Interesting report from VG Insights giving some hard numbers on the extra opportunity for building and growing game IPs through other types of media, be they TV, movies, books and more. Too often, game companies are only looking at the direct business opportunities of transmedia projects to determine whether they want to engage into it or not, but the real opportunity is indirect, it is through the engagement of new and existing players, and extra sales of existing games, even with very little is done on older titles. We've seen this on The Witcher, on The Last of Us, now on Fallout, and many more.
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April Fools’ is all fun and games, right? Well…until you make the wrong joke. Check out how your brand can be smart on April Fools’ in our latest blog: https://bit.ly/3xi6Xpx
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Here's an extensive list outlining five of the most popular payment models and five ways to pay for video games. Link: https://lnkd.in/gRPRYZsm #xsolla #business #gameindustry #financial Xsolla
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What does Release Management do? Here! Read this nice and brief article!
If a tree falls with no one around, does it make a sound? That one’s still up for debate. But if a game is made and no one’s there to release it? No one can play it. This week, we spoke to Alexandra Grindean about what it means to work with release management and the importance of collaborating with our players to make great games! 👇 https://lnkd.in/dNYmvcXz
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Just Hell Divers 2 itself generated over 20% of the total revenue on Steam. Rest of the top 10? Around 60%+ of overall revenue. But how about rest of the 4350+ games released in the same time frame? Well, sales dont look promising for them. Releasing a PC game on Steam is not an easy task. While many studios with big publishing power, There were many, many surprises this quarter. Looking all the numbers, let me ask you: Is this a good time to release your game on Steam? Let me know what you think on the comments. Cheers! #gameindustry #videogames #steam PS: Special thanks to inspire this comic Roberto Ferraro, when I say inspire, I literally used his fantastically well drawn comic. If you are not following him, you are missing out.
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Many modern games are impossible to own in the traditional sense of that word. Those titles that have an online component, be it sign-in or multiplayer functionality, are not owned by the purchaser and can be removed at the discretion of the real owners. The issue of ownership was the battleground for music publishers 20 years ago. The battle against 'piracy' in the digital domain was a fight for control of the medium. Without absolute physical control (vinyl, CD) there is no ownership. This argument also applies to digital books, music, movie streaming services, games consoles, smart home appliances, computer operating systems, smartphones (see recent Apple lawsuits) and, very soon, your smart automobile (microtransactions already apply to the likes of Tesla and BMW cars). Your purchase is effectively a subscription downpayment and everything is disposable. Concepts such as ownership and permanence in wider society are fast becoming a generational curiosity. As ownership rights have been eroded, subscription models have become normalized for Gen Z and Gen Alpha. Given the current housing crises in the Western world it seems inevitable for many that home ownership will also be replaced by, effectively, a subscription model. Welcome to the 21st century! The future is bright as long as your payments make things profitable 😎
If your favorite game was no longer playable How would you feel? The idea of ownership in video games is being erased If a publisher no longer wants to support a product they've helped create, then its time to hit the abort button The idea of renting a game is cool Test it out for a few hours See how it plays Return But if I purchase it, I own it
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It's a big day for Merge Games and Maximum Entertainment! We've got, not one, not two, but four big announcements! From the launch of Smalland, to release dates for upcoming titles, even a new game announcement! Check everything out below!
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The latest episode of the GI Microcast is now available to download, where we're joined by Big Fan Games' Amanda Kruse to discuss how video games conquered Hollywood, and more
How video games conquered Hollywood | Microcast
gamesindustry.biz
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💸 What is the difference between freemium and premium games? And what monetization strategies should be in your active vocabulary? Read the first part of our monetization series focused on the traditional strategies live on our blog ➡️ https://bit.ly/3yNcEMW Next up: Alternative game monetization. #gameanalytics #gamedev #monetization #appmonetization #gamingindustry
Exploring game monetization: Traditional strategies
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In 2024 #Steam is on track to break records again with a significantly higher number of video #game releases compared to last year. If you thought 2023's over 14,500 titles was impressive, there are 13,065 released games just until Q3 2024. Chris Zukowski projects that until the end of this year, 17,965 games will be released. That's almost a 29% increase over 2023. P.S. Will our Steam library look like this? 😄 P.P.S. Did you read the lastest news in Game Vibe Weekly? https://lnkd.in/dDaCW2Ay
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With the start of the new year, we are prioritizing more time with family and friends, often over movies or board games. We have our own favorite of the two, but we’d love to hear yours — which do you prefer: movie night or board game night? Share your vote by dropping either a “🎬” or a “🎲” in the comments below!
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Video Game Product Management & Production Executive. Current @StateSpace. Former Digital Extremes | Electronic Arts | Offworld Industries | Relic Entertainment | THQ
4moThank you for sharing. Great insights.