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Phillip Black

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It’s Time for Games to Embrace Aggregation Theory

It's Time for Games to Embrace Aggregation Theory In tech writer Ben Thompson's infamous aggregation theory, economic power derives from supply ownership—train barons owned the track and leveraged that power up and down the supply chain. The internet flipped the relationship: with near zero switching and distribution costs, suppliers instead aggregated user demand to leverage suppliers. Consider Amazon: aggregating millions of customers gained power over suppliers, compelling them to compete on its platform and play by its rules. In a post-ATT and "black hole games" world, gaming unwittingly embraced this dictionary, and distribution has become all-powerful.Previously, games saw a lite version of aggregation theory, as platform owners like Sony and Microsoft owned the track (and thus users), allowing them to set the game's rules. But something funny happened: cross-play, progression, and commerce crumbled console platform power as Epic leveraged Fortnite's […]

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Three Ways to Improve Taylor Swift’s ARPPU

Three Ways to Improve Taylor Swift's ARPPU: A Game Economist Attends the Eras Tour At the Eras Tour in Stockholm, my thoughts naturally turned to Ms. Swift's untapped monetization potential. Despite her billionaire status, she's barely scratched the surface. By embracing "Taylor's Version" labeling, Era-specific merch, and friendship bracelet culture, Swift could double her "extras" ARPPU from $50 to $100.When the Eras Tour comes to town, media outlets scramble for clickbait headlines, and businesses concoct Swift-themed promotions faster than you can say "Shake It Off." Brands quickly turn the occasion into a LiveOps event and co-opt the festivities. Along these lines, a local cookie shop created branded heart-shaped, glitter-coated "Taylor" cookies, but Swift received no revenue. "Free promotion" is a skeptical defense of using someone's likeness for profit. Taylor has always maintained good-natured relationships with her fans, and pursuing legal […]

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Squad Busters One Month Later: Down, But Not Out

While there's no shortage of design suggestions to improve Squad Busters, the more imperative story is the decision to launch and how it launched. It's a tale of understandable frustration combined with a brand that didn't deliver. I thought the IP could pull in historic (and ongoing) download volume, but I was severely and utterly wrong. My priors have firmly shifted to mobile-first IP as ephemeral and an even larger skepticism of brand marketing in mobile.There are many questions about skipping soft-launch, but the alternative is not a big bang. It's slow scale ala Match Factory. We still lack a solid theory of "why," however. Squad Busters One Month Later: Down, But Not Out It's been about one month since Squad Busters launched—enough time for front-loaded marketing spend to subside and the immediate reality to set. Squad Buster’s launch failed. […]

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Social Casino Continues to Innovate on Liveops

Social casino continues to innovate on liveops, as they have for decades, unbeknownst to many PMs and designers. "Ew, casino" reactions miss essential learnings and design innovation.Liveops matters so much to casinos because the core is so simple (although the slots math is not). There's a smaller design space, so formats are contoured and create unique mechanics.Two stood out from Liquid and Grit & Game Economist Consulting Monthly Round Table on Jackpot Party:Safety Net: when balances hit 0, claim a 10M coin grant. Every 30 minutes, the player is eligible for another claim. This creates a rebounding effect when spending velocity is high and applies to any energy-based system. It also encourages draining balances to 0 as frequently as possible. Star Power: grants players rewards and power if they grow their average transaction size (bet size). This creates an almost […]

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Fallout is the Final Nail in the Transmedia Coffin

The Fallout TV series has received widespread critical and audience acclaim, with 65M viewers and Amazon Prime's 2nd most-watched show of all time.  The show appears to have cracked the secret transmedia success formula: top-tier IP, backed by a nine-figure budget, distribution through a 200M MAU network, and widespread critical acclaim.  Consistent with the transmedia thesis, engagement with Fallout games has skyrocketed, with all games experiencing significant uplifts. However, price cuts have ended, and according to VG Insights, revenue is down 50%+ from two-week highs in titles like Fallout 76. While the uplift has yet to return to equilibrium, a generous guess might land $40M in incremental revenue across the franchise before returning to a steady state. The final revenue impact may tally north of $50M. And yet, hailed as a transmedia success, Fallout instead shows the exact opposite: if this is the […]

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7 Highlights from the interview with AFK Journey Dev Lilith:

When a new game enters public testing, many people use the first day's performance to judge its quality. After all, most mobile games peak at launch. However, this curse doesn't seem to apply to "AFK: Journey" (hereinafter referred to as "Journey")—more than 20 days after its international test launch, the game continues to surpass its records, even rising from around Top 30 to Top 7 on the US iOS best-seller list. Considering "Journey's" multi-platform gaming options, its actual revenue may be higher than what the charts suggest. 1. AFK Journey hasn't peaked yet; too early to judge. + Rising after launch.Team doesn't know how the game will perform; nervous.2. IAP improved KPIs."A good numerical game must enhance the game experience after players pay. Here's a small comparison: in September 2022, we tested without payments, and the data wasn't great; when […]

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The Call of Duty Puzzle No One Has Solved

Call of Duty Mobile (CODM) provided a watershed moment for mobile, proving Western gamers are ready for virtual dual analog stick controls and heralding a wave of Eastern titles to the West. Or did it? Four years after CODM's launch, the graveyard of aspiring mobile shooters' is extraordinary: Undawn, Lost Light, Blood Strike, Valorent (canceled), and Battlefield (canceled). These are high-profile games, too: Undawn reportedly had a 300-person team on a $130M budget to only amass $300k in revenue last month. Conversely, a few titles have succeeded, albeit primarily outside of the West: PUBG ($1.1B), Crossfire (~$500M), Arena Breakout ($50M), and Knives Out (~$109M). However, in the U.S., CODM accounts for 97% of revenue. Surely, this sets up Warzone Mobile for success? CODM embraced an auto-fire mechanic to navigate the inherent awkwardness of mobile FPS controls. Dual analog sticks require […]

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Four Takeaways from GDC 2024

1. It's Distribution or Bust, and No One CaresIDFA is gone; how is your game designed to maximize distribution? Game designers, not marketing managers, need to start building for *sustained* user acquisition. Adding an influencer as a cosmetic is a nice stunt, but it's not fundamental to the game loop. I was surprised at the absence of these questions relative to the AI focus. If the Chinese refuse to divest TikTok, this question will become more pressing over the next year2. Web3 Evolved from Shipping No Product to Previewing Bad ProductShrapnel, the web3 FPS developed by devs with actual game industry experience, was playable. It was…bad. The official launch is targeted for 2025, so there's time to fix the issues, but this is another hopeful breakthrough that's become doubtful. It's still progress for web3, which usually lacks products of any […]

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Five Things From Think Games Istanbul Event

1. Cultural Norms Matter There's far less "sharing" in Turkey than in Finland or Sweden. Anyone with a Finnish ID number seems to have access to Supercell's dashboards! Turkey has largely avoided non-competes, and it must stay that way. King single-handedly has hamstrung Swedish mobile game development with its notorious three-month non-competes, which, after a three-month notice period, amount to six months for an employee to start elsewhere. France is dealing with a similar issue, and it's to their detriment. Much of Silicon Valley's success is due to the ban on non-competes, something that's gone over the heads of subsidy-happy governments.2. Agglomeration Effects are RealEconomists are fond of the power of location to build industries through virtuous success cycles and knowledge spillovers between firms. Turkish development feels like 90% puzzle or hypercasual, and it's no wonder, given Peak, Gram, Dream, […]

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Inflation, Ads, and Webstores Change Everything We Know

Inflation, ads, and webstores reverse nearly every trend in gaming—and then reverse it again. These aren't rounding errors either—they're GDP-level phenomena (literally), and the inability to account for them is warping our perception of reality in the gaming industry.- Adjusting for inflation completely reverses the growth in mobile spending between 2020 and 2023, from +8% to -9%.- Adjusting for inflation slashes Newzoo's 2026 PC & Console forecast by 39%, from +15% to +9%.- Ads revenue is likely a double-digit percentage of gaming revenue, and all we have to estimate is King's quarterly earnings.- Adjusting for webstores completely reverses the revenue decline in some midcore genres, casting cold water on the "move to the middle" thesis.

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Gaming’s Best Days Are Behind It

Matthew Ball's excellent piece, The Tremendous Yet Troubled State of Gaming in 2024, unpacks a paradox: gaming seems prosperous yet is marred by unprecedented industry layoffs. Ball's findings reveal a simple reality: playtime is down over 20% (3.5 hours per week) from its COVID peak. This decline, further seen in declining inflation-adjusted spending, cements gaming as an entertainment product with a capped growth potential. Without new strategies to reclaim timeshare, gaming's best days are behind it.Despite COVID hangovers, Ball remains optimistic about gaming's prospects, citing opportunities in streaming, in-game advertising, and transmedia. The mid-00s breakthrough of OnLive, Burnout Paradise, and Uwe Boll wasn't enough. But other growth suggestions include "'UGC platform developers' (i.e. Roblox developers) shifting to standalone titles." This resulted in Steam's top-charter, Lethal Company, the product of a former 21-year-old Roblox developer. UGC needs to play a central […]

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Web3’s Biggest Problem is Solved; Time to Unleash the Uh, Product?

Ah, web3: a past marked by rug pulls, North Korean heists, and prices more volatile than Gamestop shares. However, for all its misgivings, audiences still capitalize web3, with prices far from zero. Parallel, a new web3 CCG hit a half-billion market cap considering token and NFT prices, and yes, it's pre-launch. Despite flaws, Parallel looks cool, and games like Sipher are turning heads, while Sorare is already established. Chris Heatherly is brewing something with Mystery Society, giving 'Among Us live-service' a jolt. But for all its hopes, web3 has been blocked by distribution and confined to the browser. Epic Game Store, a trusted brand, now carries web3 games, even with an Adults Only rating. Finally, Web3 is playable on mobile, with the compromise of giving Apple 30% and tacking on an equivalent user-facing tax. All this festers into 2024 as […]

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