Latest / The Game Business Show / The Legend of Zelda: Ocarina of Time and GTA 6: The video game industry’s Barbenheimer moment
Transcript
- 0:00SPEAKER_02: This week it's Zelda versus GTA.
- 0:02SPEAKER_02: Is this the industry's Bob and Hyman moment?
- 0:04SPEAKER_02: Plus we chat trends, Jeff's new foundation and Ubisoft joins us to discuss their player council.
- 0:12SPEAKER_02: Hello and welcome to The Game Business Show.
- 0:15SPEAKER_02: This week's edition is sponsored by Keyword Studios.
- 0:17SPEAKER_02: Of course Keywords is that organisation that does everything
- 0:20SPEAKER_02: to help game developers make their games,
- 0:21SPEAKER_02: launch them and promote them,
- 0:23SPEAKER_02: and then make sure they keep growing and are successful afterwards.
- 0:26SPEAKER_02: They say they're supercharged by technology,
- 0:28SPEAKER_02: they specialise in being great partners and have 13,000 people across 26 countries,
- 0:32SPEAKER_02: they're a big global player.
- 0:34SPEAKER_02: When it comes to sort of the marketing side of things and keeping players engaged,
- 0:37SPEAKER_02: they're focused on helping studios understand their audience more clearly
- 0:41SPEAKER_02: and building a stronger relationship with them.
- 0:43SPEAKER_02: From player support,
- 0:44SPEAKER_02: trust and safety to community insight and engagement strategy,
- 0:47SPEAKER_02: Keyword Studios helps teams respond to player needs with more relevance,
- 0:50SPEAKER_02: care and impact.
- 0:53SPEAKER_02: You can find out more on the Keyword Studios website or via the links in
- 0:56SPEAKER_02: the newsletter attached with this very show.
- 0:59SPEAKER_02: Speaking of this very show, let's do it, shall we?
- 1:02SPEAKER_02: This time next week, I'm going to be in Tokyo.
- 1:05SPEAKER_02: Tokyo Game Show is my first trip to Japan.
- 1:08SPEAKER_02: And I am a bit nervous,
- 1:10SPEAKER_02: but I'm also quite excited,
- 1:11SPEAKER_02: mainly to understand one of the world's oldest video game industries,
- 1:14SPEAKER_02: which has gone through its own peaks and troughs,
- 1:16SPEAKER_02: but continues to And this week it was Nintendo's turn who delivered a double bill,
- 1:20SPEAKER_02: one entirely focused on The Legend of Zelda and the other one
- 1:38SPEAKER_02: Now, on paper, the Zelda Direct sounded pretty similar to the Sony showcase.
- 1:44SPEAKER_02: There was a Lego model,
- 1:45SPEAKER_02: special edition controller,
- 1:47SPEAKER_02: a movie reveal,
- 1:48SPEAKER_02: if you can call it a movie reveal,
- 1:50SPEAKER_02: and a lengthy deep dive into a remake of a game we all played 30 years ago.
- 1:54SPEAKER_02: And yet, for reasons I cannot describe, it was more exciting than Nintendo One was.
- 1:59SPEAKER_02: It just was.
- 2:00SPEAKER_02: Admittedly, says the guy with a Zelda Ocarina of Time poster on his wall.
- 2:04SPEAKER_02: Anyway...
- 2:05SPEAKER_02: In this week's edition, I give a bit of analysis on that Zelda Direct in particular.
- 2:10SPEAKER_02: And Ubisoft, they're coming on the show to talk about its new player council.
- 2:14SPEAKER_02: I'm also going to touch upon trends.
- 2:16SPEAKER_02: And my business partner, Jeff Keighley, has launched something new.
- 2:18SPEAKER_02: We're going to talk about that as well.
- 2:20SPEAKER_02: So let's go.
- 2:22SPEAKER_02: Let's though talk about Zelda.
- 2:24SPEAKER_02: So it turns out there is one game that dares come out in the same month as Grand Theft Auto 6.
- 2:29SPEAKER_02: This week,
- 2:29SPEAKER_02: Nintendo announced that The Legend of Zelda Ocarina of Time Remake will be launching
- 2:33SPEAKER_02: on November 5th.
- 2:35SPEAKER_02: It is a full two weeks before GTA arrives, but it's still within the danger zone.
- 2:39SPEAKER_02: It's certainly a release date that most game publishers will be avoiding.
- 2:41SPEAKER_02: Nintendo though,
- 2:43SPEAKER_02: they play by its own rules,
- 2:44SPEAKER_02: and Zelda is a distinctive title that arrives on a platform that GTA isn't on,
- 2:49SPEAKER_02: or isn't gone yet anyway.
- 2:52SPEAKER_02: Now bear with me,
- 2:53SPEAKER_02: because this might require some arguing,
- 2:56SPEAKER_02: but could this be the console industry's Barbenheimer moment?
- 3:01SPEAKER_02: That might sound like a ridiculous thing to say,
- 3:03SPEAKER_02: after all, Ocarina of Time is just a remake, right?
- 3:05SPEAKER_02: Surely that can't be discussed in the same breath as the sequel to
- 3:08SPEAKER_02: the world's most successful video game, a sequel we've waited 13 years to play.
- 3:13SPEAKER_02: Of course not,
- 3:13SPEAKER_02: Ocarina of Time isn't going to be as big as GTA 6,
- 3:16SPEAKER_02: but it's still a significant title.
- 3:18SPEAKER_02: The nostalgia for this one is immensely strong.
- 3:21SPEAKER_02: It is, after all, the proclaimed greatest game of all time, one of the icons of the N64 era.
- 3:27SPEAKER_02: But this isn't all about attracting the people that played the game 30 years ago,
- 3:31SPEAKER_02: it's also about an entirely new audience.
- 3:33SPEAKER_02: Now if you look at some of the more successful remakes in recent times,
- 3:37SPEAKER_02: like the Resident Evil remakes, these games have managed to attract a new audience.
- 3:40SPEAKER_02: The Resident Evil 2 and Resident Evil 4 remakes outsold their originals.
- 3:44SPEAKER_02: There is an audience of people who have heard about these games,
- 3:46SPEAKER_02: but they're frankly,
- 3:47SPEAKER_02: the games are just too old,
- 3:48SPEAKER_02: they're too antiquated for people to properly play and enjoy today.
- 3:51SPEAKER_02: Now Zelda is a very different franchise today to the one that existed in 1998.
- 3:57SPEAKER_02: In fact it's a very different franchise to the one that existed in 2016.
- 4:01SPEAKER_02: 2017's Breath of the Wild took Zelda to a height it had never before reached.
- 4:05SPEAKER_02: Before Breath of the Wild a Zelda game would be fortunate to break 5 million copies
- 4:09SPEAKER_02: to be honest.
- 4:10SPEAKER_02: The highest selling one was 2006's Twilight Princess.
- 4:14SPEAKER_02: It sold just below 9 million copies and that was a launch title for the Wii
- 4:17SPEAKER_02: which obviously was a sensation.
- 4:19SPEAKER_02: Breath of the Wild is now on 34 million sales.
- 4:22SPEAKER_02: Its sequel, which is 2023's Tears of the Kingdom, is approaching 23 million.
- 4:27SPEAKER_02: Now Zelda always had the reputation as one of the industry greats.
- 4:30SPEAKER_02: It's an icon.
- 4:31SPEAKER_02: Nintendo fans love it.
- 4:33SPEAKER_02: But now it has the commercial clout to go with it.
- 4:36SPEAKER_02: Now let's bring those two things together.
- 4:38SPEAKER_02: Significant franchise growth combined with one of the IP's most beloved entries.
- 4:43SPEAKER_02: And you've got a potentially tasty recipe here.
- 4:46SPEAKER_02: The early numbers backed that up.
- 4:47SPEAKER_02: Outside of Grand Theft Auto 6,
- 4:49SPEAKER_02: no other game has attracted as much trailer views and press attention
- 4:52SPEAKER_02: as this Ocarina of Time remake.
- 4:54SPEAKER_02: It was a clear winner during Summer Game Fest season of trailer reveals.
- 4:58SPEAKER_02: And if you just look, I've got some early data from the Nintendo Direct on Tuesday.
- 5:03SPEAKER_02: According to Level Up,
- 5:05SPEAKER_02: 2.1 million people was watching this trailer, watching the video during its peak.
- 5:09SPEAKER_02: To give you some ideas of what that looks like,
- 5:11SPEAKER_02: the GTA 6 reveal on YouTube, so it doesn't include Netflix, managed 4.1 million.
- 5:17SPEAKER_02: The PlayStation State of Play the week before,
- 5:19SPEAKER_02: which featured the new Final Fantasy VII game, peaked up 1 million views.
- 5:23SPEAKER_02: Gamescom opening night live peaked at 2 million.
- 5:26SPEAKER_02: This Zelda Direct has done more than opening night live,
- 5:29SPEAKER_02: done more than the PlayStation State of Play by double more than
- 5:31SPEAKER_02: the PlayStation State of Play.
- 5:32SPEAKER_02: The Summer Game Fest opening event was 2.2 million.
- 5:36SPEAKER_02: So it's in line with what Summer Game Fest event did.
- 5:38SPEAKER_02: Peak viewership for the Mario Kart World Nintendo Direct was the last,
- 5:41SPEAKER_02: you know, the last major Nintendo release for Switch 2.
- 5:43SPEAKER_02: 930,000 in April 2025.
- 5:48SPEAKER_02: So this was big numbers.
- 5:50SPEAKER_02: The trailer itself, at the time of me recording this, was on 55 million views.
- 5:55SPEAKER_02: Over the same period, so basically a day, GTA 6 extended look was on 80 million.
- 6:01SPEAKER_02: I say GTA 6 on another level.
- 6:03SPEAKER_02: Mario Kart world gameplay overview was 5 million.
- 6:06SPEAKER_02: Final Fantasy 7 Revelation release date trailer was 3.7 million.
- 6:11SPEAKER_02: These are just benchmarks.
- 6:12SPEAKER_02: There's not a criticism on the Mario Kart World trailer or the Final Fantasy trailer.
- 6:15SPEAKER_02: This is purely to point out that this game is very, very big.
- 6:20SPEAKER_02: The hype is real.
- 6:22SPEAKER_02: It's important to note,
- 6:24SPEAKER_02: however,
- 6:25SPEAKER_02: that Ocarina of Time is not like Breath of the Wild or Tears of the Kingdom.
- 6:28SPEAKER_02: It's a far more linear, structured Zelda game.
- 6:31SPEAKER_03: It's not one of those titles where you can simply go anywhere and do anything in any order.
- 6:35SPEAKER_03: I would argue Zelda's always been open world, but there's degrees of open
- 6:38SPEAKER_02: world here.
- 6:39SPEAKER_02: More modern Zelda fans might not find Ocarina of Time quite as appealing.
- 6:44SPEAKER_02: Now, Nintendo has released games in what we call the more traditional Zelda style
- 6:48SPEAKER_02: since Breath of the World came out.
- 6:50SPEAKER_02: There's been a HD remaster of Skyward Sword,
- 6:52SPEAKER_02: that's the Wii game that came out initially in 2011,
- 6:55SPEAKER_02: a remake of a 1993 Game Boy game,
- 6:57SPEAKER_02: Link's Awakening,
- 6:58SPEAKER_02: and an early,
- 6:59SPEAKER_02: sorry, and there was an entirely new game in 2024 called Echoes of Wisdom.
- 7:03SPEAKER_02: These are more in the old school Zelda style.
- 7:06SPEAKER_02: All three games sold reasonably well,
- 7:08SPEAKER_02: between four and six million copies,
- 7:10SPEAKER_02: but nothing particularly significant, certainly nothing Breath of the Wild level.
- 7:14SPEAKER_02: However, I'd argue none of these games have the appeal of Ocarina of Time.
- 7:18SPEAKER_02: Skyward Sword is,
- 7:19SPEAKER_02: it is just a remaster of actual and the weaker Zelda games,
- 7:22SPEAKER_02: and by the way, Zelda games are always great, so it's not saying much.
- 7:26SPEAKER_02: Link's Awakening and Echoes of Wisdom are 2D Zelda games, sort of in the chibi style.
- 7:30SPEAKER_02: It's a little bit less mainstream.
- 7:32SPEAKER_02: They're simply not as mass market.
- 7:34SPEAKER_02: Of course, How big Ocarina of Time becomes is going to come down to Nintendo itself.
- 7:40SPEAKER_02: How much of Nintendo's Christmas marketing power will it put behind Ocarina of Time?
- 7:44SPEAKER_02: And there are some messaging challenges.
- 7:47SPEAKER_02: I found it somewhat entertaining in this week's video when Nintendo revealed
- 7:50SPEAKER_02: that Link can now jump.
- 7:52SPEAKER_02: And that players can now move the camera around the character.
- 7:56SPEAKER_02: You couldn't do that in 1998.
- 7:58SPEAKER_02: If anyone that played the game then,
- 8:00SPEAKER_02: which was around seven, eight million people, you go, oh yeah, that's new.
- 8:03SPEAKER_02: But both are entirely standard features in modern video games.
- 8:08SPEAKER_02: I can't imagine as many 15-year-olds going, what, I can jump?
- 8:10SPEAKER_02: Quick, quick.
- 8:11SPEAKER_02: But here's my pre-order.
- 8:14SPEAKER_02: I certainly don't remember the GTA 6 Netflix reveal talking about the ability to move a camera.
- 8:19SPEAKER_02: Nevertheless,
- 8:20SPEAKER_02: It was fascinating how even with the initial teaser back in June,
- 8:24SPEAKER_02: Nintendo is very much presenting this to an audience that hadn't played Ocarina
- 8:28SPEAKER_02: of Time before.
- 8:28SPEAKER_02: It's very much introducing the idea of this game,
- 8:31SPEAKER_02: the story and Navi and the boy without a fairy and all that kind of thing.
- 8:35SPEAKER_02: This is a game as much for new fans who might have come in via Breath of the Wild
- 8:39SPEAKER_02: or perhaps will come in with the upcoming movie as it is for existing users.
- 8:45SPEAKER_02: I fully expect Nintendo to heavily push this game,
- 8:48SPEAKER_02: much in the same way that PlayStation and Xbox are really putting their weight
- 8:51SPEAKER_02: behind GTA 6.
- 8:53SPEAKER_02: The console market is clearly in a tough spot right now.
- 8:56SPEAKER_02: Sales are falling and prices are rising.
- 8:57SPEAKER_02: We talk about it every week.
- 8:59SPEAKER_02: But the solution to troubled times in the video game industry is
- 9:02SPEAKER_02: to release interesting and exciting video games.
- 9:05SPEAKER_02: I know I sound like a broken record, but it's true.
- 9:08SPEAKER_02: And in November,
- 9:09SPEAKER_02: within just two weeks of each other,
- 9:10SPEAKER_02: we've got two very different,
- 9:12SPEAKER_02: very powerful and very exciting video games coming out that are generating a lot
- 9:16SPEAKER_02: of hype and a lot of excitement.
- 9:18SPEAKER_02: I, for one, cannot wait.
- 9:21SPEAKER_02: Now, before we move on to our interviews and some more news,
- 9:25SPEAKER_02: I did want to bring up something that came out of this week's Here's the Dring.
- 9:30SPEAKER_02: Now, if you don't know what Here's the Dring is, it's basically an opinion piece that I write.
- 9:34SPEAKER_02: I do it every week, every Monday.
- 9:37SPEAKER_02: It's often reacting news from the last week, but not always.
- 9:40SPEAKER_02: It used to be called The Game Business Micro,
- 9:42SPEAKER_02: but I didn't think it really sold what it was about.
- 9:44SPEAKER_02: It is only for paid subscribers.
- 9:46SPEAKER_02: We don't have a huge number of paid subscribers,
- 9:48SPEAKER_02: so I know most people here will not have listened to it.
- 9:50SPEAKER_02: We do most of our episodes for free.
- 9:54SPEAKER_02: But if you do pay to get The Game Business, you would have received this on Monday morning.
- 9:58SPEAKER_02: Now this week's one has sort of had a bit of a reaction to it.
- 10:01SPEAKER_02: So it's sort of,
- 10:03SPEAKER_02: and it was all around my attempt to counter some of the narratives that are going on
- 10:06SPEAKER_02: in video games at the moment.
- 10:07SPEAKER_02: And I don't just mean the negative narratives we're hearing about.
- 10:11SPEAKER_02: The crash 2.0 for the video games industry and everything collapsing.
- 10:15SPEAKER_02: I'm talking about some of the trends that have been going on in video games.
- 10:17SPEAKER_02: So for instance,
- 10:19SPEAKER_02: The decline of the American video game development scene and the rise of China.
- 10:23SPEAKER_02: Now everyone's moving to China or Southeast Asia in general.
- 10:27SPEAKER_02: And also conversations about hey consoles don't work anymore
- 10:29SPEAKER_02: or Western AAA video games don't work anymore.
- 10:33SPEAKER_02: We can get hung up on trends.
- 10:35SPEAKER_02: And we can think this is the direction of travel for the industry when reality is
- 10:40SPEAKER_02: the industry works in cycles and it can be really hard to tell what
- 10:43SPEAKER_02: the overall trend really is.
- 10:45SPEAKER_02: Now, there's been a few pieces lately.
- 10:47SPEAKER_02: I've read a bunch of LinkedIn posts.
- 10:48SPEAKER_02: There's a YouTube video I watched on the death of live service games.
- 10:51SPEAKER_02: Rob Fahey wrote a really good piece on games industry,
- 10:53SPEAKER_02: making his predictions about the video game industry.
- 10:56SPEAKER_02: And actually,
- 10:57SPEAKER_02: a lot of his predictions I really agree with and he certainly hits on many of
- 11:00SPEAKER_02: the big topics.
- 11:01SPEAKER_02: But the thing with trends is that they're rarely permanent.
- 11:05SPEAKER_02: They often switch and you need to dive deeper
- 11:08SPEAKER_02: into understanding what's truly happening and whether it's actually likely
- 11:12SPEAKER_02: to continue.
- 11:12SPEAKER_02: I mean, let's look at the big one, right?
- 11:14SPEAKER_02: So Amir Savant,
- 11:16SPEAKER_02: who does all those of analysis on On where the industry's heading and where
- 11:20SPEAKER_02: the layoffs are happening and all the things going on in the video games industry.
- 11:24SPEAKER_02: He was at Gamescom and he revealed that over two further layoffs over
- 11:27SPEAKER_02: the last five years, according to his tracker, has occurred in North America.
- 11:31SPEAKER_02: In total, 25,000 roles have been lost around into 15% of the workforce in the US.
- 11:36SPEAKER_02: Now, we did cover this last year on our Game Business show,
- 11:38SPEAKER_02: but the data is still saying the same thing.
- 11:41SPEAKER_02: Other regions, meanwhile, have seen gains.
- 11:43SPEAKER_02: Asia Pacific saw the number of available jobs increase by 10%,
- 11:47SPEAKER_02: driven by 12% growth in China specifically.
- 11:50SPEAKER_02: The number of roles in Europe, meanwhile, has basically stayed flat.
- 11:53SPEAKER_02: It varies by country within Europe, by the way.
- 11:55SPEAKER_02: The UK is down a bit.
- 11:56SPEAKER_02: France is down a bit.
- 11:58SPEAKER_02: France is slightly impacted by Ubisoft.
- 12:00SPEAKER_02: The UK, partially due to the likes of Sony moving out of it.
- 12:04SPEAKER_02: And actually, that's just it.
- 12:07SPEAKER_02: When you dive into these markets,
- 12:08SPEAKER_02: is it an overall trend or is it actually a big player moved out of it
- 12:12SPEAKER_02: or something shifted or something changed?
- 12:13SPEAKER_02: There was a big failure.
- 12:14SPEAKER_02: What's caused this?
- 12:16SPEAKER_02: What are governments doing?
- 12:17SPEAKER_02: What are they saying?
- 12:17SPEAKER_02: What are trade bodies saying?
- 12:19SPEAKER_02: What is the output looking like?
- 12:21SPEAKER_02: You can see that when you get down to those, the topics are actually a lot more nuanced.
- 12:24SPEAKER_02: The UK, for instance,
- 12:26SPEAKER_02: it has a lot,
- 12:26SPEAKER_02: you know,
- 12:27SPEAKER_02: the size of the UK games industry in terms of employees has dropped slightly.
- 12:31SPEAKER_02: But That isn't really the headline for the UK video game industry this year,
- 12:35SPEAKER_02: at least it shouldn't be.
- 12:36SPEAKER_02: The headline should be Forza Horizon 6,
- 12:39SPEAKER_02: Star Wars Galactic Racer,
- 12:40SPEAKER_02: Silent Hill Downfall,
- 12:42SPEAKER_02: Lego Batman Legacy of the Dark Knight,
- 12:43SPEAKER_02: War Dogs,
- 12:44SPEAKER_02: Grand Theft Auto 6,
- 12:46SPEAKER_02: 007 First Light,
- 12:48SPEAKER_02: expand the remit a little bit and you've got Battlefield 6 and
- 12:50SPEAKER_02: then you've got Fables coming out next February.
- 12:52SPEAKER_02: It's actually a very strong period for British made video games.
- 12:55SPEAKER_02: It's one of the strongest periods I can remember.
- 12:57SPEAKER_02: It's incredible.
- 12:58SPEAKER_02: A lot of top quality titles are either coming to market or have just come to market.
- 13:02SPEAKER_02: And what impact is that going to have down the line?
- 13:05SPEAKER_02: When UK studios are putting out so many massive games in big, big franchises.
- 13:10SPEAKER_02: There is challenges in the UK market, absolutely.
- 13:12SPEAKER_02: Almost all those games I listed are American owned or Tencent owned or whatever.
- 13:18SPEAKER_02: But there's no denying The UK scene is putting out some big games right now,
- 13:23SPEAKER_02: and that's a good thing.
- 13:24SPEAKER_02: It excites governments, it encourages investment, it encourages support.
- 13:29SPEAKER_02: In France,
- 13:30SPEAKER_02: President Emmanuel Macron has just announced that they're going to launch
- 13:33SPEAKER_02: a major cultural festival to celebrate video games.
- 13:35SPEAKER_02: And this obviously comes from the back of Clay Obscure Expedition 33,
- 13:37SPEAKER_02: which had done extremely well from last year.
- 13:40SPEAKER_02: Focus is doing extremely well.
- 13:41SPEAKER_02: They're just on Clutch.
- 13:42SPEAKER_02: We had Maverick who we're making Clutch on this week.
- 13:44SPEAKER_02: There's no doubt costs are putting pressure on the US industry right now,
- 13:47SPEAKER_02: and that will put pressure on local governments to develop solutions that might make
- 13:51SPEAKER_02: the area more attractive again, if that's what they want to do.
- 13:53SPEAKER_02: So you have to think about that.
- 13:55SPEAKER_02: When is that going to come in?
- 13:56SPEAKER_02: We've been here before.
- 13:57SPEAKER_02: If you go back 15 years,
- 13:59SPEAKER_02: there was a whole 20 years maybe,
- 14:01SPEAKER_02: you got the whole brain drain to Canada when Canada offered the tax relief
- 14:04SPEAKER_02: and everyone started to move their employment to Canada.
- 14:07SPEAKER_02: It's not the case quite so much anymore.
- 14:09SPEAKER_02: Now China is clearly the place where lots of investment is going in the video games.
- 14:13SPEAKER_02: We saw that during Gamescom.
- 14:15SPEAKER_02: It was a significant moment.
- 14:16SPEAKER_02: It felt like a moment.
- 14:16SPEAKER_02: Gamescom was awash with titles coming out of China and Korea and a lot of Southeast Asia.
- 14:21SPEAKER_02: It was a very exciting time for that area of the industry, working those markets.
- 14:24SPEAKER_02: It was a moment.
- 14:26SPEAKER_02: But did you watch Opening Night Live,
- 14:29SPEAKER_02: which was the Gamescom pre-event thing that Geoff Keighley hosted?
- 14:32SPEAKER_02: I have to say, a lot of the games looked pretty similar.
- 14:36SPEAKER_02: Not all of them.
- 14:37SPEAKER_02: There was a handful that stood out.
- 14:38SPEAKER_02: But there was a lot of very samey looking games.
- 14:41SPEAKER_02: This is the problem.
- 14:43SPEAKER_02: When investment flows in and people start seeing success from certain types of games
- 14:46SPEAKER_02: and genres, everyone chases the same thing.
- 14:48SPEAKER_02: The industry does have a notorious habit of seeing a blinking red light and
- 14:51SPEAKER_02: then being like a cat and going, we've got to go get it.
- 14:54SPEAKER_02: What happens if many of these Chinese games somehow don't deliver success because
- 14:57SPEAKER_02: the markets become oversaturated?
- 15:00SPEAKER_02: What happens in that situation?
- 15:01SPEAKER_02: Will we start seeing a scale back?
- 15:04SPEAKER_02: In China, these things all happen in cycles.
- 15:07SPEAKER_02: They just do.
- 15:07SPEAKER_02: Things ebb and things flow.
- 15:09SPEAKER_02: To be clear,
- 15:10SPEAKER_02: I'm not suggesting that China's suddenly not going to become a superpower in
- 15:12SPEAKER_02: the global video game industry.
- 15:14SPEAKER_02: That is clearly happening.
- 15:15SPEAKER_02: But I do think that's suggesting that it's happening in the expense of the West.
- 15:18SPEAKER_02: I mean, it can certainly seem that way right now.
- 15:21SPEAKER_02: I don't know if it will seem that way in two or three years.
- 15:24SPEAKER_02: It might not.
- 15:25SPEAKER_02: Of course, it's not just about games being made in China.
- 15:27SPEAKER_02: It's about companies in the West outsourcing development to markets
- 15:30SPEAKER_02: where it's cheaper,
- 15:31SPEAKER_02: such as those charities in Southeast Asia, India and China and stuff like that.
- 15:34SPEAKER_02: It's clearly happening as companies try and drive down costs.
- 15:37SPEAKER_02: But as we've spoken to a few studios lately, not everyone is doing it.
- 15:41SPEAKER_02: And it doesn't make sense for everybody.
- 15:43SPEAKER_02: I mentioned earlier, we had Maverick Games on this week.
- 15:45SPEAKER_02: You should check it out.
- 15:46SPEAKER_02: It's a really, really fun interview.
- 15:48SPEAKER_02: Mike and Harinder were very candid.
- 15:50SPEAKER_02: Anyway, they actually said they don't do too much outsourcing
- 15:53SPEAKER_02: because they find it slows them down.
- 15:55SPEAKER_02: And the outsourcing they do, they do tend to work with people who are nearer to them.
- 16:00SPEAKER_02: We've seen companies like, you know, Harvey Smith.
- 16:02SPEAKER_02: He's the former Arkane Studios boss,
- 16:04SPEAKER_02: he opened a new studio called Black Pony Immersive,
- 16:06SPEAKER_02: we had them on the show, and he made a point of the fact that his team are American.
- 16:11SPEAKER_02: UK developer Fused Games,
- 16:12SPEAKER_02: which are making Star Wars Galactic Racer,
- 16:14SPEAKER_02: they made a point that all their outsource partners are British.
- 16:18SPEAKER_02: Sometimes they're doing it for cultural reasons,
- 16:20SPEAKER_02: sometimes it's because of time zones,
- 16:21SPEAKER_02: and sometimes it's because it's people that they trust,
- 16:24SPEAKER_02: or simply because they want to make sure they have the right talent,
- 16:26SPEAKER_02: not just the cheapest talent.
- 16:28SPEAKER_02: Whatever the reason they may be,
- 16:30SPEAKER_02: outsourcing to other markets isn't something everybody's doing,
- 16:33SPEAKER_02: and it's not going to work for every studio,
- 16:34SPEAKER_02: and in fact, you know, many studios are actually pushing against it.
- 16:39SPEAKER_02: The things with trends, it's not always wise to follow them.
- 16:43SPEAKER_02: And not everyone does.
- 16:45SPEAKER_02: Now people are talking right now about the death of the console industry,
- 16:47SPEAKER_02: and there's no doubt the console market is extremely challenged,
- 16:50SPEAKER_02: but also I'm wary of even saying that.
- 16:52SPEAKER_02: We've been here before,
- 16:53SPEAKER_02: PC industry was dying 20 years ago,
- 16:55SPEAKER_02: the handheld games market was on its knees until the Switch arrived and changed all
- 16:59SPEAKER_02: that.
- 16:59SPEAKER_02: The reality is new products and new games can change momentum behind a trend in a moment.
- 17:03SPEAKER_02: As we've talked about earlier about Zelda and GTA 6,
- 17:06SPEAKER_02: maybe the console trend will be reversed come November.
- 17:09SPEAKER_02: It might be a bit premature to suggest that, but it's certainly possible.
- 17:13SPEAKER_02: All I will caution is these things you read on LinkedIn,
- 17:16SPEAKER_02: these opinions that you're reading there or these articles that you're getting and
- 17:20SPEAKER_02: that proclaim the future direction of the business.
- 17:23SPEAKER_02: Just do what I do and read it and go, yeah,
- 17:26SPEAKER_02: but question it,
- 17:28SPEAKER_02: poke holes in it,
- 17:29SPEAKER_02: ask if this is a temporary trend or a permanent direction of travel,
- 17:32SPEAKER_02: because often you find it isn't.
- 17:36SPEAKER_02: Now, before we move on to our interview,
- 17:37SPEAKER_02: I do want to bring up one news story that you might have read on Gamefile this week.
- 17:41SPEAKER_02: So our friend Stephen Tortillo,
- 17:42SPEAKER_02: a regular guest on the show,
- 17:45SPEAKER_02: he did an interview with, well,
- 17:47SPEAKER_02: the co-founder of The Game Business,
- 17:49SPEAKER_02: Jeff Keighley, and Mark Cerny, the architect behind multiple PlayStation consoles.
- 17:54SPEAKER_02: Now, both of them have announced a new thing called the Nova Games Foundation.
- 17:58SPEAKER_02: It's not related to the Game Awards.
- 17:59SPEAKER_02: It's not related to PlayStation.
- 18:00SPEAKER_02: It's entirely a Jeff Keighley and Mark Cerny thing.
- 18:03SPEAKER_02: It's an unaffiliated standalone philanthropic Philanthropic project is
- 18:09SPEAKER_02: a university-backed fellowship program intended to offer six-figure grants
- 18:13SPEAKER_02: to 20 young game designers every year, and hopefully for decades to come.
- 18:17SPEAKER_02: That's the goal.
- 18:18SPEAKER_02: It's no-strings-attached funding where they get mentorship
- 18:20SPEAKER_02: from game industry leaders,
- 18:21SPEAKER_02: a combination intended to aid the development of groundbreaking new video games.
- 18:26SPEAKER_02: That is what Jeff and Mark are hoping to achieve.
- 18:29SPEAKER_02: Nova will be collecting applications from 13 affiliate programs at universities
- 18:33SPEAKER_02: across eight countries.
- 18:34SPEAKER_02: This includes the New York University,
- 18:35SPEAKER_02: University of South Carolina,
- 18:37SPEAKER_02: alongside the Abertay University in Scotland,
- 18:40SPEAKER_02: which is one of the big development universities in this country.
- 18:43SPEAKER_02: And there's also a university in France, Germany, Australia as well.
- 18:47SPEAKER_02: It's going to be $100,000 per recipient with about a quarter of Nova Fellows
- 18:52SPEAKER_02: that can also then claim half a million dollars for projects
- 18:55SPEAKER_02: that are shaping up particularly well.
- 18:57SPEAKER_02: Payments will be delivered based on development milestones and recipients will own their games.
- 19:01SPEAKER_02: Nova will help promote the world.
- 19:02SPEAKER_02: The developers will be free to pursue the publishers and platforms of their choice,
- 19:06SPEAKER_02: and Nova will indeed help make publishing introductions too.
- 19:10SPEAKER_02: Speaking to Gamefile, Mr.
- 19:11SPEAKER_02: Keeley mentioned how he's never felt it appropriate to commercially invest
- 19:15SPEAKER_02: in video games given his position.
- 19:17SPEAKER_02: He said, I've never owned stock in a game company or taken financial stake in a game.
- 19:22SPEAKER_02: Nova is philanthropy.
- 19:24SPEAKER_02: We aren't taking equity or looking to recoup the grants.
- 19:27SPEAKER_02: The return we're hoping for is creative, helping new voices make games and find their footing.
- 19:32SPEAKER_02: Mark and I each made multi-million dollar donations to establish the foundation
- 19:36SPEAKER_02: and we intend to keep contributing.
- 19:37SPEAKER_02: We hope others will join us.
- 19:40SPEAKER_02: Those others include Hazelight Bosquette, Joseph Farris, who has also backed the fund.
- 19:44SPEAKER_02: Mark Zerney also told Gamefile,
- 19:46SPEAKER_02: The industry has changed immeasurably since I started in games in 1982.
- 19:49SPEAKER_02: These graduates have talent,
- 19:51SPEAKER_02: training and tools that outclass what we had back in the day by
- 19:54SPEAKER_02: an astonishing amount,
- 19:55SPEAKER_02: but they face a tough road ahead getting traction in the industry
- 19:58SPEAKER_02: and many could benefit from our support.
- 20:00SPEAKER_02: We want to be there to give it to them.
- 20:03SPEAKER_02: Very good.
- 20:05SPEAKER_02: I think you've probably had enough of my voice.
- 20:08SPEAKER_02: To be honest, you're probably bored of it.
- 20:10SPEAKER_02: So let's get some different voices on the show, shall we?
- 20:12SPEAKER_02: During Gamescom, Ubisoft announced that it was soft launching the Player Council.
- 20:17SPEAKER_02: It's a platform where players can sort of test their games
- 20:19SPEAKER_02: and give feedback directly to developers, you know.
- 20:22SPEAKER_02: Other publishers do this.
- 20:23SPEAKER_02: EA does it and Xbox does it as well.
- 20:25SPEAKER_02: The Player Council is run by Ubisoft Connecting Games Together
- 20:30SPEAKER_02: and it lets players basically test early concepts and prototypes as well as updates
- 20:35SPEAKER_02: to existing games.
- 20:36SPEAKER_02: There are four games that are in the Player Council now.
- 20:38SPEAKER_02: One is Riders Republic, which you might have heard of.
- 20:41SPEAKER_02: It's existed for a while.
- 20:41SPEAKER_02: It's a live service sports game.
- 20:43SPEAKER_02: The other is Atomega.
- 20:44SPEAKER_02: Now that's interesting because it's a game from 2017.
- 20:48SPEAKER_02: They didn't really do anything.
- 20:50SPEAKER_02: It's sort of been faded into the background.
- 20:51SPEAKER_02: Well, developer Ubisoft Reflections has sort of returned to it and it's in this player council.
- 20:57SPEAKER_02: There's also a few other things that are in there.
- 20:58SPEAKER_02: There's an online multiplayer game called Codename Splitpoint and
- 21:02SPEAKER_02: a single player strategy game called Codename Rook,
- 21:04SPEAKER_02: which players can now go in and test if they want to be part of this council.
- 21:07SPEAKER_02: The interesting thing about this is that as they test things,
- 21:10SPEAKER_02: as they give feedback,
- 21:11SPEAKER_02: the players can sort of level up and get more access to deeper and earlier
- 21:15SPEAKER_02: and bigger projects.
- 21:17SPEAKER_02: It's the only way it's a fun thing to gamers do,
- 21:19SPEAKER_02: although you could argue that they're ultimately working for Ubisoft for free.
- 21:22SPEAKER_02: But this is Ubisoft's way of trying to get games in front of players earlier to get
- 21:25SPEAKER_02: that important feedback.
- 21:26SPEAKER_02: Now, talking about the initiative and what the thinking behind it is and
- 21:30SPEAKER_02: where it all came from,
- 21:31SPEAKER_02: I spoke to Vi Alexander,
- 21:32SPEAKER_02: who is the Director of the Player Council,
- 21:34SPEAKER_02: and Arnold Fremont, who is the Associate Director of Community at Gamescom.
- 21:37SPEAKER_02: And here is that interview.
- 21:40SPEAKER_03: Hello, welcome to the show.
- 21:41SPEAKER_03: It's lovely to have you on.
- 21:42SPEAKER_03: Now, this is really, really interesting.
- 21:44SPEAKER_03: You've sort of gamified the player feedback process.
- 21:48SPEAKER_03: Let's start with the beginning.
- 21:49SPEAKER_03: Where did this start?
- 21:50SPEAKER_03: Where did this come from?
- 21:51SPEAKER_00: Well, getting player feedback has been something that's always been important for Ubisoft.
- 21:55SPEAKER_00: We have user research in other departments, and we do alphas and betas, et cetera.
- 22:01SPEAKER_00: This is something that our teams have been asking for,
- 22:04SPEAKER_00: to be able to get even closer and bring players in even earlier in the process
- 22:10SPEAKER_00: than they have in the past.
- 22:11SPEAKER_00: And so we thought, how can we help them?
- 22:15SPEAKER_00: How can we put something together that brings the devs and the players
- 22:18SPEAKER_00: into one place to have a two-way conversation and talk about the best ideas to make
- 22:24SPEAKER_00: the games as great as they can be?
- 22:27SPEAKER_00: And so the Player Council was born.
- 22:29SPEAKER_03: Yeah.
- 22:30SPEAKER_03: Obviously you do play a feedback before, you've been doing it for years and years and years.
- 22:33SPEAKER_03: One of the things you mentioned there, getting them in earlier, what's different this time?
- 22:38SPEAKER_03: What's new about this that you just weren't doing before?
- 22:41SPEAKER_01: So the idea is really to have a complementary approach.
- 22:44SPEAKER_01: Continue to do Close Beta, Close Alpha, Test, etc.
- 22:48SPEAKER_01: Continue to listen to everything that players are saying on Discord, forums, etc.
- 22:53SPEAKER_01: It's just that here we want to make sure that there is a dedicated platform to allow
- 22:58SPEAKER_01: the dialogue between the players and the dev teams and build the trust.
- 23:03SPEAKER_01: Because here, we're gonna take risk, basically.
- 23:07SPEAKER_01: We're gonna provide games that are live,
- 23:10SPEAKER_01: so like Act Omega and Riders Republic in the console,
- 23:13SPEAKER_01: but also prototypes that don't even have a name,
- 23:17SPEAKER_01: that are still very, very early, and more to come.
- 23:20SPEAKER_01: So that's really the big difference, but it's a complementary approach, not really a new thing.
- 23:27SPEAKER_01: And it's important to keep in mind that As mentioned by Vai,
- 23:30SPEAKER_01: it's all the dev team that are part of this program are fully voluntary
- 23:35SPEAKER_01: and are asking for this feedback.
- 23:38SPEAKER_01: So they are looking forward to it.
- 23:40SPEAKER_03: Is there not a risk of it spoiling something that you might have,
- 23:43SPEAKER_03: you know, brewing and exciting?
- 23:45SPEAKER_03: Obviously, surprise is all part of the video game industry.
- 23:47SPEAKER_00: I think the players who are going to be drawn to the player council are the type
- 23:52SPEAKER_00: who want to know,
- 23:53SPEAKER_00: who want to be involved,
- 23:54SPEAKER_00: who want to have their voice heard during the development process.
- 23:58SPEAKER_00: And they're less concerned about spoilers and more interested in helping collaborate
- 24:03SPEAKER_00: on a great game.
- 24:04SPEAKER_00: You know, it's free to join.
- 24:05SPEAKER_00: Anybody can join if they want to, as long as they're 18 older.
- 24:09SPEAKER_00: So I think when people self-select into Sticking around,
- 24:16SPEAKER_00: contributing to game after game, giving feedback.
- 24:20SPEAKER_00: They're going to find themselves part of a community and having a lot of fun doing that.
- 24:26SPEAKER_00: And making the games great so that when it goes out to the broader audience,
- 24:30SPEAKER_00: people who weren't interested in being part of the process,
- 24:33SPEAKER_00: that the game is something that everybody can be proud of,
- 24:36SPEAKER_00: everybody can be happy about.
- 24:38SPEAKER_01: And the production team will be able to decide also when they want to join the player console.
- 24:43SPEAKER_01: So it can be at any stage of their life cycle.
- 24:46SPEAKER_01: So at the very beginning, or it can be later, etc.
- 24:50SPEAKER_01: So some games that can be my narrative And we've seen it in Ubisoft,
- 25:02SPEAKER_01: in the industry, with the early access, etc.
- 25:07SPEAKER_01: You often give a bit the first campaign,
- 25:11SPEAKER_01: the first part of the chapter, and then people will discover the rest.
- 25:15SPEAKER_01: But with a very solid gameplay, because this is what we want to achieve with our players.
- 25:19SPEAKER_03: Is it just games or is features like maybe could the players council test maybe
- 25:23SPEAKER_03: a feature of something that might end up in a I don't know an assassin's creed
- 25:27SPEAKER_03: or something down the line but it's it's they don't won't necessarily know
- 25:30SPEAKER_03: that it's like a test
- 25:32SPEAKER_00: This is a new tool for our dev teams to be able to use when
- 25:35SPEAKER_00: and how they need to.
- 25:37SPEAKER_00: And it's a place to incubate new ideas.
- 25:40SPEAKER_00: So some of the projects that show up on
- 25:42SPEAKER_00: the player council are not ultimately destined for a launch.
- 25:46SPEAKER_00: We might get a certain way through it and go like, okay, great, we've learned a lot.
- 25:50SPEAKER_00: Now it's time to put that on the shelf and move on to the next great thing
- 25:54SPEAKER_00: with what we've learned.
- 25:55SPEAKER_02: I see.
- 25:55SPEAKER_00: And teams are definitely going to experiment.
- 25:57SPEAKER_00: So we're not going to You will probably see a lot of games that are in
- 26:01SPEAKER_00: the earlier phases cycle in and out where you'll see that games that are reaching
- 26:07SPEAKER_00: the later phases are going to kind of continue with the momentum with the feedback
- 26:12SPEAKER_00: that they're getting from the players and the excitement of the dev team.
- 26:14SPEAKER_00: So it will depend on the project what exactly happens and it's up to the dev teams
- 26:21SPEAKER_00: at the company to decide if it's right for them.
- 26:24SPEAKER_03: I'm kind of excited to see Atomega sort of,
- 26:27SPEAKER_03: I'm not entirely sure that's how you pronounce it,
- 26:29SPEAKER_03: but it's a sort of,
- 26:30SPEAKER_03: because it's Ubisoft Reflections,
- 26:31SPEAKER_03: it's the Grow Home team and all that kind of stuff.
- 26:33SPEAKER_03: I covered all of that back in the day, not being too far from me, but is that just to test this?
- 26:38SPEAKER_03: What's the story
- 26:38SPEAKER_01: behind that?
- 26:40SPEAKER_01: You mean an Atomega specifically?
- 26:41SPEAKER_01: Yeah, yeah.
- 26:42SPEAKER_01: So Atomega is a very interesting case because indeed we released the game in... 2017?
- 26:47SPEAKER_01: And so the team has been working on other projects for a while,
- 26:51SPEAKER_01: etc., but it was always in the back of their mind.
- 26:54SPEAKER_01: And so recently they were able to see that the community was still active,
- 26:59SPEAKER_01: still playing games,
- 27:01SPEAKER_01: proposing ideas,
- 27:02SPEAKER_01: etc., etc., and so they wanted to resume this adventure with the players.
- 27:08SPEAKER_01: And they already started in July,
- 27:10SPEAKER_01: where they started their test down,
- 27:14SPEAKER_01: introducing new quality of life improvements, et cetera, et cetera.
- 27:18SPEAKER_01: And now they are officially joining the player council to go to the next step
- 27:22SPEAKER_01: in terms of player feedback.
- 27:24SPEAKER_01: Wow.
- 27:25SPEAKER_01: This might be a really
- 27:26SPEAKER_03: silly question,
- 27:26SPEAKER_03: or even might be a question that's impossible to answer,
- 27:28SPEAKER_03: but what does good feedback look like?
- 27:31SPEAKER_00: It's not a silly question at all.
- 27:33SPEAKER_00: You know,
- 27:33SPEAKER_00: good feedback is going to be something that Resonates with the other players
- 27:39SPEAKER_00: that are part of those play tests and playing that game alongside you.
- 27:43SPEAKER_00: And also about something that resonates with the game team.
- 27:47SPEAKER_00: Since it's a collaboration, it's a two-way discussion about what's right for the game.
- 27:51SPEAKER_00: The dev team has its vision and its intentions,
- 27:55SPEAKER_00: and they share that through the game that they're making.
- 27:59SPEAKER_00: Players will play that,
- 28:01SPEAKER_00: come to their own conclusions about how successful that is,
- 28:04SPEAKER_00: how much they like it, how much they're enjoying it.
- 28:07SPEAKER_00: And what's great about the way that we've built the Player Council is
- 28:11SPEAKER_00: that it's powered by games together.
- 28:14SPEAKER_00: And so people can come into the community platform, post an idea.
- 28:22SPEAKER_00: Other players can upvote that idea.
- 28:24SPEAKER_00: So if it's something that is resonating well, then more players are going to upvote that idea.
- 28:30SPEAKER_00: They're going to add their own contributions and maybe add more detail to that idea.
- 28:36SPEAKER_00: And then the devs are going to see,
- 28:37SPEAKER_00: oh, this is a really important feature or concept to the community.
- 28:44SPEAKER_00: Let's understand what it is that the intention is really behind that.
- 28:49SPEAKER_00: You know,
- 28:49SPEAKER_00: it may not be that the dev team does exactly what the idea is
- 28:53SPEAKER_00: because they're professionals,
- 28:54SPEAKER_00: they're experts in the game and the vision that they're trying to achieve.
- 28:57SPEAKER_00: So they'll take the intention of what the community is saying,
- 29:01SPEAKER_00: turn it into, you know, new gameplay.
- 29:06SPEAKER_00: Make a new build,
- 29:07SPEAKER_00: let them play it and get feedback and the whole process starts all over again.
- 29:10SPEAKER_03: Correct me if I'm wrong,
- 29:11SPEAKER_03: but I imagine gamers and the player council,
- 29:13SPEAKER_03: how much they do and how much they contribute and how much they feedback is sort
- 29:16SPEAKER_03: of up to them in many ways.
- 29:19SPEAKER_03: But how do you reward them for helping you make hit games?
- 29:25SPEAKER_00: We acknowledge the contributions that they're making.
- 29:27SPEAKER_00: When they're making things that are effective,
- 29:29SPEAKER_00: that are actionable,
- 29:30SPEAKER_00: that is resonating with the dev teams and the players, we want to acknowledge that.
- 29:36SPEAKER_00: And we'll be doing that through a tier system so
- 29:38SPEAKER_00: when they make these contributions they'll increase to a higher tier.
- 29:43SPEAKER_00: And that new tier can unlock more access to more confidential projects,
- 29:49SPEAKER_00: to earlier prototypes,
- 29:51SPEAKER_00: to spaces where they're able to have even deeper discussions
- 29:56SPEAKER_00: or see additional elements of the game-making process.
- 30:01SPEAKER_00: And so we reward them with access.
- 30:03SPEAKER_00: When they say, hey, I want to contribute, we acknowledge it and let them do it more.
- 30:08SPEAKER_03: I'm fascinated.
- 30:09SPEAKER_03: What sort of people use who do these sort of things?
- 30:13SPEAKER_03: Is it like maybe people that aspire to be game developers themselves?
- 30:17SPEAKER_01: Well, there is no real specific target on our side.
- 30:20SPEAKER_01: It's really all people that want to contribute,
- 30:22SPEAKER_01: that want to be part also People will be able to also select their preference
- 30:27SPEAKER_01: in terms of games, genres, etc.
- 30:30SPEAKER_01: etc.
- 30:38SPEAKER_01: We'll see a lot of people that are interested about the backscenes,
- 30:43SPEAKER_01: how is game development happening,
- 30:45SPEAKER_01: how do we make decisions, why do we do this, not that, etc.
- 30:49SPEAKER_01: So people that already care maybe about a franchise,
- 30:52SPEAKER_01: about brand, about Ubisoft at large, or are just excited about the next big thing.
- 30:58SPEAKER_03: Yeah.
- 30:59SPEAKER_03: Is the goal that like most games, all games, end up sort of going through the player council?
- 31:04SPEAKER_00: It's always going to be a decision for each game.
- 31:07SPEAKER_00: Because it's going to be right for some teams,
- 31:10SPEAKER_00: not right for other teams,
- 31:12SPEAKER_00: depending on the phase that they're in and the goals that they have
- 31:15SPEAKER_00: for their project.
- 31:17SPEAKER_00: So I hope that we see more as the platform continues to evolve.
- 31:22SPEAKER_00: It's a new tool that is available to all of our teams.
- 31:25SPEAKER_00: So if they want to use it, it's here for them.
- 31:28SPEAKER_00: And I think that what we're seeing from our dev teams is an appetite for I guess,
- 31:46SPEAKER_03: You mentioned it earlier,
- 31:47SPEAKER_03: there is always this friction,
- 31:49SPEAKER_03: I always think,
- 31:49SPEAKER_03: between listening to the players and getting their feedback and reacting to it.
- 31:54SPEAKER_03: But obviously there's still an art form, right?
- 31:55SPEAKER_03: And it's still an artistic vision.
- 31:57SPEAKER_01: Feedback is a very, it's a big word in the English language that can mean a lot of things.
- 32:04SPEAKER_01: And what is important for us is that indeed people will share feedback.
- 32:09SPEAKER_01: Because they want new things.
- 32:11SPEAKER_01: They want, for example, more of the same, new features, or completely something else.
- 32:17SPEAKER_01: Yeah.
- 32:18SPEAKER_01: But there is never a right or wrong feedback.
- 32:20SPEAKER_01: For example,
- 32:22SPEAKER_01: on Riders Republic,
- 32:23SPEAKER_01: you may be interested in a specific brand of skis,
- 32:27SPEAKER_01: or you may be interested in a specific toy or whatever.
- 32:29SPEAKER_01: But your opinion is as good as the opinion of everybody else.
- 32:34SPEAKER_01: So we would just want to make sure that everybody has the opportunity to share their voice.
- 32:39SPEAKER_01: And with the platform,
- 32:41SPEAKER_01: we will elevate those voices and help the team prioritize and make decisions.
- 32:46SPEAKER_03: I know feedback isn't a new thing, but it does seem to be this sequence has come in the norm.
- 32:50SPEAKER_03: I'm going back a few years now when EA announced Skate and almost from
- 32:54SPEAKER_03: the very moment they could have anything remotely playable,
- 32:56SPEAKER_03: they put it in front of people and said, right, tell us what you think.
- 32:59SPEAKER_03: Nintendo did it last year with that test I have no idea anything about.
- 33:03SPEAKER_03: How would you like to see this develop in the future?
- 33:05SPEAKER_03: Where would you, where do you hope this is going to go?
- 33:08SPEAKER_00: This is the kind of platform that really brings together two of my passions.
- 33:13SPEAKER_00: I've been making games for a long time, and I've been a gamer for even longer.
- 33:18SPEAKER_00: And this is bringing together those two sides into one thing.
- 33:21SPEAKER_00: And so what I hope is that we continue to build deeper relationships
- 33:27SPEAKER_00: with our players as developers and that our players feel heard,
- 33:33SPEAKER_00: that they feel listened to,
- 33:34SPEAKER_00: that the games that are being made are the ones that excite them,
- 33:40SPEAKER_00: the ones that interest them and They feel are worth their time.
- 33:45SPEAKER_00: And so I think when we invite players in to the foundational moments and to
- 33:54SPEAKER_00: the entire process,
- 33:56SPEAKER_00: then we're going to be surprised, we're going to grow, we're going to learn.
- 34:02SPEAKER_00: And that dialogue between the devs and the players is going to Create
- 34:09SPEAKER_00: a shared respect and a shared sense of ownership that I think will just pave the way
- 34:15SPEAKER_00: to even better games and happier developers who feel like they're really hitting
- 34:21SPEAKER_00: the mark because developers are artists.
- 34:23SPEAKER_00: They want to make something that people like and players want to play something that they like.
- 34:28SPEAKER_03: I always wonder,
- 34:29SPEAKER_03: some people take feedback better than others, but that's a different skill entirely.
- 34:33SPEAKER_03: I'm out of time, but thank you so much.
- 34:36SPEAKER_03: I'm excited for it.
- 34:37SPEAKER_03: I'm excited to see Atomega come back as well.
- 34:40SPEAKER_03: And yeah, thank you so much.
- 34:41SPEAKER_00: Yeah, thank you.
- 34:42SPEAKER_00: Yeah, we hope that players are able to find something that interests them and join
- 34:47SPEAKER_00: the community.
- 34:48SPEAKER_02: So thank you to Vi and Arnold there for joining us.
- 34:52SPEAKER_02: All that's left me to do now is run through the big stories from the last week,
- 34:55SPEAKER_02: and we've actually had quite a large number of stories,
- 34:59SPEAKER_02: including one that only just broke really, Xbox,
- 35:02SPEAKER_02: has swooped in to save Kojima Productions' Metal Gear Solid successor, Physint.
- 35:08SPEAKER_02: The game was being funded by PlayStation,
- 35:09SPEAKER_02: it was a PlayStation Studios game,
- 35:11SPEAKER_02: but Sony said it would be cancelling the project in mid-June apparently.
- 35:15SPEAKER_02: Now Kojima said that he was determined to keep the project alive and sought
- 35:17SPEAKER_02: a new partner, eventually finding Xbox.
- 35:20SPEAKER_02: Xbox is publishing another Kojima Productions game,
- 35:22SPEAKER_02: the Horror Game OD,
- 35:24SPEAKER_02: which is sort of a successor to what he was trying to do with Silent Hill
- 35:27SPEAKER_02: before Konami parted ways with him.
- 35:30SPEAKER_02: PlayStation's been a big supporter of Hideo Kojima's development studio ever
- 35:33SPEAKER_02: since he left Konami.
- 35:35SPEAKER_02: They helped set their offices,
- 35:37SPEAKER_02: they signed his game Death Stranding and its sequel Death Stranding 2 on the beach.
- 35:41SPEAKER_02: They weren't the most commercially successful of video games but I...
- 35:45SPEAKER_02: Kind of is why you sign Kojima.
- 35:47SPEAKER_02: Kojima's your art house director.
- 35:48SPEAKER_02: He's the credibility player.
- 35:50SPEAKER_02: You've got your big Marvel game for the fans and you have the sort
- 35:53SPEAKER_02: of art house David Lynch-like Kojima on the side.
- 35:58SPEAKER_02: Honestly, big PR win there for Xbox.
- 36:00SPEAKER_02: Sony's having a summer to forget really on that front.
- 36:04SPEAKER_02: Sticking with platform holders, because it's been the week Nintendo held its direct video.
- 36:08SPEAKER_02: We talked about Zelda Direct earlier,
- 36:10SPEAKER_02: but they also held another one where they showed off a load of games.
- 36:13SPEAKER_02: I actually thought it was quite good.
- 36:14SPEAKER_02: It was missing a heavy hitter.
- 36:17SPEAKER_02: But then, you know, these are just the games that are coming out of the six to nine months.
- 36:20SPEAKER_02: These aren't necessarily all the games.
- 36:21SPEAKER_02: In fact, they're not all the games.
- 36:22SPEAKER_02: Pokemon Winds and Waves, some of the big games Nintendo have next year.
- 36:26SPEAKER_02: Wasn't in it,
- 36:27SPEAKER_02: Xenoblade Genesis,
- 36:27SPEAKER_02: which isn't the biggest game in the world, but that wasn't in there either.
- 36:31SPEAKER_02: What was in there was a lot of games.
- 36:33SPEAKER_02: For starters,
- 36:34SPEAKER_02: there were some big third-party titles,
- 36:35SPEAKER_02: Monster Hunter Wilds, Monster Hunter's huge on Nintendo, so that's quite a big one.
- 36:39SPEAKER_02: Capcom also showed Resident Evil 2,
- 36:41SPEAKER_02: There were three and four remakes coming to Nintendo Switch in October.
- 36:45SPEAKER_02: There were two Persona games, Final Fantasy 7 Revelations was in there.
- 36:48SPEAKER_02: So lots of, lots of games for the sort of Japanese audience.
- 36:51SPEAKER_02: And there was also the surprise launch of Mecha Chameleon which is out now
- 36:54SPEAKER_02: and that's the hide and seek indie game which is currently
- 36:56SPEAKER_02: the best selling video game of the year.
- 36:57SPEAKER_02: In terms of Nintendo's own first party games there were sort of two big announcements.
- 37:02SPEAKER_02: There's a 2D Metroid game called Metroid Ravenous.
- 37:04SPEAKER_02: I mean, it's big for me.
- 37:06SPEAKER_02: I love that game.
- 37:07SPEAKER_02: I love 2D Metroid games.
- 37:07SPEAKER_02: They're not going to sell massive numbers, but, you know, they've got an audience.
- 37:10SPEAKER_02: And the other one is Kirby and the World Beyond,
- 37:12SPEAKER_02: which seems to be a sort of open-world-ish Kirby game.
- 37:15SPEAKER_02: Now, the last Kirby platform title that only came out a few years ago was actually
- 37:18SPEAKER_02: a big hit, sold nearly 8 million copies.
- 37:20SPEAKER_02: So it's...
- 37:22SPEAKER_02: It's a growing franchise there.
- 37:23SPEAKER_02: Nintendo also showed updates on Mario Kart World,
- 37:26SPEAKER_02: Pikmin 4,
- 37:26SPEAKER_02: Star Fox has a new trailer for
- 37:28SPEAKER_02: the Fire Emblem game they've got coming out next week.
- 37:29SPEAKER_02: There was more from Switch Sports Resort which is coming out in October.
- 37:35SPEAKER_02: Zelda wasn't in this direct because it was in the one that they did the day before.
- 37:38SPEAKER_02: They also showed a new horror IP from Bloober Team called Onyx The Dark Grip.
- 37:41SPEAKER_02: I'm calling this out because it gave me Eternal Darkness vibes and I'm a big GameCube fan.
- 37:45SPEAKER_02: I'm a big fan of that niche horror game from 2003.
- 37:47SPEAKER_02: So yeah, I thought it was a solid direct.
- 37:50SPEAKER_02: Lots of games, quantity more than quality, but there's some good stuff in there as well.
- 37:55SPEAKER_02: Keyword Studios.
- 37:57SPEAKER_02: This isn't a sponsored message, this is just a news story about Keyword Studios.
- 38:01SPEAKER_02: They've brought together seven of its creative agencies
- 38:03SPEAKER_02: into one organisation called Free Animal.
- 38:05SPEAKER_02: The new agency brings together Gina,
- 38:07SPEAKER_02: Itchy, KWM, Maverick, Trailer Farm, Big Pharma and Fire Without Smoke.
- 38:11SPEAKER_02: These are sort of marketing groups.
- 38:14SPEAKER_02: Clients will continue to work with the same people but they can now plug into a sort
- 38:17SPEAKER_02: of wider global network and if they need certain expertise they can tap
- 38:20SPEAKER_02: into each other.
- 38:21SPEAKER_02: It makes sense, it makes sense on paper.
- 38:24SPEAKER_02: I received a newsletter this week, which I thought was really interesting.
- 38:26SPEAKER_02: It's from Music EXP, who are sort of a music and gaming newsletter.
- 38:30SPEAKER_02: And they looked at the engagement figures for every track and artist featured in
- 38:33SPEAKER_02: the Netflix Grand Theft Auto 6 review.
- 38:35SPEAKER_02: And I thought this was interesting.
- 38:36SPEAKER_02: The newsletter found that artists featured in
- 38:38SPEAKER_02: the trailer saw monthly Spotify listeners grow 670% week on week.
- 38:42SPEAKER_02: And tracks featured in the trailer saw week on week growth of 9,177% in Spotify streams.
- 38:49SPEAKER_02: Obviously,
- 38:49SPEAKER_02: the percentages don't really know very much,
- 38:51SPEAKER_02: but I have to say,
- 38:53SPEAKER_02: the impact of the music in Grand Theft Auto is really interesting.
- 38:56SPEAKER_02: You should check out the newsletter.
- 38:57SPEAKER_02: Couple of other stories.
- 38:58SPEAKER_02: Lego Digital Play has acquired Off-Road Games.
- 39:00SPEAKER_02: That's a UK mobile developer formed by Space Ape Games employees.
- 39:04SPEAKER_02: No financial details were disclosed.
- 39:07SPEAKER_02: Frontier has seen adjusted operating profit jump 62%, that's not the UK team, to £21.4 million.
- 39:13SPEAKER_02: That's for its 2026 financial year, the highest in the company history, actually.
- 39:16SPEAKER_02: Very well done.
- 39:17SPEAKER_02: The results are due to strong sales in the Jurassic World Evolution,
- 39:19SPEAKER_02: Planet Coast and Planet Zoo franchises,
- 39:21SPEAKER_02: alongside increased tax credits and expenditure credits.
- 39:25SPEAKER_02: The studio has also designed a deal with Disney to create a game featuring its IP,
- 39:28SPEAKER_02: which is almost certainly going to be a Disney World sort
- 39:31SPEAKER_02: of rollercoaster tycoons type game.
- 39:33SPEAKER_02: I'm excited about that.
- 39:34SPEAKER_02: We've got some sales numbers here.
- 39:36SPEAKER_02: Mint Rockets Adventure RPG Day The Diver has now hit 10 million copies.
- 39:39SPEAKER_02: That's obviously been a bit smash hit indie game.
- 39:42SPEAKER_02: Indie-ish game.
- 39:43SPEAKER_02: Not going to get into that debate again.
- 39:45SPEAKER_02: The first big games of September have sold well as well.
- 39:48SPEAKER_02: Onimusha Way of the Sword from Capcom has sold 1 million copies in a single day,
- 39:51SPEAKER_02: while Rebel Wolves' The Blood of the Dawnwalker has sold 1 million copies
- 39:54SPEAKER_02: in two days.
- 39:55SPEAKER_03: Not so good news now.
- 39:56SPEAKER_02: A Steam maintenance bug has led to the achievement list of a number of unreleased
- 40:00SPEAKER_02: and in some cases unannounced games becoming visible on sites
- 40:02SPEAKER_02: that collect Steam achievement information via an API.
- 40:05SPEAKER_02: There's some interesting titles been leaked there.
- 40:08SPEAKER_02: It's a bit of a shame because I imagine they were going to feature
- 40:10SPEAKER_02: in some announcement events coming up.
- 40:13SPEAKER_02: Seven employees of FutureLab have been very redundant.
- 40:15SPEAKER_02: This is following the cancellation of an unannounced project that was in pre-production.
- 40:18SPEAKER_02: The project was unrelated to the PowerWash Simulator IP,
- 40:21SPEAKER_02: which is where the company makes most of its money.
- 40:23SPEAKER_02: More bad news here.
- 40:24SPEAKER_02: Life is Strange developer Dontnod has warned that it may not be able to continue
- 40:28SPEAKER_02: beyond the end of January 2027 unless it secures further external financing.
- 40:32SPEAKER_02: Gross cash has fallen from $17.9 million at the end of last year to $9.3 million by
- 40:37SPEAKER_02: the end of July.
- 40:38SPEAKER_02: So they're burning through cash very fast.
- 40:42SPEAKER_02: And these are some stories from the week before that we didn't get to.
- 40:44SPEAKER_02: Xbox is going to introduce monthly cloud gaming limits for Game Pass subscribers from November.
- 40:48SPEAKER_02: Game Pass Essential will be limited to 5 hours of streaming time every month,
- 40:51SPEAKER_02: premium to 10 hours and ultimate to 15 hours.
- 40:53SPEAKER_02: Subscribers can then purchase additional hours once the time is up.
- 40:56SPEAKER_02: Xbox says this is going to affect 4% of Game Pass subscribers and
- 40:59SPEAKER_02: the decision is due to the rising cost of cloud gaming as more players use it
- 41:02SPEAKER_02: for longer.
- 41:04SPEAKER_02: Going back to PlayStation, they had a State of Play event last week.
- 41:06SPEAKER_02: It was okay, I thought.
- 41:07SPEAKER_02: Again, it didn't go down in a storm,
- 41:09SPEAKER_02: but it looked like the Nintendo Direct didn't really, but it was solid.
- 41:12SPEAKER_02: It announced limited edition DualSense controllers at time with GTA 6,
- 41:15SPEAKER_02: alongside a date for Final Fantasy VII Revelation, which is out April 8th, 2027.
- 41:20SPEAKER_02: It also announced Until Dawn with 2, which is out January 28th.
- 41:23SPEAKER_02: The game is actually being helped made by AdHoc,
- 41:25SPEAKER_02: the developer behind Dispatch, alongside the UK team that's working on it.
- 41:29SPEAKER_02: That's interesting.
- 41:30SPEAKER_03: Elsewhere during the state of play,
- 41:31SPEAKER_03: a Lego PlayStation reveal,
- 41:32SPEAKER_03: Double Fine,
- 41:33SPEAKER_03: that's the old Xbox Studios Shadow
- 41:34SPEAKER_02: Drop Keeper on PS5,
- 41:36SPEAKER_02: and there was new content for Saros,
- 41:37SPEAKER_02: Ghost of Yotai, Monster Hunter Wilds and Crimson Desert.
- 41:39SPEAKER_02: Oh, there was a few new IP there too,
- 41:43SPEAKER_02: PS5 exclusive folk horror game called Hunter's Moon,
- 41:45SPEAKER_02: that seemed interesting,
- 41:46SPEAKER_02: and a new Konami title set in 1920s New York named Rhapsody in Scarlet.
- 41:51SPEAKER_02: And finally,
- 41:52SPEAKER_02: the White House has launched Arcade.gov,
- 41:53SPEAKER_02: a website of browser games built around Donald Trump's immigration policies.
- 41:56SPEAKER_02: It used all sorts of iconography and music from popular video games and featured
- 41:59SPEAKER_02: a logo based on the classic Sega design.
- 42:02SPEAKER_02: It also did a Zelda thing to tap into the Zelda stuff.
- 42:04SPEAKER_02: You know, the White House is doing quite a lot to sort of tap into video games.
- 42:08SPEAKER_02: I suspect game companies are going to be too terrified to tell them to stop.
- 42:13SPEAKER_02: But that's it from me today.
- 42:14SPEAKER_02: That's all the news we've got.
- 42:15SPEAKER_02: We will be back next week, of course.
- 42:17SPEAKER_02: We might have four editions for you next week.
- 42:20SPEAKER_02: Don't want to promise it just in case something falls through,
- 42:21SPEAKER_02: but it should be a busy week,
- 42:23SPEAKER_02: including interviews with the Rainbow Six team,
- 42:25SPEAKER_02: PlayStack, plus a deep dive into the Japanese video game scene.
- 42:29SPEAKER_02: To make sure you don't miss any of it,
- 42:30SPEAKER_02: head on over to thegamebusiness.com,
- 42:32SPEAKER_02: stick in your email address,
- 42:33SPEAKER_02: and I'll send you an email the moment a new episode goes live.
- 42:36SPEAKER_02: But until then, thank you for tuning in.