1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to Tech Stuff, a production from I Heart Radio. 2 00:00:12,119 --> 00:00:15,240 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:15,480 --> 00:00:19,439 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:19,520 --> 00:00:23,239 Speaker 1: and I love all things tech and today would normally 5 00:00:23,280 --> 00:00:29,000 Speaker 1: be a tech news day for Thursday twenty one, but 6 00:00:29,200 --> 00:00:32,680 Speaker 1: I thought I'd do something a little different. This episode 7 00:00:32,720 --> 00:00:36,320 Speaker 1: will be shorter than a normal tech Stuff episode, but 8 00:00:36,440 --> 00:00:38,600 Speaker 1: it does tie into something that was in the news 9 00:00:38,680 --> 00:00:42,280 Speaker 1: this week, and so it's more like a commentary and 10 00:00:42,640 --> 00:00:46,240 Speaker 1: point of view on the news. And earlier this week, 11 00:00:46,280 --> 00:00:50,440 Speaker 1: the head of finance at game developer and publisher Ubisoft 12 00:00:51,200 --> 00:00:55,120 Speaker 1: said on a call with investors that producing three to 13 00:00:55,280 --> 00:00:59,280 Speaker 1: four premium triple A game titles per year is quote 14 00:00:59,760 --> 00:01:04,280 Speaker 1: no longer a proper indication of our value creation dynamics. 15 00:01:04,280 --> 00:01:09,319 Speaker 1: In the quote, Um, that's not easy to parse language, 16 00:01:09,680 --> 00:01:13,280 Speaker 1: ain't it. I mean, it's got all sorts of corporate 17 00:01:13,360 --> 00:01:15,720 Speaker 1: speak in there. But what's actually being said here is 18 00:01:15,720 --> 00:01:20,959 Speaker 1: that the old classic model where a company produces a 19 00:01:21,000 --> 00:01:27,160 Speaker 1: premium title and then relies exclusively on sales of that title, 20 00:01:27,880 --> 00:01:30,119 Speaker 1: is more or less a thing of the past, and 21 00:01:30,240 --> 00:01:33,240 Speaker 1: it's important we walk through this now. I did some 22 00:01:33,319 --> 00:01:38,320 Speaker 1: episodes about the history of Ubisoft last year, I think, 23 00:01:38,920 --> 00:01:41,000 Speaker 1: and this is kind of an addendum to that in 24 00:01:41,000 --> 00:01:43,440 Speaker 1: a way, because it's a a look at how the 25 00:01:43,480 --> 00:01:47,280 Speaker 1: company is viewing its future. I should also point out 26 00:01:47,360 --> 00:01:50,480 Speaker 1: that a lot of folks have actually covered this story 27 00:01:50,520 --> 00:01:53,760 Speaker 1: pretty thoroughly, a lot of Pierce, who works at Sony 28 00:01:53,880 --> 00:01:58,760 Speaker 1: Santa Monica, did a fantastic breakdown explanation of what's going 29 00:01:58,800 --> 00:02:02,720 Speaker 1: on from an industry for Inspective. I highly recommend you 30 00:02:02,800 --> 00:02:06,000 Speaker 1: go to YouTube and check out her video. It's titled 31 00:02:06,120 --> 00:02:10,800 Speaker 1: Let's talk about Ubisoft Going free Play. I'm gonna be 32 00:02:10,840 --> 00:02:13,680 Speaker 1: going over some of the same ground that she does, 33 00:02:14,080 --> 00:02:16,640 Speaker 1: but she's super good at this, and if you're not 34 00:02:16,720 --> 00:02:19,000 Speaker 1: familiar with her work, you should check it out. She 35 00:02:19,080 --> 00:02:22,680 Speaker 1: does all sorts of stuff um with her channel, mostly 36 00:02:22,720 --> 00:02:27,320 Speaker 1: to kind of relate to the video games industry, not exclusively, 37 00:02:27,520 --> 00:02:31,040 Speaker 1: but frequently, and she's got some really good insight on 38 00:02:31,080 --> 00:02:35,239 Speaker 1: this um having worked both as a games journalist and 39 00:02:35,480 --> 00:02:39,760 Speaker 1: now working to write video games. So let's consider for 40 00:02:39,880 --> 00:02:43,120 Speaker 1: a moment the business of making video and computer games, 41 00:02:43,160 --> 00:02:47,120 Speaker 1: because it has changed dramatically, and keep in mind this 42 00:02:47,240 --> 00:02:52,640 Speaker 1: is still a relatively young industry, so forty years ago. Okay, 43 00:02:52,680 --> 00:02:56,840 Speaker 1: maybe not that young man, I'm old. Anyway, forty years ago, 44 00:02:57,320 --> 00:03:00,640 Speaker 1: it wasn't unusual for a single person to make a game. 45 00:03:00,919 --> 00:03:04,240 Speaker 1: That person would program the game from start to finish, 46 00:03:04,320 --> 00:03:08,960 Speaker 1: they design everything. But then getting that game out so 47 00:03:09,000 --> 00:03:12,399 Speaker 1: that people can you know, buy a copy was still 48 00:03:12,440 --> 00:03:15,440 Speaker 1: a big hurdle. There was no Internet that the average 49 00:03:15,440 --> 00:03:20,760 Speaker 1: person could access back in those days. So some early programmers, 50 00:03:21,080 --> 00:03:23,760 Speaker 1: like say Richard Garriott, who was the creator of The 51 00:03:23,840 --> 00:03:28,200 Speaker 1: Ultimate series, they got their start making games and copying 52 00:03:28,280 --> 00:03:31,200 Speaker 1: their code to diske kets, you know, like five and 53 00:03:31,240 --> 00:03:34,360 Speaker 1: a quarter inch discs, and then packaging those up in 54 00:03:34,480 --> 00:03:38,320 Speaker 1: ziplock bags with maybe a page of instructions, and they 55 00:03:38,320 --> 00:03:41,920 Speaker 1: would then go to their local hobby stores, which would 56 00:03:42,240 --> 00:03:45,520 Speaker 1: sell them for you know, X amount of money per copy. 57 00:03:45,640 --> 00:03:48,839 Speaker 1: You would even find bulletin boards where these bags would 58 00:03:48,880 --> 00:03:52,520 Speaker 1: just be hanging from a thumbtack and you could take 59 00:03:52,560 --> 00:03:55,000 Speaker 1: one down and go up to the cash register and 60 00:03:55,320 --> 00:03:59,440 Speaker 1: purchase a computer game this way. But obviously that approach 61 00:03:59,720 --> 00:04:02,280 Speaker 1: net you have a very limited number of customers. It's 62 00:04:02,320 --> 00:04:06,600 Speaker 1: not scalable. It's not like you could do this nationwide. 63 00:04:06,760 --> 00:04:09,560 Speaker 1: You could maybe do three or four hobby stores in 64 00:04:09,600 --> 00:04:13,920 Speaker 1: your general area. Then you're kind of done. But then 65 00:04:14,120 --> 00:04:17,800 Speaker 1: you've got your video game publishers. These are companies that, 66 00:04:17,920 --> 00:04:21,120 Speaker 1: at least in the old days, would form relationships with 67 00:04:21,240 --> 00:04:25,599 Speaker 1: various retailers and the publishers would pay developers for a 68 00:04:25,640 --> 00:04:28,359 Speaker 1: game title. Uh, sometimes you would have a developer and 69 00:04:28,360 --> 00:04:30,400 Speaker 1: a publisher be the same entity, but a lot of 70 00:04:30,400 --> 00:04:32,680 Speaker 1: times you're talking about, you know, one group is developing 71 00:04:32,720 --> 00:04:35,520 Speaker 1: the games and then the publishers are taking it from there. 72 00:04:36,080 --> 00:04:39,960 Speaker 1: Then the publishers would distribute that game title to various 73 00:04:40,000 --> 00:04:44,720 Speaker 1: retail establishments, So the publishers would get money from retailers 74 00:04:45,160 --> 00:04:47,760 Speaker 1: who turned around and then sold copies of the game 75 00:04:47,839 --> 00:04:51,240 Speaker 1: for a profit. So everyone along this chain got paid. 76 00:04:51,720 --> 00:04:54,560 Speaker 1: The retail stores were getting paid by the customers, the 77 00:04:54,600 --> 00:04:57,440 Speaker 1: publisher was being paid by the retail stores, and the 78 00:04:57,640 --> 00:05:01,200 Speaker 1: developer was being paid by the publisher. So you had 79 00:05:01,200 --> 00:05:04,720 Speaker 1: to cover your costs obviously every step of this chain, right, 80 00:05:04,760 --> 00:05:08,000 Speaker 1: The developer needed to make enough money to cover the 81 00:05:08,000 --> 00:05:11,320 Speaker 1: time and effort that went into creating the game. The 82 00:05:11,360 --> 00:05:14,680 Speaker 1: publisher needed to make the money back that was sent 83 00:05:14,760 --> 00:05:17,320 Speaker 1: to the developer, and the retailer needed to make up 84 00:05:17,400 --> 00:05:21,080 Speaker 1: the money that was spent on getting inventory. These relationships 85 00:05:21,120 --> 00:05:25,000 Speaker 1: came in a variety of forms and agreements. Uh sometimes 86 00:05:25,240 --> 00:05:27,880 Speaker 1: there were royalties involved, which was great news for the 87 00:05:27,920 --> 00:05:32,279 Speaker 1: developer with royalties, if the title sold really well, the 88 00:05:32,360 --> 00:05:36,280 Speaker 1: developer would benefit from that with royalty payments, but this 89 00:05:36,360 --> 00:05:41,120 Speaker 1: wasn't a guarantee, especially in the old days of game design. 90 00:05:41,920 --> 00:05:45,240 Speaker 1: One thing that was pretty darn firm, however, was that 91 00:05:45,320 --> 00:05:48,760 Speaker 1: the purchase of a game was the end of the transaction. 92 00:05:49,120 --> 00:05:51,400 Speaker 1: So if I walked into a computer store and I 93 00:05:51,440 --> 00:05:55,599 Speaker 1: purchased a copy of Ultima, well that was one unit 94 00:05:55,720 --> 00:05:59,200 Speaker 1: sold and the transaction pretty much marked the end of that. Right, 95 00:05:59,839 --> 00:06:03,480 Speaker 1: I bought my copy, I handed over my cash. Done, 96 00:06:03,960 --> 00:06:06,760 Speaker 1: so you generate revenue at the point of sale, and 97 00:06:06,839 --> 00:06:10,279 Speaker 1: that's it. Flashboard a few years, and then you get 98 00:06:10,320 --> 00:06:13,120 Speaker 1: some new models that start to pop up. One was 99 00:06:13,279 --> 00:06:18,640 Speaker 1: expansion packs, so companies would create expansions to previous titles 100 00:06:18,680 --> 00:06:22,400 Speaker 1: that already had an established fan base. So if someone 101 00:06:22,480 --> 00:06:25,919 Speaker 1: makes a game and it sells really well, often that 102 00:06:26,000 --> 00:06:28,960 Speaker 1: means that the players are really eager to get more 103 00:06:29,120 --> 00:06:32,320 Speaker 1: of whatever it was that they liked, so you can 104 00:06:32,360 --> 00:06:37,279 Speaker 1: create additional material, and expansion packs frequently leaned heavily on 105 00:06:37,400 --> 00:06:41,080 Speaker 1: using the assets that already existed for the original title, 106 00:06:41,600 --> 00:06:44,480 Speaker 1: which meant that the developers didn't have to reinvent everything, 107 00:06:44,480 --> 00:06:47,160 Speaker 1: they didn't have to build a game from the ground up. 108 00:06:47,200 --> 00:06:52,120 Speaker 1: They could repurpose assets for this new content. That streamlined 109 00:06:52,160 --> 00:06:56,320 Speaker 1: the development cycle, and it brought development costs down, and 110 00:06:56,360 --> 00:06:59,719 Speaker 1: now companies could continue to make money off of US 111 00:07:00,000 --> 00:07:03,120 Speaker 1: Civic title. Though this approach does require that the developer 112 00:07:03,240 --> 00:07:07,159 Speaker 1: put some resources into making the expansion, and you know, 113 00:07:07,200 --> 00:07:09,920 Speaker 1: it's not as simple as just making more money off 114 00:07:09,920 --> 00:07:12,200 Speaker 1: the same thing you sold. You have to convince people, hey, 115 00:07:12,320 --> 00:07:14,320 Speaker 1: this expansion back is going to give you more of 116 00:07:14,360 --> 00:07:17,240 Speaker 1: whatever it was you enjoyed of the original game. A 117 00:07:17,240 --> 00:07:21,480 Speaker 1: little bit later, you also saw an approach called sharewear, 118 00:07:21,840 --> 00:07:26,480 Speaker 1: which was incredibly clever. Now, typically a shareware title would 119 00:07:26,480 --> 00:07:29,840 Speaker 1: give players access to a part of a game, but 120 00:07:29,960 --> 00:07:33,559 Speaker 1: not the full title. So, for example, in a first 121 00:07:33,600 --> 00:07:37,080 Speaker 1: person shooter game, it might include the first third of 122 00:07:37,120 --> 00:07:39,480 Speaker 1: the game for free, and you could get a copy 123 00:07:39,560 --> 00:07:41,880 Speaker 1: of this. Back in the old days, it was still 124 00:07:41,880 --> 00:07:44,440 Speaker 1: on diskette and you could install the game on your 125 00:07:44,480 --> 00:07:47,240 Speaker 1: computer and play right up to the point where the 126 00:07:47,840 --> 00:07:51,720 Speaker 1: you know that sharewear part ends and upon reaching the 127 00:07:51,840 --> 00:07:54,880 Speaker 1: end of the free section, you would encounter a message 128 00:07:54,920 --> 00:07:57,320 Speaker 1: that would encourage you to purchase the full game, you know, 129 00:07:57,320 --> 00:08:00,760 Speaker 1: maybe through mail order or whatever, and then developer would 130 00:08:00,760 --> 00:08:03,800 Speaker 1: send you the full game on disc and you could 131 00:08:03,800 --> 00:08:06,520 Speaker 1: play it. And a lot of games were distributed this way, 132 00:08:06,560 --> 00:08:11,120 Speaker 1: like Wolfenstein three D. Brilliant approach, because what Wolfenstein three 133 00:08:11,240 --> 00:08:15,840 Speaker 1: D did was it encouraged people to make copies of 134 00:08:15,880 --> 00:08:19,280 Speaker 1: that shareware version and to give those copies out to 135 00:08:19,320 --> 00:08:22,600 Speaker 1: their friends. You you, you know, you had players doing 136 00:08:22,600 --> 00:08:27,320 Speaker 1: the marketing for the company. They were distributing this shareware 137 00:08:27,520 --> 00:08:31,679 Speaker 1: version of the game, and every single shareware version ended 138 00:08:32,040 --> 00:08:34,640 Speaker 1: with that message saying, hey, I hope you enjoyed this. 139 00:08:34,720 --> 00:08:37,120 Speaker 1: If you want the full game, you know, here's how 140 00:08:37,160 --> 00:08:41,480 Speaker 1: you can buy it. And so players were effectively doing 141 00:08:41,480 --> 00:08:44,240 Speaker 1: a lot of the marketing and distributing for the company 142 00:08:44,360 --> 00:08:47,560 Speaker 1: at the ground level. It was an effective way to 143 00:08:47,600 --> 00:08:52,040 Speaker 1: get a game awareness out there, and several titles found 144 00:08:52,040 --> 00:08:55,360 Speaker 1: success through that method. By this time, games were getting 145 00:08:55,400 --> 00:08:59,360 Speaker 1: more sophisticated, and now you usually had teams working on 146 00:08:59,400 --> 00:09:03,680 Speaker 1: a title with people, you know, specializing in particular skills 147 00:09:03,800 --> 00:09:07,960 Speaker 1: like art or music or programming, and the costs of 148 00:09:08,000 --> 00:09:10,839 Speaker 1: developing a game. We're going up because you had more 149 00:09:10,880 --> 00:09:15,800 Speaker 1: folks spending more time putting together each title, but generally speaking, 150 00:09:16,240 --> 00:09:19,080 Speaker 1: you still had that same revenue model where someone would 151 00:09:19,080 --> 00:09:21,520 Speaker 1: purchase a title that was that that was the end 152 00:09:21,520 --> 00:09:24,320 Speaker 1: of the transaction. Then we get up to the era 153 00:09:24,520 --> 00:09:28,640 Speaker 1: of downloadable content or d l C. Games that have 154 00:09:28,800 --> 00:09:33,439 Speaker 1: DLC allow you to augment an existing title by downloading 155 00:09:33,480 --> 00:09:37,480 Speaker 1: additional content, and DLC can come in lots of different forms, 156 00:09:38,080 --> 00:09:42,320 Speaker 1: some of which provide at least arguably more value than others. 157 00:09:42,400 --> 00:09:46,800 Speaker 1: So you might offer up additional levels or experiences within 158 00:09:46,840 --> 00:09:50,440 Speaker 1: a game as DLC, or you might give players the 159 00:09:50,520 --> 00:09:54,080 Speaker 1: chance to use special items in a game, like weapons 160 00:09:54,200 --> 00:09:57,360 Speaker 1: or vehicles, but only if you get the DLC. There's 161 00:09:57,360 --> 00:10:00,920 Speaker 1: no way to get them through regular game same play. 162 00:10:01,040 --> 00:10:03,720 Speaker 1: Or you might allow players to play through the same 163 00:10:03,760 --> 00:10:06,240 Speaker 1: game but as a totally different character. So in some 164 00:10:06,280 --> 00:10:08,880 Speaker 1: cases it might just be as simple as subbing one 165 00:10:09,000 --> 00:10:12,000 Speaker 1: character model out for another, but in others it might 166 00:10:12,080 --> 00:10:16,640 Speaker 1: involve shifting the entire storyline so it actually reflects the 167 00:10:16,720 --> 00:10:19,800 Speaker 1: perspective of this other character, and it creates an all 168 00:10:19,880 --> 00:10:25,080 Speaker 1: new game using the same basic mechanics. Some DLC was 169 00:10:25,200 --> 00:10:27,920 Speaker 1: purely cosmetic, and it gives players a chance to make 170 00:10:27,960 --> 00:10:32,120 Speaker 1: a game look different in some way, either they're player 171 00:10:32,240 --> 00:10:35,720 Speaker 1: character or level design, or whatever it might be. DLC 172 00:10:36,080 --> 00:10:40,360 Speaker 1: comes in all shapes, sizes, flavors, and price points. You've 173 00:10:40,400 --> 00:10:44,440 Speaker 1: got some DLC that ends up being practically as expensive 174 00:10:44,480 --> 00:10:48,679 Speaker 1: as a full game. You have other DLC that it's 175 00:10:48,720 --> 00:10:51,280 Speaker 1: a micro transaction. You're just paying a small amount of 176 00:10:51,280 --> 00:10:55,360 Speaker 1: money for some tiny element of that game. And there 177 00:10:55,360 --> 00:10:59,040 Speaker 1: have been some pretty incredible examples. Occasionally you get DLC 178 00:10:59,280 --> 00:11:03,320 Speaker 1: that eclipse is the popularity of the original title. But 179 00:11:03,440 --> 00:11:08,760 Speaker 1: there are also examples of really really bad DLC, and 180 00:11:08,800 --> 00:11:11,720 Speaker 1: they're hard to frame as anything other than a cash 181 00:11:11,800 --> 00:11:15,480 Speaker 1: grab and a waste of money for the player. DLC 182 00:11:15,720 --> 00:11:18,840 Speaker 1: really opened up a new revenue stream for video game 183 00:11:18,840 --> 00:11:23,119 Speaker 1: developers and publishers. Now companies could continue to offer additional 184 00:11:23,160 --> 00:11:27,840 Speaker 1: content and features to an existing game and charge players 185 00:11:27,880 --> 00:11:30,680 Speaker 1: to access it. They could keep making money off of 186 00:11:30,720 --> 00:11:33,800 Speaker 1: a title after they sold it. So rather than having 187 00:11:33,800 --> 00:11:36,840 Speaker 1: a person just plunged down their fifty or sixty or 188 00:11:36,880 --> 00:11:40,200 Speaker 1: today seventy bucks to purchase the title and then walk 189 00:11:40,240 --> 00:11:43,400 Speaker 1: away forever, they could see that that person plunged down 190 00:11:43,400 --> 00:11:46,560 Speaker 1: the cash to purchase the title, and then occasionally offer 191 00:11:46,640 --> 00:11:48,800 Speaker 1: up some more cash when they saw some DLC they 192 00:11:48,840 --> 00:11:52,480 Speaker 1: wanted to own, or a micro transaction that they didn't 193 00:11:52,520 --> 00:11:56,600 Speaker 1: mind paying for. And that's when we get to loot crates. 194 00:11:57,880 --> 00:12:00,280 Speaker 1: Loot crates. Now, if you're not familiar with loot rates 195 00:12:00,280 --> 00:12:04,479 Speaker 1: and games, these are things that typically players can earn 196 00:12:04,520 --> 00:12:07,920 Speaker 1: through in game activities, but it can take a lot 197 00:12:08,000 --> 00:12:11,600 Speaker 1: of time for them to earn them that way, or 198 00:12:11,840 --> 00:12:14,839 Speaker 1: they can earn them very quickly by purchasing them with 199 00:12:15,000 --> 00:12:17,840 Speaker 1: real world money, and again this tends to be in 200 00:12:17,880 --> 00:12:22,360 Speaker 1: the micro transaction range. The loot crate represents the potential 201 00:12:22,679 --> 00:12:26,920 Speaker 1: to unlock something interesting in the game. It might be 202 00:12:27,040 --> 00:12:30,400 Speaker 1: an outfit or some other cosmetic effect. Those are the 203 00:12:30,400 --> 00:12:33,360 Speaker 1: types of loot crates that, in my experience, are generally 204 00:12:33,440 --> 00:12:37,360 Speaker 1: viewed as being the least offensive, because if you don't 205 00:12:37,440 --> 00:12:41,600 Speaker 1: care about aesthetics, then you don't feel pressured to engage 206 00:12:41,600 --> 00:12:44,880 Speaker 1: in it. But for other players who just really like 207 00:12:45,559 --> 00:12:49,679 Speaker 1: making the look of their character unique or at least unusual, 208 00:12:50,360 --> 00:12:54,600 Speaker 1: then it's really appealing. Some games, however, will include items 209 00:12:54,600 --> 00:12:57,600 Speaker 1: and loot crates that have an actual in game effect, 210 00:12:57,679 --> 00:13:01,679 Speaker 1: like better weapons or other types of items, and that 211 00:13:01,760 --> 00:13:04,640 Speaker 1: tends to rub players the wrong way. It gets into 212 00:13:04,679 --> 00:13:09,280 Speaker 1: a pay to win kind of classification. Now, there's no 213 00:13:09,360 --> 00:13:12,760 Speaker 1: guarantee with a loot crate that you're gonna get anything 214 00:13:12,840 --> 00:13:15,520 Speaker 1: you want when you open it. It might be something 215 00:13:15,559 --> 00:13:17,800 Speaker 1: that you don't want, it might be a copy of 216 00:13:17,840 --> 00:13:22,160 Speaker 1: something you already have. The distribution of items is at 217 00:13:22,240 --> 00:13:27,120 Speaker 1: least in theory, randomized, with rarer items having a lower 218 00:13:27,160 --> 00:13:30,840 Speaker 1: percentage chance of spawning when you open the loot crate. 219 00:13:31,400 --> 00:13:34,080 Speaker 1: Um Though you don't necessarily have a guarantee that this 220 00:13:34,160 --> 00:13:38,959 Speaker 1: is all random anyway, but in theory it's randomized, and 221 00:13:39,280 --> 00:13:42,720 Speaker 1: it is the The chances of you getting any particular 222 00:13:42,760 --> 00:13:46,719 Speaker 1: item are based upon some percentage of that reflects how 223 00:13:46,840 --> 00:13:50,280 Speaker 1: rare or common that item is within the game. Um. 224 00:13:50,320 --> 00:13:54,320 Speaker 1: Some real world regions have classified the loot crate system 225 00:13:54,480 --> 00:13:57,880 Speaker 1: as being akin to gambling, because again, you don't know 226 00:13:57,920 --> 00:14:00,440 Speaker 1: what you're gonna get. There's a chance you'll get something 227 00:14:00,840 --> 00:14:03,280 Speaker 1: really rare in the game, there's a chance you'll get 228 00:14:03,360 --> 00:14:07,080 Speaker 1: something incredibly common, and thus these regions have kind of 229 00:14:07,080 --> 00:14:10,040 Speaker 1: cracked down on the practice of loot crates. And there's 230 00:14:10,080 --> 00:14:13,880 Speaker 1: definitely something to be said for that psychological payoff that 231 00:14:13,960 --> 00:14:15,720 Speaker 1: you get when you open a loot crate and you 232 00:14:15,760 --> 00:14:19,360 Speaker 1: get something neat inside it that does tend to encourage 233 00:14:19,400 --> 00:14:22,880 Speaker 1: people to make more purchases, and that obviously can get 234 00:14:22,920 --> 00:14:26,320 Speaker 1: really harmful if left unchecked. It can feed into sort 235 00:14:26,360 --> 00:14:31,240 Speaker 1: of an addictive cycle. Then we get to the free 236 00:14:31,280 --> 00:14:34,600 Speaker 1: to play model. With free to play games, players get 237 00:14:34,640 --> 00:14:37,680 Speaker 1: access to the base game for free, as the name implies, 238 00:14:38,240 --> 00:14:40,880 Speaker 1: but then the game typically offers lots of ways that 239 00:14:40,960 --> 00:14:46,560 Speaker 1: players can enhance their experience through making purchases somewhere inside 240 00:14:46,600 --> 00:14:50,760 Speaker 1: the game that can include unlocking new content. So maybe 241 00:14:50,760 --> 00:14:53,480 Speaker 1: there's certain parts of the game that are inaccessible unless 242 00:14:53,560 --> 00:14:56,600 Speaker 1: you pay for them. Uh. It might remove level caps 243 00:14:56,760 --> 00:14:59,800 Speaker 1: so that you know you no longer are stuck at 244 00:15:00,240 --> 00:15:03,600 Speaker 1: maxing out at a lower level. Uh. It might give 245 00:15:03,640 --> 00:15:08,120 Speaker 1: you access to special equipment or cosmetic items. And there 246 00:15:08,120 --> 00:15:11,480 Speaker 1: are games that do this really well, like games like Fortnite. 247 00:15:11,800 --> 00:15:15,640 Speaker 1: The Battle Royal mode, which is arguably more famous than 248 00:15:15,680 --> 00:15:19,120 Speaker 1: the original version of Fortnite, is free to play, and 249 00:15:19,240 --> 00:15:23,920 Speaker 1: players can purchase stuff like character skins and emotes and 250 00:15:24,040 --> 00:15:27,080 Speaker 1: dances and that kind of stuff. So all those viral 251 00:15:27,280 --> 00:15:30,680 Speaker 1: memes you see of like Fortnite dances, Well, those represent 252 00:15:30,800 --> 00:15:34,360 Speaker 1: streams of revenue, because if you're playing the game and 253 00:15:34,440 --> 00:15:36,360 Speaker 1: you want to feel like you're part of the cool club, 254 00:15:36,680 --> 00:15:38,840 Speaker 1: you're gonna need to shell out some cash so that 255 00:15:38,880 --> 00:15:41,920 Speaker 1: you're not just stuck with the default options that come 256 00:15:42,160 --> 00:15:45,880 Speaker 1: standard with the game. All Right, we've laid up the basics. 257 00:15:46,560 --> 00:15:49,120 Speaker 1: I'm gonna go into more detail, but before I do that, 258 00:15:49,320 --> 00:15:59,960 Speaker 1: let's take a quick break. Okay, So free to play 259 00:16:00,080 --> 00:16:03,600 Speaker 1: games are free to play, as the name implies. Sure, 260 00:16:04,280 --> 00:16:07,240 Speaker 1: but unlike a Triple A title that's a one and 261 00:16:07,320 --> 00:16:10,840 Speaker 1: done from a transaction point of view, these games typically 262 00:16:11,040 --> 00:16:14,320 Speaker 1: have hundreds of different ways that people might spend money 263 00:16:14,320 --> 00:16:17,240 Speaker 1: on it over time, and they tend to be titles 264 00:16:17,280 --> 00:16:21,800 Speaker 1: that get long term support. They encourage players to stick 265 00:16:22,080 --> 00:16:26,400 Speaker 1: with playing that game indefinitely. So with the traditional Triple 266 00:16:26,440 --> 00:16:28,840 Speaker 1: A title, you would make a purchase, you would play 267 00:16:28,840 --> 00:16:31,120 Speaker 1: through the game, maybe you'd play through it a couple 268 00:16:31,160 --> 00:16:33,640 Speaker 1: of times, but then you would move on. You wouldn't 269 00:16:33,680 --> 00:16:36,880 Speaker 1: just keep playing that same game over and over because 270 00:16:36,880 --> 00:16:40,200 Speaker 1: there's a limited amount of content and entertainment value there 271 00:16:40,800 --> 00:16:44,800 Speaker 1: and eventually you would exhaust it. Um. For a lot 272 00:16:44,840 --> 00:16:47,560 Speaker 1: of the traditional Triple a titles. I mean, now, a 273 00:16:47,600 --> 00:16:49,920 Speaker 1: lot of these free to play titles aim to keep 274 00:16:49,960 --> 00:16:55,200 Speaker 1: players active on them for years if possible. So what 275 00:16:55,400 --> 00:16:57,840 Speaker 1: stuff like DLC and Luke Crates and free to play 276 00:16:57,880 --> 00:17:01,760 Speaker 1: really did in the industry is start to shift the 277 00:17:01,960 --> 00:17:06,880 Speaker 1: thinking and the perception around what games mean from the 278 00:17:07,000 --> 00:17:10,880 Speaker 1: industry side. From the business side. Producers began to look 279 00:17:10,880 --> 00:17:14,240 Speaker 1: at video games in terms of how much entertainment players 280 00:17:14,240 --> 00:17:18,399 Speaker 1: were getting per dollar spent, like what's the what's the 281 00:17:18,520 --> 00:17:21,960 Speaker 1: value of entertainment of a game? And then they compared 282 00:17:22,000 --> 00:17:26,680 Speaker 1: that to other forms of entertainment like movies, and that 283 00:17:26,760 --> 00:17:30,560 Speaker 1: I think is kind of apples to oranges. It's not 284 00:17:30,640 --> 00:17:33,760 Speaker 1: a real fair comparison, but it is something that's happened. 285 00:17:33,880 --> 00:17:37,560 Speaker 1: Alana appears in her video that I mentioned earlier, the 286 00:17:37,600 --> 00:17:41,800 Speaker 1: one about let's talk about Ubisoft going to free play. 287 00:17:42,080 --> 00:17:48,120 Speaker 1: She points out a piece that was done at Activision 288 00:17:48,480 --> 00:17:53,720 Speaker 1: that really shed light on this line of thinking. Let's 289 00:17:53,720 --> 00:17:57,280 Speaker 1: take a movie as an example. So if we go 290 00:17:57,359 --> 00:18:00,480 Speaker 1: by Statista, the average price for a movie ticket in 291 00:18:00,480 --> 00:18:03,720 Speaker 1: the United States is nine dollars and sixteen cents, or 292 00:18:03,720 --> 00:18:06,520 Speaker 1: at least that's what it was in which is news 293 00:18:06,520 --> 00:18:09,840 Speaker 1: to me because here in Atlanta, it's much higher than that. 294 00:18:09,920 --> 00:18:13,080 Speaker 1: The average price seems to be closer to around fifteen dollars. 295 00:18:13,880 --> 00:18:16,400 Speaker 1: In fact, I actually did a quick check before this 296 00:18:16,440 --> 00:18:20,240 Speaker 1: podcast and found a ticket to Mortal Kombat, which would 297 00:18:20,280 --> 00:18:23,399 Speaker 1: set me back fourteen dollars thirty four cents plus it 298 00:18:23,440 --> 00:18:26,439 Speaker 1: would steal a hundred ten minutes of my life away 299 00:18:26,840 --> 00:18:31,240 Speaker 1: and I would never get those back. Mm hmm. I've 300 00:18:31,240 --> 00:18:33,600 Speaker 1: seen Mortal Kombat. It wouldn't have been worth the fourteen 301 00:18:33,600 --> 00:18:37,240 Speaker 1: dollars and thirty four cents. So one minutes, that's a 302 00:18:37,280 --> 00:18:41,119 Speaker 1: smidge under two hours. So you're looking at roughly seven 303 00:18:41,160 --> 00:18:44,439 Speaker 1: dollars per hour of entertainment value if you're taking that 304 00:18:44,480 --> 00:18:49,359 Speaker 1: perspective that you're paying seven bucks per hour for your entertainment. 305 00:18:49,720 --> 00:18:51,960 Speaker 1: But now let's take a look at a triple A 306 00:18:52,080 --> 00:18:55,280 Speaker 1: title video game, and since Ubisoft is the company that 307 00:18:55,280 --> 00:18:57,840 Speaker 1: got us talking about this in the first place, let's 308 00:18:57,920 --> 00:19:00,359 Speaker 1: use one of their recent titles with a ses sence, 309 00:19:00,359 --> 00:19:05,680 Speaker 1: Creed Valhalla. That game cost fifty nine cents or sixty 310 00:19:05,680 --> 00:19:09,440 Speaker 1: bucks when it first came out. According to PC Games 311 00:19:09,480 --> 00:19:13,840 Speaker 1: to the nth Power, the expected play through time for 312 00:19:14,080 --> 00:19:17,760 Speaker 1: Assassin's Creed Valhalla is somewhere in the neighborhood of sixty 313 00:19:18,000 --> 00:19:22,159 Speaker 1: to nine hours. So when you average that out, it 314 00:19:22,200 --> 00:19:25,320 Speaker 1: comes down to somewhere between sixty seven cents to a 315 00:19:25,440 --> 00:19:30,120 Speaker 1: dollar per hour of entertainment. So, if you're looking at 316 00:19:30,160 --> 00:19:34,560 Speaker 1: this as a quantity of entertainment per unit of currency perspective, 317 00:19:35,280 --> 00:19:38,879 Speaker 1: movies are way more expensive per hour than triple A 318 00:19:39,000 --> 00:19:44,040 Speaker 1: title games for the consumer. On the flip side, movies 319 00:19:44,520 --> 00:19:49,600 Speaker 1: net studios way more money per hour of entertainment than 320 00:19:49,840 --> 00:19:52,600 Speaker 1: video games. So if you're looking at it as a 321 00:19:52,640 --> 00:19:56,920 Speaker 1: company that makes video games, you're left with the question of, well, 322 00:19:56,960 --> 00:20:00,000 Speaker 1: how can we get more money per hour of entertainment. 323 00:20:00,119 --> 00:20:04,160 Speaker 1: We're giving away hours of entertainment here. We should really 324 00:20:04,200 --> 00:20:07,719 Speaker 1: rethink how we're going about generating revenue for games. We 325 00:20:07,800 --> 00:20:10,320 Speaker 1: can't leave money on the table. We need to figure 326 00:20:10,320 --> 00:20:15,959 Speaker 1: out a way to optimize the monetization of entertainment. Well, 327 00:20:16,280 --> 00:20:19,520 Speaker 1: the free to play represents a way to get more 328 00:20:19,600 --> 00:20:23,160 Speaker 1: money per player over the long run. Now, some players 329 00:20:23,240 --> 00:20:26,280 Speaker 1: might never spend a dime on our free to play game, 330 00:20:26,640 --> 00:20:30,160 Speaker 1: but others will end up spending way more money than 331 00:20:30,200 --> 00:20:32,399 Speaker 1: they would if they were just purchasing a triple A 332 00:20:32,480 --> 00:20:36,840 Speaker 1: title outright. Someone who might have balked it dropping seventy 333 00:20:36,840 --> 00:20:40,240 Speaker 1: bucks on a game all at once, could, over the 334 00:20:40,280 --> 00:20:42,920 Speaker 1: course of their time playing a free to play game, 335 00:20:43,400 --> 00:20:46,320 Speaker 1: spend twice as much as that or more. Once it's 336 00:20:46,359 --> 00:20:49,400 Speaker 1: all said and done. It's just all of these transactions 337 00:20:49,400 --> 00:20:53,240 Speaker 1: are on a much smaller scale, and then they add up. Plus, 338 00:20:53,280 --> 00:20:56,520 Speaker 1: this approach can bring development costs way down. I mean, 339 00:20:56,520 --> 00:20:59,119 Speaker 1: you still have to develop the base game. That is 340 00:20:59,160 --> 00:21:04,080 Speaker 1: still a big commitment, but once that's done, any additional 341 00:21:04,119 --> 00:21:07,760 Speaker 1: development can be done on top of that existing framework. Now, 342 00:21:07,800 --> 00:21:11,040 Speaker 1: it might require some tweaks. So for example, if you 343 00:21:11,080 --> 00:21:15,160 Speaker 1: introduce new weapons or characters in a multiplayer shooter game 344 00:21:15,240 --> 00:21:18,800 Speaker 1: like Overwatch, you might have to rebalance the game if 345 00:21:18,800 --> 00:21:21,439 Speaker 1: the new character proves to be too powerful or not 346 00:21:21,520 --> 00:21:23,919 Speaker 1: powerful enough to go toe to toe with the characters 347 00:21:23,960 --> 00:21:26,840 Speaker 1: who are already part of the roster. Now this marks 348 00:21:26,960 --> 00:21:30,359 Speaker 1: a shift of games as being you know, distinct units 349 00:21:30,400 --> 00:21:34,720 Speaker 1: of entertainment for purchase into becoming more of a service. 350 00:21:35,560 --> 00:21:39,320 Speaker 1: There are many manifestations of games as a service. There 351 00:21:39,359 --> 00:21:43,440 Speaker 1: are subscription plans. There's like the Xbox Game Pass, which 352 00:21:43,480 --> 00:21:46,320 Speaker 1: for a monthly fee, gives you access to a selection 353 00:21:46,359 --> 00:21:49,560 Speaker 1: of games that you can play. You know, you could 354 00:21:49,600 --> 00:21:52,239 Speaker 1: argue you can play them for free, though you're not 355 00:21:52,280 --> 00:21:55,600 Speaker 1: really playing for free because you've got the subscription fee. 356 00:21:56,280 --> 00:22:00,240 Speaker 1: Then you have persistent online worlds like World of Warcraft AFT, 357 00:22:00,680 --> 00:22:04,359 Speaker 1: which you know traditionally had a subscription associated to it 358 00:22:04,880 --> 00:22:08,240 Speaker 1: or with it rather or g t a online which 359 00:22:08,280 --> 00:22:12,040 Speaker 1: has lots of different versions of micro transactions to get 360 00:22:12,080 --> 00:22:15,159 Speaker 1: access to various types of content in the online world. 361 00:22:15,840 --> 00:22:18,640 Speaker 1: And there are free to play games that have additional 362 00:22:18,680 --> 00:22:21,119 Speaker 1: content available for purchase, and all of these are different 363 00:22:21,200 --> 00:22:24,480 Speaker 1: variations of the same basic idea creating a game that 364 00:22:24,560 --> 00:22:28,440 Speaker 1: allows publishers to continue to make money on an ongoing basis, 365 00:22:29,040 --> 00:22:32,119 Speaker 1: rather than have a game launch and then sell x 366 00:22:32,240 --> 00:22:34,680 Speaker 1: number of units of that game and then that game 367 00:22:34,760 --> 00:22:36,920 Speaker 1: fades from consciousness, so you have to do it all 368 00:22:36,920 --> 00:22:40,439 Speaker 1: over again with a new title. And this coincides with 369 00:22:40,480 --> 00:22:44,760 Speaker 1: more players purchasing fewer titles but spending more time in 370 00:22:44,880 --> 00:22:49,520 Speaker 1: individual games. So it's not that people aren't playing games 371 00:22:49,560 --> 00:22:51,840 Speaker 1: as much as they used to, it's rather that they're 372 00:22:51,880 --> 00:22:55,760 Speaker 1: spending way more time playing specific games. So in some 373 00:22:55,840 --> 00:23:00,200 Speaker 1: cases this goes along with branding. So for example, there 374 00:23:00,200 --> 00:23:03,399 Speaker 1: are twitch streamers that I watch who are best known 375 00:23:03,720 --> 00:23:07,399 Speaker 1: for playing one or two specific titles. Uh Meg Turney 376 00:23:07,600 --> 00:23:11,040 Speaker 1: is a dead by daylight fiend and she scares me 377 00:23:11,960 --> 00:23:15,639 Speaker 1: in some is a phasma phobia expert who can practically 378 00:23:15,720 --> 00:23:17,919 Speaker 1: run through the toughest levels of that game with his 379 00:23:18,040 --> 00:23:21,600 Speaker 1: eyes closed and still win. Joe Woudle is best known 380 00:23:21,680 --> 00:23:25,320 Speaker 1: for his content around Seven Days to Die and Sure 381 00:23:25,600 --> 00:23:29,480 Speaker 1: for streamers, their brand often gets tied to specific titles, 382 00:23:29,640 --> 00:23:34,119 Speaker 1: and that's a little different. But apparently even for non streamers, 383 00:23:34,119 --> 00:23:36,919 Speaker 1: the trend is that folks are buying fewer titles but 384 00:23:37,040 --> 00:23:42,600 Speaker 1: spending more time playing each title. Anecdotally, I can say 385 00:23:42,640 --> 00:23:45,639 Speaker 1: that that is true for me, but anecdotal evidence isn't 386 00:23:45,720 --> 00:23:48,600 Speaker 1: really evidence. But here's my version. I've been playing a 387 00:23:48,600 --> 00:23:51,879 Speaker 1: few games, an awful lot, you know. I've been playing 388 00:23:51,880 --> 00:23:53,720 Speaker 1: a lot of Star Doo Valley because I got to 389 00:23:53,760 --> 00:23:57,760 Speaker 1: get that completionist achievement and it's I didn't go about 390 00:23:57,760 --> 00:24:00,560 Speaker 1: setting up my farm super efficient at least, so it's 391 00:24:00,600 --> 00:24:03,639 Speaker 1: taken me way more time than it should. I also 392 00:24:04,000 --> 00:24:06,560 Speaker 1: spent a lot of time playing hit Man three, which 393 00:24:06,880 --> 00:24:10,879 Speaker 1: continues to release more specific content for that game and 394 00:24:10,920 --> 00:24:14,960 Speaker 1: continues to be really interesting to play. I spent a 395 00:24:15,000 --> 00:24:17,320 Speaker 1: lot of time playing the game Hades, which is a 396 00:24:17,400 --> 00:24:24,000 Speaker 1: roguelike game that is really exceptionally well done and infuriating, 397 00:24:24,200 --> 00:24:26,720 Speaker 1: but I love it. And we see a long running 398 00:24:26,800 --> 00:24:31,960 Speaker 1: trend in Triple A titles of sprawl and epic epic 399 00:24:32,040 --> 00:24:36,320 Speaker 1: nous so games like the Elder Scrolls series. They have 400 00:24:36,440 --> 00:24:39,800 Speaker 1: so much content in these games that it might take 401 00:24:39,840 --> 00:24:42,480 Speaker 1: you more than a hundred hours to see it all. 402 00:24:43,200 --> 00:24:46,720 Speaker 1: Some of them have so much sprawl that I, as 403 00:24:46,720 --> 00:24:49,000 Speaker 1: a player, tend to get worn out before I ever 404 00:24:49,240 --> 00:24:52,840 Speaker 1: play through it, and I just never finished the game. Now, 405 00:24:53,760 --> 00:24:56,199 Speaker 1: this is a personal issue for me, Like I have 406 00:24:56,240 --> 00:24:59,560 Speaker 1: trouble with side quests because I always want to complete 407 00:24:59,600 --> 00:25:02,680 Speaker 1: all the side quests before I finished the story. And 408 00:25:02,800 --> 00:25:05,800 Speaker 1: I get this, this fear of missing out. If I 409 00:25:05,840 --> 00:25:08,320 Speaker 1: continue the story, it means I might shut myself off 410 00:25:08,359 --> 00:25:11,960 Speaker 1: from certain side quests, and I don't like that. So 411 00:25:12,200 --> 00:25:14,439 Speaker 1: then I end up pursuing all the side quests and 412 00:25:14,520 --> 00:25:18,520 Speaker 1: I never finished the story mission. And yeah, it's a 413 00:25:19,200 --> 00:25:22,240 Speaker 1: I get it. It's a personal problem. Now, the free 414 00:25:22,320 --> 00:25:27,879 Speaker 1: to play model depends on creating essentially open ended gaming experiences. 415 00:25:28,600 --> 00:25:32,400 Speaker 1: The game can't end because if it did, then players 416 00:25:32,520 --> 00:25:36,159 Speaker 1: might move on and the whole value proposition from the 417 00:25:36,200 --> 00:25:40,240 Speaker 1: corporate standpoint is that the game never ends. It encourages 418 00:25:40,280 --> 00:25:44,280 Speaker 1: continued play. Now, some games work really well with this model, 419 00:25:44,359 --> 00:25:46,959 Speaker 1: and they tend to be stuff like competitive shooters and 420 00:25:47,040 --> 00:25:50,240 Speaker 1: Battle Royal games and that kind of stuff, because those 421 00:25:50,280 --> 00:25:54,040 Speaker 1: games aren't so much about completing a story, but rather 422 00:25:54,320 --> 00:25:58,000 Speaker 1: about competing against other players in various types of matches. 423 00:25:58,440 --> 00:26:01,000 Speaker 1: There are lots of good games that fall into this category, 424 00:26:01,280 --> 00:26:05,720 Speaker 1: they just don't tend to be the games that I prefer. Meanwhile, 425 00:26:06,240 --> 00:26:09,240 Speaker 1: the financial numbers show that this trend is likely to 426 00:26:09,280 --> 00:26:13,359 Speaker 1: continue and in fact accelerate. Jeff Keeley tweeted out that 427 00:26:13,400 --> 00:26:16,440 Speaker 1: when it comes to e A's revenue, just twenty six 428 00:26:16,520 --> 00:26:20,560 Speaker 1: percent of that revenue came from selling premium titles, and 429 00:26:20,600 --> 00:26:22,920 Speaker 1: the rest of the stuff came from things like mobile 430 00:26:22,960 --> 00:26:27,480 Speaker 1: games and micro transactions and DLC. So nearly three quarters 431 00:26:27,680 --> 00:26:31,080 Speaker 1: of all of e A's revenue came not from selling 432 00:26:31,520 --> 00:26:34,720 Speaker 1: big ticket titles, but rather all this kind of additional 433 00:26:34,760 --> 00:26:38,240 Speaker 1: stuff that's on the periphery of a big title. And 434 00:26:38,320 --> 00:26:42,720 Speaker 1: developing video games is incredibly expensive. It takes a lot 435 00:26:42,800 --> 00:26:45,480 Speaker 1: of time, and there are ways to make way more 436 00:26:45,600 --> 00:26:50,040 Speaker 1: money for smaller investments of time and effort, so it's 437 00:26:50,040 --> 00:26:53,399 Speaker 1: no surprise that Ubisoft is making a larger move toward 438 00:26:53,560 --> 00:26:57,239 Speaker 1: that direction. Now, does this mean that the era of 439 00:26:57,280 --> 00:27:01,160 Speaker 1: the self contained single player video game experience is coming 440 00:27:01,160 --> 00:27:04,800 Speaker 1: to an end? Should we expect all game titles moving 441 00:27:04,840 --> 00:27:10,159 Speaker 1: forward to be about this ongoing experience and and more 442 00:27:10,200 --> 00:27:14,879 Speaker 1: consistently an online multiplayer experience, one that encourages players to 443 00:27:14,920 --> 00:27:18,040 Speaker 1: spend smaller amounts of money over time, but to continue 444 00:27:18,080 --> 00:27:21,600 Speaker 1: to do so over the course of years. I feel 445 00:27:21,640 --> 00:27:23,239 Speaker 1: like that's going to be a major focus for a 446 00:27:23,240 --> 00:27:26,600 Speaker 1: lot of big publishers out there. That being said, we 447 00:27:26,680 --> 00:27:31,040 Speaker 1: continue to see some incredible games made by smaller studios, 448 00:27:31,200 --> 00:27:34,119 Speaker 1: and some of these games are exploring storytelling in really 449 00:27:34,160 --> 00:27:38,920 Speaker 1: interesting ways. Some represent a smaller experience, something that has 450 00:27:38,960 --> 00:27:42,480 Speaker 1: a definitive ending and perhaps doesn't require forty or more 451 00:27:42,520 --> 00:27:45,840 Speaker 1: hours of play to get there. Personally, I'm finding those 452 00:27:45,880 --> 00:27:48,960 Speaker 1: style of games really rewarding. I enjoy it when I 453 00:27:48,960 --> 00:27:52,200 Speaker 1: get a chance to play them. It's refreshing to play 454 00:27:52,240 --> 00:27:55,439 Speaker 1: something that isn't trying to coax me into another dozen 455 00:27:55,520 --> 00:27:59,840 Speaker 1: hours or whatever. It's just a really compact, well to 456 00:28:00,000 --> 00:28:03,240 Speaker 1: designed experience. I really think that those are awesome, And 457 00:28:03,280 --> 00:28:06,159 Speaker 1: I think we're going to see a mixture of these approaches, 458 00:28:06,240 --> 00:28:09,520 Speaker 1: with smaller studios kind of filling in the big gaps 459 00:28:09,600 --> 00:28:12,719 Speaker 1: that are left by the larger companies. To be Soft 460 00:28:12,840 --> 00:28:16,480 Speaker 1: and Activision and e A are likely to prioritize games 461 00:28:16,520 --> 00:28:20,520 Speaker 1: that have these ongoing transactions as part of their design, 462 00:28:21,200 --> 00:28:25,520 Speaker 1: maybe in fact, the central part of their design. And 463 00:28:25,560 --> 00:28:28,440 Speaker 1: I guess that's okay. I mean, I'm not super jazzed 464 00:28:28,440 --> 00:28:31,280 Speaker 1: about it, but these tend to be games that I 465 00:28:31,359 --> 00:28:35,240 Speaker 1: don't play all that frequently anyway, with the exception of 466 00:28:35,280 --> 00:28:37,000 Speaker 1: games like hit Man. I mean, I do play some 467 00:28:37,080 --> 00:28:40,440 Speaker 1: of them, just I don't play all of them. And meanwhile, 468 00:28:40,520 --> 00:28:43,640 Speaker 1: you've got other studios making experiences that aren't meant to 469 00:28:43,640 --> 00:28:48,840 Speaker 1: be persistent ones that last indefinitely. That's okay too. As 470 00:28:48,920 --> 00:28:51,640 Speaker 1: for the whole free to play movement, if I don't 471 00:28:51,760 --> 00:28:53,880 Speaker 1: know that it's going to bring more people in to 472 00:28:54,040 --> 00:28:58,600 Speaker 1: try stuff out and might I mean, for me, it's 473 00:28:58,720 --> 00:29:02,720 Speaker 1: not always the perception of the cost to me, it's 474 00:29:02,760 --> 00:29:06,640 Speaker 1: the perception of am I going to really enjoy this experience. 475 00:29:06,880 --> 00:29:11,400 Speaker 1: So for certain titles like Assassin's Creed, it's heavily dependent 476 00:29:11,480 --> 00:29:16,040 Speaker 1: for me on the context of where that game falls, 477 00:29:16,080 --> 00:29:20,880 Speaker 1: Like Assassin's Creed Black Flag was a pirate Assassin's Creed, 478 00:29:21,280 --> 00:29:24,800 Speaker 1: and that was speaking my language. I love the the 479 00:29:25,520 --> 00:29:29,920 Speaker 1: the romantic image of piracy, not the real one, but 480 00:29:30,000 --> 00:29:35,320 Speaker 1: the romanticized piracy image. I I find that really compelling, 481 00:29:35,400 --> 00:29:38,280 Speaker 1: and so I loved playing that game. But there are 482 00:29:38,320 --> 00:29:41,640 Speaker 1: other titles in the Assassin's Creed franchise that just, you know, 483 00:29:41,800 --> 00:29:44,080 Speaker 1: I didn't have any real interest in, so I didn't 484 00:29:44,280 --> 00:29:47,520 Speaker 1: try them. I don't think that making those free will 485 00:29:47,560 --> 00:29:51,400 Speaker 1: necessarily encourage me to try them out. I think it 486 00:29:51,480 --> 00:29:53,880 Speaker 1: just has to appeal to me first, and whether or 487 00:29:53,920 --> 00:29:57,240 Speaker 1: not it's free or I have to pay for it, uh, 488 00:29:57,520 --> 00:30:00,440 Speaker 1: is kind of beside the point. However, I also knowledge 489 00:30:00,880 --> 00:30:04,360 Speaker 1: I'm in a very privileged position where I can generally 490 00:30:04,600 --> 00:30:08,000 Speaker 1: afford to play these kinds of games, and for other 491 00:30:08,040 --> 00:30:11,880 Speaker 1: people who might not have that kind of privilege, this 492 00:30:11,920 --> 00:30:13,920 Speaker 1: could be great. Like they get a chance to try 493 00:30:13,920 --> 00:30:17,920 Speaker 1: out games that they might really enjoy. Uh. They might 494 00:30:17,960 --> 00:30:20,640 Speaker 1: not be able to access all the different content of 495 00:30:20,680 --> 00:30:23,680 Speaker 1: those games, which is kind of a bummer, but they'd 496 00:30:23,680 --> 00:30:26,040 Speaker 1: at least get a chance to play the games, So 497 00:30:26,080 --> 00:30:29,800 Speaker 1: that's kind of cool. I'm curious what you think. Um, 498 00:30:29,840 --> 00:30:32,600 Speaker 1: for those gamers out there, shout out to me over 499 00:30:32,680 --> 00:30:37,280 Speaker 1: on Twitter text stuff, hs W is the handle and uh, 500 00:30:37,440 --> 00:30:40,240 Speaker 1: let me know, do you think the free to play 501 00:30:40,280 --> 00:30:45,160 Speaker 1: micro transaction approach is that okay? Is it ruining games? 502 00:30:45,600 --> 00:30:49,320 Speaker 1: Do you like it? Do you hate it? Are there 503 00:30:49,320 --> 00:30:52,240 Speaker 1: types of games that you really enjoy? Are there some 504 00:30:52,400 --> 00:30:57,680 Speaker 1: that don't really exist anymore? Thanks to independent game studios. 505 00:30:57,720 --> 00:31:00,000 Speaker 1: I think that a lot of the styles I really 506 00:31:00,080 --> 00:31:05,600 Speaker 1: enjoy still get produced, depends on the studio. They can 507 00:31:05,640 --> 00:31:09,160 Speaker 1: be of, you know, very in quality. But I get 508 00:31:09,240 --> 00:31:12,080 Speaker 1: inspired by some of the stuff I see, especially the 509 00:31:12,120 --> 00:31:16,280 Speaker 1: weird stuff I see all of independent studios. Anyway, that's 510 00:31:16,320 --> 00:31:19,160 Speaker 1: it for this episode. Uh. Usually I would just do 511 00:31:19,200 --> 00:31:22,400 Speaker 1: a tech news episode straight up, but this particular item 512 00:31:22,600 --> 00:31:25,120 Speaker 1: really hit me, and I thought it would be great 513 00:31:25,160 --> 00:31:28,120 Speaker 1: to have more of an opportunity for me to get 514 00:31:28,160 --> 00:31:32,080 Speaker 1: on a soapbox and talk about games and monetization and 515 00:31:32,120 --> 00:31:36,000 Speaker 1: revenue and how how this business of making games is 516 00:31:36,080 --> 00:31:39,600 Speaker 1: in fact a business and so we have to admit that, 517 00:31:39,640 --> 00:31:42,160 Speaker 1: you know, we have to acknowledge that and not just 518 00:31:42,240 --> 00:31:45,480 Speaker 1: say that this is something about, you know, creating entertainment 519 00:31:45,520 --> 00:31:50,280 Speaker 1: for any altruistic purposes or whatever. But um yeah, I'm 520 00:31:50,320 --> 00:31:52,880 Speaker 1: curious to hear what you all think, so let me 521 00:31:52,960 --> 00:31:55,880 Speaker 1: know and we will be back next week with more 522 00:31:56,000 --> 00:32:00,880 Speaker 1: episodes of tech Stuff, including our usual news episodes. And 523 00:32:01,000 --> 00:32:03,560 Speaker 1: with that, I'm out of here. Y'all take care and 524 00:32:03,600 --> 00:32:11,960 Speaker 1: I'll talk to you again really soon. Y Text Stuff 525 00:32:12,040 --> 00:32:15,200 Speaker 1: is an I Heart Radio production. For more podcasts from 526 00:32:15,240 --> 00:32:19,000 Speaker 1: I Heart Radio, visit the I Heart Radio app, Apple Podcasts, 527 00:32:19,120 --> 00:32:21,120 Speaker 1: or wherever you listen to your favorite shows