Latest / The Game Business Show / Is the Stop Killing Games campaign destined to fail?
Transcript
- 0:00SPEAKER_00: This week, is the Stop Killing Games campaign destined to fail?
- 0:07SPEAKER_00: Hello and welcome to The Game Business Show.
- 0:09SPEAKER_00: This week's show is sponsored by Keyword Studios.
- 0:11SPEAKER_00: We've spoken about keywords a few times already on this show because they just do
- 0:15SPEAKER_00: so much across the whole spectrum of making and selling.
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- 0:22SPEAKER_00: launch and support games globally and at scale.
- 0:25SPEAKER_00: They like to say they are supercharged by technology and shaped by long term partnerships.
- 0:30SPEAKER_00: Keywords Studios connects specialist expertise around the player experience.
- 0:33SPEAKER_00: One of the things they are perhaps best known for,
- 0:36SPEAKER_00: certainly This is how they help studios prepare games for more markets,
- 0:40SPEAKER_00: languages, platforms, launch windows, all sorts.
- 0:42SPEAKER_00: While importantly, keeping the quality, context and control where they matter most.
- 0:46SPEAKER_00: They do localization planning, testing, localization testing.
- 0:49SPEAKER_00: That's really important.
- 0:50SPEAKER_00: That was my first job in video games, localization testing.
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- 0:55SPEAKER_00: Keywords helps protect meaning, tone and release quality at a global scale.
- 0:59SPEAKER_00: You can find out more on the Keyword Studios website and of course,
- 1:02SPEAKER_00: in today's edition of The Game Business Newsletter.
- 1:06SPEAKER_00: That was your advert for the week.
- 1:08SPEAKER_00: Now back to the show.
- 1:10SPEAKER_00: We took a break last week and it gave me a moment to look back on the summer
- 1:14SPEAKER_00: that we've been having as a video game business.
- 1:17SPEAKER_00: And it's been rough.
- 1:18SPEAKER_00: It started okay,
- 1:20SPEAKER_00: go back to spring,
- 1:21SPEAKER_00: go back to May,
- 1:21SPEAKER_00: and there were so many hits,
- 1:23SPEAKER_00: Forza Horizon 6, 007 First Light, Lego Batman to a degree, Subnautica 2.
- 1:28SPEAKER_00: In fact,
- 1:28SPEAKER_00: all year,
- 1:28SPEAKER_00: whether it's AAA new IP like Pragmata and Crimson Desert,
- 1:31SPEAKER_00: established franchises like Resident Evil,
- 1:34SPEAKER_00: tons of indie hits like Mugenics, for instance.
- 1:37SPEAKER_00: There's been lots of failures too of course high guard was a high profile one
- 1:40SPEAKER_00: but there's been a lot of successes and summer game fest was great tons
- 1:44SPEAKER_00: of big game reveals from all three platform holders this year very strong showings
- 1:48SPEAKER_00: that set up the end of year nicely I think but that's not what
- 1:52SPEAKER_00: the conversation has been about over
- 1:54SPEAKER_00: the last few months we've had these rising prices of consoles it's become
- 1:57SPEAKER_00: a real crisis as playstation xbox and nintendo significantly increase the cost
- 2:01SPEAKER_00: of their machines to compensate for the rising component prices specifically
- 2:05SPEAKER_00: the price of ram and storage It feels like an existential threat to
- 2:10SPEAKER_00: the typical forward trajectory the industry has been going on.
- 2:13SPEAKER_00: We've had Amazon Luna on the show and Netflix to a lesser extent too,
- 2:17SPEAKER_00: which are these streaming platforms alongside Xbox that might offer some solution,
- 2:22SPEAKER_00: an avenue to get games out there that doesn't require expensive hardware.
- 2:25SPEAKER_00: There's renewed industry interest in this.
- 2:27SPEAKER_00: We had Strauss Zelnick talk about it several times during last week's Take Two financial calls.
- 2:33SPEAKER_00: But it's easy to be skeptical.
- 2:35SPEAKER_00: Streaming outside of,
- 2:36SPEAKER_00: you know,
- 2:37SPEAKER_00: players that want to play their games on other screens, it hasn't really caught on.
- 2:41SPEAKER_00: Technically, it still isn't quite good enough for hardcore players.
- 2:44SPEAKER_00: For non-gamers or more casual users, there are still barriers to use.
- 2:48SPEAKER_00: You know, the cost of these things, the fact you still need a controller.
- 2:51SPEAKER_00: Maybe, maybe it will work this time,
- 2:53SPEAKER_00: maybe there's a way forward, but you can understand the skepticism.
- 2:57SPEAKER_00: So we've had that big story,
- 2:58SPEAKER_00: and we've also had this big story around physical discs no longer being produced
- 3:01SPEAKER_00: by PlayStation from January 2028.
- 3:03SPEAKER_00: Sony says it's because gamers have shown they don't want physical discs,
- 3:07SPEAKER_00: and to be honest,
- 3:08SPEAKER_00: few of us expected the next generation of consoles to have disc drives built in.
- 3:12SPEAKER_00: But no disc drives at all?
- 3:14SPEAKER_00: Not even an external one?
- 3:15SPEAKER_00: No discs?
- 3:16SPEAKER_00: The industry uses percentages to highlight how small the physical market is
- 3:19SPEAKER_00: for games, but that doesn't paint the truth.
- 3:22SPEAKER_00: We're talking millions of gamers here.
- 3:24SPEAKER_00: In the UK,
- 3:24SPEAKER_00: around 40% of people who bought Resident Evil Requiem this year bought it in a box,
- 3:28SPEAKER_00: according to Ampere.
- 3:30SPEAKER_00: Sure, it's a third party game, but it's a classic PlayStation IP.
- 3:34SPEAKER_00: I bought that one physically because I'm a fan and I've got physical copies
- 3:37SPEAKER_00: of Resident Evil dating back to the original which I bought on PC.
- 3:40SPEAKER_00: This has to be a margin play.
- 3:42SPEAKER_00: With the aforementioned cost rises on hardware plus games generally,
- 3:46SPEAKER_00: this is a way to cut out a distribution channel that is frankly quite costly where
- 3:50SPEAKER_00: the margins just aren't as good.
- 3:51SPEAKER_00: I do get it.
- 3:53SPEAKER_00: But for me it still feels odd.
- 3:54SPEAKER_00: Nintendo has changed it so that if you want a physical game it costs more than a digital one.
- 3:59SPEAKER_00: I still buy those games physically because, well, I'm a fan.
- 4:02SPEAKER_00: If the next Resident Evil game,
- 4:04SPEAKER_00: well not the next one,
- 4:04SPEAKER_00: the next one's out next year,
- 4:05SPEAKER_00: so that will be available in a box,
- 4:06SPEAKER_00: but the one after that,
- 4:07SPEAKER_00: if that game is $80 as a download and $100 as a physical good,
- 4:11SPEAKER_00: I would still buy the physical good, because I'm a fan.
- 4:15SPEAKER_00: In the same way I dropped £50 on a fancy coloured Linkin Park vinyl,
- 4:18SPEAKER_00: it's a small industry of course, it's not going to drive things for the industry.
- 4:22SPEAKER_00: But there's a business in it and it will keep audiences happy-ish.
- 4:25SPEAKER_00: In fact,
- 4:26SPEAKER_00: it might even improve the quality of physical goods being created
- 4:29SPEAKER_00: because they're being made not as a mass-produced product but as
- 4:32SPEAKER_00: a specialist collector's item.
- 4:33SPEAKER_00: The vinyls you get today are really cool.
- 4:36SPEAKER_00: That's where I thought physical was heading, not into oblivion.
- 4:39SPEAKER_00: It certainly upset a lot of gamers at a time when, well, frankly as an industry, we need them.
- 4:44SPEAKER_00: And finally, the other big stories, of course, have been around layoffs.
- 4:46SPEAKER_00: It's just been constant.
- 4:48SPEAKER_00: It's been constant for years.
- 4:49SPEAKER_00: I was just writing about the cuts at Supermassive Games,
- 4:52SPEAKER_00: but the big headline cuts have come at Bungie and, of course, Xbox.
- 4:55SPEAKER_00: Xbox has laid off 1,600 people, sold two studios, let two other studios leave.
- 4:59SPEAKER_00: There's another 1,600 cuts to come, including more potential studio departures.
- 5:05SPEAKER_00: We've talked extensively about the business and how congested the market is
- 5:08SPEAKER_00: and how hard it is to succeed and how everyone overinvested and et cetera,
- 5:11SPEAKER_00: et cetera.
- 5:13SPEAKER_00: Yes, there are successes across the industry every year.
- 5:15SPEAKER_00: I listed a bunch of them earlier.
- 5:16SPEAKER_00: But it's a crowded space.
- 5:18SPEAKER_00: Costs are high and success is hard.
- 5:20SPEAKER_00: This is leading to closures of companies who are struggling to break through.
- 5:23SPEAKER_00: Investors are getting scared.
- 5:24SPEAKER_00: Whereas big organizations like Xbox are focusing in on the more reliable bets.
- 5:29SPEAKER_00: This isn't unique to Bundy and Xbox.
- 5:31SPEAKER_00: Everyone is doing it.
- 5:32SPEAKER_00: What appears to be cropping up,
- 5:34SPEAKER_00: and you might have heard this in our Sumo interview,
- 5:37SPEAKER_00: which we did on Tuesday, is these smaller teams are appearing.
- 5:41SPEAKER_00: A handful of people who are finding the fun,
- 5:43SPEAKER_00: getting to the heart of the game, that's what they say, before scaling up.
- 5:47SPEAKER_00: They do that first.
- 5:48SPEAKER_00: And sometimes that scaling up is internal, but in any cases it isn't.
- 5:52SPEAKER_00: It's with outsourcing companies and contractors.
- 5:54SPEAKER_00: This is more theory at the moment.
- 5:56SPEAKER_00: We're not necessarily seeing it everywhere.
- 5:59SPEAKER_00: But certainly some companies are doing it.
- 6:01SPEAKER_00: But if this is the direction of the industry,
- 6:03SPEAKER_00: if we are talking a future where we have a load of small teams that scale up
- 6:06SPEAKER_00: when they need,
- 6:07SPEAKER_00: probably using outsourcing in cheaper locations and then scaling back afterwards,
- 6:11SPEAKER_00: what does that mean for the existing companies with hundreds of staff?
- 6:15SPEAKER_00: Of course, live service games might need that internal resource, but does everybody?
- 6:21SPEAKER_00: The model won't work for everyone,
- 6:22SPEAKER_00: but I can see it becoming something that works for both people and businesses.
- 6:26SPEAKER_00: It might require some professionalised union protections,
- 6:28SPEAKER_00: of course, but generally this might be the model.
- 6:32SPEAKER_00: But if it is,
- 6:33SPEAKER_00: and that is where we're heading,
- 6:34SPEAKER_00: and that's no sure thing,
- 6:36SPEAKER_00: then I think painful layoff stories,
- 6:38SPEAKER_00: well, painful layoff stories are going to continue.
- 6:41SPEAKER_00: This is going to be a long transition.
- 6:43SPEAKER_00: It's going to take a long time to get us to that place,
- 6:45SPEAKER_00: and yeah, I think that this might be part of it.
- 6:48SPEAKER_00: Now all of that, the price rise, the death of discs and job cuts, it is bleak, it's miserable.
- 6:53SPEAKER_00: But change, change isn't always good, but good things do often come from it.
- 6:58SPEAKER_00: And it is inevitable.
- 6:59SPEAKER_00: And this industry remains a creative force, an entertainment leader.
- 7:02SPEAKER_00: It's where Hollywood is going, you know, it's where they're turning because of our strong IP.
- 7:06SPEAKER_00: It's where other industries are learning,
- 7:08SPEAKER_00: you know,
- 7:09SPEAKER_00: they're learning from us in terms of how to engage people and speak to audiences.
- 7:12SPEAKER_00: And looking more immediately, you know, September looks really good.
- 7:16SPEAKER_00: The lineup of games, the quality on show, October is also looking pretty good.
- 7:20SPEAKER_00: November it's got one game in it but it looks pretty good um there are
- 7:24SPEAKER_00: so many challenges but we will overcome it because we have to
- 7:29SPEAKER_00: and we'll do it together that's what we're about
- 7:31SPEAKER_00: The Game Business I'm I'm not jason schreier I'm not even steven tortillo we're not
- 7:37SPEAKER_00: kotaku we're not ign they do their jobs exceptionally well it's important
- 7:41SPEAKER_00: that they do but for tgb our job It's not to avoid the tough conversations,
- 7:47SPEAKER_00: quite the opposite,
- 7:49SPEAKER_00: but to tackle them in a way that's designed to move things on,
- 7:51SPEAKER_00: to take a sort of more reasonable,
- 7:53SPEAKER_00: pragmatic approach to what we're facing so we can all learn from it
- 7:56SPEAKER_00: and be inspired together and hopefully find a sustainable way forward.
- 8:00SPEAKER_00: I'm hoping we can get there.
- 8:02SPEAKER_00: And I'm genuinely very grateful to all the industry leaders who have come on
- 8:06SPEAKER_00: and just shared their thoughts in candid,
- 8:07SPEAKER_00: you know,
- 8:09SPEAKER_00: opinions and all sorts I hope to keep doing this for a long long long long time
- 8:13SPEAKER_00: and you know those people make this job interesting and exciting
- 8:17SPEAKER_00: and hopefully useful for you all and indeed I want
- 8:19SPEAKER_00: to thank paying subscribers we don't have a lot but we have a good number
- 8:23SPEAKER_00: and it's helping us to sort of plow forward with The Game Business so thank you
- 8:26SPEAKER_00: for your support if you're not if you'd like to become
- 8:27SPEAKER_00: a paid subscriber you can find out more at thegamebusiness.com Now today,
- 8:32SPEAKER_00: we're going to tackle an altogether different conversation,
- 8:35SPEAKER_00: although it does loosely tie to the physical disc story.
- 8:38SPEAKER_00: It's around the Stop Killing Games campaign.
- 8:41SPEAKER_00: You may have heard this name come up a few times now.
- 8:43SPEAKER_00: Stop Killing Games is a consumer movement that is largely concerned with preserving video games.
- 8:47SPEAKER_00: It has expanded a bit from that.
- 8:49SPEAKER_00: It started in 2024 in response to Ubisoft shutting down The Crew.
- 8:53SPEAKER_00: That's a 12 year old racing game that requires a constant internet connection
- 8:56SPEAKER_00: to play, despite being mainly single player.
- 8:59SPEAKER_00: It's also most recently joined a lawsuit against PlayStation.
- 9:02SPEAKER_00: It's digital pricing.
- 9:03SPEAKER_00: That's the Dutch lawsuit that claims that PlayStation are a monopoly.
- 9:07SPEAKER_00: It's also taking issue with streaming technology.
- 9:09SPEAKER_00: A lot of this is wrapped up in the conversation of game ownership,
- 9:12SPEAKER_00: preservation and consumer rights.
- 9:14SPEAKER_00: It has triggered responses,
- 9:15SPEAKER_00: particularly via petitions, both by the UK government and the European Union.
- 9:19SPEAKER_00: Industry trade bodies have got involved against this movement due
- 9:23SPEAKER_00: to how complicated it is to keep games alive indefinitely.
- 9:26SPEAKER_00: And it's faced some defeats.
- 9:28SPEAKER_00: The UK said it considered existing consumer protection laws sufficient.
- 9:32SPEAKER_00: And just this June,
- 9:33SPEAKER_00: the European Commission ruled out proposing new legislation to legally mandate
- 9:36SPEAKER_00: that video game publishers keep discontinued games playable.
- 9:40SPEAKER_00: And shortly after that,
- 9:41SPEAKER_00: a California bill called Protect Our Games Act,
- 9:43SPEAKER_00: which was backed by Stop Killing Games, failed to get through the state senate.
- 9:46SPEAKER_00: So it keeps losing.
- 9:48SPEAKER_00: Some small victories here and there, but it keeps losing.
- 9:51SPEAKER_00: And it is facing big opposition from major industry players.
- 9:54SPEAKER_00: But why?
- 9:56SPEAKER_00: Why?
- 9:56SPEAKER_00: Why are we so against saving our games?
- 9:58SPEAKER_00: Why is it so complicated?
- 9:59SPEAKER_00: Surely you want this art to kill you forever.
- 10:02SPEAKER_00: To help me work this out and see if Stop Killing Games has any hope of success,
- 10:06SPEAKER_00: I had a chat with a real industry expert on video game policy.
- 10:10SPEAKER_00: She's been actively involved in conversations around Stop Killing Games
- 10:13SPEAKER_00: and is Director of Public Policy and Public Affairs at Flux Digital Policy.
- 10:17SPEAKER_00: Her name is Dr Celia Pontin and here she is.
- 10:21SPEAKER_00: Hello Celia, welcome to the show.
- 10:22SPEAKER_00: Hi, thank you for having me.
- 10:24SPEAKER_00: Now, I think it's important to say up front,
- 10:26SPEAKER_00: you're generally pro-preservation,
- 10:28SPEAKER_00: you're sort of sympathetic to what the Stop Killing Games campaign's about,
- 10:31SPEAKER_00: that's right.
- 10:32SPEAKER_01: Yeah, yeah,
- 10:33SPEAKER_01: I understand people's passions behind it and That they want to continue playing
- 10:38SPEAKER_01: a game that they have particularly loved or enjoyed and invested time in.
- 10:42SPEAKER_01: And I can see exactly why that is important to an awful lot of people.
- 10:46SPEAKER_00: Because when we start getting into some of the challenges,
- 10:48SPEAKER_00: they may sound like we're being down on it.
- 10:50SPEAKER_00: But I don't think in various trade body meetings and that kind of thing,
- 10:54SPEAKER_00: have you been involved in those conversations and stuff?
- 10:57SPEAKER_01: Yeah, so there are a lot of conversations happening around this at a policy level,
- 11:01SPEAKER_01: and I've been lucky enough to be part of those.
- 11:04SPEAKER_01: And it is,
- 11:05SPEAKER_01: I think it's a mark of how seriously it is being taken and that it's not just
- 11:08SPEAKER_01: a side issue that's being punted away.
- 11:11SPEAKER_01: You know,
- 11:11SPEAKER_01: people are talking about this and are really trying to find the way forward
- 11:17SPEAKER_01: that works practically and legally and gives the industry
- 11:22SPEAKER_01: on both sides what it needs.
- 11:23SPEAKER_00: Yeah.
- 11:24SPEAKER_00: Well, this ties into what I was going to ask because I'm surprised
- 11:27SPEAKER_00: to see trade body statements around this issue.
- 11:29SPEAKER_00: I'm surprised that it's not being just pushed away and ignored.
- 11:33SPEAKER_00: Why is the industry,
- 11:34SPEAKER_00: why are game publishers,
- 11:35SPEAKER_00: why are trade bodies not ignoring it and pushing it under the carpet?
- 11:38SPEAKER_01: I think they are engaging with it Seriously and I think fairly intensely because
- 11:45SPEAKER_01: the campaign has been very vocal across multiple jurisdictions.
- 11:50SPEAKER_01: And so it's not like this is just an American issue and we don't hear about it
- 11:54SPEAKER_01: the UK or it's not just an EU one.
- 11:56SPEAKER_01: It's being shared everywhere.
- 11:57SPEAKER_00: Mm-hmm.
- 11:58SPEAKER_01: Particularly in those three areas.
- 12:00SPEAKER_01: And so it's hard to escape and it's not something that you can really back away from.
- 12:06SPEAKER_01: It's also gaining momentum as a talking point,
- 12:10SPEAKER_01: not necessarily on one side or the other,
- 12:12SPEAKER_01: but as something that's in the more general public consciousness because it speaks
- 12:17SPEAKER_01: to a move towards a digital learning culture and that's not just games.
- 12:22SPEAKER_01: It's also music, it's also film, ebooks, things like that.
- 12:27SPEAKER_01: This is something that we are moving towards as a society when it comes
- 12:32SPEAKER_01: to how we intake our culture and our media and our inputs.
- 12:36SPEAKER_01: And so,
- 12:37SPEAKER_01: although games are kind of at the forefront of it in terms of what's happening
- 12:41SPEAKER_01: in public commentary, but like you said, they're not just pushing it away.
- 12:46SPEAKER_00: They do seem to be trying to counter it.
- 12:49SPEAKER_00: They seem worried.
- 12:50SPEAKER_00: That's where I'm coming from,
- 12:52SPEAKER_00: that Stop Killing Games is calling for legislation, they're calling for change.
- 12:55SPEAKER_00: And the reaction of the publishers seems to suggest they're worried that
- 12:57SPEAKER_00: that might happen if they're not careful.
- 13:00SPEAKER_00: And so is that... You're nodding your head.
- 13:05SPEAKER_01: Well, everyone in every industry is worried about new legislation because it's
- 13:11SPEAKER_01: a big unknown, right?
- 13:12SPEAKER_01: Like, so whenever there is.
- 13:15SPEAKER_01: New legislation on anything on the horizon,
- 13:18SPEAKER_01: then people start getting a little bit concerned because there's a little bit of
- 13:23SPEAKER_01: a better the devil you know thing that happens within regulation.
- 13:27SPEAKER_01: But I think one of the concerns that you see is a mismatch between what
- 13:37SPEAKER_01: the public might be calling for And what is possible,
- 13:41SPEAKER_01: not necessarily just technologically,
- 13:44SPEAKER_01: although there are some barriers there,
- 13:46SPEAKER_01: but also when it comes to how existing legislation works,
- 13:50SPEAKER_01: whether that's consumer protection or IP law,
- 13:53SPEAKER_01: as well as the practical implementation of it.
- 13:55SPEAKER_01: So there might be some ideal solution being touted by some of
- 14:02SPEAKER_01: the really engaged players in this space, but that might not actually work out.
- 14:07SPEAKER_01: And so if That were to be legislated for,
- 14:11SPEAKER_01: then you could have this real tension of something having been called for
- 14:15SPEAKER_01: and supposedly supported,
- 14:16SPEAKER_01: but actually the industry gets caught in the middle having to deliver something
- 14:20SPEAKER_01: that might not actually really work in practice.
- 14:22SPEAKER_01: And I think that can be a real concern to them.
- 14:24SPEAKER_00: Yeah.
- 14:25SPEAKER_00: Let's dive into it.
- 14:26SPEAKER_00: This seems more like a consumer rights issue, right?
- 14:29SPEAKER_00: This is really what we're talking about here.
- 14:31SPEAKER_01: Are consumer rights being violated here?
- 14:33SPEAKER_01: In that area, it's very...
- 14:37SPEAKER_01: Case by case and specific, right?
- 14:39SPEAKER_01: And so it would be hard to call that one way or another in general.
- 14:43SPEAKER_01: What I would say is that there are existing protections, and actually that's kind of a point.
- 14:49SPEAKER_01: Like, are consumer rights being violated?
- 14:51SPEAKER_01: Well, they already exist to be violated, if that makes sense.
- 14:55SPEAKER_01: There is already a framework.
- 14:56SPEAKER_01: For dealing with these sorts of things about contracts having to be delivered
- 15:03SPEAKER_01: as laid out in terms of service and things like that and
- 15:06SPEAKER_01: whether what you have been provided as digital content or a digital service,
- 15:11SPEAKER_01: whether that matches up to your expectations and to what was promised.
- 15:16SPEAKER_01: So I think there are aspects of that and the EU and I think
- 15:20SPEAKER_01: the UK have called those out,
- 15:21SPEAKER_01: but there are aspects of those that already exist
- 15:24SPEAKER_01: and actually already provide what's being asked for.
- 15:29SPEAKER_00: Well, because this gets down to it, right?
- 15:31SPEAKER_00: Stop Killing Games is arguing that when you buy a copy of a game, you should own it.
- 15:35SPEAKER_00: But that's never been the case, has it?
- 15:37SPEAKER_00: That's not even been the case when you bought a physical disc,
- 15:39SPEAKER_00: even if in practicality you do own it, right?
- 15:42SPEAKER_00: Technically you don't, is that right?
- 15:46SPEAKER_01: It's the niche thing for me to just call to mind,
- 15:49SPEAKER_01: but when you used to play a DVD,
- 15:53SPEAKER_01: and therefore you had to watch the beginning bit where it said,
- 15:57SPEAKER_01: like, what the rights were, I think, because if you was the holder of this DVD.
- 16:03SPEAKER_01: Because you couldn't skip things back in those days.
- 16:06SPEAKER_01: You would have to read the bit that said it's not licensed for distribution or for showing.
- 16:11SPEAKER_01: And I think it's usually prisons and schools are mentioned,
- 16:14SPEAKER_01: which as an ex-teacher, I very much appreciate that equivalence.
- 16:18SPEAKER_01: And you would, so, because you were being given a license to use it, like, it was personal use.
- 16:23SPEAKER_01: You weren't supposed to be,
- 16:24SPEAKER_01: like, showing it to make money out of screening it or something like that, right?
- 16:30SPEAKER_01: Because it was a license to be able to use this bit
- 16:33SPEAKER_01: of media That's just what I remember as a really concrete example of this.
- 16:38SPEAKER_01: But games have those as well.
- 16:40SPEAKER_01: And yeah,
- 16:41SPEAKER_01: you can't really revoke someone's copy of a PS1 game without going into their house
- 16:49SPEAKER_01: and taking it away from them, which does seem a bit over the top.
- 16:53SPEAKER_01: But it's nonetheless a bit more complicated than just, I have this disc and it is mine.
- 17:00SPEAKER_00: Well, yes, there's the technicality and then the...
- 17:02SPEAKER_00: And the reality, you know, people did sell their games.
- 17:05SPEAKER_00: In fact, there was even an entire mechanism set up around doing that.
- 17:07SPEAKER_00: Now, obviously, this all comes from the crew, right?
- 17:09SPEAKER_00: It all comes from, it started there, the game came offline, it's no longer accessible.
- 17:14SPEAKER_00: There is,
- 17:15SPEAKER_00: of course,
- 17:16SPEAKER_00: their call for why couldn't they just give that to the players
- 17:18SPEAKER_00: or why couldn't they make that available in other ways?
- 17:20SPEAKER_00: And I think this is where we get down into the complications around IP and all sorts of stuff.
- 17:25SPEAKER_00: This is quite a big question,
- 17:27SPEAKER_00: but there are quite a few legal barriers to necessarily being able to do that,
- 17:31SPEAKER_00: right?
- 17:33SPEAKER_01: Yes, quite a few.
- 17:37SPEAKER_01: So I think firstly,
- 17:38SPEAKER_01: there are barriers in terms of intellectual property law,
- 17:41SPEAKER_01: and this is something that was directly cited by the European Commission recently.
- 17:46SPEAKER_01: So they commented on whether or not they were going
- 17:49SPEAKER_01: to immediately pursue New legislation,
- 17:52SPEAKER_01: for example,
- 17:54SPEAKER_01: to deal with this,
- 17:54SPEAKER_01: and that came as a result of the Stop Killing Games campaign getting a bunch
- 17:58SPEAKER_01: of signatures and having a debate in the EU.
- 18:02SPEAKER_01: So they directly called out IP law, and it's the same in the UK as well, broadly speaking.
- 18:08SPEAKER_01: Now, here's a caveat.
- 18:10SPEAKER_01: I'm not a lawyer.
- 18:11SPEAKER_01: Seek legal advice if you're affected by these issues.
- 18:16SPEAKER_01: But it's not straightforward when it comes to video games because they are a...
- 18:21SPEAKER_01: Instead of being one single item that has one kind
- 18:26SPEAKER_01: of intellectual property right associated with it,
- 18:30SPEAKER_01: it is this like bundle and cloud miasma
- 18:34SPEAKER_01: of all these interconnecting different tiny bits of copyright works, okay?
- 18:40SPEAKER_01: It's not just one thing,
- 18:41SPEAKER_01: it is the script and the voiceover and the graphics,
- 18:45SPEAKER_01: sometimes even frame by frame, right?
- 18:47SPEAKER_01: It's this big old bundle.
- 18:49SPEAKER_01: And that means that if you are talking about handing over a game to the fans,
- 18:56SPEAKER_01: that's not really a very straightforward way of thinking about it in certain aspects
- 19:00SPEAKER_01: of the law, right?
- 19:01SPEAKER_01: So although in consumer protection law,
- 19:03SPEAKER_01: you know, if you're being sold a game, you're being sold a game.
- 19:05SPEAKER_01: That's not how it works in other areas of regulation.
- 19:09SPEAKER_01: And I think it's hard for people who have never come across this idea before
- 19:14SPEAKER_01: to really Immediately get that it's not some kind of kicking it down the road,
- 19:20SPEAKER_01: free pass argument.
- 19:23SPEAKER_01: It is genuinely something that adds a lot of complication
- 19:26SPEAKER_01: because you might not actually,
- 19:30SPEAKER_01: as a company,
- 19:31SPEAKER_01: be legally able to hand that stuff over even if you wanted to,
- 19:35SPEAKER_01: because it might not all be yours.
- 19:38SPEAKER_01: But even if it were,
- 19:39SPEAKER_01: there's a certain degree to which you might question
- 19:42SPEAKER_01: whether someone can be compelled to do something with intellectual property
- 19:47SPEAKER_01: that they hold the rights to.
- 19:49SPEAKER_01: You know, that it is their thing.
- 19:52SPEAKER_01: So you have that aspect.
- 19:54SPEAKER_01: That's a barrier to it.
- 19:55SPEAKER_01: And it is one that looks simple on paper when you say,
- 19:59SPEAKER_01: well, just get someone the IP or we're not asking for rights over it.
- 20:02SPEAKER_01: Well, actually, it's not that straightforward.
- 20:05SPEAKER_01: But you also have Technical barriers when it comes to the integration
- 20:11SPEAKER_01: of third party services and platforms and things.
- 20:14SPEAKER_01: And so obviously there are technical issues with that and how you hand over maybe
- 20:20SPEAKER_01: the contracts or the way that those plug in and integrate with certain features
- 20:25SPEAKER_01: of your game.
- 20:26SPEAKER_01: But there is also the idea of, well, who has liability for third party?
- 20:31SPEAKER_01: No longer provides their services, right?
- 20:33SPEAKER_01: So if I,
- 20:34SPEAKER_01: as a game creator,
- 20:35SPEAKER_01: want to sunset my game and I hand it over to the fans,
- 20:38SPEAKER_01: I might have this web underneath of different third-party services to do things
- 20:43SPEAKER_01: that I haven't done myself.
- 20:45SPEAKER_01: And fine, I could maybe hand over the arrangements if I could get that worked out.
- 20:52SPEAKER_01: But then if one of those services goes under or they're bought out
- 20:56SPEAKER_01: or they just cease to exist for whatever reason,
- 21:00SPEAKER_01: Then what happens to the game that was dependent on them?
- 21:03SPEAKER_01: You know,
- 21:03SPEAKER_01: that then has a weakness to it that means that
- 21:07SPEAKER_01: that still might not be persistently available.
- 21:10SPEAKER_01: And does that third party service have any obligations in this?
- 21:13SPEAKER_01: And again,
- 21:13SPEAKER_01: it starts to get quite complicated and it's another,
- 21:17SPEAKER_01: you can't just hand this over to someone else.
- 21:20SPEAKER_00: Yeah.
- 21:21SPEAKER_00: What is not easily?
- 21:22SPEAKER_00: No.
- 21:22SPEAKER_01: Some instances you probably can,
- 21:25SPEAKER_01: but it's just, it's not a case that it's always
- 21:28SPEAKER_00: In some instances, that happens.
- 21:30SPEAKER_00: I guess there's also the thing that I think someone said it to me before was like,
- 21:34SPEAKER_00: what happens if you've got a license for a song?
- 21:37SPEAKER_00: Or maybe it's a car game.
- 21:38SPEAKER_00: Maybe it's a license to a certain type of car.
- 21:41SPEAKER_00: And that license is for 10 years for a set period of time and you've handed it over
- 21:44SPEAKER_00: to someone else.
- 21:45SPEAKER_00: You know, those licensing agreements that might expire.
- 21:48SPEAKER_00: Is this amateur group, maybe,
- 21:50SPEAKER_00: let's say,
- 21:51SPEAKER_00: of people who are looking after the game know they have to take this out of
- 21:53SPEAKER_00: the game?
- 21:54SPEAKER_00: And then who's liable if they don't?
- 21:56SPEAKER_01: And there are other liabilities if you've got,
- 21:59SPEAKER_01: and of course we are mainly talking about multiplayer and live service games.
- 22:03SPEAKER_01: I know there are some questions over single player that's got Always Online and
- 22:08SPEAKER_01: whether that's necessary,
- 22:10SPEAKER_01: and that's kind of its own thing,
- 22:11SPEAKER_01: but overwhelmingly we're talking about multiplayer or live service.
- 22:16SPEAKER_01: When you take over that,
- 22:18SPEAKER_01: you may well find that you have regulatory obligations
- 22:22SPEAKER_01: under things like Ofcom's Online Safety Act implementation, right?
- 22:27SPEAKER_01: Or if you've got player chat,
- 22:29SPEAKER_01: that could well be subject to age restrictions from Maybe spring onwards,
- 22:36SPEAKER_01: all that stuff's kind of up in the air at the moment and whether it would apply,
- 22:39SPEAKER_01: but it's an example of where you could have some obligation suddenly that you,
- 22:44SPEAKER_01: depending on how you structure a takeover,
- 22:47SPEAKER_01: you could end up being responsible for in quite a big way.
- 22:51SPEAKER_01: And I don't know how...
- 22:56SPEAKER_01: Cognizant people are of that,
- 22:58SPEAKER_01: necessarily,
- 22:59SPEAKER_01: and how serious that could be and how much work it could be,
- 23:03SPEAKER_01: even if they were willing and able to take it on.
- 23:05SPEAKER_00: Yeah.
- 23:06SPEAKER_00: All sorts of GDPR even.
- 23:08SPEAKER_01: Yep.
- 23:08SPEAKER_00: All of that.
- 23:09SPEAKER_00: And they have to be compliant with all of these things.
- 23:10SPEAKER_00: And if you're just a group of people that are doing it in your spare time,
- 23:13SPEAKER_00: who are on a games forum, that's like you're running a business.
- 23:17SPEAKER_00: I mean, you basically said a moment ago that if they own an IP,
- 23:19SPEAKER_00: they don't have to release it, right?
- 23:21SPEAKER_00: They don't have to put it out there.
- 23:22SPEAKER_00: This is an example of a game that isn't,
- 23:24SPEAKER_00: it is an online game,
- 23:25SPEAKER_00: but when Nintendo did the Super Mario 35 game for the 35th anniversary of Mario,
- 23:30SPEAKER_00: They said it was going to be available for six months.
- 23:32SPEAKER_00: And it was, you know, part of the subscription service.
- 23:34SPEAKER_00: And after six months, it doesn't exist anymore.
- 23:36SPEAKER_00: The game's gone.
- 23:37SPEAKER_00: And that is in a way what the Stop Killing Games is about.
- 23:40SPEAKER_00: We don't want you to do that.
- 23:42SPEAKER_00: But from Nintendo's point of view,
- 23:43SPEAKER_00: that was specifically created to celebrate the 35th anniversary of Mario.
- 23:47SPEAKER_00: And from their point of view, it's not the 35th anniversary of Mario anymore.
- 23:50SPEAKER_00: The game shouldn't exist anymore.
- 23:52SPEAKER_00: It was designed for being a moment in time.
- 23:55SPEAKER_00: And that's because they are free to do with their IP as they want.
- 23:59SPEAKER_00: And I guess that's, you can't force people to release stuff or do these things, I guess.
- 24:05SPEAKER_00: And that's where maybe some of these ambitions are going to run
- 24:09SPEAKER_00: into some brick walls, I guess is what I'm trying to say.
- 24:13SPEAKER_00: It wasn't a question, was it?
- 24:17SPEAKER_00: I was actually just trying to look up,
- 24:18SPEAKER_00: there was a game that was released on the Nintendo website for the Wii,
- 24:21SPEAKER_00: and it was like a Christmas game.
- 24:22SPEAKER_00: And the idea was you unlocked something every day as a Christmas advent calendar,
- 24:25SPEAKER_00: it was done by a marketing agency.
- 24:27SPEAKER_00: And I really read the story recently, I thought it was fascinating.
- 24:30SPEAKER_00: And that game, of course, when the Christmas was over, it stopped existing.
- 24:33SPEAKER_00: But the marketing agency got the rights from the game from Nintendo
- 24:37SPEAKER_00: and actually re-released the thing and continued it.
- 24:39SPEAKER_00: Nothing to do with what we're talking about.
- 24:41SPEAKER_00: That's kind of cool though.
- 24:42SPEAKER_01: I didn't know about that.
- 24:43SPEAKER_00: Yeah, I'm looking...
- 24:44SPEAKER_00: I was trying to...
- 24:44SPEAKER_00: I should have done it before I started the podcast.
- 24:48SPEAKER_00: It's a wee Christmas browser game.
- 24:49SPEAKER_00: There was a whole article about somebody who was their favourite game they played
- 24:53SPEAKER_00: over Christmas.
- 24:54SPEAKER_00: But anyway, I'll put it in the newsletter.
- 24:57SPEAKER_00: Those that want to know what that is, but it does exist.
- 25:00SPEAKER_00: They have made it and they've obviously removed some of the Nintendo bits.
- 25:03SPEAKER_00: Is commitment to a minimum,
- 25:04SPEAKER_00: if a game company said, look,
- 25:05SPEAKER_00: we're going to make this online service game,
- 25:07SPEAKER_00: it is online,
- 25:07SPEAKER_00: it is connected,
- 25:10SPEAKER_00: is saying we can guarantee you this will be available for six, seven, eight, nine,
- 25:14SPEAKER_00: ten years,
- 25:15SPEAKER_00: is that a potential, it's not a solution, but is it a potential middle ground?
- 25:19SPEAKER_01: I think it depends on how it's communicated and what expectations are.
- 25:25SPEAKER_01: I think in the example you gave,
- 25:26SPEAKER_01: a very short-lived,
- 25:28SPEAKER_01: effectively promotional game,
- 25:31SPEAKER_01: you know,
- 25:31SPEAKER_01: that's one context where It is intended to be available for this short period
- 25:36SPEAKER_01: of time, and people are aware.
- 25:37SPEAKER_01: It's a little bit like having a limited edition of something, right?
- 25:41SPEAKER_01: You've only got this amount of time to visit
- 25:44SPEAKER_01: the Natural History Museum Pokemon pop-up shop,
- 25:47SPEAKER_00: and once it's gone, it's gone.
- 25:48SPEAKER_00: It's still on, I think.
- 25:50SPEAKER_01: Yeah, I mean, I was, you know, early doors on that.
- 25:53SPEAKER_01: Me too.
- 25:57SPEAKER_01: So much money.
- 25:58SPEAKER_01: Spent so much money.
- 25:59SPEAKER_01: But if it's a game that's going to be,
- 26:04SPEAKER_01: you know,
- 26:04SPEAKER_01: it's just marketed as a game,
- 26:07SPEAKER_01: then you would expect it to be running for
- 26:11SPEAKER_00: longer than just a few months, for sure.
- 26:13SPEAKER_00: Yeah.
- 26:14SPEAKER_01: But guaranteeing a specific amount of time Wouldn't necessarily be at odds
- 26:21SPEAKER_01: with consumer rights, you know, if it forms part of the material information.
- 26:26SPEAKER_01: If it is indeed something that is going to be available for that certain amount
- 26:31SPEAKER_01: of time,
- 26:32SPEAKER_01: then depending Depending on the context,
- 26:34SPEAKER_01: that could be something that consumers need to know before they decide whether
- 26:38SPEAKER_01: or not to purchase that product or to engage with it,
- 26:41SPEAKER_01: because it could apply to free-to-play as well,
- 26:43SPEAKER_01: because it's about whether you engage with the commercial decision rather than
- 26:47SPEAKER_01: when you actually buy something.
- 26:49SPEAKER_01: But I don't know if it answers the question of some of the people
- 26:56SPEAKER_01: who are raising concerns,
- 26:58SPEAKER_01: because some of the asks of Some of
- 27:02SPEAKER_01: the Stop Killing Games campaign have been around being playable in perpetuity
- 27:07SPEAKER_01: and being able to be handed over.
- 27:10SPEAKER_01: And so there is a question over whether saying that it's going to be available for
- 27:15SPEAKER_01: a minimum period, whether that addresses that side of it.
- 27:17SPEAKER_01: So I think there's a couple of different things going on within the same umbrella.
- 27:24SPEAKER_01: And some of it is about whether it continues to be available and some of it is
- 27:28SPEAKER_01: whether about you know what you're getting when you buy it.
- 27:31SPEAKER_01: I think there are difficulties with minimum commitment periods in terms of
- 27:37SPEAKER_01: whether you can guarantee that that's going to be available.
- 27:42SPEAKER_01: I mean, we've talked before about third party services or whether there could be hiccups in it.
- 27:47SPEAKER_01: I think it's going to be more manageable for some games than for others.
- 27:52SPEAKER_01: But you tend to have to have a principle of the law is the law
- 27:56SPEAKER_01: or regulations are regulations or enforcement is enforcement.
- 28:00SPEAKER_01: For everyone,
- 28:01SPEAKER_01: and I would be wary of whether a small indie developer can necessarily make
- 28:09SPEAKER_01: the same kind of commitment as someone who's got maybe a simpler game
- 28:13SPEAKER_01: or is more experienced or is larger, right?
- 28:16SPEAKER_01: I think it needs to be done under the context of will it work and is it feasible?
- 28:24SPEAKER_00: Kind of how you can like force that into law or legislation that has to be available
- 28:27SPEAKER_00: for a certain amount of time either because whatever company doesn't,
- 28:30SPEAKER_00: you know, as you said, things get turned off, companies go bust.
- 28:33SPEAKER_00: I've just been linked to it by the way,
- 28:34SPEAKER_00: the game I was talking about was Mission in Snowdrift Land.
- 28:37SPEAKER_00: Which is a Nintendo and German advent calendar to promote the Wii that turned into
- 28:42SPEAKER_00: a game that exists.
- 28:44SPEAKER_00: Sorry, just deviating off a little bit.
- 28:47SPEAKER_00: What makes this look more topical at the moment is that there's this talk around
- 28:50SPEAKER_00: the end of physical games, certainly on PlayStation.
- 28:54SPEAKER_00: Is that putting even more momentum behind this Stop Killing Games campaign?
- 28:59SPEAKER_00: Because I guess that is something these games are now tied to us,
- 29:02SPEAKER_00: you know, digital stores and services.
- 29:04SPEAKER_01: I think it is being talked about in those circles.
- 29:08SPEAKER_01: I've definitely seen people posting about it in stock in the game spaces online
- 29:15SPEAKER_01: and talking about it.
- 29:17SPEAKER_01: And it's been interesting looking at those discussions because there is a mix
- 29:21SPEAKER_01: of people saying that The digital learning distribution is very linked
- 29:25SPEAKER_01: to Stocktonic Games because of that kind of ephemeral feeling about it.
- 29:32SPEAKER_01: But then,
- 29:33SPEAKER_01: on the other hand,
- 29:33SPEAKER_01: there are some people saying,
- 29:35SPEAKER_01: well, we get why this is linked, but it isn't the same kind of thing.
- 29:43SPEAKER_01: And we don't want to detract from the ultimate aim of this.
- 29:47SPEAKER_01: And I think their point of view on that is because an awful lot
- 29:51SPEAKER_01: of people Buy games digitally, even if they are available in physical formats.
- 29:57SPEAKER_01: And so it's already a live issue when it comes to digital distribution, right?
- 30:04SPEAKER_01: Like the conversation is already happening.
- 30:06SPEAKER_01: I do think this has kind of pushed it up a little bit as well,
- 30:11SPEAKER_01: but it's not the, it's not the thing that has put this on the agenda.
- 30:19SPEAKER_01: I also,
- 30:21SPEAKER_01: I also think it highlights kind of where there's an overlap between digital only
- 30:26SPEAKER_01: and physical distribution in that there's,
- 30:29SPEAKER_01: you know,
- 30:29SPEAKER_01: the code in a box,
- 30:32SPEAKER_01: like approach to physical distribution,
- 30:33SPEAKER_01: where you are getting a box and you can buy it from,
- 30:36SPEAKER_01: I'd say Toys R Us, and then I realized that hasn't existed for a very long time.
- 30:41SPEAKER_00: It exists within WH Smith.
- 30:43SPEAKER_00: Sorry, TG Jones.
- 30:44SPEAKER_00: I've lost track.
- 30:46SPEAKER_01: Sad.
- 30:46SPEAKER_01: I'm now firmly aboard Smith's Toy Superstore.
- 30:50SPEAKER_01: But you can go and you can physically buy it,
- 30:52SPEAKER_01: but actually you're not buying the disk to go in the machine, right?
- 30:57SPEAKER_01: It's an access code, effectively like a Steam key, right?
- 31:02SPEAKER_01: So sure, that's physical distribution, but it is also, in a sense, a digital distribution.
- 31:10SPEAKER_01: And so it's...
- 31:12SPEAKER_01: It's one of those areas where things are a little bit messy and mixed together at the moment.
- 31:17SPEAKER_01: And in due course, I mean, eventually everything's going to be digital only distribution.
- 31:22SPEAKER_01: I think it's just a case of when that happens and in what format.
- 31:26SPEAKER_00: Yeah, it's a weird, I mean, I've got my views on it.
- 31:28SPEAKER_00: I'm a bit surprised that they're stopping disc production entirely.
- 31:31SPEAKER_00: I always think there's going to be always a group of people that will happily spend
- 31:34SPEAKER_00: over the odds for physical items.
- 31:36SPEAKER_00: Even if it's a small industry, I think there is still an industry for that.
- 31:39SPEAKER_00: I guess the concern from From a consumer point of view is the same concern that,
- 31:43SPEAKER_00: you know, you could switch it off.
- 31:44SPEAKER_00: For example,
- 31:44SPEAKER_00: Nintendo has these things called the key cards which are a bit like code in the box
- 31:47SPEAKER_00: but work better in the sense that you can still lend your friend the game
- 31:51SPEAKER_00: and they put it in their machine and they can download it and play it just
- 31:53SPEAKER_00: as they would in the other game but it still requires download of it.
- 31:55SPEAKER_00: If there's a time in the future when that store gets turned off or that ability
- 31:59SPEAKER_00: to download that game gets turned off,
- 32:01SPEAKER_00: I think that physical item that you bought is It's not useless
- 32:04SPEAKER_00: because you might have downloaded it onto a hard drive somewhere,
- 32:07SPEAKER_00: but you can't use it anymore.
- 32:08SPEAKER_00: You can't move it on a different device,
- 32:09SPEAKER_00: a different machine, and that's part of that preservation calling.
- 32:13SPEAKER_00: What I can't see from this, talking about this, I don't know what the solution is.
- 32:17SPEAKER_00: I don't know.
- 32:17SPEAKER_00: Is there anything that can be done?
- 32:18SPEAKER_00: Is this the Stop Killing Games campaign destined to fail?
- 32:21SPEAKER_00: It feels like there's too many reasons why this can't win.
- 32:24SPEAKER_01: That's a really big question.
- 32:28SPEAKER_00: The impression I get from publishers,
- 32:29SPEAKER_00: I think consumers have a certain impression,
- 32:31SPEAKER_00: and I completely understand that impression, that publishers don't care.
- 32:34SPEAKER_00: They're laughing maniacally as they turn off their games,
- 32:36SPEAKER_00: going, haha, you can't play this anymore.
- 32:38SPEAKER_00: They don't want to do that.
- 32:39SPEAKER_00: They don't want these games to fail.
- 32:40SPEAKER_00: They want them to live forever.
- 32:43SPEAKER_00: There is costs involved and there is,
- 32:45SPEAKER_00: you know,
- 32:45SPEAKER_00: resources involved and there's difficult things and all that kind of stuff.
- 32:48SPEAKER_00: But they would love there to be a way that they,
- 32:50SPEAKER_00: I guess, a framework to go, right, how do we do this?
- 32:54SPEAKER_00: And I always get the impression as well,
- 32:56SPEAKER_00: speaking to certain developers,
- 32:57SPEAKER_00: they are increasingly thinking about What if or when does this game ends?
- 33:02SPEAKER_00: What do we do?
- 33:03SPEAKER_00: What happens to it?
- 33:04SPEAKER_00: So they're trying to work those plans into the beginning.
- 33:07SPEAKER_00: But obviously for some games it's a case of we can package it up
- 33:10SPEAKER_00: and make it available open source.
- 33:12SPEAKER_00: And some people it's a case of well maybe we can I can take off all
- 33:15SPEAKER_00: the offline modes and make it available as a standalone single player experience.
- 33:18SPEAKER_00: It's going to depend on the game.
- 33:20SPEAKER_00: And there's no legislation, there's no one rule that will fit all that.
- 33:23SPEAKER_00: I do get the impression the industry is now thinking about it more.
- 33:26SPEAKER_00: But from sort of a legal and legislative point of view,
- 33:30SPEAKER_00: I can't see an avenue here that doesn't conflict with all
- 33:33SPEAKER_00: the various different rights and IP law and all sorts.
- 33:38SPEAKER_01: So I think when it comes to the arguments around IP,
- 33:44SPEAKER_01: It is very complicated,
- 33:46SPEAKER_01: but also,
- 33:48SPEAKER_01: really, really importantly, it is linked to international distribution, right?
- 33:54SPEAKER_01: Like,
- 33:55SPEAKER_01: every country in a jurisdiction or group of jurisdictions have their approaches
- 34:01SPEAKER_01: and their law, but there are, you know, interlinks between them.
- 34:05SPEAKER_01: And again, very complicated subject.
- 34:07SPEAKER_01: And if you were going to change something in one country,
- 34:11SPEAKER_01: the ripples outwards and how that then changes and functions would be enormous.
- 34:17SPEAKER_01: And I think that that is an area where change would have to be on a systemic level
- 34:23SPEAKER_01: and it would have to be For a reason and on its own merits.
- 34:28SPEAKER_01: I think it would be really hard to justify...
- 34:31SPEAKER_01: I think the European Commission kind of basically said this reading between the lines.
- 34:37SPEAKER_01: It would be really hard to justify A change to that mechanism and to that kind
- 34:42SPEAKER_01: of web of international approaches for this
- 34:47SPEAKER_01: when there are already consumer rights protections for contracts and services
- 34:53SPEAKER_01: and your expectations and the way it's sold to you and the rights that you have and
- 34:57SPEAKER_01: the contracts that you sign.
- 35:01SPEAKER_01: So I think that the consumer protection avenue would be a much more likely avenue
- 35:06SPEAKER_01: to be pursued if regulations were going to change on this and
- 35:11SPEAKER_01: if regulatory priorities changed.
- 35:14SPEAKER_01: On that side of things though,
- 35:18SPEAKER_01: you've also got to consider whether things,
- 35:22SPEAKER_01: so whether games already exist and how those could be impacted.
- 35:25SPEAKER_01: In general, you Tend not to have things that are retroactively applied.
- 35:31SPEAKER_01: This is a very broad and heavily caveated statement because there may be instances
- 35:36SPEAKER_01: where particularly live games are expected to fall in line with things like
- 35:41SPEAKER_01: the Online Safety Act, right?
- 35:43SPEAKER_01: Like Opcom enforce it as it's a service,
- 35:47SPEAKER_01: so you have to be making changes to it to make it comply
- 35:50SPEAKER_01: with your regulatory requirements.
- 35:53SPEAKER_01: But there are other aspects where, well,
- 35:57SPEAKER_01: If you've created a game that's made in this way that couldn't be passed on,
- 36:02SPEAKER_01: it would be really hard to justify changing regulations or changing the law to say,
- 36:07SPEAKER_01: oh, well, you now have to recreate it in this way so that you can pass it on.
- 36:11SPEAKER_01: So I think there are always going to be things that can't be retroactively moved
- 36:17SPEAKER_01: into a always available in perpetuity kind of model if it doesn't already suit it.
- 36:23SPEAKER_01: But you also have to think about what does available,
- 36:26SPEAKER_01: what does continuing to be available look like and what does it mean
- 36:30SPEAKER_01: and what standards do players set for that and is playable the same for one person
- 36:36SPEAKER_01: as it is for the other and is playable the same for one kind of game than it is
- 36:40SPEAKER_01: for another.
- 36:41SPEAKER_01: If I can play a multiplayer game by myself, Right?
- 36:45SPEAKER_01: In an open world, but no one else is there.
- 36:48SPEAKER_01: Is that playable?
- 36:50SPEAKER_01: Or is it only playable if there is the live service aspect where I can be matched
- 36:54SPEAKER_01: with other people?
- 36:55SPEAKER_01: And then you have to start figuring out how legislation would work
- 36:59SPEAKER_01: for different scenarios and how it would account for the vast variability both
- 37:03SPEAKER_01: in game genre and in player expectations of those.
- 37:07SPEAKER_01: And in some instances,
- 37:08SPEAKER_01: I'm not sure that there is one solution that would work even if there were
- 37:11SPEAKER_01: a legislative appetite to do so.
- 37:14SPEAKER_01: It's really complicated.
- 37:16SPEAKER_00: Well, this is what I'm getting from it.
- 37:18SPEAKER_00: And there's also different types of companies.
- 37:22SPEAKER_00: Destiny is a game that's not being updated anymore and you can foresee a future
- 37:25SPEAKER_00: where they go, it's costing us money, we're going to close it down.
- 37:29SPEAKER_00: And it might be a situation there where fans can Spin up some servers and run
- 37:35SPEAKER_00: the game themselves, look after the game themselves.
- 37:37SPEAKER_00: And because it's Sony,
- 37:38SPEAKER_00: it's Bungie,
- 37:39SPEAKER_00: because they're a big company,
- 37:39SPEAKER_00: they've got money,
- 37:40SPEAKER_00: they can go, well,
- 37:41SPEAKER_00: we can afford to have a very low level oversight on this to make sure,
- 37:46SPEAKER_00: you know, it's all above board and everything's fine and kosher.
- 37:49SPEAKER_00: A smaller company who's maybe spun up,
- 37:52SPEAKER_00: there was somebody,
- 37:53SPEAKER_00: my sales guy, George,
- 37:55SPEAKER_00: his daughter,
- 37:56SPEAKER_00: loved an online so-called game community thing and they've just closed it down
- 38:01SPEAKER_00: and she was apparently devastated and somebody's found an old version of it
- 38:05SPEAKER_00: and they've spun it all up.
- 38:06SPEAKER_00: But that sounds like a small company where fans have basically just taken the code.
- 38:10SPEAKER_00: And done their thing with it.
- 38:12SPEAKER_00: And it's a very different world.
- 38:14SPEAKER_00: It doesn't sound to me like this is something that legislation can fix
- 38:17SPEAKER_00: or legal requirements can fix.
- 38:18SPEAKER_00: I think it's just something the industry almost needs to say, stop killing games.
- 38:24SPEAKER_00: Noted.
- 38:25SPEAKER_00: We've heard this and we'll do our best.
- 38:27SPEAKER_00: But I guess there's trust there, right?
- 38:29SPEAKER_00: And there's always a lack of it.
- 38:31SPEAKER_00: Do we trust you?
- 38:32SPEAKER_00: And maybe part of it is just Making consumers aware
- 38:36SPEAKER_00: that this online game they've played may eventually not exist anymore.
- 38:39SPEAKER_00: Maybe it's an awareness thing and an education thing.
- 38:42SPEAKER_01: I think there is something to be said for the awareness bit as well.
- 38:46SPEAKER_01: And if nothing else,
- 38:48SPEAKER_01: I think the campaign has highlighted both for games specifically,
- 38:52SPEAKER_01: but also I think,
- 38:53SPEAKER_01: like I mentioned earlier,
- 38:54SPEAKER_01: media more broadly, that when it comes to Digital media of certain types.
- 39:00SPEAKER_01: It's not about whether you are purchasing the media,
- 39:04SPEAKER_01: it's you are purchasing access to it, for example, and how that functions.
- 39:10SPEAKER_01: And you'll see that some platforms are putting on there quite clearly
- 39:15SPEAKER_01: that you're purchasing a license.
- 39:17SPEAKER_01: And I think it is becoming more and more well known and well understood,
- 39:22SPEAKER_01: particularly as a result of this.
- 39:25SPEAKER_01: I do wonder,
- 39:26SPEAKER_01: this is me as a millennial sitting here saying, well,
- 39:30SPEAKER_01: that Gen Z,
- 39:32SPEAKER_01: but genuinely,
- 39:34SPEAKER_01: I do wonder if Gen Z are going to have less of a problem with this
- 39:38SPEAKER_01: because this is just how a lot of things work now.
- 39:43SPEAKER_01: I agree.
- 39:44SPEAKER_00: I have this thing where when I was young,
- 39:48SPEAKER_00: and I guess when you were young as well,
- 39:50SPEAKER_00: younger,
- 39:51SPEAKER_00: not saying we're old,
- 39:53SPEAKER_00: there wasn't a lot of stuff,
- 39:54SPEAKER_00: you know,
- 39:55SPEAKER_00: things like I didn't have access to every single TV show in the world immediately.
- 39:58SPEAKER_00: And that's what I'm going to do.
- 40:19SPEAKER_00: A collection of DVDs is almost non-existent.
- 40:21SPEAKER_00: Every now and again,
- 40:21SPEAKER_00: I might have the urge to watch an old classic that I can't get access to,
- 40:24SPEAKER_00: isn't on one of the services.
- 40:26SPEAKER_00: But those aren't very regular moments for me.
- 40:30SPEAKER_00: And I think if you're in a generation where you've got so much Entertainment just
- 40:34SPEAKER_00: at your fingertips.
- 40:35SPEAKER_00: Oh, I can't.
- 40:36SPEAKER_00: Oh, that film isn't available anymore.
- 40:39SPEAKER_00: There's about a billion others you can watch instead.
- 40:41SPEAKER_00: That, I think, changes the motivation.
- 40:45SPEAKER_00: I think it just limits stuff.
- 40:46SPEAKER_00: You've got access to so much great stuff as well that suddenly the fact
- 40:51SPEAKER_00: that something from years and years ago isn't available anymore isn't so much of
- 40:55SPEAKER_00: an issue.
- 40:55SPEAKER_00: I also think preservation today isn't...
- 40:59SPEAKER_00: I'm a Doctor Who fan.
- 41:01SPEAKER_00: And in the 60s and 70s,
- 41:02SPEAKER_00: 60s in particular, like hundreds of Doctor Who episodes were set on fire, right?
- 41:06SPEAKER_00: Put in a furnace that don't exist anymore.
- 41:08SPEAKER_00: And there's treasure hunters that go around the world to like TV stations in Africa
- 41:12SPEAKER_00: to see if they've got old reels of this old destroyed episode of Doctor Who.
- 41:16SPEAKER_00: When they find one, it becomes headline news, right?
- 41:19SPEAKER_00: It's like we found the episode of the Dalek episode.
- 41:21SPEAKER_00: That was last year, I think.
- 41:24SPEAKER_00: That happens.
- 41:25SPEAKER_00: And in games today, they are preserved on laptops.
- 41:27SPEAKER_00: They are preserved in private collections.
- 41:29SPEAKER_00: They do exist still.
- 41:30SPEAKER_00: They can come back out.
- 41:31SPEAKER_00: It's obviously clear an issue for a certain group of people,
- 41:34SPEAKER_00: but I do think it's quite a small vocal group of people.
- 41:36SPEAKER_00: And I think, I'll be clear, I like buying physical goods.
- 41:39SPEAKER_00: I like having my collections, but I haven't bought a CD in years.
- 41:43SPEAKER_01: That's fine.
- 41:44SPEAKER_01: I own fewer than a dozen CDs and they're all in the glove box in my car
- 41:48SPEAKER_01: because that's the only CD player I own.
- 41:52SPEAKER_01: And I haven't had a disk drive in my computer for about 13 years.
- 41:57SPEAKER_01: So the, uh, yeah,
- 41:59SPEAKER_01: physical media definitely is, has a different place in my life than it used to.
- 42:04SPEAKER_01: Yeah.
- 42:05SPEAKER_00: If I want to listen to something I can listen to at any time for the thing.
- 42:08SPEAKER_00: And even if I can't listen to it, I can listen to every other song in the world.
- 42:12SPEAKER_00: And it's, um,
- 42:13SPEAKER_00: and so it's,
- 42:14SPEAKER_00: uh, it, you know, I still wanna, I am of a generation that likes physical.
- 42:18SPEAKER_00: I still buy all my Nintendo games in box form, even though it's cheaper to buy them digitally.
- 42:22SPEAKER_01: No, but I do as well.
- 42:23SPEAKER_01: I don't know why that's the one that I do.
- 42:27SPEAKER_01: Everything else is digital.
- 42:31SPEAKER_00: Yeah, I don't know why.
- 42:32SPEAKER_00: I know, actually,
- 42:33SPEAKER_00: and I have a practical reason today is my six,
- 42:35SPEAKER_00: nearly seven-year-old plays on the Switch 2 and I play a game and I like being able
- 42:40SPEAKER_00: to just unplug it,
- 42:41SPEAKER_00: plug it into his and he can play it without having to work out,
- 42:44SPEAKER_00: hang on, is the account connected?
- 42:46SPEAKER_00: Can I share my digital code license?
- 42:48SPEAKER_00: And that's quite messy.
- 42:50SPEAKER_00: But anyway, have I missed anything?
- 42:52SPEAKER_00: Is there any other complications?
- 42:54SPEAKER_01: I don't know if it's something that's missed per se,
- 42:57SPEAKER_01: but something that I'm quite keen to have stated reasonably clearly,
- 43:04SPEAKER_01: which is that a lot of this is complicated,
- 43:07SPEAKER_01: particularly when you are trying to apply a solution across
- 43:11SPEAKER_01: a really diverse industry and diverse in terms of the types of game there are,
- 43:16SPEAKER_01: not just genres,
- 43:17SPEAKER_01: but whether they're,
- 43:18SPEAKER_01: you know,
- 43:19SPEAKER_01: multiplayer or single player or required lobbies or,
- 43:21SPEAKER_01: you know,
- 43:23SPEAKER_01: Server architecture and the technology that lies behind that,
- 43:26SPEAKER_01: but also the sorts of companies that you have from like one or two people studios
- 43:30SPEAKER_01: through to multi-billion dollar companies with thousands and thousands of staff.
- 43:37SPEAKER_01: Trying to get to a point where you have a solution that works across that
- 43:44SPEAKER_01: and including across the diversity of what people will think of as what it means
- 43:48SPEAKER_01: to play a game and to be able to access it,
- 43:50SPEAKER_01: I think that's That's a really tall order,
- 43:54SPEAKER_01: and it's not necessarily something where you can suggest a neat solution,
- 44:01SPEAKER_01: particularly if you have to take into account a patchwork of overlapping
- 44:07SPEAKER_01: and also dependent bits of regulation across different jurisdictions.
- 44:12SPEAKER_01: And I think there is sometimes a cynicism that when particularly a big company says,
- 44:20SPEAKER_01: That something can't be done, right?
- 44:22SPEAKER_01: There's a level of cynicism in people to think,
- 44:25SPEAKER_01: well, you would say that because it's commercially convenient for you to say that.
- 44:30SPEAKER_01: And there are times when something that may be commercially convenient may also be true.
- 44:36SPEAKER_01: And that's really important to recognize and that it is also sometimes true for
- 44:41SPEAKER_01: the little studios as well as true for the big studios and that we need to make sure
- 44:45SPEAKER_01: that their voices don't get lost in the mix as well and that you're not going
- 44:50SPEAKER_01: to end up putting out suggestions that would perhaps work to get what you want for
- 44:58SPEAKER_01: a big game and then stifle innovation because a small studio thinks
- 45:02SPEAKER_01: that they can't Engage with that process to a sufficient degree to be able to know
- 45:08SPEAKER_01: that their game does what it needs to do if it comes to the end of its life.
- 45:12SPEAKER_01: You want to make sure that you've got an ecosystem that is going to work
- 45:15SPEAKER_01: and support new talent and new sorts of games and new things that work rather
- 45:21SPEAKER_01: than stifle them.
- 45:24SPEAKER_00: Celia, thank you so much for your insight.
- 45:26SPEAKER_00: I'll let you get back to your important policy work.
- 45:29SPEAKER_00: I won't bore you about Nintendo advent calendar games anymore.
- 45:32SPEAKER_00: I'm very glad you did.
- 45:33SPEAKER_01: It was lovely.
- 45:35SPEAKER_00: Thank you so much for your time.
- 45:36SPEAKER_00: Thank you.
- 45:37SPEAKER_00: Thank you to Celia there for joining us.
- 45:39SPEAKER_00: It is a really tough conversation ultimately.
- 45:42SPEAKER_00: No developer wants to kill their games and we don't want unhappy fans
- 45:46SPEAKER_00: so hopefully we can find a way forward that can satisfy as many people as possible.
- 45:50SPEAKER_00: All that's left me to do is to wrap up the news from
- 45:52SPEAKER_00: the last week except we weren't here last week so we're going to wrap up the news
- 45:54SPEAKER_00: for the last two weeks.
- 45:55SPEAKER_00: It's a lot of news so bear with us.
- 45:57SPEAKER_00: Let's start with news that's a bit more recent.
- 46:00SPEAKER_00: I'm going to start with Remedy's financials.
- 46:02SPEAKER_00: Remedy, we feature them a lot on the show, so I thought it'd be good to start with them.
- 46:06SPEAKER_00: Their Q2 revenue hit 10.2 million euros,
- 46:08SPEAKER_00: which is down 40% year on year, had an operating loss of 3.9 million euros.
- 46:12SPEAKER_00: For the half year, sales were down 23% and losses hit 2.9 million euros.
- 46:17SPEAKER_00: Part of the decline is due to the gain FBC firebreak.
- 46:20SPEAKER_00: That came out in the same quarter last year.
- 46:23SPEAKER_00: And even though it didn't do as well as people hoped or Remedy hoped,
- 46:26SPEAKER_00: it nevertheless was in that quarter.
- 46:29SPEAKER_00: The firm is building up to some big launches,
- 46:31SPEAKER_00: well one particular big launch, Control Resonant is out in September.
- 46:35SPEAKER_00: It launches in a very competitive market,
- 46:36SPEAKER_00: you might be a bit nervous about that,
- 46:38SPEAKER_00: but it has attracted a large number of Steam wishlists,
- 46:41SPEAKER_00: 1.5 million, and the game looks great.
- 46:42SPEAKER_00: If it wasn't going up against Wolverine,
- 46:44SPEAKER_00: I'd feel a lot more confident about it, but hopefully it will do well.
- 46:47SPEAKER_00: It certainly looks great.
- 46:49SPEAKER_00: And again, that has started to do pretty well with Alan Wake 2.
- 46:52SPEAKER_00: The game has now sold 3 million copies worldwide.
- 46:53SPEAKER_00: It's not a huge number.
- 46:54SPEAKER_00: I think it should be doing better than that, but it is profitable.
- 46:57SPEAKER_00: It's a profitable game and hopefully we'll see more from Alan in the future.
- 47:02SPEAKER_00: Sticking with financial, Square Enix has had a strong Q1.
- 47:05SPEAKER_00: Profit rose 175.5% to $83 million.
- 47:09SPEAKER_00: A number of titles helped it achieve that.
- 47:11SPEAKER_00: The big one though was Final Fantasy VII Rebirth,
- 47:13SPEAKER_00: which arrived on Nintendo Switch 2 and on Xbox formats in June.
- 47:17SPEAKER_00: The game initially launched on PS5 in February 2024 and PC in January 2025.
- 47:21SPEAKER_00: Square Enix also saw an uptick in users for its MMO,
- 47:25SPEAKER_00: Final Fantasy XIV, so some decent numbers there.
- 47:27SPEAKER_00: Sticking with Japanese companies,
- 47:29SPEAKER_00: Bandai Namco, its digital segment, which includes games, did have a bit of a drop.
- 47:33SPEAKER_00: 15.6% decline to $573 million.
- 47:36SPEAKER_00: Profit fell 30.19% to $94.5 million.
- 47:40SPEAKER_00: This was due to there being no major PC or console release in the quarter.
- 47:44SPEAKER_00: This time last year it had Elden Ring Night Reign in that quarter,
- 47:47SPEAKER_00: which did quite well for them.
- 47:48SPEAKER_00: It has some promising titles coming up.
- 47:50SPEAKER_00: Ace Combat 8, which is out in October, has had some real good buzz around it.
- 47:54SPEAKER_00: It's got some decent numbers.
- 47:55SPEAKER_00: They've got a new Dragon Ball game coming out as well.
- 47:57SPEAKER_00: It's also handling the publishing of a promising RPG called Blood of the Dawnwalker.
- 48:00SPEAKER_00: That's also out in September.
- 48:02SPEAKER_00: So some big titles coming out from Bandai Namco.
- 48:05SPEAKER_00: Sega, they didn't have a big game in Q1 either,
- 48:07SPEAKER_00: but actually it did a little better than expected.
- 48:09SPEAKER_00: Sales increased slightly to $432 million.
- 48:13SPEAKER_00: Sega's bigger titles are due later in the year.
- 48:15SPEAKER_00: They've got Stranger Than Heaven and Persona 4 Revival coming out in sort of the early 2027.
- 48:20SPEAKER_00: Other upcoming titles include Alien Isolation 2,
- 48:23SPEAKER_00: Crazy Taxi World Tour, Total War, Warhammer 40,000 and Virtual Fighter.
- 48:27SPEAKER_00: All of them will be in the next financial year or beyond,
- 48:29SPEAKER_00: but there are quite a lot of games coming to Sega.
- 48:31SPEAKER_00: And as an old school Sega fan, I'm looking forward to playing those.
- 48:35SPEAKER_00: Moving away from financials,
- 48:36SPEAKER_00: at least for a little while,
- 48:37SPEAKER_00: Ampere Analysis shared some interesting data on LinkedIn that I really want
- 48:41SPEAKER_00: to draw your attention to.
- 48:41SPEAKER_00: It's about Resident Evil Requiem.
- 48:43SPEAKER_00: The game's physical share of sales up to the end of June differs from a little
- 48:47SPEAKER_00: over 10% to more than 50% in some territories.
- 48:49SPEAKER_00: What that means is in the US, 22% of Resident Evil Requiem's sales were physical.
- 48:54SPEAKER_00: In France, it was 55%.
- 48:57SPEAKER_00: In Japan, 51%, 43% in Australia, 40% in the UK.
- 49:00SPEAKER_00: That's a good number of games, you know, copies of a big AAA game sold physically.
- 49:04SPEAKER_00: Just goes to show that some markets will react differently
- 49:06SPEAKER_00: when PlayStation stops making disc games available in January 2028.
- 49:09SPEAKER_00: There's an education process to be done for sure.
- 49:12SPEAKER_00: Oh, this is a good story.
- 49:13SPEAKER_00: This is just broken.
- 49:14SPEAKER_00: NC, which you might not have heard of NC,
- 49:17SPEAKER_00: if I tell you what they used to be called, NC Soft, you might remember them.
- 49:21SPEAKER_00: They're taking over the global publishing of Throne and Liberty.
- 49:23SPEAKER_00: They were making Throne and Liberty.
- 49:25SPEAKER_00: That's their game.
- 49:26SPEAKER_00: It's an MMO that it was making alongside its studio, FastSpark Games.
- 49:30SPEAKER_00: But it was being published by Amazon Games globally.
- 49:32SPEAKER_00: Amazon is shifting away from MMOs now,
- 49:34SPEAKER_00: and it's towards more mainstream games, better suited to its Lunar platform.
- 49:38SPEAKER_00: So NC has now taken over the publishing of the MMO.
- 49:42SPEAKER_00: Hope it does well.
- 49:44SPEAKER_00: Oh, we've got some indie games that have done pretty well.
- 49:46SPEAKER_00: Mecha Chameleon, the game that's dominated the summer.
- 49:49SPEAKER_00: 20 million copies sold now.
- 49:51SPEAKER_00: It is the biggest selling game of the year, even at $6, which is how much the game costs.
- 49:55SPEAKER_00: It was the second biggest revenue generator in June in the US.
- 49:59SPEAKER_00: Real hit.
- 50:00SPEAKER_00: Excellent hit.
- 50:00SPEAKER_00: Speaking of sort of games in this friend sloppy genres that are doing quite well,
- 50:04SPEAKER_00: co-op adventure game Big Walker sold 1 million copies worldwide.
- 50:07SPEAKER_00: That's the game from House House, that's the Australian studio famous for Untitled Goose Game.
- 50:11SPEAKER_00: So that's two nice indie hits there.
- 50:14SPEAKER_00: A bit of a negative story this one.
- 50:16SPEAKER_00: What is a negative story?
- 50:17SPEAKER_00: Supermassive Games,
- 50:18SPEAKER_00: the UK developer behind horror story titles such as Until Dawn,
- 50:21SPEAKER_00: which is brilliant,
- 50:22SPEAKER_00: and the Dark Picture anthology,
- 50:23SPEAKER_00: which I haven't played,
- 50:24SPEAKER_00: but I've heard is also pretty good, is laying off a further 75 employees.
- 50:28SPEAKER_00: It is his third round of job the studio I don't know what's going on within
- 50:31SPEAKER_00: the studio and sony it made a bunch of games to sony it hasn't done for a while
- 50:35SPEAKER_00: and it isn't working on until dawn 2 that's being made
- 50:37SPEAKER_00: by fellow uk developers fire sprite the best of luck to the folks of supermassive
- 50:41SPEAKER_00: because the games are good and the horror genre is you know hot right now In
- 50:46SPEAKER_00: a more positive story,
- 50:47SPEAKER_00: UK charity GainsAid has raised £82,000 that were distributed amongst four charities,
- 50:51SPEAKER_00: AFK,
- 50:52SPEAKER_00: Autistica,
- 50:52SPEAKER_00: Reyes of Sunshine Children's Charity and Solving Kids' Cancer,
- 50:56SPEAKER_00: each receiving £20,500 each.
- 50:59SPEAKER_00: I used to be a trustee of that charity.
- 51:01SPEAKER_00: It's nice to see them still going and doing quite well.
- 51:03SPEAKER_00: Long time ago that.
- 51:04SPEAKER_00: And now let's move into the stories that we cover these in the micro so
- 51:07SPEAKER_00: if you listen to the micro that it's only available
- 51:09SPEAKER_00: to paid subscribers you will have heard of all these but I'll wrap off
- 51:12SPEAKER_00: with them quickly.
- 51:13SPEAKER_00: Electronic Arts appointed Cam Webber as Chief Studios Officer and Dave Tinson as COO
- 51:17SPEAKER_00: after the completion of its 55 billion dollar leveraged buyout.
- 51:20SPEAKER_00: The company's majority owner is the Saudi Arabia Public Investment Fund
- 51:24SPEAKER_00: with Silver Lake and Affinity Partners also among the investors.
- 51:28SPEAKER_00: Take-Two did its financials and it beat its guidance for Q1.
- 51:32SPEAKER_00: This was due to strong revenue from NBA 2K26 and Grand Theft Auto Online, the Classic II.
- 51:36SPEAKER_00: It says it will hit between $8 billion and $8.2 billion in net bookings for
- 51:40SPEAKER_00: the full year and that's all because of the launch of a certain Grand Theft Auto.
- 51:43SPEAKER_00: Six.
- 51:44SPEAKER_00: I had a chat with Strauss Elnick,
- 51:45SPEAKER_00: it's on The Game Business website right now,
- 51:48SPEAKER_00: after the financial results, and we talked a little bit about consoles.
- 51:50SPEAKER_00: I think this was the most interesting one,
- 51:52SPEAKER_00: because obviously the console market's going for a tough time,
- 51:55SPEAKER_00: rising prices and all sorts of things might impact the install base,
- 51:58SPEAKER_00: and he said,
- 51:59SPEAKER_00: the install base of this generation at Christmas time will be roughly the same as
- 52:02SPEAKER_00: the install base was when we launched GTA V.
- 52:04SPEAKER_00: We're not concerned about selling to a smaller audience.
- 52:07SPEAKER_00: That bit's good.
- 52:08SPEAKER_00: But the intersection of the growth of PC as a format within console and PC releases
- 52:12SPEAKER_00: from 1% to 50% over the last 20 years,
- 52:14SPEAKER_00: combined with our optimism about streaming service over the next three years,
- 52:18SPEAKER_00: we do think the audience for console and PC games could be 10 times or more the size
- 52:22SPEAKER_00: of the business today.
- 52:23SPEAKER_00: And that does not mean we think our revenues will grow by 10 times,
- 52:26SPEAKER_00: but we do think the install base will grow materially.
- 52:28SPEAKER_00: Really ambitious around streaming,
- 52:29SPEAKER_00: we mentioned it earlier,
- 52:30SPEAKER_00: I'm sceptical, but if people are willing to give it a go, I think it's worthwhile.
- 52:37SPEAKER_00: The platform holders to their financials,
- 52:39SPEAKER_00: Nintendo saw its operating profit jumped nearly 151% thanks
- 52:42SPEAKER_00: to higher software revenue and a $300 million US tariff refund.
- 52:46SPEAKER_00: However,
- 52:46SPEAKER_00: Q1 sales were down 9.5%,
- 52:48SPEAKER_00: mainly due to unfavorable comparisons with the Nintendo Switch 2 launch
- 52:51SPEAKER_00: in June 2025.
- 52:53SPEAKER_00: Another key number that I spotted in
- 52:54SPEAKER_00: the Nintendo financials was its digital sales rose 90% to $840 million.
- 52:59SPEAKER_00: This is mostly due to higher download sales for games that are also sold in boxes.
- 53:03SPEAKER_00: Big digital transition happening there on Nintendo.
- 53:05SPEAKER_00: Remember Nintendo now charge more for the physical versions of their games
- 53:08SPEAKER_00: than they do for the digital versions.
- 53:10SPEAKER_00: PlayStation sales were basically flat for the quarter to $5.8 billion.
- 53:16SPEAKER_00: Operating income rose 37%.
- 53:17SPEAKER_00: Again, they were boosted by a US tariff refund.
- 53:20SPEAKER_00: However,
- 53:20SPEAKER_00: the cost of next generation platforms and restructuring has hit
- 53:22SPEAKER_00: the company's overall earnings.
- 53:24SPEAKER_00: The firm says it is cautiously moving forward with its controversial plan to base out discs.
- 53:30SPEAKER_00: Xbox revenue, we knew they had a bit of a tough time.
- 53:32SPEAKER_00: Asha Sharma has been talking about it a lot.
- 53:34SPEAKER_00: That's the CEO of Xbox.
- 53:36SPEAKER_00: Their revenue was down 7% for the full financial year,
- 53:38SPEAKER_00: 10% down during its financial fourth quarter ending June 30.
- 53:42SPEAKER_00: Game Pass growth helped offset declines elsewhere, including a 29% drop in hardware revenue.
- 53:46SPEAKER_00: What's not going to help that 29% drop in hardware revenue were the new prices for
- 53:50SPEAKER_00: the Xbox Series S and X in Europe and the UK.
- 53:53SPEAKER_00: We knew that the prices were going up.
- 53:54SPEAKER_00: They said that already.
- 53:55SPEAKER_00: They gave us the US prices.
- 53:56SPEAKER_00: They didn't give us the prices for the US in Europe.
- 53:58SPEAKER_00: They have now and it is high.
- 54:00SPEAKER_00: The Xbox Series S will increase by £130 and €150,
- 54:02SPEAKER_00: while Xbox Series X will increase by £170 and €200.
- 54:09SPEAKER_00: That's quite the price hike, I have to say.
- 54:12SPEAKER_00: There was a time when you could buy a console for that amount of money.
- 54:16SPEAKER_00: Another, loads of financials, financial seasons.
- 54:18SPEAKER_00: Atari's core business returned to profit in its latest financial results
- 54:21SPEAKER_00: and it hit its highest revenue number for more than a decade.
- 54:23SPEAKER_00: However,
- 54:24SPEAKER_00: losses within its newly acquired funderful business meant that the group posted
- 54:27SPEAKER_00: a $5.5 million loss overall.
- 54:30SPEAKER_00: Roblox shares dropped by 30% after its Q2 results,
- 54:33SPEAKER_00: which showed monetization was 2% below its guidance.
- 54:36SPEAKER_00: Investors hated it,
- 54:37SPEAKER_00: but the company said this was because it had switched how it recommends games,
- 54:40SPEAKER_00: focusing on longer-term retention over short-term monetization.
- 54:43SPEAKER_00: It is also changing what games it showcases younger players following
- 54:46SPEAKER_00: an introduction of age checks.
- 54:48SPEAKER_00: It's a good move, but investors don't like it.
- 54:51SPEAKER_00: A company that doesn't want to be in the financial conversation anymore is Devolver Digital.
- 54:54SPEAKER_00: He wants to go private.
- 54:55SPEAKER_00: The firm intends to delist on the UK's AIM market,
- 54:58SPEAKER_00: with shareholders set to vote on the matter on September 8th.
- 55:00SPEAKER_00: Devolver went public in November 2021 with a valuation of nearly £695 million.
- 55:05SPEAKER_00: Today, its market cap is £34.6 million.
- 55:08SPEAKER_00: Devolver cited the challenging video game market since 2021
- 55:11SPEAKER_00: and insists its share price does not reflect the true value of the business.
- 55:16SPEAKER_00: Sticking with a UK related story,
- 55:18SPEAKER_00: Secret Mode has opened an internal development studio in Sheffield, UK.
- 55:23SPEAKER_00: The studio will support the publisher's games by creating add-on content as well
- 55:25SPEAKER_00: as porting titles to other platforms.
- 55:27SPEAKER_00: The new team is expected to grow to 20 people.
- 55:30SPEAKER_00: Secret Mode was owned by Sumo.
- 55:31SPEAKER_00: It bought itself out with the help of Emona Capital and it's publishing
- 55:35SPEAKER_00: the upcoming Star Wars Galactic Racer game.
- 55:37SPEAKER_00: It's really cool.
- 55:37SPEAKER_00: I'm going to get them on the show soon.
- 55:38SPEAKER_00: It's a really cool story that one.
- 55:41SPEAKER_00: This isn't a cool story.
- 55:42SPEAKER_00: The studio behind the Netflix FIFA World Cup game Refactor Games has laid off 85% of its staff.
- 55:47SPEAKER_00: The US developer previously made Football Simulator in 2022.
- 55:51SPEAKER_00: Sticking with Unity,
- 55:52SPEAKER_00: Triple Dot Studios has bought mobile publishers Supersonic for $40 million
- 55:56SPEAKER_00: from Unity.
- 55:57SPEAKER_00: Unity announced plans to divest Supersonic earlier this year.
- 56:01SPEAKER_00: Razer has acquired the assets to cloud-based streaming platform Stream Elements,
- 56:04SPEAKER_00: which includes its technology brands and operations.
- 56:07SPEAKER_00: Co-development studio Vertpaint has appointed former Sumo Group co-founder
- 56:10SPEAKER_00: and CEO Carl Cavers OBE as non-executive director and shareholder.
- 56:14SPEAKER_00: Cavers left Sumo in 2025.
- 56:17SPEAKER_00: And Frontier Developments has appointed Dan Lazaridis as Chief Marketing Officer.
- 56:20SPEAKER_00: Dan previously worked as Senior VP of Marketing at Sega Europe and Head of Brand at Bethesda.
- 56:26SPEAKER_00: Over 10 minutes on the news.
- 56:27SPEAKER_00: Dan, thank you for listening.
- 56:29SPEAKER_00: I hope you enjoyed today's show.
- 56:31SPEAKER_00: I'll see you next time.
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- 56:50SPEAKER_00: They always will be.
- 56:51SPEAKER_00: And those will come out on a Tuesday and a Thursday.
- 56:54SPEAKER_00: And we appreciate subscribers to that too.
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- 56:59SPEAKER_00: thegamebusiness.com.
- 57:01SPEAKER_00: It's everything you need to know.
- 57:02SPEAKER_00: That's it for me today.
- 57:04SPEAKER_00: Thank you all for tuning in.
- 57:05SPEAKER_00: Until next time, have a good week.