01: Once you understand the environment, then if they're zigging, let's zag this way.
- 51:26SPEAKER_03: I think, should we end on that one?
- 51:29SPEAKER_03: We could talk for hours.
- 51:30SPEAKER_03: We should definitely have you back on, yes.
- 51:31SPEAKER_03: I really enjoy chatting to you.
- 51:33SPEAKER_03: Yeah, and yourself.
- 51:33SPEAKER_02: Yeah.
- 51:34SPEAKER_03: Thank you for your time.
- 51:35SPEAKER_03: Of course, always.
- 51:36SPEAKER_03: Pleasure, Chris.
- 51:38SPEAKER_03: Right then, we're not done yet.
- 51:40SPEAKER_03: I have another thing for you.
- 51:41SPEAKER_03: It's a small interview.
- 51:42SPEAKER_03: At Gamescom, I had a chat with someone called Libby Park.
- 51:45SPEAKER_03: She's the CEO of Pearl Abyss Europe.
- 51:47SPEAKER_03: And Pearl Abyss obviously launched the breakout hit, Crimson Desert, earlier this year.
- 51:51SPEAKER_03: It's another successful game to come out of Korea.
- 51:53SPEAKER_03: And I thought I'd catch up with her to talk about the game,
- 51:55SPEAKER_03: talk about Korea, how it's impacted the studio.
- 51:58SPEAKER_03: It's a short interview.
- 51:59SPEAKER_03: It was on a very noisy booth at Gamescom.
- 52:01SPEAKER_03: But I think you'll find it interesting.
- 52:04SPEAKER_03: And here it is.
- 52:05SPEAKER_03: Hello, Libby.
- 52:05SPEAKER_02: Hello, Rick.
- 52:06SPEAKER_02: Welcome to the show.
- 52:07SPEAKER_02: Hello.
- 52:08SPEAKER_02: Thank you.
- 52:08SPEAKER_02: Thank you.
- 52:09SPEAKER_02: Congratulations on the success of Crimson Desert.
- 52:11SPEAKER_02: Six million sales.
- 52:12SPEAKER_02: Thank you.
- 52:13SPEAKER_02: The success.
- 52:14SPEAKER_02: Has it had an impact upon your other games?
- 52:16SPEAKER_02: Like if you had to sort of move people over to work on Crimson Desert?
- 52:19SPEAKER_00: Not really.
- 52:20SPEAKER_00: We have our designated Black Desert Studio and then Crimson Desert Studio just on their own.
- 52:26SPEAKER_00: And we have also Dokevi Studio internally and etc.
- 52:30SPEAKER_00: But since we are sharing,
- 52:32SPEAKER_00: especially for Dokevi and Crimson Desert, we are sharing our Black Desert more.
- 52:38SPEAKER_02: Let's face in.
- 52:39SPEAKER_00: We are sharing Blackspace Engine.
- 52:42SPEAKER_00: So whenever they actually learn something new that works amazing
- 52:46SPEAKER_00: on Blackspace Engine, just talk every team, shares it with Crimson Desert team.
- 52:52SPEAKER_02: Not really.
- 52:53SPEAKER_00: They are sharing internal knowledge, basically.
- 52:57SPEAKER_02: 80% of the game sales are in US and Europe, at least initially.
- 53:00SPEAKER_02: Was that a surprise for you?
- 53:02SPEAKER_00: For me, yes.
- 53:03SPEAKER_00: It was a very good surprise.
- 53:06SPEAKER_00: But indeed, we had this...
- 53:09SPEAKER_00: We are confident deep inside of us.
- 53:13SPEAKER_00: People will recognize us.
- 53:15SPEAKER_00: But it is also a bit of a gamble because it is our first title
- 53:19SPEAKER_00: and our audience never met Pearl Abyss' style of games and et cetera previously.
- 53:26SPEAKER_00: But it was really a surprise, surprise for us in a good way.
- 53:32SPEAKER_02: It's been this massive breakthrough success in the West.
- 53:34SPEAKER_02: What is it?
- 53:35SPEAKER_02: We're starting to see more and more of this.
- 53:36SPEAKER_02: What is it about Korean games that appear to be resonating so strongly outside of
- 53:41SPEAKER_02: the markets it normally does well in?
- 53:43SPEAKER_00: I think it's being exotic is one side yeah
- 53:49SPEAKER_00: but also Korean game industry was very small like nobody knew where Korea is located
- 53:56SPEAKER_00: before or if like if we make our own games and etc
- 54:02SPEAKER_00: but initially Korean developers Make our presence with MMORPG strongly in
- 54:08SPEAKER_00: the western market and by having that recognition of international fandom,
- 54:15SPEAKER_00: it gives us more confidence to build up and expanding our Game knowledge
- 54:21SPEAKER_00: or game languages.
- 54:23SPEAKER_00: So it's been decades,
- 54:26SPEAKER_00: even though we are recently recognized as a memorable company when it comes to
- 54:31SPEAKER_00: the games.
- 54:32SPEAKER_00: But Korea has been preparing for these years
- 54:36SPEAKER_00: to actually meet these international audiences' expectations
- 54:40SPEAKER_00: while keeping our own identity and kind of being slightly exotic or different to
- 54:47SPEAKER_00: the audiences.
- 54:48SPEAKER_02: But it's not just games, is it?
- 54:49SPEAKER_02: K-pop and Squid Game and all this sort of stuff.
- 54:52SPEAKER_02: It seems to be,
- 54:53SPEAKER_02: I guess, digital distribution is making it easier for people to discover this thing.
- 54:57SPEAKER_00: Yes, for sure.
- 54:58SPEAKER_00: And also during pandemic,
- 55:01SPEAKER_00: everyone We became more open to listening to those 14 languages
- 55:07SPEAKER_00: and reading those subtitles other than having full voiceovers in their own languages
- 55:12SPEAKER_00: and etc.
- 55:13SPEAKER_00: And also that opens up a lot of opportunities for entertainment industry in general.
- 55:20SPEAKER_00: So they already have enough amount of those familiar contents of their own languages
- 55:26SPEAKER_00: and people were willing to explore further.
- 55:29SPEAKER_00: So it was It was very difficult time,
- 55:32SPEAKER_00: but in that sense of like cultural experiences, it was really different.
- 55:38SPEAKER_00: It made huge difference.
- 55:40SPEAKER_02: And I think the game sales were 50-50 between PC and console.
- 55:44SPEAKER_02: Has console become a bigger focus?
- 55:46SPEAKER_02: For Pearl Abyss?
- 55:48SPEAKER_00: I should not admit.
- 55:48SPEAKER_00: Maybe it's my personal opinion, but console is obviously the dream goal, no?
- 55:54SPEAKER_00: Because Korean game industry,
- 55:56SPEAKER_00: we started as a PC game developer because he was more familiar It's
- 56:01SPEAKER_00: a very familiar tool for us, but obviously everyone is gamers, right?
- 56:06SPEAKER_00: Everyone has these higher goals that they've been growing up playing
- 56:11SPEAKER_00: and also watching all those amazing console titles and dreamed of becoming
- 56:17SPEAKER_00: So those experiences while developing PC game now giving us more chance
- 56:24SPEAKER_00: to understanding console market,
- 56:27SPEAKER_00: console language, console like fans needs and wants.
- 56:31SPEAKER_00: Yes.
- 56:31SPEAKER_02: Yeah, I didn't expect to see the 50-50 numbers on console.
- 56:34SPEAKER_02: Really?
- 56:34SPEAKER_02: I was just, well,
- 56:36SPEAKER_02: I just felt,
- 56:37SPEAKER_02: I think because it's Pearl Abyss and it's,
- 56:39SPEAKER_02: you know, I thought it was destined to be more PC favorite.
- 56:42SPEAKER_02: To see it do so well on console is great.
- 56:44SPEAKER_02: But I guess that's part of the Western success of it succeeding in the world.
- 56:46SPEAKER_02: It's probably doing quite well on PlayStation and Xbox.
- 56:49SPEAKER_02: And it's coming to Nintendo as well, isn't that right, Switch 2?
- 56:52SPEAKER_00: I was about to say this.
- 56:53SPEAKER_00: So just we are eager to meeting the more fans possible.
- 56:58SPEAKER_00: So we would like to support the tools they are comfortable with.
- 57:03SPEAKER_00: So that's our main focus.
- 57:05SPEAKER_00: That's why we are trying to expand to serving all these different consoles, including Switch 2.
- 57:12SPEAKER_02: Now, I was a bit surprised to see the player response to the game was very strong.
- 57:18SPEAKER_02: The critical reception was a little bit more mixed, right?
- 57:21SPEAKER_02: It wasn't terrible, but it was a little bit lower.
- 57:24SPEAKER_02: Do you have any theories as to why there was a disconnect there?
- 57:27SPEAKER_00: I can have my personal opinion, right?
- 57:29SPEAKER_00: So I do believe both parties have fair points, especially for critics.
- 57:36SPEAKER_00: They had to play the build that is not the exactly same version of the launched game.
- 57:42SPEAKER_00: And also they had limited time and then usually the classical approach
- 57:46SPEAKER_00: when they review the game is following the main quest line.
- 57:50SPEAKER_00: But Crimson Deserts, our unique charm is spread all over our in-game world.
- 57:57SPEAKER_00: All those tiny details that are hidden,
- 57:59SPEAKER_00: all those freedom you can actually explore even further beyond
- 58:04SPEAKER_00: the common Expectations.
- 58:07SPEAKER_00: So all those unique bits and interesting new,
- 58:10SPEAKER_00: freshen up bits,
- 58:12SPEAKER_00: I don't think critics had a fair chance to explore experience
- 58:16SPEAKER_00: while those reviewing periods.
- 58:18SPEAKER_02: Obviously there was some controversy around AI assets in the game.
- 58:23SPEAKER_02: And I know they've been taken out and all that kind of stuff,
- 58:26SPEAKER_02: but has there been any impact on sales or have you had to change any processes as
- 58:32SPEAKER_02: a result of all that?
- 58:33SPEAKER_00: So our game being so massive and also we've been developing this game for years
- 58:39SPEAKER_00: and years while working on our own engine development.
- 58:43SPEAKER_00: So since it is so huge,
- 58:47SPEAKER_00: there are all those small bits or important bits still not found or like realized
- 58:53SPEAKER_00: within the build.
- 58:54SPEAKER_00: So it was really good waking up call for us because it was never intended to be even in, right?
- 59:01SPEAKER_00: So it was more of a kind of placeholder at a kind of initial settings to check how
- 59:08SPEAKER_00: the atmosphere would feel and it should have been immediately removed.
- 59:12SPEAKER_00: So yeah,
- 59:13SPEAKER_00: it was a bit hard experience,
- 59:16SPEAKER_00: but it was really good learning point that we really need to kind of approach
- 59:21SPEAKER_00: with all this cautiousness.
- 59:24SPEAKER_02: You're focusing on free updates rather than paid DLC.
- 59:27SPEAKER_02: I might be being naive.
- 59:28SPEAKER_02: That doesn't seem the most commercially prudent way of doing things.
- 59:32SPEAKER_02: Why do it that way?
- 59:34SPEAKER_00: Why do we do it in that way?
- 59:36SPEAKER_00: So it is very similar approach to us trying to reach out all these different platforms and etc.
- 59:44SPEAKER_00: We wanted to deliver our game that satisfies us and that we can be So we thought
- 59:52SPEAKER_00: if this is fair to add this additional changes,
- 59:57SPEAKER_00: adjustments that we feel even more comfortable even after launch.
- 1:00:02SPEAKER_00: So that's why we made decisions of just giving it to our fans for free
- 1:00:07SPEAKER_00: because we want as many as possible can experience as our full game.
- 1:00:15SPEAKER_02: I'll ask a couple more.
- 1:00:16SPEAKER_02: You've got multiple projects in the works, right?
- 1:00:19SPEAKER_02: How do you make sure you don't get distracted by all these new projects?
- 1:00:23SPEAKER_00: So we have our amazing operations team.
- 1:00:26SPEAKER_00: So they are the front liners who meet our fans.
- 1:00:30SPEAKER_00: So Black Desert team,
- 1:00:32SPEAKER_00: even though,
- 1:00:33SPEAKER_00: of course,
- 1:00:34SPEAKER_00: they share our success of Crimson Desert with Full Heart and et cetera,
- 1:00:40SPEAKER_00: but still they know and they love
- 1:00:45SPEAKER_00: Black Desert is amazing
- 1:00:47SPEAKER_00: and they understand Black Desert is our first ever game title and it kind
- 1:00:55SPEAKER_00: of contains all this vision of Pearl Abyss.
- 1:01:00SPEAKER_00: Thanks to Black Desert, we learn a lot.
- 1:01:02SPEAKER_00: And so it allows us to implement into even Crimson Desert, etc.
- 1:01:06SPEAKER_00: So they have their own pride in our title.
- 1:01:10SPEAKER_00: They still want to learn things from Crimson Desert experience.
- 1:01:14SPEAKER_00: But implementing into Black Desert working even further for Black Desert
- 1:01:19SPEAKER_00: and we also recently announced that we are closing our first chapter 10 years
- 1:01:24SPEAKER_00: of first chapter of Black Desert and it'll be the second new chapter
- 1:01:29SPEAKER_00: of Black Desert.
- 1:01:30SPEAKER_00: So Black Desert team is excited and they will still develop even further purely on Black Desert.
- 1:01:38SPEAKER_02: You've got separate teams that are fully focused on their project and they're sort
- 1:01:43SPEAKER_02: of learning from each other.
- 1:01:44SPEAKER_02: So that's helping each other.
- 1:01:45SPEAKER_02: Oh, I see.
- 1:01:46SPEAKER_02: Okay.
- 1:01:47SPEAKER_02: I'll ask one last question.
- 1:01:49SPEAKER_02: Where would you like to see Pearl Abyss in five years?
- 1:01:52SPEAKER_02: Like I was going to say 10 years, but five years, I think you're doing so much.
- 1:01:54SPEAKER_00: So I would like to see Pearl Abyss being recognized as
- 1:02:02SPEAKER_00: Trusty developers,
- 1:02:03SPEAKER_00: even though we are going to have multiple IPs, new IPs, different junks and etc.
- 1:02:10SPEAKER_00: But still we have our own like spoken languages throughout those games.
- 1:02:15SPEAKER_00: So I would like us to be received as the Devs with the characteristics, unique characteristics.
- 1:02:29SPEAKER_00: Thank you so much for your time.
- 1:02:30SPEAKER_00: Thank you so much
- 1:02:31SPEAKER_02: for having us.
- 1:02:31SPEAKER_02: And congratulations on the success so far.
- 1:02:34SPEAKER_00: Thank you.
- 1:02:35SPEAKER_00: Thank you so much.
- 1:02:37SPEAKER_03: Thank you to Libby there.
- 1:02:38SPEAKER_03: And thank you to Yoast earlier on as well.
- 1:02:40SPEAKER_03: Now, before we completely finish,
- 1:02:41SPEAKER_03: it's worth wrapping up some of the big news stories of the last week.
- 1:02:45SPEAKER_03: And one of the biggest stories was about Google
- 1:02:47SPEAKER_03: because they've announced Playground,
- 1:02:48SPEAKER_03: which is a new consumer platform for games made using generative AI.
- 1:02:53SPEAKER_03: Anyone 18 plus in the US can generate and customize playable games using
- 1:02:57SPEAKER_03: a text prompt with no coding required.
- 1:02:59SPEAKER_03: You can make 2D and 3D games and depending on the genre,
- 1:03:02SPEAKER_03: both single and multiplayer experiences.
- 1:03:04SPEAKER_03: The company calls it an experimental platform.
- 1:03:06SPEAKER_03: Now later this year,
- 1:03:07SPEAKER_03: This will be supported by an expanded creation toolset called Unity Spark,
- 1:03:10SPEAKER_03: which is from, as the name suggests, Unity.
- 1:03:13SPEAKER_03: It keeps the prompt-driven interface,
- 1:03:14SPEAKER_03: but at professional level mechanics, high-fidelity 3D and more.
- 1:03:18SPEAKER_03: It follows similar offerings from Roblox and Meta,
- 1:03:20SPEAKER_03: and we will be covering this story more and more in the weeks ahead,
- 1:03:22SPEAKER_03: including we've got an interview coming up with Meta.
- 1:03:26SPEAKER_03: By the way, it also follows the Playground naming conventions that other companies are using.
- 1:03:30SPEAKER_03: So you have the Next Playground,
- 1:03:31SPEAKER_03: we have the Netflix Playground, and then we have the Google Playground.
- 1:03:33SPEAKER_03: That's three video game platforms called Playground.
- 1:03:36SPEAKER_03: Anyway.
- 1:03:37SPEAKER_03: Another massive story this week.
- 1:03:38SPEAKER_03: Paramount and Warner Brothers has completed his $110 billion merger.
- 1:03:41SPEAKER_03: The companies will now be called Skydance.
- 1:03:43SPEAKER_03: And more importantly to us in the video games industry,
- 1:03:46SPEAKER_03: their two games teams are uniting as well.
- 1:03:48SPEAKER_03: Now,
- 1:03:48SPEAKER_03: Paramount Games has only recently formed and they're overseeing titles including
- 1:03:51SPEAKER_03: the upcoming Teenage Mutant Ninja Turtles,
- 1:03:53SPEAKER_03: The Last Ronin from Platinum Games,
- 1:03:56SPEAKER_03: plus games in the Avatar, SpongeBob and Star Trek franchises.
- 1:04:00SPEAKER_03: It's also working on the Marvel 1943 Rise of Hydra game, which Amy Henning is building.
- 1:04:04SPEAKER_03: Warner Brothers, of course, is a massive games company.
- 1:04:06SPEAKER_03: It makes Hogwarts Legacy.
- 1:04:07SPEAKER_03: It has Batman developer Rocksteady in its portfolio of studios.
- 1:04:11SPEAKER_03: It's got the Lego games.
- 1:04:11SPEAKER_03: It's got Mortal Kombat.
- 1:04:12SPEAKER_03: It's got loads of titles.
- 1:04:14SPEAKER_03: However,
- 1:04:14SPEAKER_03: the new combined entity will be managed by the Paramount Games Studios boss,
- 1:04:18SPEAKER_03: Tony Driscoll.
- 1:04:20SPEAKER_03: Disappointing story, this one.
- 1:04:21SPEAKER_03: We knew it was coming two months after announcing layoff plans,
- 1:04:24SPEAKER_03: horror game developer Supermatic Games has cut 70 employees,
- 1:04:27SPEAKER_03: according to the studio's facilities director, Frank Tindall, on LinkedIn.
- 1:04:32SPEAKER_03: Another sort of, it's a UK story in a way, but a Far more positive one.
- 1:04:36SPEAKER_03: So you may have seen Star Wars Galactic Racers come out this week.
- 1:04:38SPEAKER_03: Got great reviews.
- 1:04:39SPEAKER_03: I'm very excited about it.
- 1:04:40SPEAKER_03: I've just bought it.
- 1:04:41SPEAKER_03: But it's also a surprise released on Amazon Luna.
- 1:04:43SPEAKER_03: The game's single player mode is available to all Prime subscription holders.
- 1:04:46SPEAKER_03: And reading that out makes me realize I should probably have done that rather
- 1:04:50SPEAKER_03: than bought it from Amazon, like I say.
- 1:04:51SPEAKER_03: Anyway, I'm actually looking forward to it.
- 1:04:53SPEAKER_03: I'm happy to have bought it.
- 1:04:54SPEAKER_03: Elsewhere, Embark Studios' Ark Raiders and the Finals are both being adapted for film and TV.
- 1:04:59SPEAKER_03: The production company that has signed the projects is churning in entertainment.
- 1:05:03SPEAKER_03: Another sales story,
- 1:05:04SPEAKER_03: Tom Bannon's No Room in Hell 2 has sold 1 million copies after leaving early access.
- 1:05:08SPEAKER_03: And finally, Krafton is ending development on PUBG's spin-off Black Budget.
- 1:05:12SPEAKER_03: The Extraction Tutor had a closed alpha test earlier this year,
- 1:05:17SPEAKER_03: but the publisher concluded it isn't going to deliver the right experience.
- 1:05:21SPEAKER_03: That's it for today's episode of The Game Business Show.
- 1:05:23SPEAKER_03: I hope you enjoyed that.
- 1:05:24SPEAKER_03: Next week, we've got loads and loads of cool stuff.
- 1:05:26SPEAKER_03: We've got a big interview with Velland Studios at Guha and Karthik Bala.
- 1:05:29SPEAKER_03: Those are video game legends.
- 1:05:31SPEAKER_03: They really are.
- 1:05:31SPEAKER_03: And their new studio, well, it's not new studio anymore.
- 1:05:34SPEAKER_03: It's 10 years old.
- 1:05:34SPEAKER_03: And they've just released that Starbox game with Nintendo.
- 1:05:37SPEAKER_03: It's a really good chat.
- 1:05:38SPEAKER_03: I can't wait to show it to you.
- 1:05:39SPEAKER_03: That comes out on Tuesday.
- 1:05:40SPEAKER_03: Then on Thursday,
- 1:05:41SPEAKER_03: barring,
- 1:05:42SPEAKER_03: you know,
- 1:05:42SPEAKER_03: any last minute changes, we've got interviews with Lucasfilm and Call of Duty.
- 1:05:48SPEAKER_03: So check us back on Thursday for that.
- 1:05:51SPEAKER_03: If you are in the UK and you're heading to New Horizons,
- 1:05:54SPEAKER_03: which is a big conference that takes place in the UK,
- 1:05:55SPEAKER_03: you might see me there because I'm interviewing PlayStation legend,
- 1:05:59SPEAKER_03: the father of PlayStation, Ken Kucharagi, live on stage.
- 1:06:03SPEAKER_03: So a bit of a Game Business Live mini there for you as well.
- 1:06:08SPEAKER_03: Massive busy week for us next week.
- 1:06:09SPEAKER_03: And if you want to make sure you don't miss any of that,
- 1:06:12SPEAKER_03: head to thegamebusiness.com and put in your email and you'll get
- 1:06:14SPEAKER_03: an alert every time we put out a new episode.
- 1:06:16SPEAKER_03: You can also become a paid subscriber.
- 1:06:18SPEAKER_03: We do a Monday morning bonus show for paid subscribers that you'll get if you want
- 1:06:22SPEAKER_03: to do that as well.
- 1:06:24SPEAKER_03: But until then, thank you for tuning in.