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Phillip Black

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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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Palworld Achieves Highest Player Count of Any Paid Steam Game Since 2018

After four days, Palworld, an early-access survivor game described as "Pokemon with guns," grossed ~$108M over three days en route to the 2nd highest concurrent player count for a paid title on Steam. It's an outstanding success for Pocket Pair, a 50-person Japanese team with $7m raised. But like early access hits Valhiem, Battlebit, and Temtem before it, an inability to quickly deploy capital hampers compounding return. Instead of these titles having their best days to look forward to, they're in the rear-view mirror, the equivalent of peaking in high school, but this time, you get millions in cash for the ordeal. Teams should follow the Kikta Studio model: prove a trajectory and let someone else build the bow. When founders sell games, they retain control of their destiny and find themselves newly rich with modelable capital, allowing games to […]

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Blizzard is Dead, and Its Murders Are Still Loose

Phil Spencer, Microsoft Gaming CEO, named Johanna Faries the new president of Blizzard, closing a pivotal moment in the ATVI-Microsoft merger. Faries faces the challenge of revitalizing Blizzard amidst declining revenue and engagement across its franchises. The situation is dire enough that Faries inherits a needed rebirth of Blizzard. The Blizzard of old is dead, and several causal agents are responsible.The Ship of Theseus is a thought experiment about when a ship remains the same after trading its planks one by one with another ship. The same experiment applies to Blizzard, who has replaced a good deal of its workforce after they left for new start-ups. Over the last decade, venture capital siphoned copious amounts of Blizzard employees into new start-ups, aided by California's law banning non-competes. The VC-backed combination of Dreamhaven (fmr. Blizzard founder), Second Dinner (fmr. Hearthstone team), Magic Soup […]

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Game Subscription Truthers Remain the Industries Flat Earthers

The Wall Street Journal reports Netflix is considering IAP and ads to monetize the $1B a year it's spending on gaming. So far, they've bought old F2P mobile titles and removed IAP to the tune of fewer than 1% of subscribers their playing games daily. Like Apple Arcade, Netflix gaming is quickly becoming the hospice of F2P; a pivot to IAP and ads is a come-to-Jesus moment that Microsoft, Apple, and Roblox could learn from. Despite a morgue brimming with OnLive, EA Play, UPlay+, Gamefly, Stadia, and GameTap, along with the countless litany of failed individual game subscriptions, gaming executives are keen to ignore the economics of what makes gaming different from all other media. In 2021, Netflix's Chief Product Officer claimed: "We feel our subscription model yields some opportunities to focus on a set of game experiences that are […]

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Insomniac Leaks Paint a Bleak Console Landscape

Insomniac leaks reveal Playstation lost 3M MAU over the last three years. At a time when gaming is at its grandest heights, consoles have failed to seize the moment. Sony and Microsoft have forgotten their role as platforms, purchasing dead-end franchises instead of fostering third-party innovation. Meanwhile, Steam gained over 90M users, a ~35% increase over the same period, with Valve founder Gabe Newell downing New Zealand pies as third-party development rakes in billions as Valve barely lifts a finger.Sony's lavish string of single-player blockbuster titles like God of War, Spider-Man, and Zero Horizon Dawn certainly have positive ROI, but another ten years of $300M roulette spins (budgets also leaked) hardly feels digestible. It's a near miracle these titles performed critically well as they have, illustrating why Sony executives rush toward live-service investments. For its part, Microsoft squandered Gears of War and […]

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