Latest / The Game Business Show / Games media crisis deepens, Bloober hunts weird horror titles, and New York Games Week soft launches
Transcript
- 0:00SPEAKER_00: This week we dive into Bloober Team's new horror-based games label and we discuss
- 0:05SPEAKER_00: the future of events with New York Games Week.
- 0:10SPEAKER_00: Hello and welcome to The Game Business Show.
- 0:13SPEAKER_00: Now this week's edition is sponsored by Keyword Studios.
- 0:15SPEAKER_00: They are of course the video game industry's biggest end-to-end partner.
- 0:18SPEAKER_00: They help developers to make their games,
- 0:20SPEAKER_00: launch them successfully, and they make sure they're supported at a global scale.
- 0:24SPEAKER_00: They've got 13,000 people across 26 countries to ensure they can do just that.
- 0:29SPEAKER_00: And they have strong technology.
- 0:30SPEAKER_00: They know how to partner with people and connect teams with the right experts around
- 0:34SPEAKER_00: the player experience.
- 0:35SPEAKER_00: Now for the fans, that means marketing shaped around players, the communities and the culture.
- 0:41SPEAKER_00: From audience insight and campaign strategy to global creative activation,
- 0:44SPEAKER_00: Keyword Studios helps developers reach fans with work that feels relevant,
- 0:48SPEAKER_00: timely and built for the way players actually discover, share and engage with games.
- 0:52SPEAKER_00: You can find out more on the Keyword Studios website or alternatively check out
- 0:56SPEAKER_00: the links in today's newsletter that's attached with this show.
- 0:59SPEAKER_00: And speaking of this show, we've got a huge one for you.
- 1:03SPEAKER_00: We've got a couple of big interviews.
- 1:04SPEAKER_00: One is with Timon Smek-Tala and Piotr Baviano.
- 1:08SPEAKER_00: Now, Timon is the new head of Broken Mirror Games, which is the sub-label of Bloober Team.
- 1:13SPEAKER_00: And Piotr is the CEO of Bloober Team.
- 1:15SPEAKER_00: We're going to chat to them about building
- 1:16SPEAKER_00: and signing experimental games alongside their big AAA projects such as Silent Hill.
- 1:20SPEAKER_00: It was a really good, interesting chat.
- 1:22SPEAKER_00: And we have Guy Blomberg coming on after that.
- 1:24SPEAKER_00: Guy is an events veteran.
- 1:25SPEAKER_00: He's worked at Dreamhack.
- 1:26SPEAKER_00: He's worked at PAX.
- 1:27SPEAKER_00: He's worked with me on numerous games, initialot biz events.
- 1:30SPEAKER_00: He and I actually were a little involved in E3 as well, the one that never came out.
- 1:34SPEAKER_00: Anyway, he's going to talk to us about his new project,
- 1:37SPEAKER_00: New York Games Week, and we just sort of chat about the events industry in general.
- 1:40SPEAKER_00: So look forward to that one as well.
- 1:41SPEAKER_00: That's later on in the show.
- 1:42SPEAKER_00: But before we get to them, I have a few notices.
- 1:45SPEAKER_00: First, we're going to have a bunch of events coming up over the next three months
- 1:49SPEAKER_00: that we'd love to So if you'd like to meet me,
- 1:51SPEAKER_00: if you'd like to meet The Game Business team, come along to these.
- 1:53SPEAKER_00: We're going to Middlesbrough in the UK in the middle of October to host a couple
- 1:56SPEAKER_00: of sessions,
- 1:57SPEAKER_00: including an onstage interview with video games legend,
- 2:00SPEAKER_00: the father of PlayStation, Ken Kutaragi.
- 2:02SPEAKER_00: We're then going to be in London at the end of October for Comic-Con to do
- 2:05SPEAKER_00: an interview with Brenda and John Romero.
- 2:07SPEAKER_00: That should be interesting.
- 2:08SPEAKER_00: There's also going to be, you know, all of this will be put out as a podcast, by the way.
- 2:11SPEAKER_00: So, you know, if you can't make it, you still get the content.
- 2:14SPEAKER_00: And then we also have a couple of interviews potentially happening at
- 2:17SPEAKER_00: an exclusive legal event that's also in London taking place just before
- 2:20SPEAKER_00: the Game Awards.
- 2:21SPEAKER_00: So join us for those if you want to.
- 2:24SPEAKER_00: I'll give you more details as we get closer to them.
- 2:27SPEAKER_00: Well, before I continue,
- 2:29SPEAKER_00: I do want to mention a throwaway line in last week's episode of the show,
- 2:33SPEAKER_00: which led to some, shall we say, unwanted headlines.
- 2:36SPEAKER_00: So for those of you who are paid subscribers,
- 2:38SPEAKER_00: you'll know that I do something on a Monday called Here's the Dring.
- 2:40SPEAKER_00: And Here's the Dring is basically an opinion from me.
- 2:43SPEAKER_00: Sometimes it's a bit of a gossip column as well.
- 2:45SPEAKER_00: It's pretty casual.
- 2:46SPEAKER_00: And it's for those who pay to subscribe to TGB.
- 2:49SPEAKER_00: Now last week, I did one for Tokyo Game Show.
- 2:51SPEAKER_00: It was me reporting on all the things I heard in the Tokyo bars, which was...
- 2:55SPEAKER_00: What was the industry chatting about, basically?
- 2:57SPEAKER_00: And one of the many things in that newsletter was the Hideo Kojima to Xbox story.
- 3:02SPEAKER_00: And in that column,
- 3:02SPEAKER_00: I talked about some of the numbers that were being thrown around
- 3:05SPEAKER_00: about how much his game fizzing was going to cost to make.
- 3:08SPEAKER_00: Now, this was gossip.
- 3:09SPEAKER_00: This was rumors.
- 3:11SPEAKER_00: But the numbers that were being thrown around ranged from $300 million to $600 million.
- 3:14SPEAKER_00: The one I heard most frequently was $400 million.
- 3:17SPEAKER_00: In fact, they were the people that I would most potentially trust with getting the right number.
- 3:21SPEAKER_00: But even then, it's not something that I would run a headline on.
- 3:25SPEAKER_00: Ultimately though, nobody really knew what Xbox had agreed on in terms of their price.
- 3:30SPEAKER_00: Now in last week's news and analysis show,
- 3:32SPEAKER_00: the equivalent of this show last week,
- 3:35SPEAKER_00: I actually mentioned that $400 million figure.
- 3:37SPEAKER_00: It wasn't in the script.
- 3:38SPEAKER_00: I kind of went off script a little bit.
- 3:40SPEAKER_00: It isn't in the newsletter.
- 3:41SPEAKER_00: I just casually mentioned the reported number that I'd heard.
- 3:44SPEAKER_00: Now naturally, they've got picked up by Resetera, by Reddit.
- 3:47SPEAKER_00: I got a text on Saturday to say,
- 3:49SPEAKER_00: hey, are you saying that Xbox paid $400 million for Kojima's game?
- 3:53SPEAKER_00: So I had to quickly clarify this was just a rumor that had leaked over
- 3:56SPEAKER_00: from one podcast into another.
- 3:57SPEAKER_00: People...
- 3:58SPEAKER_00: We're reporting my rumoured figure as fact, and it absolutely should not be treated as that.
- 4:02SPEAKER_00: However,
- 4:03SPEAKER_00: I actually do now know roughly exactly what Xbox is paying for visits,
- 4:07SPEAKER_00: and it's less than half that rumoured number.
- 4:10SPEAKER_00: Maybe the $400 million figure is what PlayStation were being quoted,
- 4:13SPEAKER_00: maybe PlayStation were different things, I don't know.
- 4:16SPEAKER_00: It's all speculation.
- 4:17SPEAKER_00: Maybe someone was just making it all up.
- 4:19SPEAKER_00: My point being, the $400 million quote from last week was just a bit of gossip that I'd heard.
- 4:23SPEAKER_00: I now know that's absolutely not why Xbox paid for it.
- 4:26SPEAKER_00: If you actually listened to the podcast, it was kind of irrelevant.
- 4:30SPEAKER_00: I was sort of talking about the fact that Xbox was still investing in big projects.
- 4:32SPEAKER_00: They weren't just cutting stuff.
- 4:34SPEAKER_00: They were making things as well.
- 4:36SPEAKER_00: And that was a point I was trying to make.
- 4:37SPEAKER_00: And whether it was $400 million,
- 4:38SPEAKER_00: $200 million, $150 million, $10 million, the point still stands.
- 4:42SPEAKER_00: But regardless, I just want to clarify that that number Was, isn't true.
- 4:46SPEAKER_00: Anyway, before I head over to our interviews this week,
- 4:49SPEAKER_00: I just want to talk about the games media very briefly.
- 4:51SPEAKER_00: It's been a bit of another tough week for people working in the world of writing
- 4:55SPEAKER_00: about video games.
- 4:56SPEAKER_00: We just had layoffs at future, including people at GamesRadar and TechRadar.
- 5:00SPEAKER_00: There's also been Metro in the UK.
- 5:02SPEAKER_00: It's a UK newspaper that has a big game section.
- 5:04SPEAKER_00: Yeah, they've all been put on notice as well.
- 5:06SPEAKER_00: We've talked about the state of the game's media a lot.
- 5:09SPEAKER_00: There's a few things going on here.
- 5:10SPEAKER_00: The ad market is sort of okay at the moment, but people are struggling with traffic acquisition.
- 5:15SPEAKER_00: This is partly to do with Google.
- 5:16SPEAKER_00: In fact, it's mostly to do with Google.
- 5:18SPEAKER_00: The AI Google algorithm,
- 5:19SPEAKER_00: which means that now you don't need to click through to the website to get
- 5:22SPEAKER_00: the information you need.
- 5:23SPEAKER_00: Google will scan the website, take the information and present it on the Google search bar.
- 5:27SPEAKER_00: Some media outlets view this as stealing their content effectively.
- 5:32SPEAKER_00: There are journalists doing the things that I'm doing with Substacks and Podcasts
- 5:35SPEAKER_00: and Paywalls and Patreons and all sorts to try and break their reliance on Google
- 5:39SPEAKER_00: but although that's okay for influencers and sort of small outlets like
- 5:43SPEAKER_00: The Game Business where we don't have huge overheads it's tough
- 5:46SPEAKER_00: for more dedicated websites with big teams that are built on basically getting lots
- 5:49SPEAKER_00: of traffic.
- 5:50SPEAKER_00: Now AI is really unsettling the media space right now and more important
- 5:53SPEAKER_00: than ever it's become about audience which is a good thing
- 5:57SPEAKER_00: but unfortunately there is a whole media industry that's having to adapt to that
- 6:00SPEAKER_00: and frankly It's going to inevitably get smaller and we're seeing lots
- 6:04SPEAKER_00: of people lose their jobs as a result.
- 6:07SPEAKER_00: As much as I believe in the rise of these publications such as this one,
- 6:10SPEAKER_00: obviously I believe in this,
- 6:11SPEAKER_00: there's very little room for growth in terms of being able
- 6:13SPEAKER_00: to hire multiple journalists.
- 6:15SPEAKER_00: So stuff like this or what Steven Tortillo is doing and all those wonderful people,
- 6:19SPEAKER_00: it's interesting,
- 6:20SPEAKER_00: it's fascinating,
- 6:20SPEAKER_00: I enjoy doing it, but I can't actually see it replacing what's sort of falling away.
- 6:25SPEAKER_00: Of course, traditional media won't go away entirely.
- 6:27SPEAKER_00: It'll get to the level.
- 6:29SPEAKER_00: It will get to a level.
- 6:29SPEAKER_00: It will stabilize.
- 6:31SPEAKER_00: And GTA should be a nice boost for the media sector as well in come November.
- 6:34SPEAKER_00: But I don't think that'll be a long term boost.
- 6:36SPEAKER_00: And we will see more of these stories in the months, weeks and years ahead.
- 6:41SPEAKER_00: Now, on that cheery note, let's talk about horror, shall we?
- 6:44SPEAKER_00: One of the big horror studios in the world is Bloober Team.
- 6:47SPEAKER_00: They make Silent Hill 2.
- 6:48SPEAKER_00: They make Kronos.
- 6:49SPEAKER_00: They do loads of cool stuff.
- 6:51SPEAKER_00: And the developers started off making When they started they did sort of okay horror games.
- 6:55SPEAKER_00: They were alright.
- 6:56SPEAKER_00: And then they've been getting gradually better and Silent Hill 2 was like brilliant.
- 7:00SPEAKER_00: The developer now wants to become known as the greatest horror game studio in the world.
- 7:04SPEAKER_00: And to do that,
- 7:04SPEAKER_00: alongside its big AAA games,
- 7:06SPEAKER_00: it's now launched a new label designed to find more interesting,
- 7:09SPEAKER_00: unique, different horror titles from other studios.
- 7:12SPEAKER_00: That label they've launched is called Broken Mirror Games,
- 7:14SPEAKER_00: and it's been led by a chap called Timon Smektala,
- 7:16SPEAKER_00: who used to be the franchise director on the Dying Light series.
- 7:20SPEAKER_00: Now, Broken Mirror Games is working on numerous titles,
- 7:22SPEAKER_00: but the two that have been announced are the licensed game,
- 7:25SPEAKER_00: Sword Genesis,
- 7:26SPEAKER_00: and the Switch 2 exclusive,
- 7:28SPEAKER_00: called Onyx The Dark Whip, which I actually saw at Tokyo Game Show.
- 7:31SPEAKER_00: It's very interesting.
- 7:32SPEAKER_00: And the reason why I thought this interview would be good is we just had Tencent on
- 7:36SPEAKER_00: the show on Tuesday just gone.
- 7:37SPEAKER_00: And they talked about how the studios it looks to invest in are studios
- 7:40SPEAKER_00: that are like Larian and Front Software,
- 7:42SPEAKER_00: have a long-term vision to be leaders in the sector that they're in.
- 7:45SPEAKER_00: Maybe not with game one,
- 7:46SPEAKER_00: maybe not with game two,
- 7:47SPEAKER_00: maybe not even with game three,
- 7:49SPEAKER_00: but eventually have a path to becoming the leader in the space they operate in.
- 7:52SPEAKER_00: Bloober Team, which has been invested in by Tencent, has that goal.
- 7:56SPEAKER_00: That's what it wants to be,
- 7:57SPEAKER_00: the world's leading horror studio, and this new label is part of that vision.
- 8:01SPEAKER_00: So I found this really interesting,
- 8:02SPEAKER_00: so do enjoy my chat with Pieter and Timian and Broken Mirror Games.
- 8:08SPEAKER_00: Hello, welcome to the show.
- 8:10SPEAKER_02: Hello, welcome.
- 8:12SPEAKER_02: So are you new to the family?
- 8:15SPEAKER_02: Me, of course.
- 8:15SPEAKER_02: I'm new to the bluebirding family.
- 8:18SPEAKER_02: I have joined starting September, so basically this is my first month.
- 8:23SPEAKER_02: But I'm not, of course, new to the industry.
- 8:25SPEAKER_02: I have spent more than 20 years in the gaming industry.
- 8:28SPEAKER_02: A lot of that time was in the early part of my career was Actually in journalism,
- 8:35SPEAKER_02: I was covering the whole industry in the biggest Polish magazine called CV Action,
- 8:41SPEAKER_02: but this is actually ancient history for me because the last 13 years I have spent
- 8:45SPEAKER_02: at Techland where I was working on the diamond functions.
- 8:49SPEAKER_02: And in the last few years, I started basically as a producer slash junior game designer.
- 8:56SPEAKER_02: I ended up as a franchise director for the whole series.
- 8:59SPEAKER_02: So it was quite an adventure, quite a trip.
- 9:03SPEAKER_02: And in the last years,
- 9:05SPEAKER_02: I was responsible for the franchise as a whole,
- 9:08SPEAKER_02: its position on the market, transmedia, publishing, also game direction.
- 9:13SPEAKER_02: A lot of things in that area.
- 9:15SPEAKER_02: And now I,
- 9:17SPEAKER_02: based on the invite from Piotr from Bluebird team,
- 9:20SPEAKER_02: I decided to join our own curated imprint called Broken Mirror Games.
- 9:27SPEAKER_02: Which I will take over managing the portfolio and making sure that it delivers
- 9:32SPEAKER_02: the quality and some additional elements that we will talk about.
- 9:38SPEAKER_00: Wow, that's quite a step to go from that massive franchise.
- 9:42SPEAKER_00: Why make the move?
- 9:43SPEAKER_00: What was the inspiration?
- 9:45SPEAKER_02: I think the promise and the vision for both Bloober Team and Eurogames that I got
- 9:51SPEAKER_02: from Peter was something that excited me a lot because I think the strategy for
- 9:56SPEAKER_02: the whole group is super clear.
- 9:58SPEAKER_02: Bloober Team focuses on their particular brand of psychological horrors,
- 10:03SPEAKER_02: so Bloober knows what it's doing,
- 10:05SPEAKER_02: but also Bloober wants to basically become a platform,
- 10:09SPEAKER_02: a name to go to for horror games.
- 10:12SPEAKER_02: Then when you focus,
- 10:14SPEAKER_02: like when you know what you're doing,
- 10:15SPEAKER_02: when you focus on the thing that you do best,
- 10:17SPEAKER_02: you also realize that there are different aspects of horror,
- 10:19SPEAKER_02: different perspectives of horror.
- 10:21SPEAKER_02: And Broken Mirror Games is supposed to deliver that.
- 10:24SPEAKER_02: So we are this crazy,
- 10:27SPEAKER_02: inventive,
- 10:28SPEAKER_02: adventurous child of Blueberry team that has the liberty to try different things.
- 10:33SPEAKER_02: And I think the titles that we have already announced and that the public knows
- 10:37SPEAKER_02: about them already kind of show And we look at horror from different angles.
- 10:43SPEAKER_02: So definitely that was the thing.
- 10:45SPEAKER_02: I am that kind of a person that constantly is looking for something.
- 10:49SPEAKER_02: He constantly is looking for new experiences.
- 10:52SPEAKER_02: And if you look at my history, I have spent 13 years making parkour zombie games.
- 10:57SPEAKER_02: So I decided it's time to open up some new synapse connections in my brain.
- 11:03SPEAKER_00: I went to see Onyx at Tokyo Game Show and you can already get a distinct vibe there.
- 11:10SPEAKER_00: You sort of said it there, but sort of I got it top line.
- 11:14SPEAKER_00: What is the vision for Broken Mirror?
- 11:16SPEAKER_00: What is the goal of it?
- 11:17SPEAKER_00: You've sort of talked about why it's different to Bloober.
- 11:19SPEAKER_02: It's actually there in the name.
- 11:20SPEAKER_02: It's a broken mirror.
- 11:21SPEAKER_02: So we want to show different perspectives of horror.
- 11:26SPEAKER_02: When you break a mirror, it gets fractured.
- 11:29SPEAKER_02: And like,
- 11:29SPEAKER_02: even though you look at the same thing through it or Then each part of
- 11:35SPEAKER_02: the mirror shows it slightly differently,
- 11:38SPEAKER_02: and this is exactly what we are trying to do.
- 11:40SPEAKER_02: So it's similar player, it's multiplayer, it's a big release PC consoles or Switch exclusive.
- 11:47SPEAKER_02: It's more action-oriented table horror.
- 11:50SPEAKER_02: It's like whatever we come up with,
- 11:52SPEAKER_02: whatever we find exciting,
- 11:53SPEAKER_02: whatever we feel that it brings something new to the horror genre,
- 11:57SPEAKER_02: we will try to explore that.
- 11:59SPEAKER_00: So obviously this is great and I think it's a really cool thing
- 12:01SPEAKER_00: to do something that's allowed you to explore and be inventive.
- 12:03SPEAKER_00: And I'll ask about Onyx and stuff in a moment,
- 12:04SPEAKER_00: but the,
- 12:05SPEAKER_00: how do you make sure it doesn't get in the way of those important AAA projects that,
- 12:10SPEAKER_00: you know,
- 12:10SPEAKER_00: the Silent Hills,
- 12:11SPEAKER_00: the Kronos' that sort of blew between, how do you make sure you can stay focused?
- 12:17SPEAKER_02: We also have a very unique development model where Bloober Team has its own tips.
- 12:24SPEAKER_02: They work on the games that Bloober Team does and we kind of build the expertise there.
- 12:29SPEAKER_02: For Broken Mirror Games,
- 12:30SPEAKER_02: we look at partners from other development studios,
- 12:33SPEAKER_02: either established,
- 12:34SPEAKER_02: I would say,
- 12:35SPEAKER_02: horror luminaries or just people we believe in,
- 12:38SPEAKER_02: people we trust in, people that sometimes even come up to us with a pitch.
- 12:43SPEAKER_02: And if we see a developer that gets the horror in the same way or with
- 12:48SPEAKER_02: the same depth that we do,
- 12:50SPEAKER_02: or maybe has a cool game idea and needs that bluebird team expertise to bring horror
- 12:56SPEAKER_02: into that cool game idea or make sure that the horror is expressed there,
- 13:01SPEAKER_02: those are the approaches that we are considering.
- 13:03SPEAKER_02: Of course,
- 13:04SPEAKER_02: everyone knows that the industry is in a very tough place,
- 13:06SPEAKER_02: so we also need to be meaningful of the margin side of it.
- 13:12SPEAKER_02: And the business side of it,
- 13:13SPEAKER_02: but definitely we started with the idea,
- 13:15SPEAKER_02: we started with the pitch,
- 13:16SPEAKER_02: we started with the question, does it bring something new to the genre?
- 13:20SPEAKER_02: Is it something that excites us?
- 13:22SPEAKER_02: Is it something that we have not known before because we also don't want
- 13:25SPEAKER_02: to repeat ourselves too much?
- 13:27SPEAKER_00: Well, I think Onyx,
- 13:28SPEAKER_00: let's talk about that because I think that kind of embodies it in a way because,
- 13:33SPEAKER_00: look, Peter, we talked about this last year, I'm a big Eternal Darkness fan.
- 13:36SPEAKER_00: I was excited when I saw that project.
- 13:39SPEAKER_00: One of the first things I did was say, hey, can I go and see this at Tokyo Game Show?
- 13:42SPEAKER_00: But it's a switch to exclusive.
- 13:44SPEAKER_00: You can only play it in handheld mode.
- 13:47SPEAKER_00: It feels like quite a risky project.
- 13:49SPEAKER_00: You're narrowing down your audience quite a bit by doing that.
- 13:53SPEAKER_00: Is that indicative of what we can expect,
- 13:55SPEAKER_00: the fact that actually we're not necessarily going to follow the rules of what
- 14:00SPEAKER_00: the industry says?
- 14:01SPEAKER_02: I cannot say we'll just jump only on the risky projects.
- 14:06SPEAKER_02: I don't think Peter will allow me to do so.
- 14:12SPEAKER_02: Still, of course, only see something that interests us.
- 14:16SPEAKER_02: But also, what's important to say here is that we are looking at this long term.
- 14:21SPEAKER_02: I have just joined, so everything is special.
- 14:23SPEAKER_02: But when we are talking about how we see broken mirror games,
- 14:27SPEAKER_02: we are not talking about how we see broken mirror games today.
- 14:29SPEAKER_02: We are not talking about how we see broken mirror games in six months.
- 14:32SPEAKER_02: We are talking about how we see it.
- 14:34SPEAKER_02: In a year, we actually have a much more long-term plans for the imprint.
- 14:40SPEAKER_02: And Onyx is a good example of that.
- 14:42SPEAKER_02: We understand it's a risky project,
- 14:43SPEAKER_02: but this is actually a project... Actually, maybe risky is not the best word.
- 14:48SPEAKER_02: I will get back to it in a second.
- 14:49SPEAKER_02: But it's also a project that allows us to build a relation with Nintendo
- 14:54SPEAKER_02: and allows us to build a relation with Nintendo players.
- 14:57SPEAKER_02: And now I will get back to the risky part.
- 15:00SPEAKER_02: You say risky,
- 15:01SPEAKER_02: I would prefer to call it innovative or novel or vain to try
- 15:05SPEAKER_02: to invent something new.
- 15:07SPEAKER_02: And also when you look at Nintendo as a brand,
- 15:10SPEAKER_02: Nintendo as the quality that they bring to the market,
- 15:13SPEAKER_02: the gaming market, this is exactly what Nintendo is bringing.
- 15:17SPEAKER_02: Like they don't chase the trends.
- 15:20SPEAKER_02: They don't chase higher specs and the poor shaders.
- 15:23SPEAKER_02: What they chase is innovation that fuels gameplay.
- 15:26SPEAKER_02: And so Onyx is that kind of a game.
- 15:30SPEAKER_02: Sometimes you just have to take those innovation leap of faiths and we are doing that with Onyx.
- 15:35SPEAKER_02: I actually would love you to play the version of Onyx that we have right now in
- 15:38SPEAKER_02: the studio because the Tokyo one is not the newest one.
- 15:41SPEAKER_02: Which I think shows even more how innovative this game will be.
- 15:46SPEAKER_02: And of course that's maybe for the future.
- 15:48SPEAKER_02: So I think that kind of answers your question.
- 15:51SPEAKER_03: I think Christopher we talked together at GameStone more than a year ago.
- 15:56SPEAKER_03: Yeah.
- 15:57SPEAKER_03: And I told you that I'm a physician
- 15:58SPEAKER_03: to know how I'm doing my right muscles very deeply in my heart.
- 16:01SPEAKER_03: And by the way, I was also a game journalist.
- 16:05SPEAKER_03: I made the first website in Poland.
- 16:07SPEAKER_03: The world of Nintendo.
- 16:09SPEAKER_03: And then I organized the first two Nintendo camps in Poland, so it was pretty cool.
- 16:15SPEAKER_03: And right now,
- 16:17SPEAKER_03: because of Onyx,
- 16:18SPEAKER_03: I'm also making modernist culture,
- 16:20SPEAKER_03: because I really would like to have exclusive horrors on Nintendo platforms.
- 16:24SPEAKER_03: And the god era of GameCube now,
- 16:27SPEAKER_03: with Eternal Darkness, with Nintendo Zero, which was a really cool game.
- 16:33SPEAKER_03: I would like to get back to those times, trying to do this right now.
- 16:38SPEAKER_02: So as you can see, it's not only business, it's just making dreams come true.
- 16:43SPEAKER_00: Resident Evil 0 and the remake and 4 and Eternal Darkness.
- 16:46SPEAKER_00: It was a glorious time to be a horror fan and a Nintendo fan.
- 16:49SPEAKER_00: And Luigi's Mansion, obviously, as well, to a degree, I guess.
- 16:51SPEAKER_00: Peter, last year you told me,
- 16:52SPEAKER_00: I think you said you were 250 people at Bluebird last year,
- 16:56SPEAKER_00: and you talked about doing the best you can to avoid layoffs,
- 16:59SPEAKER_00: because if you can keep a team together,
- 17:01SPEAKER_00: they can, you know, they learn and they develop, and I love that.
- 17:04SPEAKER_00: And that would make me assume that you're going to be a little bit more risk averse,
- 17:07SPEAKER_00: be a bit safer with the projects that you choose to sign and work on.
- 17:11SPEAKER_00: Whereas this,
- 17:12SPEAKER_00: I know the word risky isn't the word you use there,
- 17:14SPEAKER_00: it's novel and innovative,
- 17:15SPEAKER_00: but it feels like you're taking a few rolls of the dice on that.
- 17:19SPEAKER_00: I mean, what makes you comfortable doing this sort of thing?
- 17:23SPEAKER_03: You know, I'm always telling you that every single step should be safe for the company.
- 17:29SPEAKER_03: This project will not destroy the studio.
- 17:32SPEAKER_03: So I told you about 250 people, right now we have 170.
- 17:37SPEAKER_03: So we are going into a little bit contrary to the market and we don't want
- 17:42SPEAKER_03: to be bigger and we don't want to create projects which are very big but taking at
- 17:49SPEAKER_03: the same time risks.
- 17:51SPEAKER_03: So if you think about Onyx,
- 17:52SPEAKER_03: if you think about some other second party projects,
- 17:56SPEAKER_03: they are a little bit smaller than those which you are doing on first party.
- 18:00SPEAKER_03: But at the same time,
- 18:02SPEAKER_03: we are putting a lot of our attention and even if we are feeling
- 18:07SPEAKER_03: that maybe it's too much to put a much bigger budget into this project,
- 18:13SPEAKER_03: we still believe in the quality because you are as good as your last project
- 18:18SPEAKER_03: and we would like,
- 18:20SPEAKER_03: if we are not sure that we are able to deliver the quality is better to cancel
- 18:24SPEAKER_03: the product.
- 18:25SPEAKER_03: Right now, we have seven cycles in our portfolio.
- 18:29SPEAKER_03: Two on first part and five on the second part.
- 18:32SPEAKER_03: And we are very proud about what we are doing.
- 18:36SPEAKER_03: So I hope that as long as you are keeping doing this job, You will be able to succeed that.
- 18:42SPEAKER_03: And you know,
- 18:43SPEAKER_03: the way that we organize our company in a little bit more vertical rather
- 18:49SPEAKER_03: than horizontal way is helping us to understand players,
- 18:53SPEAKER_03: but also not making the same mistakes by creating the other games.
- 18:57SPEAKER_03: Because if you are doing a different kind of game, It's a good choice that you will fail again.
- 19:03SPEAKER_03: And if you did something great in your last title,
- 19:06SPEAKER_03: you will be able to improve it if you are going into the same river.
- 19:12SPEAKER_02: So self-balance,
- 19:13SPEAKER_02: I would say,
- 19:14SPEAKER_02: of course,
- 19:15SPEAKER_02: there's this old saying that you don't have all of your eggs in your basket, right?
- 19:18SPEAKER_02: So actually, this is that.
- 19:19SPEAKER_02: Proving hero games in the second party is also a way
- 19:23SPEAKER_02: to build another pillar around diversity of stability,
- 19:26SPEAKER_02: but we Try to apply logic, apply reason, apply sense first.
- 19:34SPEAKER_02: When you look at things, is it self-published?
- 19:36SPEAKER_02: Is it publisher?
- 19:37SPEAKER_02: How big the team is?
- 19:38SPEAKER_02: What's the genre?
- 19:39SPEAKER_02: Who's the marketing partner?
- 19:41SPEAKER_02: So even though the project might seem Then I think
- 19:45SPEAKER_02: the business side is much more stable and actually tries
- 19:48SPEAKER_02: to balance different approaches and different things.
- 19:52SPEAKER_02: I think this is something that elasticity,
- 19:55SPEAKER_02: that being agile is actually something that the current state of the industry wants.
- 20:00SPEAKER_00: It's interesting because I was talking to Tencent.
- 20:04SPEAKER_00: This week's episode is with Tencent.
- 20:06SPEAKER_00: And I know that there's history there.
- 20:07SPEAKER_00: But their strategy is that they believe that studios should focus in
- 20:11SPEAKER_00: on something they're really good at.
- 20:12SPEAKER_00: And then the next game,
- 20:13SPEAKER_00: they talked about the FromSoftware journey It went from Demon's Souls to Dark Souls
- 20:17SPEAKER_00: to Bloodborne and then it led to Elden Ring and you can see the journey
- 20:21SPEAKER_00: because they basically stayed in a genre and they learned from it
- 20:25SPEAKER_00: and they developed it and they did sort of side ones but it all led to a sort of
- 20:28SPEAKER_00: a journey for that studio.
- 20:29SPEAKER_00: Larian was another one that went You know, those divinities led into Baldur's Gate.
- 20:33SPEAKER_00: And I guess that's a sort of similar thing that you're doing here with,
- 20:35SPEAKER_00: you've got your horror games,
- 20:37SPEAKER_00: you know,
- 20:37SPEAKER_00: the ones you're making first party,
- 20:38SPEAKER_00: you're working with these other studios,
- 20:39SPEAKER_00: you're learning from them,
- 20:40SPEAKER_00: you're seeing what works,
- 20:41SPEAKER_00: what doesn't work,
- 20:42SPEAKER_00: and then it all feeds into basically becoming a better studio at the thing you do.
- 20:46SPEAKER_00: And that's why I picked up from what you just said,
- 20:48SPEAKER_00: Peter, and it sounds like a sensible, thought-out strategy.
- 20:51SPEAKER_00: There's no question there.
- 20:52SPEAKER_02: Yeah, well,
- 20:53SPEAKER_02: actually,
- 20:53SPEAKER_02: I think there's something that they can add to
- 20:55SPEAKER_02: because I think there's actually even slightly more to it.
- 20:58SPEAKER_02: Of course,
- 20:58SPEAKER_02: Tesla is everywhere in the gaming industry right now,
- 21:01SPEAKER_02: and everyone listens to what they say.
- 21:03SPEAKER_02: But the first part, the Bluber King is exactly doing that.
- 21:07SPEAKER_02: They're building expertise within the genre,
- 21:09SPEAKER_02: within the type of experience,
- 21:11SPEAKER_02: within the type of the game that Bluber wants to make.
- 21:15SPEAKER_02: But at the same time,
- 21:16SPEAKER_02: I think the ambition is bigger than just the creator of this particular brand
- 21:20SPEAKER_02: of games.
- 21:21SPEAKER_02: The ambition for Global Team is to be the horror household name, horror platform.
- 21:29SPEAKER_02: And it seems it makes sense looking at the popularity of horror in book culture.
- 21:33SPEAKER_02: The biggest franchises in movies are basically the horror franchises.
- 21:37SPEAKER_02: So, Lugar follows the strategy of the convention that it seems Tencent is also championing.
- 21:42SPEAKER_02: Palosso has bigger ambitions and tries to build a bigger platform,
- 21:46SPEAKER_02: a bigger perspective on horror in general.
- 21:49SPEAKER_02: And I think this is actually why it starts to make even more sense.
- 21:53SPEAKER_03: Would you be able to do this by our first party games?
- 21:57SPEAKER_03: Of course, from a technical point of view, but it's like breaking the eye of the studio.
- 22:02SPEAKER_03: So that's why we would like to see what we are doing the best at first party.
- 22:07SPEAKER_03: And on second party Broken Mirror games,
- 22:09SPEAKER_03: we are able to create new things by working with the studios,
- 22:13SPEAKER_03: which have expertise on this particular things.
- 22:16SPEAKER_00: You said you're working on,
- 22:17SPEAKER_00: is it five, the second-party broken mirror side of things at the moment?
- 22:21SPEAKER_00: How many can you?
- 22:22SPEAKER_00: Is there a limit to how many you can handle?
- 22:24SPEAKER_00: Is it five?
- 22:27SPEAKER_02: Right now, again, it's a question of balance.
- 22:30SPEAKER_02: And I think we would not like to work on more today.
- 22:35SPEAKER_02: I'm not saying what the answer will be next month.
- 22:38SPEAKER_02: I'm not saying what the answer will be in two months.
- 22:41SPEAKER_02: But I think we already have our payphone.
- 22:43SPEAKER_02: And of course, we are focusing on the games that have been already announced.
- 22:47SPEAKER_02: And these are Soul Genesis and Onix that are great, both with the release platform next year.
- 22:53SPEAKER_02: It is a lot, definitely.
- 22:54SPEAKER_02: And I also don't want to kind of jump onto it,
- 22:59SPEAKER_02: expanding the theme too much right now, just going crazy with ideas.
- 23:03SPEAKER_02: We already have a lot.
- 23:04SPEAKER_02: Actually, five is a super substantial number, how to think of it.
- 23:10SPEAKER_02: So I would not like to expand that much.
- 23:14SPEAKER_02: But having said so,
- 23:16SPEAKER_02: if there's a great idea,
- 23:17SPEAKER_02: if there's a great pitch,
- 23:18SPEAKER_02: if we find a game that's,
- 23:21SPEAKER_02: I don't know,
- 23:21SPEAKER_02: like Gamescom Asia and we find a game from Tide that is super interesting
- 23:27SPEAKER_02: and we feel it has potential, And of course, we're going to see that.
- 23:30SPEAKER_02: But I think, again, you have to be risk-averse with the current climate.
- 23:34SPEAKER_02: You have to be reasonable.
- 23:36SPEAKER_02: You have to be focused on what you believe.
- 23:39SPEAKER_02: And this is the path to success, and this is what we are trying to achieve.
- 23:42SPEAKER_03: From the business perspective, we don't switch more than five, but we are dream cashers.
- 23:48SPEAKER_03: And if we'll find something like Alex,
- 23:50SPEAKER_03: for example, again, I can't promise you that we're not born.
- 23:56SPEAKER_00: What do you look for then?
- 23:57SPEAKER_00: You mentioned there it's sort of unique teams doing innovative things that sort
- 24:00SPEAKER_00: of capture attention.
- 24:01SPEAKER_00: Is there something more nailed down when it comes to partners that you do work with?
- 24:04SPEAKER_00: Is there like you need a proven track record?
- 24:07SPEAKER_02: The pitch needs to be strong.
- 24:08SPEAKER_02: And when I say pitch needs to be strong,
- 24:10SPEAKER_02: I don't mean that there's a nice deck where all of the USPs
- 24:14SPEAKER_02: and game pillars are defined.
- 24:15SPEAKER_02: It needs to be an idea where we look at it and we say,
- 24:18SPEAKER_02: wow, this is something that really brings a new take on the horizon.
- 24:23SPEAKER_02: Basically,
- 24:24SPEAKER_02: we need to see new Backrooms,
- 24:26SPEAKER_02: new Obsessions, in the game form, like if you get the parallel.
- 24:29SPEAKER_02: And even if we look at something that's a little bit established,
- 24:33SPEAKER_02: like for example,
- 24:33SPEAKER_02: the online horror multiplayer of Saw Genesis,
- 24:37SPEAKER_02: I think the experience that we will be bringing with Saw Genesis is different
- 24:42SPEAKER_02: than everything that's out there in the market.
- 24:44SPEAKER_02: This is a genre, okay, but how we take on the genre is different.
- 24:48SPEAKER_02: In a way,
- 24:49SPEAKER_02: the dynamics between the hero,
- 24:51SPEAKER_02: let's say,
- 24:51SPEAKER_02: judge in our case and the victims, the accused in our case is completely different.
- 24:57SPEAKER_02: We built a completely different experience just using some of our elements of the genre.
- 25:00SPEAKER_02: So definitely the creative first.
- 25:03SPEAKER_02: You were asking about teams.
- 25:05SPEAKER_02: So far we are working mostly with teams that we have some kind of a history
- 25:11SPEAKER_02: as Glover and that were partners for us for some time.
- 25:15SPEAKER_02: And we kind of build that relation,
- 25:16SPEAKER_02: build trust, build common understanding of what we are trying to achieve.
- 25:21SPEAKER_02: So for example,
- 25:22SPEAKER_02: first of all Genesis,
- 25:23SPEAKER_02: it's actual studios for Onyx is Parasite,
- 25:28SPEAKER_02: a studio that Basically it was built by ex-Bluber team members.
- 25:32SPEAKER_02: So, you know, there's a history there, but it's not the whole story.
- 25:36SPEAKER_02: I don't want to go into too many details,
- 25:38SPEAKER_02: but we have just announced those two titles at this moment.
- 25:44SPEAKER_02: Again, I would also like to emphasize that we will be looking everywhere
- 25:49SPEAKER_02: for those horror experiences.
- 25:50SPEAKER_02: So if it's a cool horror game made in Thailand or Brazil or Or somewhere in Poland,
- 25:59SPEAKER_02: then you will definitely consider that.
- 26:01SPEAKER_00: I mean, I don't know if you would have to say it.
- 26:03SPEAKER_00: Is there like a limit on the sort of budgets that you work within?
- 26:07SPEAKER_03: We don't have a limitation in thinking.
- 26:11SPEAKER_03: Of course, it has to make Sinosol or the Visa side.
- 26:14SPEAKER_03: We don't want to get smaller products.
- 26:17SPEAKER_03: I would say that OREX is a program that was the generalest part.
- 26:22SPEAKER_03: Because, you know, we are thinking to add additional value.
- 26:25SPEAKER_03: We spend a lot of time grading AA and almost AAA models.
- 26:31SPEAKER_03: And we are feeling here very well.
- 26:33SPEAKER_03: So you could expect those things which will be doing in the future rather not small,
- 26:38SPEAKER_03: but a little bit smaller than this what we are doing in the first part.
- 26:43SPEAKER_02: But again, we don't have that defined.
- 26:45SPEAKER_02: I think that's the best answer to your question.
- 26:47SPEAKER_02: Is the top budget for a Broken Mirror and Games project defined?
- 26:51SPEAKER_02: It's not.
- 26:53SPEAKER_02: Well, again,
- 26:53SPEAKER_02: we start with the creative part and then we try to make it work if we believe in it.
- 26:58SPEAKER_02: So looking for partners,
- 27:00SPEAKER_02: trying to find us by ourselves, just trying to build a business case behind it.
- 27:05SPEAKER_02: So I can easily imagine that
- 27:09SPEAKER_02: You can also go AAA if that will happen.
- 27:13SPEAKER_02: But I think the order of things is a good idea.
- 27:16SPEAKER_02: There's a great developer that we trust and that we feel has this vision defined
- 27:22SPEAKER_02: in their heads, in their documentation, in the team.
- 27:25SPEAKER_02: They know what they try to believe and they have a chance of delivering it.
- 27:29SPEAKER_02: And then we try to build the business case around.
- 27:32SPEAKER_00: How big is the Broken Mirror team?
- 27:33SPEAKER_00: Is it entirely self-contained?
- 27:34SPEAKER_00: Do you lean on resources from Bloober as well?
- 27:37SPEAKER_02: But a little.
- 27:38SPEAKER_02: So like,
- 27:39SPEAKER_02: it's mostly,
- 27:39SPEAKER_02: you know,
- 27:39SPEAKER_02: because we work in majority with external developers,
- 27:43SPEAKER_02: that a lot of the development work is handled by those things.
- 27:48SPEAKER_02: What we have here is,
- 27:49SPEAKER_02: I would say like a creative and production and business and marketing team
- 27:55SPEAKER_02: that understands and gets the visual and broken mirror games and can help
- 27:59SPEAKER_02: to produce those games,
- 28:00SPEAKER_02: can help with the creative part,
- 28:02SPEAKER_02: with the design part,
- 28:03SPEAKER_02: with the direction part, of course, can help with publishing the marketing.
- 28:08SPEAKER_02: If that's on our site and a DNA,
- 28:10SPEAKER_02: the creative part of the DNA This is something that you can also attach
- 28:14SPEAKER_02: to our project as Broken Neural Games and this uses the heritage,
- 28:18SPEAKER_02: the knowledge, the know-how of the Bluber team.
- 28:20SPEAKER_02: Now when it comes to development-centric resources,
- 28:23SPEAKER_02: if you put it this way, it depends on the setup.
- 28:25SPEAKER_02: Sometimes you use,
- 28:27SPEAKER_02: let's say,
- 28:29SPEAKER_02: the mock-up teams,
- 28:30SPEAKER_02: the animation teams,
- 28:31SPEAKER_02: the audio teams,
- 28:33SPEAKER_02: whatever is needed and wherever Bluber can apply the experience that it gets.
- 28:38SPEAKER_03: I think that it's also correlated with the actual stage of first part
- 28:43SPEAKER_03: the development because for example if we are working on production
- 28:47SPEAKER_03: the whole thing is not involved in the production so we are able to put some
- 28:53SPEAKER_03: of our works into second part of the project so in some way it's also giving us
- 28:59SPEAKER_03: the right balance because we don't need to think about Okay,
- 29:03SPEAKER_03: we are finishing the game, so maybe we should have some stuff.
- 29:07SPEAKER_03: We always are thinking, okay, how we could use our resources.
- 29:11SPEAKER_03: Now, the best of all is that most of those people are with us for more than five,
- 29:16SPEAKER_03: ten years, so they have DNA of Bluebird Team and we don't want to change it.
- 29:22SPEAKER_02: I think I need to say this at this point that maybe embarrassing me there a little,
- 29:26SPEAKER_02: but I think the first thing that I got,
- 29:29SPEAKER_02: and I got it almost instantly as I entered the offices,
- 29:33SPEAKER_02: that the long-term Family-based relation building that happens
- 29:38SPEAKER_02: in this team is something very, very unique.
- 29:40SPEAKER_02: In a way,
- 29:40SPEAKER_02: like we have a Polish heart,
- 29:41SPEAKER_02: but this is super Japanese in a way that,
- 29:44SPEAKER_02: you know, we built those relations basically last decades.
- 29:47SPEAKER_02: And honestly,
- 29:49SPEAKER_02: like I have just joined,
- 29:50SPEAKER_02: but I can easily see myself working at the Google team and being
- 29:54SPEAKER_02: with Broken Mirror Games like 20 years from now.
- 29:57SPEAKER_03: Oh wow.
- 29:58SPEAKER_02: Because we are the youngest.
- 30:05SPEAKER_00: Although I'm worried about Timmons' cough,
- 30:07SPEAKER_00: that it might not make it to the end of the
- 30:10SPEAKER_02: interview.
- 30:13SPEAKER_02: Very strong AC here, so that's the reason.
- 30:16SPEAKER_00: Well, I'll end actually with one final question.
- 30:18SPEAKER_00: It's a question I often ask at the end because you've talked
- 30:20SPEAKER_00: about having this long term, you know, relationships.
- 30:22SPEAKER_00: You start here and then,
- 30:23SPEAKER_00: you know, you're thinking pops multiple games ahead and all that kind of stuff.
- 30:26SPEAKER_00: But where would you like to see Broken Mirror in five years, shall we say?
- 30:32SPEAKER_02: Well, I think it's actually a very easy thing to answer.
- 30:35SPEAKER_02: Like, so first of all,
- 30:36SPEAKER_02: I think bigger in terms of Bloober Team,
- 30:39SPEAKER_02: what I would like to see and also help to happen is that we'll get closer
- 30:43SPEAKER_02: to building that horror platform.
- 30:45SPEAKER_02: So when players think horror, the first developer, they think about it's Bloober Team, right?
- 30:51SPEAKER_02: They see that logo and they say, oh, wow, we are into like a really tense horror, right?
- 30:57SPEAKER_02: Like we'll get scared and we'll have lots of fun as we get scared.
- 31:01SPEAKER_02: And when it comes to broken newer games,
- 31:04SPEAKER_02: I see us as adding to that legacy by being this imprint that surprises people.
- 31:12SPEAKER_02: That basically, I like this metaphor, so sorry, but I will repeat it.
- 31:17SPEAKER_02: I'd like us to be basically the Backrooms or the Obsession, right?
- 31:20SPEAKER_02: Like this year,
- 31:21SPEAKER_02: you got Insidious,
- 31:22SPEAKER_02: you got Evil Dead,
- 31:23SPEAKER_02: like the established horror genres,
- 31:25SPEAKER_02: they were successful, but then Backrooms surprised everyone.
- 31:29SPEAKER_02: Like no one expected this movie to be so strong and it's a different thing of horror.
- 31:34SPEAKER_02: So I would like us to be able to deliver that.
- 31:37SPEAKER_02: And now going back to what players will feel I would like to achieve is
- 31:41SPEAKER_02: that Imagine there's like the Game Awards on Summer Game Fest and
- 31:46SPEAKER_02: the logo appears,
- 31:47SPEAKER_02: broken mirror games,
- 31:48SPEAKER_02: imprint on the team and they already think, oh wow,
- 31:52SPEAKER_02: I will get scared,
- 31:53SPEAKER_02: I will have lots of fun and I wonder will they have cooked up this time
- 31:56SPEAKER_02: because I'm sure this will be something that I have never played before.
- 31:59SPEAKER_00: It's always quite special I imagine for a studio when the logo of the studio is
- 32:03SPEAKER_00: the one that gets the roar from the crowd, right?
- 32:05SPEAKER_00: Yes.
- 32:08SPEAKER_02: So this is the goal for us as Bloober team and like me,
- 32:12SPEAKER_02: adding a little part with the team from the Broken Mirror game side.
- 32:17SPEAKER_00: Brilliant.
- 32:17SPEAKER_00: Well, thank you so much for your time.
- 32:19SPEAKER_00: I look forward to Onyx.
- 32:20SPEAKER_00: It's on my wish list if they existed on Nintendo.
- 32:23SPEAKER_00: But I'm very much looking forward to that game.
- 32:26SPEAKER_00: And yeah, I think it sounds fun what you're doing.
- 32:28SPEAKER_00: So good luck with it all.
- 32:30SPEAKER_03: Thank you so much.
- 32:32SPEAKER_00: Thank you to Pieter and Timian there.
- 32:34SPEAKER_00: Right, next week there is a video games event on.
- 32:36SPEAKER_00: You may not have heard about it because they've announced it quite last minute.
- 32:39SPEAKER_00: It's called New York Games Week.
- 32:40SPEAKER_00: It's a collection of events under this one banner all taking place in New York City.
- 32:44SPEAKER_00: And one of the people behind it is Guy Blomberg.
- 32:46SPEAKER_00: Guy's an old friend of mine.
- 32:48SPEAKER_00: He's a video games events veteran.
- 32:49SPEAKER_00: He's worked on PAX, he's worked on E3, he's worked on Comic Cons, he's worked on Dreamhack.
- 32:53SPEAKER_00: He's very, very,
- 32:54SPEAKER_00: very well known for working on big video game shows and he's sort
- 32:57SPEAKER_00: of soft launching this New York project.
- 32:59SPEAKER_00: And he's taking a slightly different decentralized approach to this one,
- 33:02SPEAKER_00: which he hopes will enable the event to avoid some of the challenges
- 33:06SPEAKER_00: that other events like GDC have been facing.
- 33:09SPEAKER_00: So I decided to chat to Guy all about it.
- 33:12SPEAKER_00: And here he is.
- 33:13SPEAKER_00: Hello, Guy.
- 33:14SPEAKER_00: Welcome to the show.
- 33:15SPEAKER_00: Hello, Dring.
- 33:16SPEAKER_00: How are you?
- 33:17SPEAKER_00: I'm doing really well.
- 33:18SPEAKER_00: It's been a long time.
- 33:19SPEAKER_00: Well, actually, it's not been a long time since we've spoken.
- 33:21SPEAKER_01: No, it's probably been a while since we've been in an official capacity with each other.
- 33:25SPEAKER_01: How's that?
- 33:26SPEAKER_00: Yeah, that is absolutely true.
- 33:28SPEAKER_00: And now you're doing a new event, sort of.
- 33:31SPEAKER_00: Is it a festival?
- 33:32SPEAKER_00: Is that right to call it?
- 33:32SPEAKER_00: Or is it New York Games Week?
- 33:34SPEAKER_01: I think festival is accurate.
- 33:35SPEAKER_01: I think festival is a celebration.
- 33:37SPEAKER_01: Like, you know, it's more celebratory.
- 33:39SPEAKER_01: It's more fun.
- 33:40SPEAKER_01: And so, yeah, it's over the period of a week, New York Games Week.
- 33:43SPEAKER_01: Yeah.
- 33:44SPEAKER_00: You announced it quite late.
- 33:46SPEAKER_00: We're doing New York Games Week.
- 33:47SPEAKER_00: Oh, by the way, it's on in a month.
- 33:48SPEAKER_00: Yes.
- 33:49SPEAKER_00: Has it been behind the scenes for a little while or was this experimental?
- 33:52SPEAKER_00: Talk me through it.
- 33:53SPEAKER_01: Well, I just don't think people have the attention span to actually think about
- 33:56SPEAKER_01: an event more than one month out.
- 33:57SPEAKER_01: So we figured we'd just announce it one month out.
- 33:58SPEAKER_01: No, that's not true.
- 34:01SPEAKER_01: This came about at the beginning of the year.
- 34:02SPEAKER_01: So I've been in New York for about eight years now,
- 34:05SPEAKER_01: and I know a lot of the event organizers here, the Game Days of Color.
- 34:08SPEAKER_01: Tribeca Games Festival,
- 34:10SPEAKER_01: the Harold and the New York Game Critics Circle Game Awards and all this kind
- 34:14SPEAKER_01: of stuff.
- 34:15SPEAKER_01: And a lot of these smaller gaming events are kind of,
- 34:18SPEAKER_01: they're awesome in their own run, but they're very disparate and spread out.
- 34:21SPEAKER_01: And there was this idea,
- 34:23SPEAKER_01: this collaborative idea to try and get everyone to kind of come together during
- 34:28SPEAKER_01: a similar period of time to try and create like a sense of,
- 34:31SPEAKER_01: oh, we should be in New York around about this time.
- 34:34SPEAKER_01: And so the idea came about at the beginning of the year and
- 34:36SPEAKER_01: then it's just been slowly worked on.
- 34:38SPEAKER_01: We were going to actually do it next year when we had enough time,
- 34:41SPEAKER_01: but we figured, let's just do it this year.
- 34:44SPEAKER_01: Let's put a flag in the ground and see how it goes.
- 34:47SPEAKER_01: That way you can kind of iron out the bugs and figure out what does and doesn't work
- 34:50SPEAKER_01: a bit without too much pressure.
- 34:53SPEAKER_01: But it's gone much bigger and much better than anticipated for the first year,
- 35:00SPEAKER_01: which is a good Good and bad on mid-levels.
- 35:04SPEAKER_00: So you've gone into early access on New York Games Week.
- 35:07SPEAKER_01: I think that's a great way of phrasing it.
- 35:09SPEAKER_01: I wouldn't want to call it like the beta or the trial period or things like this,
- 35:13SPEAKER_01: but it is what it is and it's coming together pretty well.
- 35:18SPEAKER_00: So what is coming together pretty well?
- 35:21SPEAKER_01: It's funny because you and I have been working in events.
- 35:24SPEAKER_01: We've done events and we've been around events.
- 35:26SPEAKER_01: And many people listening to this obviously experience with events.
- 35:29SPEAKER_01: This is coming at it without the idea of a singular physical location.
- 35:35SPEAKER_01: The way I'm kind of thinking about it But it is almost decentralized.
- 35:38SPEAKER_01: I think a lot of gaming events that we go to are trying very hard to try
- 35:44SPEAKER_01: and pull people back into the physical location.
- 35:47SPEAKER_01: And rightfully so, you know, like everyone, we go to a lot of events.
- 35:51SPEAKER_01: It's like, oh, you're going to that event?
- 35:52SPEAKER_01: No, I'll be in the city around about that time.
- 35:54SPEAKER_01: I'll be at the hotel bars around that time.
- 35:56SPEAKER_01: The idea of this was, well,
- 35:58SPEAKER_01: what if we can create something that works around that and goes backwards from that?
- 36:04SPEAKER_01: So it is industry focused.
- 36:05SPEAKER_01: There's a B2B component to it,
- 36:07SPEAKER_01: probably the most important component, but it's also consumer focused.
- 36:09SPEAKER_01: Every bar and venue around the city is going to be doing something.
- 36:13SPEAKER_01: There'll be signage up around the city and a celebration, that's the festival component.
- 36:17SPEAKER_01: But the part that interests me the most is Maybe,
- 36:21SPEAKER_01: possibly building a B2B industry FOMO event where the city itself is the venue,
- 36:30SPEAKER_01: which I think is uniquely specific to New York City, but we'll see.
- 36:34SPEAKER_01: This is why it's kind of new and interesting and exciting to see what happens.
- 36:38SPEAKER_00: Because we obviously briefly and, you know, we've still got the scars touched on E3.
- 36:44SPEAKER_00: We did.
- 36:46SPEAKER_00: And that was that was tough because there were lots of people as well going,
- 36:50SPEAKER_00: oh, we can be around the city.
- 36:51SPEAKER_00: And I know from an attendee point of view,
- 36:54SPEAKER_00: Going to E3 and then having to go through multiple different security checkpoints.
- 36:57SPEAKER_00: And even now,
- 36:57SPEAKER_00: Summer Game Fest,
- 36:58SPEAKER_00: which is brilliant,
- 36:59SPEAKER_00: there's still multiple, you know, you're still traveling around and things.
- 37:02SPEAKER_00: It's not the best experience.
- 37:04SPEAKER_00: GDC is obviously trying to embrace the city approach as well,
- 37:06SPEAKER_00: as well as having the centralized thing.
- 37:10SPEAKER_00: I guess for me,
- 37:11SPEAKER_00: I've always worried about the business model behind what is the role of
- 37:14SPEAKER_00: the central organizing committee, I guess.
- 37:17SPEAKER_00: But I guess you start from the point,
- 37:19SPEAKER_00: you know, you don't have the got to protect the show floor.
- 37:22SPEAKER_00: You've got that.
- 37:23SPEAKER_00: Yeah, I'm talking.
- 37:24SPEAKER_00: I'm giving your answer for you.
- 37:25SPEAKER_01: That's kind of the interesting thing.
- 37:27SPEAKER_01: I haven't really seen anyone else try and do this before.
- 37:29SPEAKER_01: This is why it's interesting.
- 37:32SPEAKER_01: And I'd say there's three tiers that I think about when you come to
- 37:36SPEAKER_01: a B2B business event model and the tiers of people that come to it.
- 37:42SPEAKER_01: Students or people trying to get into the industry or trying to actually meet
- 37:46SPEAKER_01: and network or find out more information.
- 37:48SPEAKER_01: For them,
- 37:48SPEAKER_01: I think a lot of panels and talks and curated opportunities and workshops and things
- 37:53SPEAKER_01: of this are really important and valuable.
- 37:55SPEAKER_01: The second tier,
- 37:56SPEAKER_01: I would say,
- 37:57SPEAKER_01: are people that are either starting out or they're from underrepresented countries
- 38:01SPEAKER_01: or they don't have a lot of contacts within the games industry.
- 38:04SPEAKER_01: When they come to an event like GDC or DICE or like a GameSpeed or whatever,
- 38:08SPEAKER_01: like they don't know a lot of people there.
- 38:10SPEAKER_01: They're trying to forge those relationships and those connections.
- 38:13SPEAKER_01: Then you got the third tier,
- 38:14SPEAKER_01: which is the people that already know everyone or the people that know most people
- 38:17SPEAKER_01: or they're going to the event, but they're not going to the event.
- 38:19SPEAKER_01: They're just going around the event because the fact that they're in town,
- 38:23SPEAKER_01: most of their meetings will actually happen around those events.
- 38:25SPEAKER_01: If you think about those three tiers,
- 38:27SPEAKER_01: And I think about the people primarily who are,
- 38:31SPEAKER_01: you know,
- 38:31SPEAKER_01: like you or me or a lot of,
- 38:32SPEAKER_01: you know,
- 38:33SPEAKER_01: colleagues and people that we know that they go to these spaces and they're around,
- 38:37SPEAKER_01: they're organizing their own dinners and meetups and they're hanging out in
- 38:41SPEAKER_01: the hotels and a lot of the rooms where they're doing demos and things like this,
- 38:45SPEAKER_01: like they don't need a physical location.
- 38:47SPEAKER_01: And for the other folks,
- 38:48SPEAKER_01: is there a better way to actually connect people rather than telling them you need
- 38:52SPEAKER_01: to buy a ticket and go to this physical location?
- 38:54SPEAKER_00: I don't know.
- 38:55SPEAKER_00: We'll find out.
- 38:58SPEAKER_00: I think you might know.
- 39:00SPEAKER_00: What's the goal then?
- 39:00SPEAKER_00: You're not calling it a test run,
- 39:02SPEAKER_00: but I appreciate there's an element of getting feedback this year
- 39:04SPEAKER_00: and seeing how it goes and then adapting.
- 39:06SPEAKER_00: But where do you want this to be?
- 39:08SPEAKER_01: You know what?
- 39:08SPEAKER_01: I would like this to become a beat on the global gaming calendar.
- 39:12SPEAKER_01: I would like this to be in the same conversation that a lot of people talk about
- 39:16SPEAKER_01: when they're like,
- 39:16SPEAKER_01: oh yeah,
- 39:17SPEAKER_01: we're going to, yeah,
- 39:18SPEAKER_01: we'll be at Gamescom or we'll be at PAX,
- 39:19SPEAKER_01: we'll be at DICE,
- 39:20SPEAKER_01: we'll be at like, you know, a Tokyo Game Show, whatever kind of thing.
- 39:23SPEAKER_01: I would like New York Games Week to be part of that same conversation
- 39:27SPEAKER_01: because they're really,
- 39:28SPEAKER_01: outside of,
- 39:29SPEAKER_01: you know,
- 39:29SPEAKER_01: PAX East,
- 39:30SPEAKER_01: there's not really a lot of beats on the East Coast here in North America
- 39:35SPEAKER_01: that really draw people here.
- 39:37SPEAKER_01: Why is that?
- 39:38SPEAKER_01: I think the West Coast is primarily where a lot of your game publishers
- 39:42SPEAKER_01: and game developers are sprung up from.
- 39:44SPEAKER_01: When you think about LA and San Francisco and areas over there, that's Silicon Valley.
- 39:49SPEAKER_01: That's where Microsoft,
- 39:50SPEAKER_01: that's where Amazon,
- 39:50SPEAKER_01: that's where Seattle and the West That's where they're all located.
- 39:54SPEAKER_01: Not so much here.
- 39:55SPEAKER_01: New York is interesting because you don't have a lot of the developers.
- 39:59SPEAKER_01: You've got no publishers except for Rockstar and Atari.
- 40:03SPEAKER_01: You've got very few mid-tier gaming companies.
- 40:07SPEAKER_01: What you do have is your finance,
- 40:10SPEAKER_01: you have your journalists, you have your media, you have your headquarters.
- 40:13SPEAKER_01: I think that's interesting.
- 40:15SPEAKER_01: What if we can actually build a beat where a lot of the people that have funding
- 40:19SPEAKER_01: or money or are adjacent marketing or in the film industry or IP,
- 40:24SPEAKER_01: what if they're all here and we have a reason for everyone else in
- 40:27SPEAKER_01: the games industry to actually come together?
- 40:29SPEAKER_01: I don't know.
- 40:30SPEAKER_01: It's I'm curious.
- 40:31SPEAKER_01: I'm curious to see how it goes as well,
- 40:33SPEAKER_01: but I'm pretty excited that we've been able to put something together with
- 40:36SPEAKER_01: the support of the economic development group and the mayor's office as well.
- 40:39SPEAKER_01: So, yeah.
- 40:40SPEAKER_00: Well, starting from scratch,
- 40:41SPEAKER_00: because obviously one of the things I know we came out of COVID was trying
- 40:45SPEAKER_00: to make existing events work and,
- 40:47SPEAKER_00: you know,
- 40:48SPEAKER_00: trying to maintain what was already built and trying to adapt to where
- 40:51SPEAKER_00: the market is today.
- 40:52SPEAKER_00: Obviously,
- 40:52SPEAKER_00: where do you see this is quite a broad question,
- 40:54SPEAKER_00: but as someone who's I've worked on PAXs and dream hacks and all this sort of thing.
- 40:59SPEAKER_00: Where do you see the problem with events that you're hoping that you can avoid
- 41:05SPEAKER_00: by starting from scratch, basically?
- 41:06SPEAKER_01: Yeah, I think there's two sides to it, right?
- 41:09SPEAKER_01: And you and I did this when we were doing the E3 stuff.
- 41:11SPEAKER_01: We're trying to solve a problem and trying to find a solution,
- 41:16SPEAKER_01: you know,
- 41:16SPEAKER_01: that makes sense for the industry as opposed to actually just trying to maintain
- 41:21SPEAKER_01: the relevance of an existing and longstanding brand.
- 41:24SPEAKER_01: The idea of coming
- 41:25SPEAKER_01: at New York Games Week fresh is we're not actually building up any physical
- 41:30SPEAKER_01: component of it that might not be needed.
- 41:32SPEAKER_01: I think the goal is if you can get everyone in town,
- 41:36SPEAKER_01: ironically,
- 41:37SPEAKER_01: around that same time, then you'll actually see what is needed pop up around that.
- 41:44SPEAKER_01: There's thoughts that we've got in the future,
- 41:46SPEAKER_01: such as what if we can get like a networking or meet to match system that exists
- 41:50SPEAKER_01: over the top of all of it,
- 41:51SPEAKER_01: which is what they're doing down in Melbourne International Games Week,
- 41:53SPEAKER_01: which I love to see.
- 41:55SPEAKER_01: How important are the conference or talk or panel components to it?
- 41:59SPEAKER_01: Compare it to the networking or components to it.
- 42:02SPEAKER_01: What is actually needed?
- 42:04SPEAKER_01: I like the idea of filling in those gaps once we see or hear it as opposed
- 42:09SPEAKER_01: to actually creating something based off a model that might be out there.
- 42:15SPEAKER_01: The other one is,
- 42:16SPEAKER_01: I think, again, you and I were trying to do this with E3 and we see it with GDC.
- 42:23SPEAKER_01: They're trying to work with the community events.
- 42:27SPEAKER_01: Summer Game Fest is a perfect example of decentralized.
- 42:29SPEAKER_01: Even though it's got Jeff and John's activations and whatnot,
- 42:33SPEAKER_01: it very much is this thing where people are in town.
- 42:37SPEAKER_01: So we'll see.
- 42:40SPEAKER_01: I think creating it and starting it was very much just,
- 42:43SPEAKER_01: like I said, putting a flag in the ground, being this is New York Games Week.
- 42:46SPEAKER_01: Thankfully,
- 42:46SPEAKER_01: it doesn't really compete with a lot of other gaming events either outside
- 42:50SPEAKER_01: of North America at the very least.
- 42:51SPEAKER_01: Like it's pretty in between a lot of the big global beats, which is nice.
- 42:57SPEAKER_01: So I think there's a chance for it to really pop off.
- 43:00SPEAKER_01: Plus, and the big one is New York City is a destination location.
- 43:06SPEAKER_01: People like the idea of coming here.
- 43:07SPEAKER_01: Right?
- 43:08SPEAKER_00: Right, Chris?
- 43:08SPEAKER_00: Right?
- 43:08SPEAKER_00: Yeah.
- 43:09SPEAKER_00: Well, I'd love to go.
- 43:10SPEAKER_00: I went to New York once for the launch of the PlayStation 4 for like 24 hours.
- 43:15SPEAKER_00: Or the reveal of the PlayStation 4 rather.
- 43:18SPEAKER_00: Yeah.
- 43:18SPEAKER_01: You need to spend a little bit more time here in New York City.
- 43:20SPEAKER_01: And I mean,
- 43:21SPEAKER_01: the pitch,
- 43:22SPEAKER_01: the great thing about New York Games Week is that you'd get around the city.
- 43:25SPEAKER_01: You're not just going to stay inside a convention center and never wait.
- 43:28SPEAKER_00: Well, I did one of the things about New York,
- 43:30SPEAKER_00: because I've been quite like the brief period I was there,
- 43:32SPEAKER_00: it reminded very much of a European city.
- 43:34SPEAKER_00: I felt oddly at home in America.
- 43:37SPEAKER_00: But who's involved then?
- 43:39SPEAKER_00: So you've got,
- 43:40SPEAKER_00: so you mentioned some of the names of the other events that you're,
- 43:42SPEAKER_00: who's involved in it this year?
- 43:44SPEAKER_01: Other events.
- 43:45SPEAKER_01: Yeah.
- 43:45SPEAKER_01: So it's actually being put on by myself, Amit,
- 43:48SPEAKER_01: who runs the IGDA NYC chapter here,
- 43:51SPEAKER_01: and Christy Pryde,
- 43:52SPEAKER_01: who runs the PlayNYC,
- 43:54SPEAKER_01: the larger gaming consumer event that's been in town for a while
- 43:58SPEAKER_01: and is now partnered with Are there events that are popping up?
- 44:02SPEAKER_01: We've got IGDA Gamerpalooza,
- 44:05SPEAKER_01: which is the largest indie event that's showcasing,
- 44:10SPEAKER_01: I think about 70 or 80 indie developers are showcasing there.
- 44:14SPEAKER_01: All the different venues around the city,
- 44:16SPEAKER_01: Wonderville and OSNYC and Coexist are popping up with talks and panels
- 44:21SPEAKER_01: and activations and showcases, NYU,
- 44:23SPEAKER_01: the Alamo Drafthouse is doing a bunch of D&D campaigns, all the gaming industry.
- 44:30SPEAKER_01: Gumbo, the Indie NYC Collective are doing industry events.
- 44:36SPEAKER_01: There's a boat trip on a yacht under the Brooklyn Bridge for industry folks.
- 44:40SPEAKER_01: The Gig, the Games Institute Gathering is doing a meeting.
- 44:44SPEAKER_01: Gumbo is celebrating 10 years.
- 44:47SPEAKER_01: There's a bunch of industry specific stuff and then consumer stuff.
- 44:50SPEAKER_01: Sega's doing a big 35th anniversary for Sonic the Hedgehog.
- 44:54SPEAKER_01: There's a launch party for Clive Barker's Hellraiser.
- 44:58SPEAKER_01: There's a...
- 44:59SPEAKER_01: Wow.
- 45:00SPEAKER_01: Fashion in Gaming Awards event.
- 45:01SPEAKER_01: New York Comic Con is part of it as well.
- 45:04SPEAKER_01: I think that's a big thing.
- 45:05SPEAKER_01: This giant consumer show that might not be gaming,
- 45:07SPEAKER_01: but has a huge amount of gaming elements in it.
- 45:10SPEAKER_01: And I think there's another interesting part to this.
- 45:14SPEAKER_01: Which is not really being promoted or spoken about yet.
- 45:17SPEAKER_01: Because we need to figure out how this all fits together.
- 45:19SPEAKER_01: But New York Games Week happens the same time as New York Comic Con.
- 45:24SPEAKER_01: The same time as New York Ad Week, Advertising Week.
- 45:27SPEAKER_01: And the same time as the New York Film Festival.
- 45:29SPEAKER_01: And it's interesting that there's all these other not gaming
- 45:33SPEAKER_01: but gaming adjacent industry things that are taking place during the week.
- 45:37SPEAKER_01: Which has led to...
- 45:39SPEAKER_01: A lot of really interesting conversations about,
- 45:42SPEAKER_01: you know,
- 45:42SPEAKER_01: there's a couple of,
- 45:44SPEAKER_01: I don't know,
- 45:44SPEAKER_01: there's some industry dinners and parties that are being held by,
- 45:47SPEAKER_01: you know, IP holders that are trying to connect with developers.
- 45:50SPEAKER_01: There's some interesting conversations to be had.
- 45:55SPEAKER_00: Is the city involved?
- 45:57SPEAKER_01: Yes.
- 45:57SPEAKER_01: Yep.
- 45:58SPEAKER_01: We got the New York mayor's office that are behind it and they're supportive of it.
- 46:01SPEAKER_01: Zohan and the team, I mean, they're gamers.
- 46:05SPEAKER_01: They get it.
- 46:05SPEAKER_01: They've been supporting the games industry here in New York for quite some time.
- 46:08SPEAKER_01: The Economic Development Association are behind it as well.
- 46:11SPEAKER_01: So we've got the support of the city and the promotion,
- 46:15SPEAKER_01: the marketing that's going to blast this out to the entire of New York City as well,
- 46:18SPEAKER_01: which is important.
- 46:21SPEAKER_01: So yeah, it feels really good.
- 46:23SPEAKER_00: It's difficult because obviously, you know, I love video game events.
- 46:25SPEAKER_00: I do think the value of them isn't always easy to explain on a spreadsheet,
- 46:29SPEAKER_00: but I think when you go to them,
- 46:30SPEAKER_00: I know that you feel the same way, but it does feel challenging.
- 46:34SPEAKER_00: Gamescom has had a very successful Gamescom if you ignore the heists,
- 46:37SPEAKER_00: but I think it,
- 46:38SPEAKER_00: you know,
- 46:38SPEAKER_00: is a very busy and very successful event, but it's of a certain scale that.
- 46:41SPEAKER_00: Yeah.
- 46:42SPEAKER_00: And then you've got GDC's,
- 46:44SPEAKER_00: I think GDC's issue is actually pretty good, but it's struggling, right?
- 46:48SPEAKER_00: It's trying to rebuild itself in a way for the industry going forward.
- 46:53SPEAKER_00: I look at,
- 46:54SPEAKER_00: and PAXs are sort of still there,
- 46:55SPEAKER_00: and you know,
- 46:56SPEAKER_00: and then the London Game Festival's doing a thing where it's now moving closer to
- 46:59SPEAKER_00: a week, and they're sort of scaling up a little bit.
- 47:01SPEAKER_01: Yeah.
- 47:02SPEAKER_00: But yeah, I do feel that that entire segment of the industry is proving difficult.
- 47:06SPEAKER_00: You know,
- 47:07SPEAKER_00: when you've got those things like Reboot and stuff that collapsed and those sort
- 47:11SPEAKER_00: of things, and people try to work out what they need.
- 47:14SPEAKER_00: In an industry where there isn't a lot of money at the moment going around,
- 47:17SPEAKER_00: and that's why a lot of people go to these events is to find the money.
- 47:19SPEAKER_00: Sure.
- 47:21SPEAKER_00: I don't have a question.
- 47:24SPEAKER_01: I was wondering where you were going with it.
- 47:26SPEAKER_01: But it is interesting, isn't it?
- 47:28SPEAKER_01: Like, you know, Gamescom is like the model.
- 47:30SPEAKER_01: And even,
- 47:30SPEAKER_01: you know,
- 47:31SPEAKER_01: when we were doing E3 stuff,
- 47:32SPEAKER_01: like that was the model that we were looking for,
- 47:34SPEAKER_01: this consumer and industry kind of,
- 47:36SPEAKER_01: you know,
- 47:37SPEAKER_01: two-hander that could jump That would justify getting everyone coming to it.
- 47:42SPEAKER_01: But at scale, that's what works.
- 47:43SPEAKER_01: I actually,
- 47:45SPEAKER_01: at a personal level,
- 47:45SPEAKER_01: I think what's more interesting is the smaller,
- 47:47SPEAKER_01: more regional events that actually happen and bring the industry together in
- 47:52SPEAKER_01: a specific location Create more of a community.
- 47:55SPEAKER_01: I think that's really interesting and that's really powerful.
- 47:59SPEAKER_01: I love the stuff that GDC are doing with their business hall kind of thing.
- 48:03SPEAKER_01: It's like, oh, we're creating more of a space for business.
- 48:06SPEAKER_01: I'm just looking at it from an East Coast.
- 48:09SPEAKER_01: There's not really much here, but there should be.
- 48:14SPEAKER_01: But I wonder if we can build a gaming convention or a gaming component that serves
- 48:20SPEAKER_01: a purpose in a more maybe Is it a more meaningful way or a way that future-proofs it
- 48:26SPEAKER_01: in a different way?
- 48:27SPEAKER_01: I don't know.
- 48:28SPEAKER_00: Yeah.
- 48:28SPEAKER_00: Well, good luck with it.
- 48:30SPEAKER_00: I mean, we did do an investment summit back in the day at PAX East, didn't we?
- 48:33SPEAKER_00: And lots of people turned up to it.
- 48:35SPEAKER_00: They did.
- 48:36SPEAKER_00: It was a very busy event, and I think it just shows that if you put these things on.
- 48:40SPEAKER_01: Well, Chris,
- 48:40SPEAKER_01: I'm so glad you brought that up,
- 48:41SPEAKER_01: because I guess you'll be doing a Game Business Investment Summit
- 48:44SPEAKER_01: at New York Games Week next week.
- 48:45SPEAKER_01: That's great.
- 48:46SPEAKER_01: We've heard it here first.
- 48:48SPEAKER_01: Brilliant.
- 48:48SPEAKER_01: I love to hear it.
- 48:49SPEAKER_01: That's such a great commitment this far out.
- 48:53SPEAKER_00: I would love to next year.
- 48:55SPEAKER_00: Oh, maybe next week.
- 48:59SPEAKER_00: Good luck.
- 49:02SPEAKER_00: Maybe a Game Business Live.
- 49:03SPEAKER_00: See if we can get big names from New York, maybe Reggie or Strauss.
- 49:08SPEAKER_00: I mean, yeah.
- 49:12SPEAKER_01: I mean, it's certainly good.
- 49:13SPEAKER_01: Oh, actually, that's, I mean, look,
- 49:15SPEAKER_01: I don't know if this is for the video or not or whatever,
- 49:17SPEAKER_01: but because of the support from the mayor's office,
- 49:19SPEAKER_01: venues and things like this,
- 49:21SPEAKER_01: anyone that does want to come and actually do a B2B event,
- 49:24SPEAKER_01: we've got access to venues and spaces.
- 49:26SPEAKER_01: The Comic-Con folks, the Repop Comic-Con folks are actually really open to this as well.
- 49:30SPEAKER_01: They're like,
- 49:30SPEAKER_01: if there's someone that wants to do a conference or a big B2B component,
- 49:33SPEAKER_01: they've got spaces and access too.
- 49:35SPEAKER_01: I think there's a lot we can do for next year when we have The time to think
- 49:39SPEAKER_01: about it, you know?
- 49:41SPEAKER_01: So for right now, it's just the fact that we're doing it.
- 49:43SPEAKER_01: It's gotten a lot of attention.
- 49:44SPEAKER_01: It's got a lot of positivity,
- 49:46SPEAKER_01: both with the local New York gaming industry and relevant gaming communities.
- 49:50SPEAKER_01: And, you know, I think people want an excuse to travel to New York and this would be a good one.
- 49:55SPEAKER_01: So good luck with it, Guy.
- 49:58SPEAKER_01: Thanks, Chris.
- 49:59SPEAKER_00: Thank you to Guy there.
- 50:01SPEAKER_00: That's it for our interviews today.
- 50:02SPEAKER_00: The only thing left for me to do is our news wrap up.
- 50:05SPEAKER_00: There's only a few stories, but some of them good ones.
- 50:08SPEAKER_00: Xbox's digital program is now available to all users.
- 50:11SPEAKER_00: The feature which lets players turn their Xbox One and Xbox Series X discs
- 50:14SPEAKER_00: into digital games has been available for testing to Xbox Insiders since the end
- 50:18SPEAKER_00: of August, and now it's going to be available to everybody.
- 50:22SPEAKER_00: Moving over to the other platform holder, Sony is skipping CES 2027.
- 50:25SPEAKER_00: It's historically been one of the show's biggest exhibitors,
- 50:27SPEAKER_00: stretching all the way back to 1967.
- 50:30SPEAKER_00: Sony says it is due to shifting its focus towards entertainment IP and technology
- 50:34SPEAKER_00: that supports creators.
- 50:36SPEAKER_00: With a positive sales number here,
- 50:38SPEAKER_00: War Dogs,
- 50:38SPEAKER_00: who of course have been on our show, has now sold 3 million copies worldwide.
- 50:42SPEAKER_00: The shooter is from Bulkhead Interactive in the UK.
- 50:45SPEAKER_00: We had a couple of stories from Meta last week.
- 50:47SPEAKER_00: Meta revealed AI-powered game tools that let players make games using prompts
- 50:50SPEAKER_00: on mobile devices and Horizon Create is designed for mobile,
- 50:54SPEAKER_00: while Horizon Studio is intended for browsers.
- 50:56SPEAKER_00: Both platforms allow assets, systems and iteration history to transfer between them.
- 51:00SPEAKER_00: Users simply make text prompts describing their desired game.
- 51:02SPEAKER_00: The Meta Horizon engine then generates a playable game,
- 51:05SPEAKER_00: which can be published to Facebook and Instagram.
- 51:07SPEAKER_00: Lots of that going on at the moment.
- 51:09SPEAKER_00: Meta also unveiled VR glasses.
- 51:11SPEAKER_00: This VR is back at Meta, which will have Unity support from day one.
- 51:14SPEAKER_00: The glasses are five times lighter than the Meta Quest 3,
- 51:16SPEAKER_00: do not include straps or heavy hardware, and feature a 5K infinite display.
- 51:21SPEAKER_00: $1,300 from spring 2027.
- 51:25SPEAKER_00: Mind's Eye developer Builder Rocketboy has appointed administrators.
- 51:27SPEAKER_00: Following its recent wave of layoffs,
- 51:29SPEAKER_00: the studio formed by Lesley Benzies was initially developing
- 51:31SPEAKER_00: a large metaverse style project but pivoted to a smaller action title but failed
- 51:35SPEAKER_00: to impress gamers.
- 51:37SPEAKER_00: Killer7, No More Heroes and Romeo is a dead man developer.
- 51:39SPEAKER_00: Grasshopper Manufacturer is separating from NetEase Games to become an independent studio.
- 51:43SPEAKER_00: So another Chinese company pulling out of a Japanese company.
- 51:45SPEAKER_00: It's been a bit of a trend that one.
- 51:47SPEAKER_00: And the final two stories,
- 51:48SPEAKER_00: Trophy Games will acquire Plarion,
- 51:50SPEAKER_00: the studio behind Airlines Manager and Airport Simulator First Class.
- 51:53SPEAKER_00: It will cost them $2.6 million.
- 51:55SPEAKER_00: Plarion is currently owned by Paradox Interactive.
- 51:57SPEAKER_00: And finally,
- 51:58SPEAKER_00: King signed a collective bargaining agreement with two Swedish unions that prevented
- 52:01SPEAKER_00: a planned strike last week.
- 52:03SPEAKER_00: Well, that is it for me today.
- 52:05SPEAKER_00: Thank you all for joining us.
- 52:06SPEAKER_00: We've got loads of big episodes next week as well.
- 52:08SPEAKER_00: I'll tease you about those and to our paying subscribers on our Monday morning edition.
- 52:13SPEAKER_00: So stay tuned for that one.
- 52:14SPEAKER_00: If you're not a subscriber,
- 52:15SPEAKER_00: paying or otherwise,
- 52:15SPEAKER_00: you can become one by going to thegamebusiness.com and signing up to our newsletter
- 52:19SPEAKER_00: and you'll get an alert every time we put out an episode.
- 52:22SPEAKER_00: That's it from us today.
- 52:23SPEAKER_00: Until next time.
- 52:25SPEAKER_00: Thank you for tuning in.