WEBVTT

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<v Speaker 1>Don't bit, it's the Internet. You're busy. Let's do this

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<v Speaker 1>for January twenty three, twenty twenty five. For the next

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<v Speaker 1>hour or so, let me help you sort through the

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<v Speaker 1>world of gaming on Game Mess Mornings Live with me

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<v Speaker 1>Jeff Grub. Today, EA underperformed and it's pinning the blame

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<v Speaker 1>on Dragon age and soccer, and Insomniac has a new

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<v Speaker 1>boss that also won't tell us anything about Wolverine. But first,

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<v Speaker 1>please join me and welcome in today's co host to

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<v Speaker 1>Game Mess Mornings. It's Matt Piscatella. Matt, how are you doing?

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<v Speaker 2>What? Hello? Jeff Grub, Hello, chat. This is a lot

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<v Speaker 2>of fun. I'm very excited.

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<v Speaker 1>Yeah, glad to have you here. Analysts from the from

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<v Speaker 1>Sircana group. Right, I'm still not used to it. Have

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<v Speaker 1>you gotten used to it?

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<v Speaker 3>No?

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<v Speaker 2>And everyone still says the MPDE group, which you know,

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<v Speaker 2>technically I'm supposed to get smacked if I say so,

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<v Speaker 2>I won't. But yeah, we merged with IRA a couple

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<v Speaker 2>of years ago and now we are Sirkana, the super

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<v Speaker 2>research company.

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<v Speaker 1>Yep, there it is all right. So yeah, whenever we

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<v Speaker 1>do those reports about a an analyst to send this

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<v Speaker 1>how many games sold the United States. Met does all

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<v Speaker 1>that work, has all the spreadsheets, gives us all those

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<v Speaker 1>little fun tadbits to talk about. Also, you know, occasual

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<v Speaker 1>insights into other things happening in the market as well.

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<v Speaker 1>Always appreciate it when we can talk about any of

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<v Speaker 1>the stuff you offer us, Matt. But very excited to

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<v Speaker 1>have you on the show. This is awesome. Anything you

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<v Speaker 1>will think people should know about yourselves before about yourself

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<v Speaker 1>before we get started.

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<v Speaker 2>Yeah, very quick. Rundown been doing this about seven years.

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<v Speaker 2>Prior to doing this, I spent about fifteen years in publishing.

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<v Speaker 2>Started at Activision Publishing at the time away back in

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<v Speaker 2>two thousand and five. Left publishing as the vice president

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<v Speaker 2>sales Planning at Warner Brothers Games right around twenty seventeen.

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<v Speaker 2>So spent a long time and everything touching numbers, from

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<v Speaker 2>trade marketing to demand planning, the business intelligence everything, green

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<v Speaker 2>light forecast modeling. If you ever said, hey they dropped

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<v Speaker 2>the price of a game by whatever, or hey they

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<v Speaker 2>put that game on sale, I was they for a

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<v Speaker 2>very long time.

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<v Speaker 1>So when people would say don't they like money, were

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<v Speaker 1>you the one that they were like probably talking about that,

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<v Speaker 1>Like he was deciding whether or not they like that

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<v Speaker 1>money or not.

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<v Speaker 2>Yeah, you know what, publishers turns out that they like

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<v Speaker 2>money a lot.

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<v Speaker 1>Yeah, fair enough, excellent. Yeah, so Matt, I think, God,

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<v Speaker 1>we've only met a couple times in person, but I

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<v Speaker 1>did meet you with like the one time I remember

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<v Speaker 1>for sure was at a PlayStation like Mixer, and that

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<v Speaker 1>was a good time. They had some good food and

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<v Speaker 1>drinks there. When you do get out to industry events,

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<v Speaker 1>like what part of the industry are you normally mingling with?

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<v Speaker 1>Are you going to meetings with executives or is it

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<v Speaker 1>just like you know, you're free to go roam the

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<v Speaker 1>show floor at a summer games fest.

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<v Speaker 2>Usually it's at publishing events or retailer events. So I'm

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<v Speaker 2>always talking with folks about where the business is going,

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<v Speaker 2>what games are coming out, what's happening with consumer trends,

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<v Speaker 2>everything from specific behavior to what might be happening in

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<v Speaker 2>credit card debt or income levels or employment, like everything

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<v Speaker 2>about what might impact this market. I get to chat

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<v Speaker 2>about and it's a lot of fun.

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<v Speaker 1>Excellent, All right, Well, we do have a lot to

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<v Speaker 1>get into, so we should probably explain what we do

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<v Speaker 1>here most weekdays. I Jeff Grub will help piece your

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<v Speaker 1>gaming life back together. That includes breaking news and maybe

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<v Speaker 1>even some of our own original reporting. For all these topics,

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<v Speaker 1>I'll get the input of a bona fide expert who

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<v Speaker 1>will make me look smart. If you're watching live on

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<v Speaker 1>twitch welcome, You can always listen to the show later

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<v Speaker 1>on podcast feeds by searching for Game Mess Mornings, or

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<v Speaker 1>find the RSS on GiantBomb dot com. You can also

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<v Speaker 1>catch the show later with chapters and timestamps on YouTube.

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<v Speaker 1>Hello YouTube, All right, we have a lot to get

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<v Speaker 1>so let's start the Morning Mess with EA does in

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<v Speaker 1>fact blame underperformance of dragon Age and EA Football Club

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<v Speaker 1>twenty five as it lowers forecast. This is from Andy

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<v Speaker 1>Robinson at BGC. Electronic Guard says lowered its revenue forecast

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<v Speaker 1>for its current business year partly due to what it

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<v Speaker 1>called the underperformance of FC twenty five and dragon Age

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<v Speaker 1>of the Veilguard. EA's initial guidance for its current fiscal

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<v Speaker 1>year ending March thirty first anticipated mid single digit growth

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<v Speaker 1>from its live service games, including Football Club twenty five. However,

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<v Speaker 1>the company warned the market on Wednesday that it now

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<v Speaker 1>expects a mid single digit dcline with an FC twenty

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<v Speaker 1>five slow down during the Christmas period, accounting for the

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<v Speaker 1>majority of that change. Separately, EA said on Wednesday that

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<v Speaker 1>dragon Age of the Veilguard, released in October engage around

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<v Speaker 1>and engaged in quotes is how they put it, around

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<v Speaker 1>one point five million players during the three months into

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<v Speaker 1>December thirty first, twenty twenty four, which it said was

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<v Speaker 1>at nearly half of its expectations. EA now netbookings of

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<v Speaker 1>around two point twenty one billion for its third quarter

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<v Speaker 1>and an updated range of seven to seven point one

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<v Speaker 1>to five billion for the fiscal year. That is down

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<v Speaker 1>from seven point five to seven point eight billion that

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<v Speaker 1>they were expecting originally during Q three. We continue to

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<v Speaker 1>deliver high quality games and experiences across our proortfolio. However,

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<v Speaker 1>dragon Age and EA Sports FC twenty five underperformed our

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<v Speaker 1>netbookings expectations, said EA CEO Andrew Wilson. He does go

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<v Speaker 1>on here, I want to read this quote and then

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<v Speaker 1>we'll start discussing it. This month, our teams delivered a

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<v Speaker 1>comprehensive gameplay refresh in addition to our annual Team of

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<v Speaker 1>the Year update in FC twenty five. Positive player feedback

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<v Speaker 1>and early results are encouraging. We remain confident in our

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<v Speaker 1>long term strategy and expect a return to growth in

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<v Speaker 1>fiscal year twenty six as we execute against our pipeline. Matt,

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<v Speaker 1>I want to ask you what does it mean when

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<v Speaker 1>a CEO says they want to execute against their pipeline?

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<v Speaker 2>And it means that they have a lot of play

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<v Speaker 2>in place that they expect to perform above where the

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<v Speaker 2>current situation is. So there's there's a lot in the hopper.

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<v Speaker 2>I might come down, but of course, you know, the

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<v Speaker 2>best laid plans always come out in the wash, and

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<v Speaker 2>consumers always have the ultimate final say. But yeah, that

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<v Speaker 2>just means that that they've got stuff in store, But

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<v Speaker 2>of course they're not going to tell you what that

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<v Speaker 2>stuff is quite yet.

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<v Speaker 1>Yeah, let's start with football club. You know that one

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<v Speaker 1>is just going to sort of wax and wane. As

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<v Speaker 1>interested in the game, It's probably hard to put the

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<v Speaker 1>finger on the pulse of something like that. There's so

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<v Speaker 1>many people playing it at any one time. They're always

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<v Speaker 1>making constant changes to the game, always trying to add

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<v Speaker 1>new stuff, like making a change, and then suddenly there's

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<v Speaker 1>a fewer people playing or spending money than expected. It's

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<v Speaker 1>hard to say if that's because they're less happy with

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<v Speaker 1>the game, or they're just spending time doing something else, right,

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<v Speaker 1>it's got to be difficult to sort of measure something like.

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<v Speaker 2>That, it is, and this is really where the crux

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<v Speaker 2>of the myss probably lies. Live services for EA is

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<v Speaker 2>the biggest deal, Yes, far bigger than any individual game

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<v Speaker 2>or full game that you would sell. So this is

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<v Speaker 2>probably where the bulk of this is coming from. It

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<v Speaker 2>And look, and we were talking about AFC. It's a

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<v Speaker 2>live service game. It's one of the live service games

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<v Speaker 2>competing with all of the other sports games and all

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<v Speaker 2>of the other live service games in the market, right,

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<v Speaker 2>so it's even up against like a Marvel Rivals or

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<v Speaker 2>a Fortnite or even a Rollblocks for that time and

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<v Speaker 2>time is really the most important bit. So you know,

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<v Speaker 2>that's what really matters, is how the players are engaging

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<v Speaker 2>with the title and monetizing, and that will be subject

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<v Speaker 2>to what else is going on in the market, both

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<v Speaker 2>within gaming and externally as well.

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<v Speaker 1>Yeah, and it's i mean not just the games, right,

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<v Speaker 1>It's always say people are spending more time on TikTok,

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<v Speaker 1>so that is also taken away from a live service game.

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<v Speaker 1>That's something that seems to be happy more frequently as

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<v Speaker 1>these companies recognizing that they're competing outside of games. But

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<v Speaker 1>you're right, FC twenty five very likely the bulk of

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<v Speaker 1>this that is their breadwinner for the most part, and

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<v Speaker 1>that doesn't mean they haven't looked for growth elsewhere. They

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<v Speaker 1>were like, okay, we will separate EA Sports from sort

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<v Speaker 1>of EA publishing. Let EA Sports do its thing, and

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<v Speaker 1>then E Publishing can focus on stuff like Dragon Age

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<v Speaker 1>the Veil Guard. I'm sure their expectations were higher for

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<v Speaker 1>that game than it actually performed. It seems like it's

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<v Speaker 1>another one of these big games that, while fine in

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<v Speaker 1>many regards, just slightly missed the mark and consumers. I

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<v Speaker 1>don't know. It seems like they punished it for it

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<v Speaker 1>for that, you know, punished as much as you know,

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<v Speaker 1>we're not going to spend our time on that is

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<v Speaker 1>a punishment.

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<v Speaker 2>Yeah, And it's been a challenge with most single player games,

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<v Speaker 2>even the hits this year. They come in for a

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<v Speaker 2>month or two and then they fade away as people

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<v Speaker 2>fall back into their live service or other comfort games.

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<v Speaker 2>It's kind of something we're seeing not just in gaming,

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<v Speaker 2>but across the board. This like turtling in towards comfort

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<v Speaker 2>like you know, when you turn on when you turn

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<v Speaker 2>on TV if you have TV, when you turn it

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<v Speaker 2>on or you turn on a streaming service, what does

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<v Speaker 2>it feed you? It feeds you friends or the office

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<v Speaker 2>right these comfort shows. It's similar to what we're seeing

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<v Speaker 2>at games right now, where people are continuing to fall back,

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<v Speaker 2>whether they're playing Madden or they're playing Fortnite, like they're

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<v Speaker 2>falling back into these comfort games rather than really taking

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<v Speaker 2>big risks or trying new things or or you know,

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<v Speaker 2>spending big dollars for a game that they may or

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<v Speaker 2>may not end up liking. And it's a real challenge.

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<v Speaker 2>And I mean you're seeing that every single month in

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<v Speaker 2>this market where these big new single player games, you know,

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<v Speaker 2>even the hits, they don't stick around too long.

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<v Speaker 1>Do you when you do talk to companies and when

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<v Speaker 1>you're looking at the data, do you get the sense

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<v Speaker 1>that this the state of things as it is now,

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<v Speaker 1>with the black Hole game taking up so much people's

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<v Speaker 1>time and energy and money, is just how it has

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<v Speaker 1>to be going forward forever? Or is it a trend

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<v Speaker 1>that will eventually break and create space for another new innovation,

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<v Speaker 1>whether that is a game design innovation or a game

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<v Speaker 1>business innovation.

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<v Speaker 2>Yeah, one of those two things has to happen. If

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<v Speaker 2>I knew which of those two things were going to work,

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<v Speaker 2>I'd be out doing that rather than of course looking

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<v Speaker 2>at sales numbers. Right, I'd be out making that game

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<v Speaker 2>or making that innovation. But it has to happen. But

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<v Speaker 2>when you look at this market, you know, if you

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<v Speaker 2>look at something like Call of Duty, Call of Duty

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<v Speaker 2>Black Op six, which is the best selling game of

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<v Speaker 2>the year in the US this year, the franchise itself

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<v Speaker 2>has been the number one selling franchise in the US

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<v Speaker 2>for sixteen straight years, and that you know, Call of

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<v Speaker 2>Duty really was one of those games that really started

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<v Speaker 2>this live service revolution. How do you get people I

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<v Speaker 2>would know, something like a Fortnite or a Rowblocks or

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<v Speaker 2>a Grand Theft Auto when they've spent so much time

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<v Speaker 2>and put so many dollars and have built not only

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<v Speaker 2>like a relationship with the game, but a relationship with

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<v Speaker 2>other people that play the game. Like these are people's

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<v Speaker 2>social hubs, especially in this world, right, people really fall

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<v Speaker 2>back into those comfort areas. How do you how do

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<v Speaker 2>you encourage people to leave that try new things? I mean,

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<v Speaker 2>that's that's just been one of the biggest challenges in

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<v Speaker 2>the market today.

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<v Speaker 1>Yeah, And I mean, as someone who has been playing

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<v Speaker 1>games a long time and and enjoys live service games,

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<v Speaker 1>definitely gets into them occasionally, not like I once did.

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<v Speaker 1>Like I was once very much into Call of Duty

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<v Speaker 1>and was playing one thousand hours per copy of those games,

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<v Speaker 1>like everything put out one a year, I'd play another

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<v Speaker 1>thousand hours. I'm not that way anymore. I definitely am

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<v Speaker 1>like kind of looking for the game I could spend

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<v Speaker 1>some time with, have an adventure with, and move on.

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<v Speaker 1>Part of me is accepting that I am that the

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<v Speaker 1>industry is. I feel like the industry is putting me

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<v Speaker 1>a little bit on an ice flow and sending me

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<v Speaker 1>out to sea and being like, we don't really need

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<v Speaker 1>you anymore. And then I'm like, Okay, well, there's plenty

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<v Speaker 1>of indie games for me to take up my time,

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<v Speaker 1>and I will focus on them. But I mean, is

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<v Speaker 1>that a feeling that is reasonable that the Triple A

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<v Speaker 1>publishers are not necessarily interested in the kinds of things

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<v Speaker 1>that I'm interested in anymore.

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<v Speaker 2>Well, there's really a fragmentation going on in the player base.

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<v Speaker 2>Like everyone watching this stream, every member of Giant Bomb,

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<v Speaker 2>you'd be very much into that core enthusiast community of

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<v Speaker 2>people that really want to know and love video games

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<v Speaker 2>as they've always been new adventures, new ways of playing,

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<v Speaker 2>new things to do. This is a small but very important,

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<v Speaker 2>incredibly important version of the market. But when you look

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<v Speaker 2>at the market as a whole, what we're seeing is

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<v Speaker 2>a big presence of people that will just play mobile.

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<v Speaker 2>A fifty percent of content spending on video game products

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<v Speaker 2>this year came from mobile. We also have a really

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<v Speaker 2>big portion of the market which we call easy accessors

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<v Speaker 2>and transitionals and what that means in terms of gamers

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<v Speaker 2>segmentation or basically looking at the psychographic profiles of who's

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<v Speaker 2>playing games. These are people that'll play things that are

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<v Speaker 2>easily accessible, like they have their Chromebook or some other

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<v Speaker 2>type of PC that they already have, What can I

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<v Speaker 2>play on it? What can I play on my mobile

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<v Speaker 2>device that I can jump into for free and just

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<v Speaker 2>kind of mess around? And transitionals people who used to

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<v Speaker 2>be more of the core audience that now because they

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<v Speaker 2>have jobs and kids and everything else, we're transitioning away.

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<v Speaker 2>So that traditional poor gaming audience that was basically the

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<v Speaker 2>gaming audience, say in the early two thousands, it's really changed.

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<v Speaker 2>Gaming is broadened in so many ways. But what that

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<v Speaker 2>means is that there are different needs for being met

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<v Speaker 2>for different groups of people, and those other groups of people,

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<v Speaker 2>while they're not spending as much time or money as say,

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<v Speaker 2>the core group, for so many of them that it

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<v Speaker 2>kind of makes up for it. So, you know, back

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<v Speaker 2>in the day, the only way to play a video

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<v Speaker 2>game was to buy a console, buy a disc game

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<v Speaker 2>and put it in the in the console and play it,

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<v Speaker 2>you know, or a PC. But now there are so

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<v Speaker 2>many ways to play, so many ways to engage with

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<v Speaker 2>content that publishers are really having to pick and choose

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<v Speaker 2>where they allocate their resources, and they're going to go

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<v Speaker 2>to where the biggest return is going to lie until

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<v Speaker 2>that changes. Like this is just kind of what we're

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<v Speaker 2>probably going to see for a while, which a very

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<v Speaker 2>long winded way of saying yeah.

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<v Speaker 1>No, perfect, yes, that it represents how I'm feeling about

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<v Speaker 1>all of it, And then I might just think about

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<v Speaker 1>the culture war stuff and entitled entitledness and the finickiness

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<v Speaker 1>of gamers. We're fickle. The core audience I'm specifically talking

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<v Speaker 1>about the broader audience does seem to be like, oh,

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<v Speaker 1>I'm Anopoly game. Okay, yeah, we'll play that. And I'm

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<v Speaker 1>sure there's plenty of drama within the Facebook page of

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<v Speaker 1>Monopoly Go. I'm sure that exists, absolutely, but it doesn't

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<v Speaker 1>seem to come from the same place of of like

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<v Speaker 1>of entitlement that we seem to be dealing with in game,

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<v Speaker 1>where it's like, these publishers, don't they know that we

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<v Speaker 1>pay their bills, so shouldn't they be listening to us?

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<v Speaker 1>And we're mad about this and it's got to get exhausting.

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<v Speaker 1>You said they will go where the biggest return is,

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<v Speaker 1>and it's well, we're not the biggest return, and we're

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<v Speaker 1>also kind of annoying to deal with. At a certain point,

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<v Speaker 1>it has to break them where it's like, why did

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<v Speaker 1>we spend all this time trying to get Dragon Age

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<v Speaker 1>the Vail Guard right? For these people? They were never

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<v Speaker 1>going to be happy with it in the first place.

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<v Speaker 1>Maybe we would have, but that's how it has to

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<v Speaker 1>feel at this moment.

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<v Speaker 2>Right, Well, it's it's high risk, right, Not only do

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<v Speaker 2>you have to deliver a great game, and however you

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<v Speaker 2>want to defind what makes a great game. You know,

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<v Speaker 2>it's up to whether it's a high metacritics score or

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<v Speaker 2>or whatever way you personally think that is. Yeah, have

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<v Speaker 2>to not only deliver a great game, but every single

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<v Speaker 2>point of your mess has to be perfect. And like,

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<v Speaker 2>for example, you know, back in the day, Assassin's Creed

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<v Speaker 2>came out and and uh, that image, the screen shot

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<v Speaker 2>came out of the character whose face disappeared, and all

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<v Speaker 2>that were we're floating eyeballs, right, one screenshot like that

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<v Speaker 2>comes out and all of a sudden, you're you're really

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<v Speaker 2>fighting just to get the games message across, right, and

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<v Speaker 2>and you're you're mentioning a couple of those points we've

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<v Speaker 2>seen in recent in recent months where one small thing

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<v Speaker 2>can kind of blow up into a much bigger thing

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<v Speaker 2>and you know, really make your life difficult to try

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<v Speaker 2>to bring a game to market, even if it's a

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<v Speaker 2>great game. You're already up against the messaging, you're up

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<v Speaker 2>against the social media aspect of it. And yeah, it's

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<v Speaker 2>it's very, very tough. And and you know, there is

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<v Speaker 2>a lot of potential reward for making those kind of games,

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<v Speaker 2>but they come with a lot of risk as well,

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<v Speaker 2>and that's kind of the balance you're you're trying to

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<v Speaker 2>do right, all right.

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<v Speaker 1>Uh, Let's uh, let's move on from e a plenty

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<v Speaker 1>of other things to talk about. Let's get into Celestev's

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<v Speaker 1>cancel next game after falling out and difficult development. This

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<v Speaker 1>comes from Ethan Gotchak Kotaku. Earth Blade was going to

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<v Speaker 1>be the next game from the creators behind two D

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<v Speaker 1>pixel art action hits TowerFall and Celeste, but on Wednesday,

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<v Speaker 1>designer Mattie Thorson announced the project was quietly canceled last

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<v Speaker 1>month after a fallout between some of the team's members

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<v Speaker 1>and the realization that the game's protracted development had become

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<v Speaker 1>a real slog. The quote here from them is for

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<v Speaker 1>us on the inside. We've had some time to process, grieve,

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<v Speaker 1>and work toward accepting this. They made the decision in December,

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<v Speaker 1>I believe, although this process is nonlinear and still ongoing.

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<v Speaker 1>Thorson wrote, for those only reading this now who might

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<v Speaker 1>be emotionally invested in this project, we're sorry to disappoint you.

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<v Speaker 1>Earth Blade was announced by indie team Extremely Okay Games

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<v Speaker 1>back in twenty twenty one, and revealed its first gameplay

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<v Speaker 1>trailer at the Game Awards in twenty twenty two. Originally

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<v Speaker 1>set to come out as early as twenty twenty three

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<v Speaker 1>development didn't progress as quickly as the team had expected.

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<v Speaker 1>A planned twenty twenty four launch was eventually delayed as well.

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<v Speaker 1>In the cancelation announcement today, Thorson writes of a falling

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<v Speaker 1>out with pixel artist Pedro Madarios, whose visual art style

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<v Speaker 1>defined the aesthetic of the upcoming project, over a dispute

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<v Speaker 1>related to IP rights for Celeste, the beloved twenty eighteen

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<v Speaker 1>Game of the Year contender. We eventually reached a resolution,

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<v Speaker 1>but both parties also agreed in the end that we

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<v Speaker 1>should go our separate ways. Earth Blades director wrote, Pedro

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<v Speaker 1>is now working on his game Never Way, which you

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<v Speaker 1>should check out. We've played it and it's very promising.

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<v Speaker 1>You know, this is human Drama is in every sort

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<v Speaker 1>of you know, corporation and small team, big team, little team,

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<v Speaker 1>across any sort of creative endeavor. That doesn't mean it's

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<v Speaker 1>not a shame that this happened. I really really love Celeste, Matt.

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<v Speaker 1>Not surprising though, when you know, something like a legal

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<v Speaker 1>dispute breaks up a small team, Gonna be hard to

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<v Speaker 1>see through that next game, right.

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<v Speaker 2>Yeah, I mean, any video game getting made is a

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<v Speaker 2>bit of a miracle's and you know, these type of

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<v Speaker 2>things happen quite a bit, whether in small teams are

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<v Speaker 2>big teams. Usually they don't they don't come out to

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<v Speaker 2>the public quite like this, but these kind of conflicts

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<v Speaker 2>are happening all the time. And yeah, it's a real

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<v Speaker 2>shame and I feel bad for everyone involved, Like it's

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<v Speaker 2>not a good scene when you have that kind of conflict,

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<v Speaker 2>and it's a real shame that it's going to impact

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<v Speaker 2>this game as well as the people involved.

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<v Speaker 1>Yeah, I think Maddie, a lot of the people involved

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<v Speaker 1>have said they are reassessing and the plan now is

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<v Speaker 1>to kind of work on smaller games. And I to me,

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<v Speaker 1>I'm like, yeah, if you are an indie developer, I

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<v Speaker 1>think that is where your head should be at right now.

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<v Speaker 1>I read in this message from Maddie that they were

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<v Speaker 1>saying one of the problems with earth Blade is it

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<v Speaker 1>got so ambitious and after the success of Celeste, they

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<v Speaker 1>wanted to do something bigger and better. And my reaction

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<v Speaker 1>to that is is, please don't feel that way. That

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<v Speaker 1>is not actually what we want from you is to

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<v Speaker 1>feel like you have to one up yourself every time

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<v Speaker 1>as a small indie team. We kind of just are

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<v Speaker 1>happy that you made that game, and if you want

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<v Speaker 1>to make more of that game, go back and just

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<v Speaker 1>keep making Stardew value you want to put haunted chuckleate

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<v Speaker 1>here to the side over there over there at the

391
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<v Speaker 1>what the ape? I can't remember the name of the developer,

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<v Speaker 1>and it was like, yeah, okay, yeah, go back, keep

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<v Speaker 1>working on Star to Star. Do if you want to

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<v Speaker 1>spend ten years making a Stardew two that's a lot

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<v Speaker 1>like Star New one, we will also probably be pretty

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<v Speaker 1>happy with that. The idea that you have to like

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<v Speaker 1>kind of get into this ever ever increasing growth on

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<v Speaker 1>the indie side of things is probably causing a lot

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<v Speaker 1>of undue stress for a lot of these teams. So,

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<v Speaker 1>I mean, you know, I don't know. Again, maybe the

401
00:20:41.200 --> 00:20:43.039
<v Speaker 1>economics does make it so they do have to grow

402
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<v Speaker 1>each time, but I don't know is that the case, mat.

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<v Speaker 2>I mean, it really depends on the state of their

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<v Speaker 2>their financial backing, what the expectations are of any investors

405
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<v Speaker 2>they might have. But this is a I mean, this

406
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<v Speaker 2>is a problem. That's that it has impacted so many teams.

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<v Speaker 2>You look at any franchise, you know, take a look

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<v Speaker 2>at something like Arkham, right, Arkham Asylum comes out, it's

409
00:21:04.119 --> 00:21:06.000
<v Speaker 2>a it's a kind of a metro Vania. It's a

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<v Speaker 2>ten hour experience. City gets bigger, it's open world night,

411
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<v Speaker 2>it's even bigger, and then all of a sudden, you know,

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<v Speaker 2>the sales can't sustain the traditional cost the additional time.

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<v Speaker 2>You know, looking at an indie studio like this, it's

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<v Speaker 2>the same, but just in a in a smaller scale

415
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<v Speaker 2>where you know the feeling that you kind of always

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<v Speaker 2>have to be getting bigger, doing more. We made X

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<v Speaker 2>on this small game. If we made a big game,

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<v Speaker 2>we can make why how do we do that? And like,

419
00:21:34.680 --> 00:21:38.240
<v Speaker 2>that's the trap, right, If you're really good at what

420
00:21:38.359 --> 00:21:42.759
<v Speaker 2>you do, keep doing it until it doesn't work anymore.

421
00:21:43.359 --> 00:21:46.640
<v Speaker 2>It's lower risk. Sure the potential upside might not be

422
00:21:46.720 --> 00:21:50.720
<v Speaker 2>as high, but you're more likely to reach it. But yeah,

423
00:21:50.799 --> 00:21:53.200
<v Speaker 2>it's a it's different in every case, but it's a

424
00:21:53.279 --> 00:21:57.960
<v Speaker 2>trap that we see so many developers and publishers fall into.

425
00:21:58.359 --> 00:22:02.119
<v Speaker 1>Yeah, I think I remember there was a period there

426
00:22:02.119 --> 00:22:04.319
<v Speaker 1>are on the Sci Fi Channel in the early two thousands,

427
00:22:04.359 --> 00:22:06.279
<v Speaker 1>they were just doing a Planet of the Apes marathons

428
00:22:06.319 --> 00:22:09.200
<v Speaker 1>all the time, and they started having like little documentaries

429
00:22:09.240 --> 00:22:12.119
<v Speaker 1>on there and that there was talk about how the

430
00:22:12.119 --> 00:22:14.240
<v Speaker 1>producers were just like looking at the line or like

431
00:22:14.759 --> 00:22:16.720
<v Speaker 1>this move this. The last one made this much and

432
00:22:16.759 --> 00:22:19.319
<v Speaker 1>it costs this much, and the second one made less,

433
00:22:19.359 --> 00:22:21.599
<v Speaker 1>but it costs less, and we're just gonna keep doing that.

434
00:22:21.640 --> 00:22:23.319
<v Speaker 1>And they ended up making five of those things over

435
00:22:23.359 --> 00:22:25.799
<v Speaker 1>the course of a decade or so. And that's a

436
00:22:25.839 --> 00:22:27.759
<v Speaker 1>decade where a lot of people were employed to make

437
00:22:27.799 --> 00:22:29.960
<v Speaker 1>some pretty fun movies for a very like just a

438
00:22:30.039 --> 00:22:32.200
<v Speaker 1>very long time and it's like, yeah, more of that,

439
00:22:32.400 --> 00:22:33.960
<v Speaker 1>Let's do more of that. And again I get that

440
00:22:34.200 --> 00:22:36.079
<v Speaker 1>public traded companies and they feel like they just do

441
00:22:36.160 --> 00:22:38.559
<v Speaker 1>not have that as an option. But you're an indie studio,

442
00:22:38.599 --> 00:22:41.119
<v Speaker 1>you should hear us when we say we want you

443
00:22:41.160 --> 00:22:43.079
<v Speaker 1>to keep doing the thing you're very good at and

444
00:22:43.160 --> 00:22:44.720
<v Speaker 1>don't feel like you got to come back with I mean,

445
00:22:44.720 --> 00:22:47.920
<v Speaker 1>the earth Blake looked fantastic, Matt, It really did. You know.

446
00:22:47.960 --> 00:22:53.160
<v Speaker 1>The promises there were were enticing, but they were promises

447
00:22:53.200 --> 00:22:55.440
<v Speaker 1>that were causing problems at the studio because they felt

448
00:22:55.480 --> 00:22:57.759
<v Speaker 1>like we weren't. This was a slog to work on

449
00:22:57.920 --> 00:23:00.599
<v Speaker 1>in their words, So yeah, I feel like, try to

450
00:23:00.680 --> 00:23:02.319
<v Speaker 1>avoid this trap where possible.

451
00:23:03.240 --> 00:23:05.880
<v Speaker 2>All right, Yeah, yeah, it's important. I think the one

452
00:23:05.920 --> 00:23:09.279
<v Speaker 2>other piece on that is that you know, when you

453
00:23:09.640 --> 00:23:11.640
<v Speaker 2>make a great game as a developer, or you publish

454
00:23:11.680 --> 00:23:13.640
<v Speaker 2>a great game as a publisher, you always think like, well,

455
00:23:13.680 --> 00:23:15.400
<v Speaker 2>if we had more time or more dollars, we could

456
00:23:15.400 --> 00:23:17.640
<v Speaker 2>have made it even better, right, And so you're always

457
00:23:17.680 --> 00:23:20.559
<v Speaker 2>having this thought about how can we do bigger and better?

458
00:23:20.640 --> 00:23:22.720
<v Speaker 2>And oh, I wanted this is the game I always

459
00:23:22.759 --> 00:23:25.200
<v Speaker 2>wanted to make, And it turns out that it didn't

460
00:23:25.240 --> 00:23:27.559
<v Speaker 2>doesn't really resonate with an audience as much as the

461
00:23:27.559 --> 00:23:30.480
<v Speaker 2>first game did. Yeah, it's, of course, it's like any

462
00:23:30.599 --> 00:23:32.440
<v Speaker 2>video game getting made as a miracle.

463
00:23:32.559 --> 00:23:35.039
<v Speaker 1>Yep. Absolutely every time. Yep. Yeah, And there's it's kind

464
00:23:35.079 --> 00:23:37.279
<v Speaker 1>of no avoiding some of these traps no matter which

465
00:23:37.359 --> 00:23:41.680
<v Speaker 1>direction you go. All right, let's see here. Wolverine Dev

466
00:23:41.759 --> 00:23:44.880
<v Speaker 1>refuses to comment on twenty twenty five release date, acknowledges

467
00:23:44.920 --> 00:23:47.519
<v Speaker 1>pent up demand. This comes to any MCOO at game Spot.

468
00:23:47.599 --> 00:23:49.720
<v Speaker 1>This is of course a follow up we talked yesterday.

469
00:23:50.200 --> 00:23:53.960
<v Speaker 1>It happened live during the show that that Ted Price,

470
00:23:54.440 --> 00:23:59.039
<v Speaker 1>longtime CEO head of Insomniac Games, is retiring too handsome

471
00:23:59.079 --> 00:24:01.279
<v Speaker 1>to working games anymore. Always felt that way for him.

472
00:24:01.920 --> 00:24:04.240
<v Speaker 1>He is going to be stepping down fully in March,

473
00:24:04.680 --> 00:24:07.440
<v Speaker 1>they have some other people stepping into his position, and

474
00:24:07.480 --> 00:24:09.559
<v Speaker 1>some of them have begun talking. One of the new

475
00:24:09.559 --> 00:24:14.440
<v Speaker 1>Insomniac bosses, Chad Desern, told Variety that the studio would

476
00:24:14.559 --> 00:24:17.240
<v Speaker 1>love to talk more about Wolverine, but it can't yet.

477
00:24:17.680 --> 00:24:19.440
<v Speaker 1>We have to be like a logan today and remain

478
00:24:19.599 --> 00:24:21.680
<v Speaker 1>very stoic until it's time to pop the claws down

479
00:24:21.720 --> 00:24:24.759
<v Speaker 1>the road. He said. As much as we have pent

480
00:24:24.839 --> 00:24:26.720
<v Speaker 1>up excitement, we got to hold we have to hold

481
00:24:26.759 --> 00:24:28.839
<v Speaker 1>on to that. So that's about as much as we

482
00:24:28.839 --> 00:24:32.599
<v Speaker 1>could say about our upcoming projects today. Zeren also refused

483
00:24:32.640 --> 00:24:35.160
<v Speaker 1>to confirm or deny if the new Wolverine game will

484
00:24:35.200 --> 00:24:38.720
<v Speaker 1>release in twenty twenty five. You know, this seems to

485
00:24:38.720 --> 00:24:40.160
<v Speaker 1>go back a little bit to the message of like

486
00:24:40.200 --> 00:24:42.160
<v Speaker 1>they have to be so careful with everything they say

487
00:24:42.240 --> 00:24:45.440
<v Speaker 1>right the video game to moment's not linear, and then

488
00:24:45.559 --> 00:24:49.480
<v Speaker 1>any one wrong thing can cause major problems for everybody involved,

489
00:24:49.559 --> 00:24:51.279
<v Speaker 1>or major headaches that they feel that they are in

490
00:24:51.359 --> 00:24:52.880
<v Speaker 1>fire so that they feel that they have to put out.

491
00:24:54.240 --> 00:24:57.680
<v Speaker 1>But yeah, I mean, Insomniac has been on a breakneck

492
00:24:57.839 --> 00:25:01.119
<v Speaker 1>pace with delivering these games, uh, and it feels like

493
00:25:01.200 --> 00:25:04.319
<v Speaker 1>Wolverine could be something that does pop up this year. Uh,

494
00:25:04.720 --> 00:25:06.160
<v Speaker 1>you feel like that's possible.

495
00:25:07.720 --> 00:25:11.319
<v Speaker 2>I mean, it could, it's it's if it didn't, I

496
00:25:11.319 --> 00:25:13.599
<v Speaker 2>wouldn't be surprised. I have no idea either way. Yeah,

497
00:25:14.200 --> 00:25:17.160
<v Speaker 2>you know, what a hell of a run for him

498
00:25:17.240 --> 00:25:19.599
<v Speaker 2>and that team. Yeah, but they've been able to accomplish

499
00:25:19.680 --> 00:25:24.400
<v Speaker 2>the consistency of the studio with him there has been

500
00:25:24.720 --> 00:25:28.000
<v Speaker 2>remarkable what they've been able to accomplish. So, I mean,

501
00:25:28.079 --> 00:25:30.240
<v Speaker 2>if if you have faith in any studio, that's a

502
00:25:30.279 --> 00:25:32.599
<v Speaker 2>studio to have faith in, even with a leadership transition.

503
00:25:33.680 --> 00:25:37.200
<v Speaker 2>But yeah, it's you know, in this market at this time,

504
00:25:37.400 --> 00:25:40.440
<v Speaker 2>with the scale of development we're talking about, like you know,

505
00:25:41.240 --> 00:25:42.960
<v Speaker 2>when a game comes out, it's when it comes with

506
00:25:43.039 --> 00:25:44.960
<v Speaker 2>when it's able to come out, or you know, it

507
00:25:44.960 --> 00:25:47.039
<v Speaker 2>comes out when the budget runs out, either way. But

508
00:25:47.240 --> 00:25:51.480
<v Speaker 2>fortunately they seemed to have no problem making sure that

509
00:25:51.519 --> 00:25:53.880
<v Speaker 2>they have the budget they need, so hopefully it all

510
00:25:53.880 --> 00:25:54.519
<v Speaker 2>comes out great.

511
00:25:55.400 --> 00:25:57.960
<v Speaker 1>One thing I have noticed over the last several years,

512
00:25:57.960 --> 00:26:00.200
<v Speaker 1>A lot of people in chat and the audience have

513
00:26:00.279 --> 00:26:05.400
<v Speaker 1>noticed this as well, is the shrinking time that marketing

514
00:26:06.119 --> 00:26:09.559
<v Speaker 1>gets takes from like okay, well the game gets announced

515
00:26:09.559 --> 00:26:11.599
<v Speaker 1>maybe a long time ago, but when we're really going

516
00:26:11.680 --> 00:26:16.640
<v Speaker 1>to start pushing this game in a marketing way against two, three,

517
00:26:17.240 --> 00:26:19.759
<v Speaker 1>four months maybe before a game is actually coming out.

518
00:26:20.000 --> 00:26:20.720
<v Speaker 1>What led to that?

519
00:26:23.200 --> 00:26:27.200
<v Speaker 2>So you have a number of factors. Now you're talking

520
00:26:27.240 --> 00:26:30.720
<v Speaker 2>about an attention span that's gotten a little bit narrower.

521
00:26:32.240 --> 00:26:36.200
<v Speaker 2>With the shift towards more of a digital first strategy.

522
00:26:36.279 --> 00:26:38.799
<v Speaker 2>You don't need the long lead ups that you used

523
00:26:38.799 --> 00:26:42.319
<v Speaker 2>to need to have with physical retail doing physical pre orders.

524
00:26:42.839 --> 00:26:46.000
<v Speaker 2>Of course, we don't have E three anymore where that

525
00:26:46.119 --> 00:26:48.000
<v Speaker 2>used to be a big touch point for these kind

526
00:26:48.039 --> 00:26:50.079
<v Speaker 2>of marketing events. We do have Summer Games Fest, but

527
00:26:50.079 --> 00:26:52.279
<v Speaker 2>it's it's not the same when it comes to this

528
00:26:52.359 --> 00:26:55.039
<v Speaker 2>kind of thing, and we have the you know, the

529
00:26:55.400 --> 00:26:58.079
<v Speaker 2>the development budgets that have gotten so big continue to grow.

530
00:26:58.720 --> 00:27:02.559
<v Speaker 2>I guess the console market that has not grown at

531
00:27:02.599 --> 00:27:05.480
<v Speaker 2>the same rate. Right, So you're looking for areas to

532
00:27:05.839 --> 00:27:08.559
<v Speaker 2>have some savings and you're trying to thread the needle

533
00:27:09.240 --> 00:27:11.319
<v Speaker 2>make sure that your marketing is done at the right

534
00:27:11.359 --> 00:27:14.000
<v Speaker 2>spend and the right places at the right time to

535
00:27:14.079 --> 00:27:18.000
<v Speaker 2>generate the best impact. Now, no one has the formula

536
00:27:18.640 --> 00:27:23.279
<v Speaker 2>to perfect a marketing plan, and what marketing plan might

537
00:27:23.319 --> 00:27:27.519
<v Speaker 2>work for one game won't work for another, and Unfortunately,

538
00:27:27.599 --> 00:27:30.240
<v Speaker 2>marketing is one of those areas that is first looked to.

539
00:27:30.400 --> 00:27:32.240
<v Speaker 3>If some additional funds.

540
00:27:31.880 --> 00:27:34.680
<v Speaker 2>Need to be recovered for something like additional production time

541
00:27:35.160 --> 00:27:37.759
<v Speaker 2>or other factors. I don't know what the case is

542
00:27:38.319 --> 00:27:41.359
<v Speaker 2>in this particular case or what might be happening with

543
00:27:41.400 --> 00:27:46.359
<v Speaker 2>this game, but generally what you're finding is leaner, meaner,

544
00:27:47.200 --> 00:27:50.559
<v Speaker 2>and trying to hit harder where the folks that might

545
00:27:50.599 --> 00:27:54.559
<v Speaker 2>play your game are in a shorter timeframe. Is it

546
00:27:54.680 --> 00:27:57.440
<v Speaker 2>working as well as it used to? I don't know.

547
00:27:58.319 --> 00:28:01.200
<v Speaker 2>Some cases it will, some cases it won't. But if

548
00:28:01.240 --> 00:28:02.680
<v Speaker 2>you look at some of the biggest hits this year, right,

549
00:28:02.720 --> 00:28:05.160
<v Speaker 2>Hell Divers two, Power World, no one knew they were

550
00:28:05.200 --> 00:28:07.039
<v Speaker 2>coming out, and then they come out in the biggest

551
00:28:07.039 --> 00:28:07.799
<v Speaker 2>games of the world for.

552
00:28:07.759 --> 00:28:09.960
<v Speaker 3>A while, So who the hell knows?

553
00:28:10.359 --> 00:28:13.359
<v Speaker 1>Right, That's probably a big part of it is like

554
00:28:13.680 --> 00:28:15.880
<v Speaker 1>who the hell knows? And when we look at it,

555
00:28:15.880 --> 00:28:17.880
<v Speaker 1>when we do try to have a shorter time frame

556
00:28:18.119 --> 00:28:20.599
<v Speaker 1>that we spend on marketing, we kind of can't tell

557
00:28:20.640 --> 00:28:22.519
<v Speaker 1>the difference. It seems like the game did justice fine,

558
00:28:22.559 --> 00:28:24.319
<v Speaker 1>or maybe even better than it would have done. It's

559
00:28:24.359 --> 00:28:26.640
<v Speaker 1>again hard to measure, so they are probably just like

560
00:28:26.680 --> 00:28:28.400
<v Speaker 1>if we could save the money. Why not? Right?

561
00:28:29.880 --> 00:28:33.680
<v Speaker 2>In some cases? Yeah, every game that comes out has

562
00:28:33.759 --> 00:28:36.920
<v Speaker 2>different things hitting it, impacting it, of course before launch,

563
00:28:36.960 --> 00:28:39.039
<v Speaker 2>and all kinds of decisions are made for all kinds

564
00:28:39.039 --> 00:28:39.519
<v Speaker 2>of reasons.

565
00:28:39.759 --> 00:28:42.920
<v Speaker 1>Fair enough. Oh right, let's see. Actually, you know what,

566
00:28:42.960 --> 00:28:45.200
<v Speaker 1>let's take a quick break. We'll get right back into it.

567
00:28:45.240 --> 00:28:48.759
<v Speaker 1>We have news about the Power World of developers becoming publishers,

568
00:28:48.920 --> 00:28:52.160
<v Speaker 1>and maybe Nintendo share prices at an all time high. We'll

569
00:28:52.160 --> 00:28:55.640
<v Speaker 1>talk about that right after this. All right, we are

570
00:28:55.759 --> 00:28:58.759
<v Speaker 1>right back into it. As promised. Power World's developer is

571
00:28:58.920 --> 00:29:01.640
<v Speaker 1>entering publishing and its first game is from Tales of

572
00:29:01.680 --> 00:29:05.240
<v Speaker 1>a cancerra team Surgeon. This from Jordan Miller at VGC.

573
00:29:05.799 --> 00:29:08.720
<v Speaker 1>Tales of Canzero developer Surgeon Studios is announced they will

574
00:29:08.759 --> 00:29:12.000
<v Speaker 1>partner with Power World publisher Pocket Pair for its next project,

575
00:29:12.200 --> 00:29:15.160
<v Speaker 1>which will be a short horror game. The project won't

576
00:29:15.160 --> 00:29:17.440
<v Speaker 1>be set in the Tales of Canzera universe and won't

577
00:29:17.480 --> 00:29:20.480
<v Speaker 1>be related to Project USO, the in development title that

578
00:29:20.599 --> 00:29:24.599
<v Speaker 1>studio bus Abu Bakar Salim showed off to VGC last year.

579
00:29:24.839 --> 00:29:26.720
<v Speaker 1>The new horror game is set to be released later

580
00:29:26.759 --> 00:29:29.119
<v Speaker 1>this year. The game will be the first title published

581
00:29:29.119 --> 00:29:32.720
<v Speaker 1>by Pocket Pair publishing a new label from the power World. Developers,

582
00:29:33.359 --> 00:29:35.720
<v Speaker 1>both Surgeon and Pocket Pear are well versed in taking

583
00:29:35.839 --> 00:29:38.279
<v Speaker 1>risks set out. Excuse me, I said Abu Bakar Salem,

584
00:29:38.400 --> 00:29:40.519
<v Speaker 1>CEO of Search and Studios. We noticed a pattern in

585
00:29:40.559 --> 00:29:42.799
<v Speaker 1>the entertainment industry, and Pocket Pair has given us the

586
00:29:42.799 --> 00:29:45.559
<v Speaker 1>opportunity to make a horror game about it. It will

587
00:29:45.559 --> 00:29:47.880
<v Speaker 1>be short and weird, and we think players will be

588
00:29:47.880 --> 00:29:51.880
<v Speaker 1>interested in what we have to say. Let's talk about

589
00:29:51.880 --> 00:29:54.960
<v Speaker 1>this first from Salem's point of view and the folks

590
00:29:55.000 --> 00:29:58.079
<v Speaker 1>over there at Surgeon Studios. I played through Tales of

591
00:29:58.119 --> 00:30:01.200
<v Speaker 1>Canzera Zal really liked it. I really thought it was

592
00:30:01.240 --> 00:30:04.880
<v Speaker 1>a very solid Metroidvania game that actually gave me a

593
00:30:04.920 --> 00:30:07.160
<v Speaker 1>little bit of a gut punch with its its storytelling

594
00:30:07.359 --> 00:30:10.880
<v Speaker 1>and it's it's themes of loss and dealing with loss.

595
00:30:11.240 --> 00:30:13.920
<v Speaker 1>Very well done. Uh. And then I, you know, I

596
00:30:13.960 --> 00:30:16.440
<v Speaker 1>look up from enjoying a game and seeing a bunch

597
00:30:16.440 --> 00:30:18.599
<v Speaker 1>of people again culture war stuff taking it because it

598
00:30:18.640 --> 00:30:21.000
<v Speaker 1>was a game about black people, made by black people,

599
00:30:21.319 --> 00:30:25.079
<v Speaker 1>and it was attacked by racists. I was worried this

600
00:30:25.119 --> 00:30:27.720
<v Speaker 1>would scare off Abubakart Salim and he'd be like, why

601
00:30:27.759 --> 00:30:29.640
<v Speaker 1>am I again, Why am I dealing with these people?

602
00:30:29.640 --> 00:30:32.200
<v Speaker 1>Why am I trying to make things for them? But

603
00:30:32.279 --> 00:30:35.200
<v Speaker 1>he's he's still here, and he's he's he's popping up

604
00:30:35.240 --> 00:30:38.559
<v Speaker 1>having a conversations we had him on our countdown to

605
00:30:38.599 --> 00:30:41.119
<v Speaker 1>the Game Awards and things like that. He's ready to

606
00:30:41.119 --> 00:30:43.839
<v Speaker 1>continue making games and now he's got a partner in

607
00:30:43.880 --> 00:30:46.920
<v Speaker 1>Pocket Pair to keep doing exactly that. I find that

608
00:30:46.960 --> 00:30:48.920
<v Speaker 1>pretty inspiring. I'm happy to see that, how about you?

609
00:30:50.000 --> 00:30:50.200
<v Speaker 3>Oh?

610
00:30:50.240 --> 00:30:57.200
<v Speaker 2>Absolutely, and seeing people continue their creative vision in this

611
00:30:57.319 --> 00:31:02.519
<v Speaker 2>with this kind of challenge is super inspiring, and I

612
00:31:02.559 --> 00:31:06.680
<v Speaker 2>hope all the best for them in the team. You

613
00:31:06.759 --> 00:31:10.000
<v Speaker 2>hate seeing what I hate seeing what we're seeing through

614
00:31:10.039 --> 00:31:14.000
<v Speaker 2>some parts of gaming community in recent months and in

615
00:31:14.000 --> 00:31:17.000
<v Speaker 2>the country at large for that matter, And I sure

616
00:31:17.039 --> 00:31:18.640
<v Speaker 2>hope this is a huge success for them.

617
00:31:18.720 --> 00:31:24.000
<v Speaker 1>Yep, exactly same as far as Pocket Pair goes. This

618
00:31:24.119 --> 00:31:26.920
<v Speaker 1>move has happened frequently we see a developer get into publishing.

619
00:31:27.240 --> 00:31:29.599
<v Speaker 1>What's usually the thinking there is it just we have

620
00:31:29.720 --> 00:31:32.880
<v Speaker 1>We've built up these tools and these resources and these

621
00:31:32.920 --> 00:31:36.160
<v Speaker 1>teams inside of our company to help us publish our game,

622
00:31:36.319 --> 00:31:38.400
<v Speaker 1>and it kind of makes it make We can kind

623
00:31:38.440 --> 00:31:40.319
<v Speaker 1>only make that make sense if we start publishing other

624
00:31:40.359 --> 00:31:41.960
<v Speaker 1>people's games, or is it like we can make a

625
00:31:42.000 --> 00:31:44.119
<v Speaker 1>lot more money if we start publishing other people's games.

626
00:31:45.440 --> 00:31:47.160
<v Speaker 2>I mean, when it comes to smaller teams like this,

627
00:31:47.240 --> 00:31:51.119
<v Speaker 2>I don't know particularly about the motivations of the power

628
00:31:51.119 --> 00:31:53.759
<v Speaker 2>world of folks here, but you know, when these kind

629
00:31:53.759 --> 00:31:56.359
<v Speaker 2>of things happens, usually it's say, hey, we want to

630
00:31:56.400 --> 00:31:59.480
<v Speaker 2>help We want to help fellow developers out and really

631
00:31:59.519 --> 00:32:02.799
<v Speaker 2>help get game out and use the knowledge that we've

632
00:32:03.359 --> 00:32:06.720
<v Speaker 2>acquired to not only help them but also you know,

633
00:32:07.079 --> 00:32:11.160
<v Speaker 2>find some return on that. Generally, these come from a

634
00:32:11.240 --> 00:32:16.000
<v Speaker 2>very good place. When smaller groups start publishing, it doesn't

635
00:32:16.039 --> 00:32:19.160
<v Speaker 2>always work out, And I hope that's the case here

636
00:32:19.160 --> 00:32:20.839
<v Speaker 2>at sure it seems like I could be which would

637
00:32:20.839 --> 00:32:23.400
<v Speaker 2>be great, but I don't know for sure. But yeah,

638
00:32:23.519 --> 00:32:26.680
<v Speaker 2>take the expertise you achieved and putting out a hit

639
00:32:26.720 --> 00:32:29.200
<v Speaker 2>game and you know, build on that and that's great.

640
00:32:29.559 --> 00:32:32.039
<v Speaker 1>Yep. Absolutely, And it's like it seems like it makes

641
00:32:32.039 --> 00:32:34.160
<v Speaker 1>a lot of sense. Seems like it. It has worked

642
00:32:34.160 --> 00:32:37.319
<v Speaker 1>pretty frequently. I mean, going back to Team seventeen, who

643
00:32:37.480 --> 00:32:38.920
<v Speaker 1>we're not gonna that story is not one of the

644
00:32:38.920 --> 00:32:41.720
<v Speaker 1>headlines Team seventeen. The group changed their name to like

645
00:32:41.759 --> 00:32:44.240
<v Speaker 1>ever play group or something like that. But Team seventeen

646
00:32:44.279 --> 00:32:47.279
<v Speaker 1>Publishing is staying Team seventeen Publishing. They made Worms forever

647
00:32:47.319 --> 00:32:49.039
<v Speaker 1>go and then they're like, let's get into publishing, and

648
00:32:49.039 --> 00:32:51.119
<v Speaker 1>they've been doing that ever since, while still making like

649
00:32:51.279 --> 00:32:52.839
<v Speaker 1>worms games here or there and make a few games

650
00:32:52.880 --> 00:32:56.240
<v Speaker 1>themselves here there, And yeah, it really I mean even

651
00:32:56.279 --> 00:32:59.160
<v Speaker 1>like like to a certain extent, valve being like, hey,

652
00:32:59.160 --> 00:33:01.079
<v Speaker 1>we're a developer, and then we built these tools to

653
00:33:01.079 --> 00:33:03.400
<v Speaker 1>help other developers, and that kind of just takes over

654
00:33:03.480 --> 00:33:07.480
<v Speaker 1>becomes Steam takes over the world. Is a certain point,

655
00:33:07.480 --> 00:33:09.759
<v Speaker 1>it feels kind of like a natural evolution of someone

656
00:33:09.880 --> 00:33:12.759
<v Speaker 1>learning this business and being like, we have to share

657
00:33:12.839 --> 00:33:15.359
<v Speaker 1>what we've learned and make it easier for other people

658
00:33:15.359 --> 00:33:17.839
<v Speaker 1>to do the same thing. That does kind of feel

659
00:33:17.880 --> 00:33:22.720
<v Speaker 1>like what this always is. People will point out Pocket

660
00:33:22.720 --> 00:33:26.720
<v Speaker 1>Pair that there's some concerns there. The CEO or one

661
00:33:26.720 --> 00:33:34.119
<v Speaker 1>of the heads there very into AI and generative AI. Yeah, sure,

662
00:33:34.559 --> 00:33:36.200
<v Speaker 1>I'm sure that's the case, and I'm sure that's something

663
00:33:36.240 --> 00:33:38.559
<v Speaker 1>that probably is coming up in conversations, or at least

664
00:33:38.599 --> 00:33:41.319
<v Speaker 1>I would imagine it is, But that they're not alone

665
00:33:41.359 --> 00:33:43.480
<v Speaker 1>in that right, That's got to be across the industry.

666
00:33:43.519 --> 00:33:46.920
<v Speaker 1>Right now, a bunch of publishers are having those same conversations, right.

667
00:33:47.880 --> 00:33:50.079
<v Speaker 2>Oh yeah, everyone's gonna try to look for an edge,

668
00:33:50.119 --> 00:33:52.240
<v Speaker 2>try to look for a way to cut costs. Whether

669
00:33:52.279 --> 00:33:54.640
<v Speaker 2>it works or not, it's very much open to debate.

670
00:33:55.359 --> 00:33:58.559
<v Speaker 2>What we've seen so far is certainly not super convincing

671
00:34:00.039 --> 00:34:04.400
<v Speaker 2>audience will react positively to that kind of content. We'll

672
00:34:04.400 --> 00:34:07.279
<v Speaker 2>have to see how things develop. But of course people

673
00:34:07.279 --> 00:34:10.960
<v Speaker 2>are going to look into every possible way of gaining

674
00:34:10.960 --> 00:34:14.000
<v Speaker 2>an edge when you're putting games out, so it's not

675
00:34:14.039 --> 00:34:16.519
<v Speaker 2>a surprise and we'll have to see how it goes.

676
00:34:17.519 --> 00:34:21.559
<v Speaker 1>Excellent's all right, let's talk about Nintendo. Nintendo's share prices

677
00:34:21.639 --> 00:34:24.400
<v Speaker 1>have reached an all time high one week after Switch

678
00:34:24.440 --> 00:34:26.679
<v Speaker 1>to reveal. This is from Jim Norman at Nintendo Life.

679
00:34:27.079 --> 00:34:29.079
<v Speaker 1>It was all doom and gloom last week, as Nintendo'

680
00:34:29.119 --> 00:34:31.880
<v Speaker 1>share price took a slight tumble immediately after the long

681
00:34:31.920 --> 00:34:36.239
<v Speaker 1>awaited switch to reveal. But ever one's everyone's to every

682
00:34:36.280 --> 00:34:37.760
<v Speaker 1>once in a while, these things all hit a rebound.

683
00:34:37.760 --> 00:34:41.000
<v Speaker 1>Big In has bounced back in style, temporarily hitting the

684
00:34:41.000 --> 00:34:45.079
<v Speaker 1>company's highest recorded share price since listings began. And then

685
00:34:45.280 --> 00:34:49.519
<v Speaker 1>Jim writes here, Mama Mia as flagged by Automaton. Nintendo

686
00:34:49.559 --> 00:34:54.199
<v Speaker 1>stock temporarily rose to a tasty and seventy five Japanese

687
00:34:54.239 --> 00:34:57.760
<v Speaker 1>yen on January twenty third, setting a new all time

688
00:34:57.840 --> 00:34:59.960
<v Speaker 1>high for the company and reportedly beating the previous record

689
00:35:00.000 --> 00:35:04.679
<v Speaker 1>word by three hundred and seventy one yen. Now, yeah,

690
00:35:04.800 --> 00:35:07.280
<v Speaker 1>these things that they happen because at the whims of

691
00:35:07.400 --> 00:35:09.800
<v Speaker 1>investors they see something new and shiny. They're like, all right,

692
00:35:09.960 --> 00:35:13.199
<v Speaker 1>this is the We'll build in the expectations now. And

693
00:35:13.239 --> 00:35:15.239
<v Speaker 1>then I think in my head it's like, well, this means,

694
00:35:15.320 --> 00:35:17.360
<v Speaker 1>you know, as they build in the expectations, any sort

695
00:35:17.360 --> 00:35:19.800
<v Speaker 1>of stumble here from here on out, it's really going

696
00:35:19.880 --> 00:35:23.400
<v Speaker 1>to ding this this share price. What does Nintendo need

697
00:35:23.440 --> 00:35:25.719
<v Speaker 1>to do or what can they do to sort of

698
00:35:25.800 --> 00:35:29.119
<v Speaker 1>ensure that they can maintain this and keep investors happy

699
00:35:29.159 --> 00:35:31.159
<v Speaker 1>and then still see some growth going forward.

700
00:35:32.519 --> 00:35:34.639
<v Speaker 2>Well, one of the things I'm very glad to do

701
00:35:35.000 --> 00:35:39.800
<v Speaker 2>is not look at stock stuff too much, because what

702
00:35:39.840 --> 00:35:42.400
<v Speaker 2>you're seeing in those markets and what's actually happening in

703
00:35:42.440 --> 00:35:45.519
<v Speaker 2>the real world in terms of consumer don't always align.

704
00:35:45.840 --> 00:35:48.639
<v Speaker 1>Yes, the stock market is the imagination of investors a

705
00:35:48.679 --> 00:35:51.440
<v Speaker 1>lot of times, right, and that's a weird, dirty place

706
00:35:51.440 --> 00:35:52.039
<v Speaker 1>you don't want to be.

707
00:35:53.000 --> 00:35:55.559
<v Speaker 2>I don't want to be there particularly. But what Nintendo

708
00:35:55.599 --> 00:35:57.079
<v Speaker 2>has to do is what they've always done, which is

709
00:35:57.119 --> 00:35:59.679
<v Speaker 2>focus on Nintendo. They kind of operate in their own

710
00:35:59.800 --> 00:36:04.440
<v Speaker 2>vert Sure, there is some competition between what they're doing

711
00:36:04.440 --> 00:36:07.000
<v Speaker 2>and something like a PlayStation or a PC, like you're

712
00:36:07.039 --> 00:36:10.960
<v Speaker 2>always competing for time, but in terms of what they do,

713
00:36:11.119 --> 00:36:13.199
<v Speaker 2>they kind of do what they do and no one

714
00:36:13.199 --> 00:36:17.760
<v Speaker 2>else does quite what they do, and they move with

715
00:36:17.840 --> 00:36:20.039
<v Speaker 2>their own pace, and they come with their own decisions,

716
00:36:20.039 --> 00:36:23.920
<v Speaker 2>and they come with their own innovations. So they just

717
00:36:23.960 --> 00:36:26.800
<v Speaker 2>have to keep doing what they've been doing. They've been

718
00:36:26.960 --> 00:36:30.159
<v Speaker 2>very successful for a very long time. Anticipate them to

719
00:36:30.159 --> 00:36:32.159
<v Speaker 2>continue to be that way, even if I can't always

720
00:36:32.199 --> 00:36:34.239
<v Speaker 2>predict what the hell they're going to do, because no

721
00:36:34.800 --> 00:36:38.960
<v Speaker 2>analysts ever got rich correctly predicting what Nintendo will do,

722
00:36:39.519 --> 00:36:42.039
<v Speaker 2>and I ain't going to be the first. But yeah,

723
00:36:42.079 --> 00:36:43.760
<v Speaker 2>as long as they keep focusing on what they do,

724
00:36:43.880 --> 00:36:44.559
<v Speaker 2>they'll be fine.

725
00:36:45.119 --> 00:36:47.639
<v Speaker 1>Yeah, it does. You know. I've gotten the sense that

726
00:36:47.760 --> 00:36:50.440
<v Speaker 1>Nintendo is one of the few companies that can sort

727
00:36:50.440 --> 00:36:53.920
<v Speaker 1>of dictate to its investors what they should be expecting

728
00:36:53.960 --> 00:36:56.800
<v Speaker 1>from Nintendo, where a lot of other companies in at

729
00:36:56.880 --> 00:36:58.679
<v Speaker 1>least in the gaming space, the places I pay attention

730
00:36:58.760 --> 00:37:03.000
<v Speaker 1>to seem a little bit like they they are afraid

731
00:37:03.000 --> 00:37:05.880
<v Speaker 1>of their investors and and and shy or like shy

732
00:37:05.920 --> 00:37:08.400
<v Speaker 1>away from their building their own identity because they have

733
00:37:08.480 --> 00:37:11.639
<v Speaker 1>to have these meet these expectations with people that control

734
00:37:11.679 --> 00:37:15.480
<v Speaker 1>the stocks. Is that one of the strengths of Nintendo

735
00:37:15.639 --> 00:37:18.800
<v Speaker 1>is that they kind of can ignore the concerns and

736
00:37:18.960 --> 00:37:22.159
<v Speaker 1>anxieties of the people invested in them.

737
00:37:22.320 --> 00:37:25.280
<v Speaker 2>Well, they certainly don't ignore them, but they they react

738
00:37:25.320 --> 00:37:29.000
<v Speaker 2>to them in in a in their own type of way, right, okay,

739
00:37:29.239 --> 00:37:31.840
<v Speaker 2>And they've built that credibility over decades.

740
00:37:32.679 --> 00:37:32.800
<v Speaker 3>Uh.

741
00:37:33.000 --> 00:37:35.599
<v Speaker 2>Even when they stumble, they come out of it the

742
00:37:35.639 --> 00:37:40.360
<v Speaker 2>other side with with something amazing, right, or something that

743
00:37:40.360 --> 00:37:44.480
<v Speaker 2>that performs exceptionally well. Until they stop doing that, they'll

744
00:37:44.679 --> 00:37:47.440
<v Speaker 2>they'll have the rain and the license to continue to

745
00:37:47.480 --> 00:37:49.519
<v Speaker 2>being what they what they are, and what they do,

746
00:37:51.000 --> 00:37:53.280
<v Speaker 2>and hopefully that stays the case for a.

747
00:37:53.280 --> 00:37:54.000
<v Speaker 3>Very long time.

748
00:37:54.840 --> 00:37:58.360
<v Speaker 1>Uh. When we were dealing with seeing like the the

749
00:37:58.559 --> 00:38:01.400
<v Speaker 1>sort of dip in video game sales and a lot

750
00:38:01.440 --> 00:38:04.400
<v Speaker 1>of layoffs through twenty twenty four, one of the things

751
00:38:04.400 --> 00:38:05.960
<v Speaker 1>that people are saying is like let's wait for switch To,

752
00:38:06.039 --> 00:38:09.679
<v Speaker 1>Let's wait for GTA six. See what happens then coming

753
00:38:09.760 --> 00:38:12.320
<v Speaker 1>out of the switch To revealed. Do you feel like

754
00:38:12.400 --> 00:38:15.719
<v Speaker 1>that is going to be a fertile ground for enabling

755
00:38:16.280 --> 00:38:20.400
<v Speaker 1>a lot of developers and publishers to find some newfound success.

756
00:38:21.079 --> 00:38:24.559
<v Speaker 2>Sure, hope. So, I mean, Nintendo hardware is made primarily

757
00:38:24.559 --> 00:38:28.360
<v Speaker 2>to play Nintendo content, but you know, there could be

758
00:38:28.440 --> 00:38:32.719
<v Speaker 2>a significant opportunity for third parties on a Nintendo platform.

759
00:38:32.800 --> 00:38:36.239
<v Speaker 2>We'll have to see exactly who's there on day one,

760
00:38:37.920 --> 00:38:40.480
<v Speaker 2>But yeah, twenty five is all about switch To, It's

761
00:38:40.480 --> 00:38:43.400
<v Speaker 2>all about Grand Theft, Auto six. If both of them

762
00:38:43.440 --> 00:38:45.960
<v Speaker 2>show up next year, if both of them are what

763
00:38:45.960 --> 00:38:48.280
<v Speaker 2>people expect them to be, we're looking at, you know,

764
00:38:48.440 --> 00:38:51.920
<v Speaker 2>low to mid single digit growth for an industry that's

765
00:38:52.000 --> 00:38:55.840
<v Speaker 2>really been struggling to get past those twenty twenty one

766
00:38:55.960 --> 00:38:59.119
<v Speaker 2>highs that were, of course fueled by all those stay

767
00:38:59.119 --> 00:39:02.519
<v Speaker 2>at home activities associated with a pandemic. So, you know,

768
00:39:02.559 --> 00:39:04.960
<v Speaker 2>we had a market that's been that had been growing

769
00:39:04.960 --> 00:39:08.519
<v Speaker 2>for decades all of a sudden reach a peak in

770
00:39:08.559 --> 00:39:11.960
<v Speaker 2>twenty one, and while you know, the market's basically been

771
00:39:12.039 --> 00:39:16.000
<v Speaker 2>stable since then. A stable video game market isn't what

772
00:39:16.360 --> 00:39:21.639
<v Speaker 2>investors expect are accustomed to. So if we can start

773
00:39:21.679 --> 00:39:25.159
<v Speaker 2>getting back to some growth, it would be a very

774
00:39:25.199 --> 00:39:28.480
<v Speaker 2>good thing. And you know, for better or worse, all

775
00:39:28.519 --> 00:39:30.840
<v Speaker 2>of the eggs are in those two baskets when it

776
00:39:30.840 --> 00:39:32.440
<v Speaker 2>comes to switch to and grand theft Auto six.

777
00:39:33.239 --> 00:39:36.039
<v Speaker 1>Yeah, how did twenty twenty four end up? Like, I

778
00:39:36.119 --> 00:39:38.760
<v Speaker 1>think you were expecting a little bit of a decline

779
00:39:38.800 --> 00:39:41.320
<v Speaker 1>Instead it was stable, But that is still not good enough,

780
00:39:41.360 --> 00:39:43.760
<v Speaker 1>Like the industry is not built to not grow.

781
00:39:45.119 --> 00:39:48.440
<v Speaker 2>Right, So what we saw we just published results this morning.

782
00:39:49.320 --> 00:39:52.159
<v Speaker 2>Total spending for the US for the year was down

783
00:39:52.159 --> 00:39:55.719
<v Speaker 2>about one point one percent, which, on its face, you're like,

784
00:39:56.440 --> 00:39:58.800
<v Speaker 2>that's not that bad. Why the heck is so much

785
00:39:59.119 --> 00:40:03.039
<v Speaker 2>chaos happening with the decline of only one point one percent.

786
00:40:03.119 --> 00:40:04.679
<v Speaker 3>Well, you know.

787
00:40:04.599 --> 00:40:08.719
<v Speaker 2>That that drop was really helped by the mobile side

788
00:40:08.719 --> 00:40:11.159
<v Speaker 2>of things, which you know, mobile from our friends over

789
00:40:11.199 --> 00:40:13.599
<v Speaker 2>at Censor Tower, who we partner with to track the

790
00:40:13.639 --> 00:40:18.360
<v Speaker 2>mobile space really outperformed expectations, really helped by Monopoly Go.

791
00:40:19.400 --> 00:40:23.360
<v Speaker 2>On the console side, it was a really tough year.

792
00:40:23.559 --> 00:40:27.000
<v Speaker 2>Console hardware sales in terms of spending was down twenty

793
00:40:27.039 --> 00:40:31.000
<v Speaker 2>five percent. Of course, that was a little bit expected

794
00:40:31.079 --> 00:40:34.760
<v Speaker 2>swhich is you know, getting up their age. Yeah, PlayStation

795
00:40:34.840 --> 00:40:37.920
<v Speaker 2>five and Xbox series are both over their cyclical sales peaks.

796
00:40:37.960 --> 00:40:40.760
<v Speaker 2>You know, we're on the downside of their curves. So

797
00:40:40.920 --> 00:40:45.360
<v Speaker 2>hardware was expected. Console content was also down double digits

798
00:40:45.440 --> 00:40:47.199
<v Speaker 2>in terms of percentage, and you know, we had a

799
00:40:47.280 --> 00:40:53.280
<v Speaker 2>lighter slate. We have the you know, the aging devices,

800
00:40:53.320 --> 00:40:55.599
<v Speaker 2>and you know, so when you look at the total market,

801
00:40:55.639 --> 00:40:58.840
<v Speaker 2>you're like down one. That's fine. Well, it's because we

802
00:40:58.880 --> 00:41:02.480
<v Speaker 2>saw some shifting or round of dollars towards the mobile side,

803
00:41:02.599 --> 00:41:05.719
<v Speaker 2>more towards PC. We had a little growth and non

804
00:41:05.760 --> 00:41:08.599
<v Speaker 2>mobile subscription spending, helped by a call of duty on

805
00:41:08.719 --> 00:41:12.440
<v Speaker 2>game Pass, but in general, console content had a really

806
00:41:12.480 --> 00:41:14.880
<v Speaker 2>tough year. So if we get grant that f Auto

807
00:41:15.000 --> 00:41:16.840
<v Speaker 2>six and we get it switched to you know, all

808
00:41:16.880 --> 00:41:20.000
<v Speaker 2>of a sudden, that starts turning around next year. This year,

809
00:41:20.760 --> 00:41:23.960
<v Speaker 2>hopefully that becomes more appealing to investment, we start getting

810
00:41:23.960 --> 00:41:28.000
<v Speaker 2>more studios funded, and we start kind of reversing these

811
00:41:28.079 --> 00:41:30.880
<v Speaker 2>really negative trends we've seen over the last couple of years.

812
00:41:30.920 --> 00:41:33.599
<v Speaker 2>And that'll be a really big deal if it can

813
00:41:33.639 --> 00:41:34.360
<v Speaker 2>happen this year.

814
00:41:35.280 --> 00:41:39.480
<v Speaker 1>You mentioned the console sales peak. Is this normally when

815
00:41:39.519 --> 00:41:41.960
<v Speaker 1>the console's peak in terms of the trend, or did

816
00:41:41.960 --> 00:41:44.119
<v Speaker 1>it happen maybe a little bit sooner because so many

817
00:41:44.159 --> 00:41:47.119
<v Speaker 1>people rush to get consoles during the pandemic. I'm like,

818
00:41:47.159 --> 00:41:48.960
<v Speaker 1>I was trying to like map that out in my head,

819
00:41:49.840 --> 00:41:51.519
<v Speaker 1>like it was it sooner than normal? Or is it like,

820
00:41:51.719 --> 00:41:54.400
<v Speaker 1>you know, about four fourish years in we get on

821
00:41:54.440 --> 00:41:55.719
<v Speaker 1>the other side of that bell curve.

822
00:41:56.719 --> 00:42:00.159
<v Speaker 2>Yeah, it's pretty normal in terms of now. What's not

823
00:42:00.320 --> 00:42:03.199
<v Speaker 2>normal is the size of the decline this year compared

824
00:42:03.239 --> 00:42:06.639
<v Speaker 2>to last year for PlayStation five n Xbox series, where

825
00:42:06.679 --> 00:42:09.280
<v Speaker 2>we're a little bit heavier and I thought we should be.

826
00:42:09.360 --> 00:42:12.360
<v Speaker 2>But you have to take into account the chaos of

827
00:42:12.400 --> 00:42:14.760
<v Speaker 2>the first couple of years of this generation not having

828
00:42:14.800 --> 00:42:16.840
<v Speaker 2>any units for a couple of years, then all of

829
00:42:16.880 --> 00:42:21.000
<v Speaker 2>a sudden we had all the units. You know, big increases,

830
00:42:21.079 --> 00:42:24.320
<v Speaker 2>big drops based on supply because of how crazy that was.

831
00:42:25.400 --> 00:42:29.360
<v Speaker 2>But generally now we're kind of selling it into where

832
00:42:29.400 --> 00:42:32.400
<v Speaker 2>we should be, and the question is how do these

833
00:42:32.519 --> 00:42:35.000
<v Speaker 2>two boxes kind of ride out the rest of this

834
00:42:35.199 --> 00:42:39.639
<v Speaker 2>gen u into PS six And if there's another Xbox,

835
00:42:39.639 --> 00:42:41.800
<v Speaker 2>who the hell knows or what they decide to do

836
00:42:42.960 --> 00:42:45.280
<v Speaker 2>with that product.

837
00:42:45.400 --> 00:42:46.119
<v Speaker 3>You know, it's.

838
00:42:47.440 --> 00:42:49.159
<v Speaker 2>It's what happens with the next couple years now, Grand

839
00:42:49.199 --> 00:42:53.039
<v Speaker 2>Theft Auto six could significantly impact that right in a

840
00:42:53.119 --> 00:42:55.719
<v Speaker 2>number of ways, right, And that's what everyone's kind of

841
00:42:55.760 --> 00:42:58.320
<v Speaker 2>sitting on. And you know, you never want to put

842
00:42:58.360 --> 00:43:00.280
<v Speaker 2>all the eggs in one basket, but we are.

843
00:43:01.880 --> 00:43:04.239
<v Speaker 1>We have. Yeah, that's like, well we just really beat

844
00:43:04.280 --> 00:43:08.239
<v Speaker 1>that one basket super bad right now. Okay, so everyone

845
00:43:08.239 --> 00:43:10.519
<v Speaker 1>who's waiting for that, you know, a couple more stories,

846
00:43:10.559 --> 00:43:11.800
<v Speaker 1>we'll get to them here in a second. But just

847
00:43:11.800 --> 00:43:14.880
<v Speaker 1>the last question on this, uh GTA six does come out,

848
00:43:14.920 --> 00:43:17.559
<v Speaker 1>and it's everything everyone hopes it will be. It does

849
00:43:17.679 --> 00:43:21.079
<v Speaker 1>bump up the console sales. Is is there really an

850
00:43:21.119 --> 00:43:24.400
<v Speaker 1>expected sort of reverberation for everyone else to get a

851
00:43:24.440 --> 00:43:26.480
<v Speaker 1>sales bump or is this another one of those games

852
00:43:26.480 --> 00:43:27.880
<v Speaker 1>that takes all the oxygen out of the room.

853
00:43:29.280 --> 00:43:31.199
<v Speaker 2>I mean, sure, not going to help the live service

854
00:43:31.280 --> 00:43:33.760
<v Speaker 2>issue or the challenge that the games are facing, But

855
00:43:33.880 --> 00:43:36.840
<v Speaker 2>what it could do is bring investors back in to

856
00:43:36.920 --> 00:43:40.480
<v Speaker 2>start funding other games. If we have more interest on

857
00:43:40.519 --> 00:43:42.440
<v Speaker 2>the console side, we have more people playing for a

858
00:43:42.440 --> 00:43:45.039
<v Speaker 2>lot more hours, and all of a sudden there's you know,

859
00:43:45.119 --> 00:43:47.559
<v Speaker 2>a reversal of some of the declines we've seen in

860
00:43:47.599 --> 00:43:50.599
<v Speaker 2>the console side for the last year or two. You know,

861
00:43:50.679 --> 00:43:52.320
<v Speaker 2>switch to would help that as well. Then all of

862
00:43:52.360 --> 00:43:55.480
<v Speaker 2>a sudden, you know, investors are looking to fun studios

863
00:43:55.519 --> 00:43:59.480
<v Speaker 2>fund development, and that would be a positive snowball effect

864
00:43:59.519 --> 00:44:01.920
<v Speaker 2>that could help things. And you know, the more games,

865
00:44:03.199 --> 00:44:05.920
<v Speaker 2>the kind of games that will you know, appeal to

866
00:44:05.920 --> 00:44:10.199
<v Speaker 2>a mass audience, could significantly help. And that's kind of

867
00:44:10.199 --> 00:44:11.159
<v Speaker 2>what the hope is.

868
00:44:11.599 --> 00:44:15.000
<v Speaker 1>Excellent, all right, let's get on back on track here.

869
00:44:15.280 --> 00:44:19.360
<v Speaker 1>Nintendo bags GLAD nomination for Paper Mario's trans representation. This

870
00:44:19.400 --> 00:44:22.719
<v Speaker 1>comes from Ali Reynolds at Nintendo Life. Nintendo has received

871
00:44:22.719 --> 00:44:25.480
<v Speaker 1>a nomination for the upcoming thirty sixth annual Glad Media

872
00:44:25.480 --> 00:44:28.559
<v Speaker 1>Awards for its trans representation in twenty twenty four's Paper

873
00:44:28.559 --> 00:44:32.280
<v Speaker 1>Mario The Thousand Year Door the Switch remake. Then, this

874
00:44:32.280 --> 00:44:35.960
<v Speaker 1>comes via Eurogamer. The game, launched on the twenty third

875
00:44:36.000 --> 00:44:38.719
<v Speaker 1>of May twenty twenty four, feature the inclusion of dialogue

876
00:44:38.760 --> 00:44:40.960
<v Speaker 1>from the two thousand and four game Cuba version version

877
00:44:41.000 --> 00:44:43.360
<v Speaker 1>that had originally been altered for its release in the West,

878
00:44:43.639 --> 00:44:47.199
<v Speaker 1>focused on Mario's ghost companion Vivian. The change effectively restored

879
00:44:47.199 --> 00:44:50.480
<v Speaker 1>the characters trans identity. The Thousand Year Door joins nine

880
00:44:50.519 --> 00:44:54.039
<v Speaker 1>other nominees in the Outstanding Video Game category, alongside Bloomhouse

881
00:44:54.159 --> 00:44:57.199
<v Speaker 1>Games wonderful horror title Fear of the Spotlight, which explored

882
00:44:57.199 --> 00:45:00.679
<v Speaker 1>the relationship between the titles two protagonists, Amy and Vivian

883
00:45:00.800 --> 00:45:03.880
<v Speaker 1>as well. Uh, this was one of those things where

884
00:45:03.880 --> 00:45:06.599
<v Speaker 1>it's like people were very happy to see this. The

885
00:45:06.679 --> 00:45:09.800
<v Speaker 1>character is beloved and as actually probably the best character

886
00:45:09.880 --> 00:45:12.960
<v Speaker 1>in the game, regardless of any other feelings about this,

887
00:45:13.000 --> 00:45:16.239
<v Speaker 1>but had to have the trans storyline restored, something really

888
00:45:16.320 --> 00:45:20.199
<v Speaker 1>nice to see, especially from Nintendo. I remember Tomadaccia Life

889
00:45:20.199 --> 00:45:22.519
<v Speaker 1>coming out to three DS in the United States and

890
00:45:22.519 --> 00:45:25.079
<v Speaker 1>and you know globally. Actually it had the same problem

891
00:45:25.320 --> 00:45:27.360
<v Speaker 1>where it's like, it's a character it's a game about

892
00:45:27.440 --> 00:45:30.840
<v Speaker 1>character relationships, and you make all your mees and set

893
00:45:30.920 --> 00:45:33.679
<v Speaker 1>you set their genders, and you set their age, and

894
00:45:33.760 --> 00:45:36.679
<v Speaker 1>if they are two adult men, they can't be in

895
00:45:36.719 --> 00:45:38.920
<v Speaker 1>a relationship with one another, not that kind of relationship.

896
00:45:39.000 --> 00:45:41.280
<v Speaker 1>It is. The game just does not enable that, does

897
00:45:41.320 --> 00:45:44.800
<v Speaker 1>not empower that, and it's like it empowers so much stuff.

898
00:45:44.840 --> 00:45:46.679
<v Speaker 1>The fact that it didn't do that was noticeable, and

899
00:45:46.760 --> 00:45:49.440
<v Speaker 1>Nintendo didn't have really great answers at the time, said

900
00:45:49.840 --> 00:45:51.679
<v Speaker 1>I guess we'll con try to do better and for

901
00:45:51.760 --> 00:45:54.599
<v Speaker 1>them to just like kind of move through time and

902
00:45:54.800 --> 00:45:56.800
<v Speaker 1>the game pops back up from the you know, a

903
00:45:56.800 --> 00:45:59.480
<v Speaker 1>GameCube game that had to been altered originally and they

904
00:45:59.480 --> 00:46:02.159
<v Speaker 1>fixed this. It's just nice to see, refreshing to see

905
00:46:02.280 --> 00:46:05.519
<v Speaker 1>and it wasn't some lightning rod because it was just

906
00:46:05.639 --> 00:46:07.800
<v Speaker 1>well done, a good character and no one cared. It

907
00:46:07.840 --> 00:46:10.960
<v Speaker 1>was very nice to see. How do you feel about it?

908
00:46:12.199 --> 00:46:16.159
<v Speaker 2>I think it's great. I think any opportunity that you

909
00:46:16.320 --> 00:46:20.079
<v Speaker 2>have to expand the scope of your potential audience is

910
00:46:20.079 --> 00:46:24.679
<v Speaker 2>also great for the business. Allowing people to be to

911
00:46:24.719 --> 00:46:28.679
<v Speaker 2>see themselves reflected and the media they're interacting with is

912
00:46:29.400 --> 00:46:33.920
<v Speaker 2>always a good thing, and it's great to see this

913
00:46:34.039 --> 00:46:36.960
<v Speaker 2>kind of positive recognition for something like that on top

914
00:46:37.000 --> 00:46:41.159
<v Speaker 2>of the positive business aspects of it. So yeah, it's great.

915
00:46:41.199 --> 00:46:44.599
<v Speaker 2>And the more representation the better, and the bigger the

916
00:46:44.599 --> 00:46:48.079
<v Speaker 2>funnel in terms of allowing people to engage in ways

917
00:46:48.079 --> 00:46:51.119
<v Speaker 2>that they find positive and empowering is great.

918
00:46:52.559 --> 00:46:54.280
<v Speaker 1>Can I ask you, since you did work in publishing

919
00:46:54.280 --> 00:46:57.880
<v Speaker 1>for so long, how aware are people inside of these

920
00:46:57.920 --> 00:47:01.719
<v Speaker 1>companies of awards like this of you know, and then

921
00:47:01.760 --> 00:47:05.400
<v Speaker 1>like the big awards as well, like are they going

922
00:47:05.440 --> 00:47:07.119
<v Speaker 1>for these things or is it just like kind of okay,

923
00:47:07.159 --> 00:47:08.599
<v Speaker 1>nice to put it on the shelf. We gotta get

924
00:47:08.599 --> 00:47:09.360
<v Speaker 1>back to making money.

925
00:47:10.519 --> 00:47:13.440
<v Speaker 2>They're not going for them, you know, they're so busy

926
00:47:13.480 --> 00:47:16.400
<v Speaker 2>trying to make a game that they don't think about that.

927
00:47:16.480 --> 00:47:19.440
<v Speaker 2>But when this happens, it's a huge deal. Like people

928
00:47:19.480 --> 00:47:22.800
<v Speaker 2>take a tremendous amount of pride and delivering a product

929
00:47:22.800 --> 00:47:25.960
<v Speaker 2>that brings joy or that people really resonate with. Like

930
00:47:26.639 --> 00:47:29.360
<v Speaker 2>you know, there's this feeling or this sentiment out there

931
00:47:29.400 --> 00:47:32.320
<v Speaker 2>that you know, everyone in publishing are these suits that

932
00:47:32.400 --> 00:47:35.920
<v Speaker 2>sit behind desks and they're just doing these hardcore math

933
00:47:35.960 --> 00:47:38.199
<v Speaker 2>things to screw over people. And it couldn't be anything

934
00:47:38.239 --> 00:47:40.239
<v Speaker 2>farther from the truth. Like they're just people that generally

935
00:47:40.320 --> 00:47:43.800
<v Speaker 2>love games too, And if a game is a hit, fantastic.

936
00:47:43.840 --> 00:47:46.880
<v Speaker 2>If a game gets this kind of recognition, that's that's amazing, Like,

937
00:47:47.000 --> 00:47:49.400
<v Speaker 2>and everyone takes a great deal of pride in it.

938
00:47:49.480 --> 00:47:52.079
<v Speaker 2>You know, these things are generally you know, put right

939
00:47:52.159 --> 00:47:53.639
<v Speaker 2>up in the front of the office as soon as

940
00:47:53.639 --> 00:47:56.760
<v Speaker 2>you walk in. Yeah, it's it's a big point of

941
00:47:56.800 --> 00:47:58.360
<v Speaker 2>pride for folks.

942
00:47:58.400 --> 00:48:01.199
<v Speaker 3>And so it's a big deal.

943
00:48:01.599 --> 00:48:04.639
<v Speaker 1>Excellent all right, time to get onto the Adam Boys news.

944
00:48:04.719 --> 00:48:07.800
<v Speaker 1>Adam Boys launches Vivrado is how I'm gonna say it,

945
00:48:07.960 --> 00:48:12.320
<v Speaker 1>like a vibrato Vivrado consultancy to help manage big game problems.

946
00:48:12.320 --> 00:48:14.320
<v Speaker 1>This comes from Dean Takahashi at Game Speed, who did

947
00:48:14.360 --> 00:48:17.119
<v Speaker 1>a very long, in depth interview with Adam about the

948
00:48:17.360 --> 00:48:20.760
<v Speaker 1>future and his companies got here, but I did a

949
00:48:20.760 --> 00:48:23.559
<v Speaker 1>shortened version here. Adam Boys, a gaming industry veteran, has

950
00:48:23.639 --> 00:48:28.159
<v Speaker 1>launched Vivrado, an advisory company aimed at fostering a more collaborative, sustainable,

951
00:48:28.480 --> 00:48:32.960
<v Speaker 1>and thriving gaming future. Boys's vision for Vivrado stemmed from

952
00:48:33.000 --> 00:48:35.920
<v Speaker 1>conversations with a bunch of executives where he identified a

953
00:48:36.039 --> 00:48:39.039
<v Speaker 1>need for a consultancy firm that addresses the industry's foundational

954
00:48:39.119 --> 00:48:43.840
<v Speaker 1>changes and helps companies navigate these challenges. Yeah, hey, a

955
00:48:43.880 --> 00:48:46.440
<v Speaker 1>consultancy consultancy firm is something that you know a lot

956
00:48:46.440 --> 00:48:50.280
<v Speaker 1>of companies work with. Is my understanding, Matt? Kind of like,

957
00:48:50.440 --> 00:48:52.239
<v Speaker 1>what is the company usually looking for when they do

958
00:48:52.320 --> 00:48:53.199
<v Speaker 1>go to a consultant?

959
00:48:54.559 --> 00:48:56.159
<v Speaker 2>Well, I mean great for Adam. By the way, I

960
00:48:56.239 --> 00:48:59.000
<v Speaker 2>never really got the chance to meet him. I saw

961
00:48:59.079 --> 00:49:02.079
<v Speaker 2>him at a PlayStation event back in the day. I

962
00:49:02.079 --> 00:49:04.199
<v Speaker 2>don't know if you remember those that in Scottsdale they

963
00:49:04.199 --> 00:49:06.760
<v Speaker 2>had all the retailers come in. I don't know if

964
00:49:06.800 --> 00:49:07.320
<v Speaker 2>you ever heard about.

965
00:49:07.320 --> 00:49:07.880
<v Speaker 3>It was a good time.

966
00:49:08.199 --> 00:49:11.960
<v Speaker 1>They still do that, right, they do something like that,

967
00:49:12.000 --> 00:49:14.639
<v Speaker 1>but it's not maybe it's not exactly that, not for retailers.

968
00:49:14.360 --> 00:49:16.760
<v Speaker 2>Nowhere near the scale. It was a good time. But

969
00:49:16.840 --> 00:49:20.960
<v Speaker 2>that's another story, but great form. Yeah, when this happens,

970
00:49:21.119 --> 00:49:24.320
<v Speaker 2>you're generally looking for some guidance on how to react

971
00:49:24.519 --> 00:49:28.039
<v Speaker 2>to situations that, say, you're publishing leadership team might not

972
00:49:28.239 --> 00:49:32.760
<v Speaker 2>have experience with, and someone like Adam has tremendous experience with.

973
00:49:33.800 --> 00:49:35.159
<v Speaker 2>So yeah, you're you're bringing in.

974
00:49:35.119 --> 00:49:35.840
<v Speaker 3>Folks to help.

975
00:49:36.280 --> 00:49:41.360
<v Speaker 2>I have suggestions to think about. No consultant of any

976
00:49:41.480 --> 00:49:44.480
<v Speaker 2>kind is rolling into a publisher, I mean, of any

977
00:49:44.559 --> 00:49:47.559
<v Speaker 2>kind is rolling into a publisher and saying you're gonna

978
00:49:47.599 --> 00:49:51.360
<v Speaker 2>do this. Of course, that does not happen. They come in,

979
00:49:51.480 --> 00:49:54.239
<v Speaker 2>they say, hey, here's some things that think about, and

980
00:49:54.320 --> 00:49:56.159
<v Speaker 2>you think about them, and then do you make whatever

981
00:49:56.239 --> 00:49:59.320
<v Speaker 2>decision you think is best. Like some of the stuff

982
00:49:59.320 --> 00:50:01.920
<v Speaker 2>you read about what people think of consultancy firms is

983
00:50:02.079 --> 00:50:07.559
<v Speaker 2>just absolutely wild anyways, But yeah, you're bringing someone in

984
00:50:07.599 --> 00:50:10.119
<v Speaker 2>to give you some perspective that you don't have in

985
00:50:10.280 --> 00:50:13.800
<v Speaker 2>the organization. But you know, you take it or leave it,

986
00:50:13.920 --> 00:50:16.679
<v Speaker 2>and and that's fine. You know, you're just looking for

987
00:50:16.760 --> 00:50:19.480
<v Speaker 2>ways you're trying to improve, You're trying to provide the

988
00:50:19.480 --> 00:50:22.559
<v Speaker 2>best product you can and so you're open to all

989
00:50:22.639 --> 00:50:23.880
<v Speaker 2>ideas that can help do that.

990
00:50:24.400 --> 00:50:28.639
<v Speaker 1>Yeah, and it's uh yeah, the dunning Krueger of people

991
00:50:28.679 --> 00:50:31.280
<v Speaker 1>who think they understand how this stuff works is always

992
00:50:31.400 --> 00:50:34.360
<v Speaker 1>impressive to see how can you how can you even

993
00:50:34.519 --> 00:50:36.320
<v Speaker 1>have this sort of imagination in your head that is

994
00:50:36.480 --> 00:50:39.599
<v Speaker 1>so incorrect? Ata Boys for people that might be wondering

995
00:50:39.840 --> 00:50:41.440
<v Speaker 1>at a Boys is the guy from that video where

996
00:50:41.440 --> 00:50:42.920
<v Speaker 1>he's like, hey, how do you share games on the

997
00:50:42.920 --> 00:50:45.480
<v Speaker 1>PS four and enhance at the shoe? Hey, Yoshida, and

998
00:50:45.519 --> 00:50:48.840
<v Speaker 1>then the video ends and then he's been at Iron

999
00:50:48.880 --> 00:50:51.039
<v Speaker 1>Galaxy for a long time. He was a co CEO

1000
00:50:51.159 --> 00:50:53.719
<v Speaker 1>at Iron Galaxy for for years and years, left them

1001
00:50:53.760 --> 00:50:57.840
<v Speaker 1>recently and now he's doing this. He's also a former

1002
00:50:57.880 --> 00:51:01.159
<v Speaker 1>patient at the Midway Asylum, which was at Midway's EA

1003
00:51:01.280 --> 00:51:04.559
<v Speaker 1>big and I'll never stop bringing up the Midway Asylum.

1004
00:51:04.559 --> 00:51:06.159
<v Speaker 1>But yeah, you worked on a bunch of like Midway

1005
00:51:06.199 --> 00:51:07.920
<v Speaker 1>Sports games and stuff like that. That.

1006
00:51:09.400 --> 00:51:12.119
<v Speaker 3>Yeah, he's I'll drink of water.

1007
00:51:12.000 --> 00:51:15.840
<v Speaker 1>All drink of water. Indeed, exactly. Yes, he's got great

1008
00:51:15.840 --> 00:51:17.639
<v Speaker 1>stories from the time working at Midway when I think

1009
00:51:17.639 --> 00:51:19.920
<v Speaker 1>they were working on Blitz the League or something like that,

1010
00:51:20.320 --> 00:51:23.519
<v Speaker 1>and they had f the NFL written all over their

1011
00:51:23.519 --> 00:51:25.519
<v Speaker 1>office and then someone from the NFL was coming in

1012
00:51:25.559 --> 00:51:27.000
<v Speaker 1>so they had to like run around and tear all

1013
00:51:27.039 --> 00:51:29.920
<v Speaker 1>these things down. I'm like, oh, that's that's a good time.

1014
00:51:30.719 --> 00:51:32.960
<v Speaker 2>Midway back in the day is one of those places

1015
00:51:32.960 --> 00:51:35.599
<v Speaker 2>I sure would have loved to have been able to visit.

1016
00:51:35.760 --> 00:51:37.880
<v Speaker 1>Yes, same, I would love to get like some fly

1017
00:51:38.000 --> 00:51:40.000
<v Speaker 1>on the wall footage of what it was like at

1018
00:51:40.000 --> 00:51:44.519
<v Speaker 1>that place, for sure. Chicago Game Developers Man. All right,

1019
00:51:44.639 --> 00:51:48.000
<v Speaker 1>last thing here, reminder, Xbox Developer Director is happening today

1020
00:51:48.000 --> 00:51:51.360
<v Speaker 1>at ten am Pacific time one pm Eastern about and

1021
00:51:51.519 --> 00:51:55.920
<v Speaker 1>out sixty five minutes from now. If you were watching live,

1022
00:51:56.440 --> 00:51:59.239
<v Speaker 1>if you're watching later, and if you're watching live, we're

1023
00:51:59.239 --> 00:52:01.280
<v Speaker 1>gonna do a talkover. We're gonna, We're gonna, we're gonna

1024
00:52:01.280 --> 00:52:03.960
<v Speaker 1>talk over. This event should be some pretty good announcements.

1025
00:52:04.000 --> 00:52:06.239
<v Speaker 1>Seems like it's gonna be pretty cool looking forward to

1026
00:52:06.280 --> 00:52:09.239
<v Speaker 1>it myself, so that'll be up on the website, up

1027
00:52:09.239 --> 00:52:11.519
<v Speaker 1>on streaming service and stuff like that. So definitely check

1028
00:52:11.519 --> 00:52:14.719
<v Speaker 1>out that and come hang out with us. This was

1029
00:52:14.719 --> 00:52:17.840
<v Speaker 1>so we got the switch to reveal they're gonna they're

1030
00:52:17.880 --> 00:52:21.760
<v Speaker 1>promising more. In April. Xbox has their Developer Direct happening.

1031
00:52:21.760 --> 00:52:23.559
<v Speaker 1>It's gonna set up kind of what's happening this year.

1032
00:52:23.719 --> 00:52:27.360
<v Speaker 1>PlayStation probably has something pretty soon. Uh, these companies gone,

1033
00:52:27.440 --> 00:52:29.440
<v Speaker 1>they still have to like make these announcements, even though

1034
00:52:29.440 --> 00:52:31.039
<v Speaker 1>it does still seem like a lot of times people

1035
00:52:31.039 --> 00:52:33.199
<v Speaker 1>are waiting for GT six to do what GT six

1036
00:52:33.239 --> 00:52:34.239
<v Speaker 1>needs to do, right.

1037
00:52:35.719 --> 00:52:38.199
<v Speaker 2>Yeah, I mean we we'd used some surprises this year

1038
00:52:38.239 --> 00:52:40.039
<v Speaker 2>when it comes to the market. There's always a few

1039
00:52:40.039 --> 00:52:43.559
<v Speaker 2>that pop up out of nowhere. We're seemingly nowhere. I

1040
00:52:43.599 --> 00:52:46.320
<v Speaker 2>can't believe they announced one versus one hundreds coming back

1041
00:52:46.360 --> 00:52:49.360
<v Speaker 2>at Xbox. I don't know if that's true, but I'm

1042
00:52:49.360 --> 00:52:51.079
<v Speaker 2>just gonna put that out there in the universe and

1043
00:52:51.159 --> 00:52:55.519
<v Speaker 2>hope it manifests. But yeah, like we're gonna have some

1044
00:52:55.559 --> 00:52:59.039
<v Speaker 2>surprise hits, We're gonna have some surprise failures. Like this

1045
00:52:59.159 --> 00:53:01.079
<v Speaker 2>is just kind of what happens, and this is all

1046
00:53:01.320 --> 00:53:04.639
<v Speaker 2>just part of the wonderful River of gaming. So yeah,

1047
00:53:04.639 --> 00:53:05.440
<v Speaker 2>I look it forward to it.

1048
00:53:05.599 --> 00:53:07.719
<v Speaker 1>Yep, it rushes ahead without us, whether we wanted to

1049
00:53:07.840 --> 00:53:10.960
<v Speaker 1>or not. Yeah, I had one, Versus wondered I. At

1050
00:53:11.039 --> 00:53:12.800
<v Speaker 1>one point I heard it was in development, but it

1051
00:53:12.920 --> 00:53:16.000
<v Speaker 1>was at a team that has since been sort of disbanded,

1052
00:53:16.079 --> 00:53:19.679
<v Speaker 1>so I don't know. I yeah, oh no, Oh, he's

1053
00:53:19.840 --> 00:53:22.480
<v Speaker 1>thrown his desk out the window. Everybody stand back, all right,

1054
00:53:22.760 --> 00:53:25.880
<v Speaker 1>Paul questioned, From yesterday, we got it right here. Let

1055
00:53:25.880 --> 00:53:28.639
<v Speaker 1>me get this set up there we go, news s

1056
00:53:28.719 --> 00:53:33.800
<v Speaker 1>sets move that over there. Okay. Do you have you

1057
00:53:33.840 --> 00:53:36.000
<v Speaker 1>ever spent more than ten dollars to buy a game

1058
00:53:36.079 --> 00:53:37.400
<v Speaker 1>on your mobile device?

1059
00:53:39.480 --> 00:53:39.639
<v Speaker 3>You know?

1060
00:53:39.719 --> 00:53:41.719
<v Speaker 1>I think I bought one of those like Final Fantasies

1061
00:53:42.280 --> 00:53:44.599
<v Speaker 1>or or Chrono Trigger at one point. I don't know

1062
00:53:44.599 --> 00:53:46.559
<v Speaker 1>if I ever played it, So I will say yes,

1063
00:53:46.639 --> 00:53:49.119
<v Speaker 1>and thirty two percent of people said yes, sixty eight

1064
00:53:49.159 --> 00:53:52.440
<v Speaker 1>percent said no. This is the kind of thing where

1065
00:53:52.440 --> 00:53:54.079
<v Speaker 1>it's like yes, some people might have it might be

1066
00:53:54.159 --> 00:53:56.440
<v Speaker 1>like me, where it's like years and years ago, I

1067
00:53:56.480 --> 00:53:59.199
<v Speaker 1>bought one game for that price and then Super Mario

1068
00:53:59.239 --> 00:54:01.119
<v Speaker 1>Brothers Run and I'm ma Maria fan and I didn't

1069
00:54:01.119 --> 00:54:05.039
<v Speaker 1>even buy that. So we've just got brought up Matt

1070
00:54:05.079 --> 00:54:08.679
<v Speaker 1>because of the reporting that when they look at the numbers,

1071
00:54:08.679 --> 00:54:11.239
<v Speaker 1>seems like resideval too, and all those residuaval games that

1072
00:54:11.320 --> 00:54:14.239
<v Speaker 1>got reported to iPhone didn't sell much more than ten

1073
00:54:14.280 --> 00:54:16.880
<v Speaker 1>thousand copies. And it's like, yeah, it just seems like

1074
00:54:16.920 --> 00:54:20.960
<v Speaker 1>that audience not interested in those games, Like what that

1075
00:54:21.239 --> 00:54:23.079
<v Speaker 1>That's just it's that simple, right, At a certain point,

1076
00:54:23.079 --> 00:54:25.039
<v Speaker 1>it's like they're just they're happy with the games they

1077
00:54:25.039 --> 00:54:26.519
<v Speaker 1>have on their phone for free, right.

1078
00:54:27.559 --> 00:54:27.760
<v Speaker 3>Yeah.

1079
00:54:27.840 --> 00:54:31.199
<v Speaker 2>Mobile players want to play games designed for mobile devices.

1080
00:54:31.320 --> 00:54:34.679
<v Speaker 2>Console players want to play games designed for console devices.

1081
00:54:34.719 --> 00:54:40.280
<v Speaker 2>Like it's not hard. That means two things just don't mix.

1082
00:54:40.760 --> 00:54:43.719
<v Speaker 2>The way people play on mobile, how they play on mobile,

1083
00:54:43.760 --> 00:54:46.800
<v Speaker 2>what they want when they play on mobiles entirely different

1084
00:54:46.840 --> 00:54:49.000
<v Speaker 2>than what you would want to do to play like

1085
00:54:49.039 --> 00:54:52.239
<v Speaker 2>a really intense survival horror game, like come on, what

1086
00:54:52.280 --> 00:54:52.920
<v Speaker 2>are we doing here?

1087
00:54:53.239 --> 00:54:58.280
<v Speaker 1>Yep? It's uh. I just remember conversations and quotes from

1088
00:54:58.280 --> 00:54:59.880
<v Speaker 1>the past where people like it. So, you know, people

1089
00:55:00.079 --> 00:55:02.639
<v Speaker 1>the device that's as powerful as a console in their

1090
00:55:02.440 --> 00:55:04.960
<v Speaker 1>in their pockets. So we got to make sure that

1091
00:55:05.079 --> 00:55:07.039
<v Speaker 1>these games will be on those devices if we want

1092
00:55:07.039 --> 00:55:08.880
<v Speaker 1>to keep getting games like this and it'say, oh, that's

1093
00:55:08.920 --> 00:55:11.760
<v Speaker 1>that's not going to work. That's they just want games

1094
00:55:11.760 --> 00:55:16.800
<v Speaker 1>made for those devices. All right, let's see here new

1095
00:55:16.840 --> 00:55:19.079
<v Speaker 1>poll question. We'll get to that here in a second.

1096
00:55:19.079 --> 00:55:21.480
<v Speaker 1>Before we do that, though, Matt Piscatella, why don't you

1097
00:55:21.480 --> 00:55:23.719
<v Speaker 1>tell people where they can find you on the internet

1098
00:55:23.760 --> 00:55:25.599
<v Speaker 1>if you want them to find you on the internet

1099
00:55:25.599 --> 00:55:27.119
<v Speaker 1>and what you have going on and all that other

1100
00:55:27.159 --> 00:55:27.679
<v Speaker 1>good stuff.

1101
00:55:29.000 --> 00:55:32.119
<v Speaker 2>I am on the Blue Sky Matt Piscatella with one

1102
00:55:32.199 --> 00:55:34.440
<v Speaker 2>T because it was the seventies and my mom was

1103
00:55:34.519 --> 00:55:37.760
<v Speaker 2>drugged up and she forgot how to spell Matthew. So yeah,

1104
00:55:37.760 --> 00:55:40.760
<v Speaker 2>I'm Matt Piscatella and Blue the Sky. Don't yell at

1105
00:55:40.760 --> 00:55:42.960
<v Speaker 2>me about video game sales. I'm just trying to help

1106
00:55:43.000 --> 00:55:45.639
<v Speaker 2>you out. It's all good. But come hang out there,

1107
00:55:45.679 --> 00:55:48.280
<v Speaker 2>and you know, look for us every month we're talking

1108
00:55:48.280 --> 00:55:51.000
<v Speaker 2>about the market and trying to give context and help

1109
00:55:51.039 --> 00:55:55.119
<v Speaker 2>people understand this wacky world. So yeah, I really really

1110
00:55:55.159 --> 00:55:57.719
<v Speaker 2>love everyone who follows me over there, have great interactions,

1111
00:55:57.719 --> 00:55:58.920
<v Speaker 2>So yeah, come.

1112
00:55:58.800 --> 00:55:59.480
<v Speaker 3>On out and hang out.

1113
00:55:59.599 --> 00:56:03.639
<v Speaker 1>Yep, Matt's a great follow just good vibes and good information,

1114
00:56:03.800 --> 00:56:06.079
<v Speaker 1>So definitely go hang out. Say nice thanks to them,

1115
00:56:06.800 --> 00:56:11.599
<v Speaker 1>all right, Pull question for tomorrow's show. Do you think

1116
00:56:11.639 --> 00:56:14.800
<v Speaker 1>Insomniac's Wolverine releases in twenty twenty five? I this one.

1117
00:56:14.920 --> 00:56:18.599
<v Speaker 1>I honestly don't know, so I could really go either way.

1118
00:56:18.639 --> 00:56:21.239
<v Speaker 1>I think I would hope, be hopeful and vote. Yes,

1119
00:56:21.440 --> 00:56:23.320
<v Speaker 1>we'll see what everyone comes up with. But you can

1120
00:56:23.440 --> 00:56:25.239
<v Speaker 1>vote now if you go to YouTube dot com slash

1121
00:56:25.280 --> 00:56:27.760
<v Speaker 1>at giant Bomb, go to that community tab right there,

1122
00:56:28.400 --> 00:56:31.360
<v Speaker 1>you know, vote get the results on tomorrow's show here

1123
00:56:31.400 --> 00:56:34.079
<v Speaker 1>on Giant Bomb. Speaking to Giant Bomb, as I mentioned

1124
00:56:34.119 --> 00:56:36.840
<v Speaker 1>the Xbox Developer direct happening in about an hour. We'll

1125
00:56:36.880 --> 00:56:40.679
<v Speaker 1>talk over that later today. Voicemail, dump truck, plenty of

1126
00:56:40.920 --> 00:56:42.920
<v Speaker 1>fun calls. I don't know, Jan, if you haven't gathered

1127
00:56:43.000 --> 00:56:45.159
<v Speaker 1>up the calls yet, you might get a bunch about

1128
00:56:45.159 --> 00:56:47.960
<v Speaker 1>how many syllables are in the word oil and fire.

1129
00:56:48.320 --> 00:56:49.639
<v Speaker 1>And we're gonna have to We're gonna have to deal

1130
00:56:49.679 --> 00:56:51.239
<v Speaker 1>with this. It's gonna be a problem. And Matt, how

1131
00:56:51.280 --> 00:56:52.639
<v Speaker 1>many syllables is in the word oil.

1132
00:56:53.760 --> 00:56:54.920
<v Speaker 3>That'd be one syllable.

1133
00:56:55.000 --> 00:56:57.000
<v Speaker 1>Yeah, there we go. So it's gonna be a fun

1134
00:56:57.039 --> 00:57:01.360
<v Speaker 1>one and let's see, Oh tomorrow we will I don't know, God,

1135
00:57:01.360 --> 00:57:03.559
<v Speaker 1>I don't know, I do we have stuff planned for tomorrow.

1136
00:57:04.079 --> 00:57:07.519
<v Speaker 1>People are mad, Matt, I say it with two. Although

1137
00:57:07.559 --> 00:57:10.599
<v Speaker 1>I recognize the technicality of it being one oil ol,

1138
00:57:11.000 --> 00:57:12.519
<v Speaker 1>it's how I say it, and so I just feel

1139
00:57:12.519 --> 00:57:13.000
<v Speaker 1>like that's too.

1140
00:57:13.119 --> 00:57:15.079
<v Speaker 2>If you're a dream brother, don't let people tell you

1141
00:57:15.159 --> 00:57:16.000
<v Speaker 2>how to say oil.

1142
00:57:16.199 --> 00:57:18.960
<v Speaker 1>That's the right way, that's right. Actually, never mind, we

1143
00:57:19.000 --> 00:57:20.239
<v Speaker 1>don't have to do any of these calls, Mad, I

1144
00:57:20.239 --> 00:57:24.480
<v Speaker 1>already answered it. Yeah, an anything else met before we

1145
00:57:24.480 --> 00:57:25.039
<v Speaker 1>get out of here.

1146
00:57:26.079 --> 00:57:29.039
<v Speaker 2>Now, this is really a fun, lifelong dream to hang

1147
00:57:29.079 --> 00:57:31.639
<v Speaker 2>out with you on this like, really really cool.

1148
00:57:31.679 --> 00:57:32.239
<v Speaker 3>Appreciate it.

1149
00:57:32.519 --> 00:57:34.280
<v Speaker 1>Thank you for coming on. Thank you so much for

1150
00:57:34.280 --> 00:57:36.639
<v Speaker 1>hanging out with me talking about video games. I really

1151
00:57:36.679 --> 00:57:40.639
<v Speaker 1>really appreciate it. Thank you to everybody who is watching

1152
00:57:41.079 --> 00:57:44.000
<v Speaker 1>and listening. You are the best audience in gaming. Until

1153
00:57:44.039 --> 00:57:46.159
<v Speaker 1>next time, have a good one, Take care of yourself

1154
00:57:46.639 --> 00:57:47.239
<v Speaker 1>and oil
