1 00:00:07,320 --> 00:00:11,240 Speaker 1: Welcome to another episode of Strictly Business, Variety's weekly podcasts 2 00:00:11,280 --> 00:00:14,720 Speaker 1: for conversations focusing on the business side of media and entertainment. 3 00:00:15,040 --> 00:00:18,880 Speaker 1: I'm Corey Erickson, media analyst for a variety intelligence platform. 4 00:00:19,160 --> 00:00:21,919 Speaker 1: Delphi Interactive is a new company licensing some of the 5 00:00:21,960 --> 00:00:25,600 Speaker 1: biggest franchises in entertainment and partnering them with independent gaming 6 00:00:25,640 --> 00:00:28,200 Speaker 1: studios to bring those properties to life as new Triple 7 00:00:28,240 --> 00:00:32,160 Speaker 1: A Video Games CEO Casper Dugarde and president Andy Kleinman 8 00:00:32,320 --> 00:00:34,760 Speaker 1: joined me to discuss what they refer to as the 9 00:00:34,800 --> 00:00:38,560 Speaker 1: publishing industrial complex and their plans to circumvent gaming's biggest 10 00:00:38,680 --> 00:00:42,199 Speaker 1: entities to deliver new experiences for the unpredictable console and 11 00:00:42,280 --> 00:00:46,040 Speaker 1: PC gaming market. Having hired former Nordis Game CEO Michael 12 00:00:46,080 --> 00:00:49,280 Speaker 1: Wider as Delphi's managing partner in Europe, who joins a 13 00:00:49,280 --> 00:00:52,120 Speaker 1: small staff of talent from leading publishers like Rockstar, EA 14 00:00:52,200 --> 00:00:55,520 Speaker 1: and Activision, Douguarde and Climate discuss their current issues with 15 00:00:55,560 --> 00:00:57,800 Speaker 1: Triple A Gaming and how they aim to follow Io 16 00:00:57,880 --> 00:01:01,280 Speaker 1: Interactive's Project Double seven with more games based on some 17 00:01:01,360 --> 00:01:17,240 Speaker 1: of traditional media's biggest franchises. Welcome back to Strictly Business. 18 00:01:17,440 --> 00:01:21,319 Speaker 1: I'm Corey Erickson, media analyst with Wariety Intelligence Platform, and 19 00:01:21,360 --> 00:01:24,360 Speaker 1: I'm joined today by the founder and CEO of Delphi 20 00:01:24,400 --> 00:01:27,920 Speaker 1: Interactive and its president. Why don't you to introduce yourselves. 21 00:01:28,319 --> 00:01:31,080 Speaker 2: Thanks for having his own Corey. My name is Casper 22 00:01:31,160 --> 00:01:34,640 Speaker 2: Dougard and I'm the founder and CEO of Delphi. 23 00:01:34,680 --> 00:01:37,160 Speaker 3: And I'm Andy Kleinman, President of Delphi. 24 00:01:37,560 --> 00:01:40,840 Speaker 1: So how did Delphi get launched and how did the 25 00:01:40,880 --> 00:01:41,759 Speaker 1: two of you come together? 26 00:01:41,959 --> 00:01:47,160 Speaker 2: I think the impetus for forming Delphi was when I 27 00:01:47,319 --> 00:01:49,960 Speaker 2: was working in Los Angeles in the film and TV 28 00:01:50,080 --> 00:01:56,600 Speaker 2: space with underutilized intellectual properties training, you know, into film 29 00:01:56,600 --> 00:01:59,800 Speaker 2: and TV projects, and one of the types of IP 30 00:02:00,120 --> 00:02:03,640 Speaker 2: that I was most interested in was gaming IP. I'd 31 00:02:03,640 --> 00:02:06,840 Speaker 2: always been a big gamer myself, and so I had 32 00:02:06,880 --> 00:02:10,400 Speaker 2: a chance to meet with a lot of Triple A 33 00:02:10,480 --> 00:02:15,000 Speaker 2: gaming studios and talk to them about adapting their games 34 00:02:15,040 --> 00:02:18,920 Speaker 2: and their IP into film or TV projects. But I 35 00:02:18,960 --> 00:02:22,960 Speaker 2: also learned a lot about the business of Triple A Games, 36 00:02:23,120 --> 00:02:25,799 Speaker 2: which is sort of this mysterious business that was huge 37 00:02:25,840 --> 00:02:28,720 Speaker 2: but also sort of hiding in plain sight, and I 38 00:02:28,720 --> 00:02:31,920 Speaker 2: didn't know much about it, and based on everything I learned, 39 00:02:32,320 --> 00:02:35,680 Speaker 2: I developed this sort of secret thesis about Triple A 40 00:02:35,760 --> 00:02:41,120 Speaker 2: games that became the genesis of Delphi. And the thesis 41 00:02:41,240 --> 00:02:44,280 Speaker 2: is that most people believe that if you want to 42 00:02:44,280 --> 00:02:46,920 Speaker 2: make a big Triple A game, you can only do 43 00:02:47,000 --> 00:02:51,240 Speaker 2: it if you involve one of the big traditional global 44 00:02:51,760 --> 00:02:55,440 Speaker 2: gaming publishers like EA or Ubisoft, one of these huge corporations. 45 00:02:56,080 --> 00:02:59,120 Speaker 2: But the truth is that nowadays, in the era of 46 00:02:59,200 --> 00:03:02,440 Speaker 2: digital game just tribution, we believe that if you have 47 00:03:02,520 --> 00:03:06,840 Speaker 2: access to a beloved global intellectual property, and you have 48 00:03:06,880 --> 00:03:10,799 Speaker 2: access to capital to develop and market a game, and 49 00:03:10,880 --> 00:03:15,400 Speaker 2: you have access to the best independent development talent, you 50 00:03:15,440 --> 00:03:18,440 Speaker 2: can actually make a successful triple A game outside of 51 00:03:18,480 --> 00:03:22,280 Speaker 2: what we now lovingly refer to as the publisher industrial 52 00:03:22,320 --> 00:03:27,720 Speaker 2: complex that sort of traditionally oligopolized the Triple A space. 53 00:03:28,520 --> 00:03:33,120 Speaker 2: So instead of turning games into film and TV, I 54 00:03:33,160 --> 00:03:35,680 Speaker 2: had this epiphany that I wanted to do the opposite 55 00:03:35,920 --> 00:03:39,920 Speaker 2: in reverse and turn the best film and TV into 56 00:03:39,960 --> 00:03:44,280 Speaker 2: games and use this new thesis. So long story short, 57 00:03:44,600 --> 00:03:47,280 Speaker 2: one of the studios that I met with was in 58 00:03:47,320 --> 00:03:53,520 Speaker 2: my hometown of Copenhagen, where I met Io Interactive. I 59 00:03:53,600 --> 00:03:56,680 Speaker 2: owe the creators of Hitman, which is one of the 60 00:03:56,720 --> 00:04:01,400 Speaker 2: most beloved stealth and espionage franchises and I'd been a 61 00:04:01,440 --> 00:04:03,480 Speaker 2: huge fan of Io since I was a teenager, and 62 00:04:03,800 --> 00:04:08,120 Speaker 2: they had recently done this really fearless management buyout to 63 00:04:08,160 --> 00:04:10,880 Speaker 2: become an independent Triple A studio, and we just really 64 00:04:10,960 --> 00:04:14,440 Speaker 2: hit it off and we were philosophically aligned and that 65 00:04:14,520 --> 00:04:17,680 Speaker 2: we wanted to work on something together. And so long 66 00:04:17,720 --> 00:04:22,000 Speaker 2: story boring. In twenty twenty, Delphi intered into an agreement 67 00:04:22,040 --> 00:04:26,680 Speaker 2: to license the rights from Dan Jack and MGM to 68 00:04:26,800 --> 00:04:31,640 Speaker 2: do a Triple A PC console James Bond Double seven game, 69 00:04:32,240 --> 00:04:35,720 Speaker 2: to be developed and published by Iro Interactive in association 70 00:04:35,800 --> 00:04:38,480 Speaker 2: with Delphi. And that's about all we can say right 71 00:04:38,520 --> 00:04:41,520 Speaker 2: now about Project Double oh seven other than what you 72 00:04:41,560 --> 00:04:44,040 Speaker 2: can read in the news. It's a stealthy project. 73 00:04:44,360 --> 00:04:47,360 Speaker 3: And to answer the question about how we met, Corey 74 00:04:48,040 --> 00:04:50,640 Speaker 3: Casper and I met years ago in la and we 75 00:04:50,720 --> 00:04:54,000 Speaker 3: became friends and we were interested in a lot of 76 00:04:54,000 --> 00:04:57,839 Speaker 3: the same things, especially around entertainment and the evolution of 77 00:04:58,320 --> 00:05:01,640 Speaker 3: games and entertainment, and when he started putting the Chains 78 00:05:01,680 --> 00:05:05,640 Speaker 3: Bond project together, I became an advisor to the company. 79 00:05:06,360 --> 00:05:10,480 Speaker 3: I've been working with license ip and games over the years, 80 00:05:10,600 --> 00:05:15,120 Speaker 3: particularly at places like Scope, Lee, Disney, and Zinga, and 81 00:05:15,200 --> 00:05:18,839 Speaker 3: so as Project Double seven came together. We saw a 82 00:05:18,960 --> 00:05:22,520 Speaker 3: very clear opportunity to replicate the model with more games, 83 00:05:22,720 --> 00:05:27,080 Speaker 3: expand the Delphi team, and that's when I became fully 84 00:05:27,839 --> 00:05:29,680 Speaker 3: involved in the company. 85 00:05:29,720 --> 00:05:32,560 Speaker 1: In terms of expanding the team. Who else of note 86 00:05:32,680 --> 00:05:34,760 Speaker 1: has been drawn into Delphi's orbit. 87 00:05:35,279 --> 00:05:40,360 Speaker 2: Well, we're you know, we've been as we've been refining 88 00:05:40,400 --> 00:05:43,520 Speaker 2: and now also replicating the thesis that we developed for 89 00:05:43,800 --> 00:05:48,000 Speaker 2: Project Double seven. We've you know, we've we've encountered some 90 00:05:48,120 --> 00:05:51,040 Speaker 2: really great minds in the Triple A industry who've become 91 00:05:51,080 --> 00:05:53,680 Speaker 2: interested in what it is that we're doing. And we're 92 00:05:53,680 --> 00:05:59,520 Speaker 2: actually pretty excited to announce that Michael Weider has joined Delphi. 93 00:06:00,640 --> 00:06:04,720 Speaker 2: Mikael was the founder and CEO of Nordist Games, which 94 00:06:04,760 --> 00:06:09,120 Speaker 2: is one of the biggest gaming companies in Scandinavia. He 95 00:06:09,640 --> 00:06:12,880 Speaker 2: essentially blit scaled Nordis Games from one employee to thirteen 96 00:06:13,000 --> 00:06:16,160 Speaker 2: hundred in just a few years, and he acquired several 97 00:06:16,200 --> 00:06:20,599 Speaker 2: Triple A studios, including Avalanche in Sweden and Supermassive in 98 00:06:20,640 --> 00:06:23,479 Speaker 2: the UK. And he did all of that outside of 99 00:06:23,480 --> 00:06:25,400 Speaker 2: the traditional publisher system. 100 00:06:26,040 --> 00:06:29,800 Speaker 3: Our team is about we're about a dozen people. We 101 00:06:29,880 --> 00:06:33,880 Speaker 3: believe in this idea of being very lean and hired 102 00:06:34,000 --> 00:06:37,080 Speaker 3: the best people for sort of the central Delphi team, 103 00:06:37,760 --> 00:06:40,279 Speaker 3: and then we worked with all these external partners. So 104 00:06:40,279 --> 00:06:43,920 Speaker 3: there's about two hundred and fifty people working on Delphi 105 00:06:44,000 --> 00:06:49,680 Speaker 3: games across our partners. And it's interesting, like when we 106 00:06:50,720 --> 00:06:53,600 Speaker 3: started talking to people and just getting validation on the 107 00:06:53,600 --> 00:06:55,719 Speaker 3: thesis and thinking about how do we scale this model, 108 00:06:55,960 --> 00:06:58,600 Speaker 3: we were talking to some of the most accomplished people, 109 00:06:59,080 --> 00:07:01,520 Speaker 3: talented people that we need you in Triple A games 110 00:07:01,560 --> 00:07:04,080 Speaker 3: just to get their opinions, just to get advice, and 111 00:07:04,120 --> 00:07:08,080 Speaker 3: we were quickly learning that those people were excited or 112 00:07:08,120 --> 00:07:09,880 Speaker 3: were doing to the point that they wanted to join. 113 00:07:10,520 --> 00:07:13,080 Speaker 3: And what we realized was that if you're an accomplished 114 00:07:13,120 --> 00:07:15,120 Speaker 3: person in triple A games like you don't have that 115 00:07:15,160 --> 00:07:19,040 Speaker 3: many options to do what you love. You either have 116 00:07:19,120 --> 00:07:22,880 Speaker 3: to have a long career inside one of these big publishers, 117 00:07:23,480 --> 00:07:25,120 Speaker 3: but if you want to be an entrepreneur, there's not 118 00:07:25,160 --> 00:07:29,640 Speaker 3: that many options. And so Delphi became the sort of 119 00:07:29,640 --> 00:07:34,560 Speaker 3: clear alternative to doing this independently. And so we've attracted 120 00:07:34,600 --> 00:07:37,120 Speaker 3: some great people into this core team. You know, people 121 00:07:37,200 --> 00:07:40,160 Speaker 3: that we were big fans of that came from Rockstar games, 122 00:07:40,200 --> 00:07:43,400 Speaker 3: from electronic cards, from Activision, who are now part of Delphi. 123 00:07:44,200 --> 00:07:49,360 Speaker 1: Let's talk more about what you consider this publishing industrial complex. 124 00:07:50,520 --> 00:07:55,440 Speaker 1: What is it about triple A games that Delphi loves 125 00:07:55,560 --> 00:07:59,320 Speaker 1: and where are the major publishers in gaming going wrong 126 00:07:59,360 --> 00:08:00,960 Speaker 1: when it comes to triple A games today. 127 00:08:02,000 --> 00:08:05,360 Speaker 2: Well, first we have to take a little bit of 128 00:08:05,440 --> 00:08:08,760 Speaker 2: step back to the past twenty or thirty years of 129 00:08:08,760 --> 00:08:13,800 Speaker 2: triple A gaming because they're really used to be significant 130 00:08:13,920 --> 00:08:16,920 Speaker 2: barriers to entry to make a triple A game, and 131 00:08:16,960 --> 00:08:20,800 Speaker 2: one of the biggest ones was physical distribution, which is 132 00:08:20,840 --> 00:08:23,240 Speaker 2: the primary mode of how to get your game out 133 00:08:23,280 --> 00:08:27,120 Speaker 2: to distribute to consumers. As if you wanted to make 134 00:08:27,160 --> 00:08:29,760 Speaker 2: a triple A game, you needed to have this complex 135 00:08:29,840 --> 00:08:34,400 Speaker 2: infrastructure to print the games on physical discs and create 136 00:08:34,480 --> 00:08:37,880 Speaker 2: manuals that to be translated into different languages and localized, 137 00:08:37,960 --> 00:08:40,959 Speaker 2: and had to drive the games around on trucks in 138 00:08:41,040 --> 00:08:45,560 Speaker 2: different countries and employ huge sales forces, and so it 139 00:08:45,600 --> 00:08:49,640 Speaker 2: required very complex and expensive infrastructure and economies of scale 140 00:08:50,400 --> 00:08:54,440 Speaker 2: that only this sort of oligopoly of large corporations like 141 00:08:54,520 --> 00:08:59,720 Speaker 2: EA could handle. So nowadays physical copies of games are 142 00:08:59,760 --> 00:09:03,640 Speaker 2: still thing. They're important for gift giving and collectors, editions 143 00:09:03,679 --> 00:09:07,000 Speaker 2: and stuff, but the vast majority of game sales are 144 00:09:07,040 --> 00:09:10,880 Speaker 2: now digital. So if you've developed a game and you're 145 00:09:10,880 --> 00:09:12,719 Speaker 2: ready to put it in the hands of consumers, you 146 00:09:12,800 --> 00:09:16,880 Speaker 2: essentially press upload to one of the platforms where people 147 00:09:16,880 --> 00:09:19,439 Speaker 2: can buy and download your game, and so that has 148 00:09:19,480 --> 00:09:23,320 Speaker 2: democratized the process somewhat. That's a very important thing that's 149 00:09:23,400 --> 00:09:27,439 Speaker 2: changed that's enabled a company like Delfi to come into existence. 150 00:09:27,960 --> 00:09:31,679 Speaker 2: But the other super important thing about our thesis on 151 00:09:31,720 --> 00:09:36,319 Speaker 2: the publisher industrial complex is that they've of course adapted 152 00:09:36,400 --> 00:09:41,600 Speaker 2: to this digital era and they're operating at an unprecedented 153 00:09:41,920 --> 00:09:45,280 Speaker 2: profitability and scale. But at the same time, something else 154 00:09:45,320 --> 00:09:48,920 Speaker 2: has happened. And then we believe that on average, the 155 00:09:49,000 --> 00:09:55,200 Speaker 2: legacy publishers have become fundamentally misaligned with the owners of 156 00:09:55,240 --> 00:09:59,079 Speaker 2: the world's biggest IP, and they've also become fundamentally misaligned 157 00:09:59,120 --> 00:10:02,200 Speaker 2: more and more with dependent Triple A developers. And that's 158 00:10:02,200 --> 00:10:06,840 Speaker 2: where Delphi saw an opportunity, a significant opportunity to step 159 00:10:06,880 --> 00:10:11,320 Speaker 2: in and offer an sort of very attractive alternative two 160 00:10:12,120 --> 00:10:17,120 Speaker 2: owners of IP and to Triple A developers. Very sort 161 00:10:17,160 --> 00:10:22,280 Speaker 2: of rationally, we believe the large gaming publishers have prioritized 162 00:10:22,320 --> 00:10:26,760 Speaker 2: their own internal fully owned IPS over third party ipis, 163 00:10:27,360 --> 00:10:30,520 Speaker 2: and some of them who even publicly acknowledged that by now, 164 00:10:31,120 --> 00:10:33,800 Speaker 2: and that means that they're no longer ideal partners for 165 00:10:34,160 --> 00:10:37,160 Speaker 2: the owners of the most iconic licensed I piece, and 166 00:10:37,240 --> 00:10:39,600 Speaker 2: everyone is slowly starting to realize that. 167 00:10:40,040 --> 00:10:43,720 Speaker 1: Do you think some folks in the gaming community might 168 00:10:43,800 --> 00:10:49,800 Speaker 1: sometimes prefer that IP that's local to gaming be prioritized 169 00:10:49,920 --> 00:10:53,280 Speaker 1: over major third party IP from Hollywood or elsewhere. 170 00:10:53,960 --> 00:10:58,280 Speaker 2: Well, we actually have given quite a bit of thought 171 00:10:58,360 --> 00:11:01,560 Speaker 2: to that as well. They this idea of licensed IP 172 00:11:02,720 --> 00:11:05,920 Speaker 2: means a lot of things. You know, it can be 173 00:11:06,040 --> 00:11:07,760 Speaker 2: from the world of Hollywood, it can be from the 174 00:11:07,760 --> 00:11:11,840 Speaker 2: world of sports, which is huge, but it also exists 175 00:11:12,080 --> 00:11:17,520 Speaker 2: across a spectrum of sort of different license experiences. One is, 176 00:11:18,240 --> 00:11:21,359 Speaker 2: you know, you have integrations of licensed IP and platforms 177 00:11:21,400 --> 00:11:25,960 Speaker 2: like Roadblocks or Fortnite, where the teenage mutant Ninja Turtles 178 00:11:25,960 --> 00:11:30,280 Speaker 2: show up in Fortnite and things go fucking crazy. And 179 00:11:30,320 --> 00:11:34,160 Speaker 2: then you have these licensed games that are sort of 180 00:11:34,160 --> 00:11:38,040 Speaker 2: like merchandising tie in experiences where if you have a 181 00:11:39,200 --> 00:11:43,760 Speaker 2: Star Wars or Harry Potter movie coming out, then there's 182 00:11:43,800 --> 00:11:47,480 Speaker 2: also this game that's made to coincide with the release 183 00:11:47,520 --> 00:11:49,680 Speaker 2: and the same thing that happens in the movie happens 184 00:11:49,679 --> 00:11:51,840 Speaker 2: in the game if it's a little different. And those 185 00:11:52,240 --> 00:11:55,240 Speaker 2: are not always critical hits, but historically have been sort 186 00:11:55,240 --> 00:12:00,800 Speaker 2: of very commercially successful. But then there's also a third 187 00:12:00,880 --> 00:12:06,160 Speaker 2: category of licensed game and that's the one that really 188 00:12:06,200 --> 00:12:10,840 Speaker 2: inspires us here at Delphi, and that's a rarer type 189 00:12:11,320 --> 00:12:13,120 Speaker 2: and we haven't really found a perfect term for it, 190 00:12:13,160 --> 00:12:18,439 Speaker 2: but we call them asynchronous licensed franchises. And some examples 191 00:12:18,440 --> 00:12:22,439 Speaker 2: of that are Knights of the Old Republic that byowhere 192 00:12:22,480 --> 00:12:26,199 Speaker 2: are made, or the Batman Arkham series from rock Steady, 193 00:12:27,280 --> 00:12:31,360 Speaker 2: or Marvel Spider Man from Insomniac and more recently Boulder 194 00:12:31,400 --> 00:12:35,760 Speaker 2: Skate three from Larian. These weren't based on any particular 195 00:12:35,880 --> 00:12:39,319 Speaker 2: movie actor, or movie or novel or anything. They were 196 00:12:39,360 --> 00:12:45,240 Speaker 2: they were carefully crafted, very patiently developed franchises that were 197 00:12:45,360 --> 00:12:48,839 Speaker 2: completely their own thing, and so we call those asynchronous franchises, 198 00:12:48,840 --> 00:12:53,320 Speaker 2: and those are the ones that the Delphi want to 199 00:12:53,360 --> 00:12:56,679 Speaker 2: make more of. And so it's also interesting to note 200 00:12:56,720 --> 00:13:00,200 Speaker 2: that all of the examples I mentioned were created by 201 00:13:00,200 --> 00:13:02,960 Speaker 2: Triple A studios that were at least of the time 202 00:13:03,760 --> 00:13:07,880 Speaker 2: completely independent. Triple A studios like I are interactive and 203 00:13:07,920 --> 00:13:10,800 Speaker 2: so as you can read in the news, project Double 204 00:13:10,840 --> 00:13:13,840 Speaker 2: O seven fits this model. It's the first ever Triple 205 00:13:13,840 --> 00:13:17,360 Speaker 2: A origin story of the James Bond character. It's a 206 00:13:17,360 --> 00:13:20,360 Speaker 2: completely original story, and it's not based on any particular 207 00:13:20,440 --> 00:13:24,160 Speaker 2: Bond film or actor. And we think fans will always 208 00:13:24,840 --> 00:13:26,520 Speaker 2: love those types of experiences. 209 00:13:27,080 --> 00:13:31,800 Speaker 1: Speaking to this notion of you know, high quality Triple 210 00:13:31,840 --> 00:13:36,920 Speaker 1: A games license from third party ip that really resonate 211 00:13:37,000 --> 00:13:40,920 Speaker 1: with the market, it wasn't just Balder's Gage three in 212 00:13:41,080 --> 00:13:43,240 Speaker 1: twenty twenty three that fit those terms. It was also 213 00:13:43,320 --> 00:13:48,880 Speaker 1: Howkwarts Legacy coming from Warner Brothers in their own internal studio. However, 214 00:13:49,080 --> 00:13:52,800 Speaker 1: a year later, Suicide Squad Killed the Justice League comes 215 00:13:52,800 --> 00:13:56,600 Speaker 1: out and sort of has the opposite outcome with you know, 216 00:13:56,679 --> 00:14:01,360 Speaker 1: fans and critics alike than Hawkwarts Legacy did. And more recently, 217 00:14:01,679 --> 00:14:05,600 Speaker 1: we saw Ubisoft own up to Star Wars Outlaws, missing 218 00:14:05,640 --> 00:14:11,199 Speaker 1: their expectations, and now Tencent is reportedly circling Ubisoft as 219 00:14:11,200 --> 00:14:16,160 Speaker 1: an acquisition target. What do you think is defining such 220 00:14:16,240 --> 00:14:20,320 Speaker 1: missteps this year after we've seen other projects be it 221 00:14:20,440 --> 00:14:24,600 Speaker 1: Sony Spider Man or Howkwarts Legacy or Bouder's Gate three 222 00:14:24,720 --> 00:14:25,720 Speaker 1: really hit their marks. 223 00:14:26,280 --> 00:14:29,160 Speaker 2: I'm very interested in two of the companies you mentioned 224 00:14:29,280 --> 00:14:33,680 Speaker 2: just there. You know, everybody's talking about Ubisoft and Rumors, 225 00:14:33,760 --> 00:14:38,040 Speaker 2: and you know what, I think that company maybe has 226 00:14:38,080 --> 00:14:43,280 Speaker 2: some specific problems to That company employs a lot of people, 227 00:14:44,000 --> 00:14:48,240 Speaker 2: The most successful IP franchises they have are starting to 228 00:14:48,280 --> 00:14:51,840 Speaker 2: show their age, and there may be some other endemic 229 00:14:51,880 --> 00:14:54,480 Speaker 2: problems that they're dealing with with their stock price and 230 00:14:54,720 --> 00:14:59,160 Speaker 2: ownership that we just simply don't know about. So I'm 231 00:14:59,520 --> 00:15:05,000 Speaker 2: cautious to derive specific conclusions about the industry based on Ubisoft. 232 00:15:05,920 --> 00:15:09,440 Speaker 2: Warner Brothers super interesting. They are one of the I 233 00:15:09,440 --> 00:15:15,520 Speaker 2: think only two traditional Hollywood Industrial complex members that have 234 00:15:15,640 --> 00:15:20,320 Speaker 2: their own internal gaming businesses. The other Hollywood studios that 235 00:15:20,360 --> 00:15:24,480 Speaker 2: had that have shut those down and transitioned to essentially 236 00:15:24,560 --> 00:15:29,120 Speaker 2: risk free and very lucrative licensing businesses. So Disney licenses 237 00:15:29,160 --> 00:15:33,840 Speaker 2: out there valuable IP to games developers and publishers instead 238 00:15:33,840 --> 00:15:36,520 Speaker 2: of making their own. Warner Brothers is different. They have 239 00:15:36,560 --> 00:15:41,120 Speaker 2: Warner Brothers Interactive Entertainment, and as you said, there is 240 00:15:41,760 --> 00:15:47,040 Speaker 2: a long cadence between the games they release, and you 241 00:15:47,080 --> 00:15:52,920 Speaker 2: can have a billion dollar success asynchronous success like Parkwards Legacy, 242 00:15:53,640 --> 00:15:57,400 Speaker 2: and then you can have something like Suicide Squad that 243 00:15:58,000 --> 00:16:01,280 Speaker 2: leads to a reported to our million or even dow 244 00:16:01,400 --> 00:16:05,960 Speaker 2: right off. And I think on a reason Earnings call 245 00:16:06,520 --> 00:16:10,640 Speaker 2: David Saslav, he said very wisely that given that Warner 246 00:16:10,680 --> 00:16:14,280 Speaker 2: Brothers own such shockun al Ip and you know, only 247 00:16:14,320 --> 00:16:17,440 Speaker 2: has as much bandwidth as they do inside of their 248 00:16:17,480 --> 00:16:21,240 Speaker 2: own game studio, and given that it takes four to 249 00:16:21,320 --> 00:16:23,760 Speaker 2: five years to make a triple A game, or nine 250 00:16:23,840 --> 00:16:26,200 Speaker 2: years in the case of Suicide Squad, it makes so 251 00:16:26,280 --> 00:16:29,520 Speaker 2: much sense for Warner Brothers Discovery to balance out that 252 00:16:29,640 --> 00:16:35,320 Speaker 2: cadence and risk profile by complementing their portfolio of games 253 00:16:36,200 --> 00:16:40,080 Speaker 2: with some licensed titles as well to external partners, where 254 00:16:40,240 --> 00:16:44,240 Speaker 2: Warner Brothers Discovery doesn't take the financial execution risk as much, 255 00:16:45,560 --> 00:16:47,560 Speaker 2: and that can solve a problem like the fact that 256 00:16:47,560 --> 00:16:53,080 Speaker 2: there literally hasn't been a triple A PC console Batman 257 00:16:53,160 --> 00:16:58,040 Speaker 2: game since twenty fifteen. It's almost ten years ago, and 258 00:16:58,120 --> 00:17:01,480 Speaker 2: that's not right. And I think brother Discoveries is discovering 259 00:17:01,480 --> 00:17:02,320 Speaker 2: the solution to that. 260 00:17:02,880 --> 00:17:06,120 Speaker 3: And I think similarly to how they think about movies. Right, 261 00:17:06,160 --> 00:17:09,879 Speaker 3: we've been inspired a lot by companies like Legendary Entertainment, 262 00:17:10,040 --> 00:17:14,080 Speaker 3: which started back in the day producing Warner Brothers Movies 263 00:17:14,119 --> 00:17:18,000 Speaker 3: and Warner Brothers ip into blockbuster films and their whole 264 00:17:18,000 --> 00:17:20,400 Speaker 3: thesis was that they could you know, come in initially 265 00:17:20,400 --> 00:17:23,440 Speaker 3: with financing, but their plan was to try to make 266 00:17:23,440 --> 00:17:27,080 Speaker 3: these big blockbuster films outside of the legacy Hollywood studios. 267 00:17:27,280 --> 00:17:28,840 Speaker 3: They were one of the first to do. Its Guidance 268 00:17:28,920 --> 00:17:31,680 Speaker 3: came later and build a similar thesis which has now 269 00:17:32,640 --> 00:17:35,800 Speaker 3: become really big, and another taking over a legacy studio 270 00:17:35,600 --> 00:17:39,280 Speaker 3: to try to modernize it with their way of doing things. 271 00:17:39,320 --> 00:17:42,600 Speaker 3: But that doesn't exist in gaming, and especially in Triple 272 00:17:42,640 --> 00:17:47,360 Speaker 3: A gaming. And so that model of financing this big 273 00:17:47,400 --> 00:17:51,199 Speaker 3: blockbuster Triple A games outside of the system and creating 274 00:17:51,200 --> 00:17:55,000 Speaker 3: a Triple A slate of games work based on the 275 00:17:55,040 --> 00:17:58,720 Speaker 3: biggest brands in the world, it's something that doesn't exist 276 00:17:58,720 --> 00:18:02,600 Speaker 3: and that del Via is firing to create and be 277 00:18:02,720 --> 00:18:04,879 Speaker 3: inspired by legendary and Skidance. 278 00:18:05,440 --> 00:18:08,920 Speaker 1: I want to expand a bit on how you make 279 00:18:09,000 --> 00:18:12,280 Speaker 1: that pitch to you know, a legacy Hollywood studio. As 280 00:18:12,320 --> 00:18:17,560 Speaker 1: we know, Skydance is trying to complete an acquisition of Paramount. 281 00:18:17,600 --> 00:18:22,080 Speaker 1: If that goes through, that's a third legacy major Hollywood 282 00:18:22,080 --> 00:18:26,000 Speaker 1: studio that is going to have you know, a full 283 00:18:26,040 --> 00:18:31,040 Speaker 1: fledged gaming division at its disposable if that completes, how 284 00:18:31,080 --> 00:18:34,080 Speaker 1: do you make the pitch to an entity like Paramount 285 00:18:34,200 --> 00:18:36,240 Speaker 1: or you know, the new iteration of sky Dance and 286 00:18:36,320 --> 00:18:39,800 Speaker 1: Paramount that they should be you know, licensing some of 287 00:18:39,840 --> 00:18:43,399 Speaker 1: the IP out as well, alongside whatever they're working on 288 00:18:43,480 --> 00:18:46,280 Speaker 1: with sky Dance Interactive or Skydance New Media. 289 00:18:46,880 --> 00:18:51,000 Speaker 2: Yeah, I love talking about that stuff. It's I think, 290 00:18:51,080 --> 00:18:54,240 Speaker 2: first of all, bandwidth is always an issue, as we 291 00:18:54,280 --> 00:18:56,439 Speaker 2: see from Warner Brothers. They have a huge studio with 292 00:18:56,480 --> 00:18:59,240 Speaker 2: twenty two hundred employees, and there's still hasn't been a 293 00:18:59,240 --> 00:19:01,800 Speaker 2: Batman game, and at least not for PC and console 294 00:19:02,200 --> 00:19:07,080 Speaker 2: in Triple A for for nearly a decade. The other 295 00:19:07,160 --> 00:19:09,800 Speaker 2: thing way we look at that problem you're describing there 296 00:19:10,160 --> 00:19:14,880 Speaker 2: is that, you know, I think it's about having a proposition, 297 00:19:15,040 --> 00:19:19,600 Speaker 2: an opportunity for a licensed project that's just so good 298 00:19:20,240 --> 00:19:23,200 Speaker 2: that it doesn't matter what else the license or which 299 00:19:23,200 --> 00:19:26,480 Speaker 2: is what we call the Hollywood studio or sports franchise 300 00:19:26,560 --> 00:19:29,040 Speaker 2: or that that's giving you the license, no matter what 301 00:19:29,080 --> 00:19:31,800 Speaker 2: else they're working on with the IP. And I'm not 302 00:19:31,840 --> 00:19:34,080 Speaker 2: joking about that. When when Project Double O seven was 303 00:19:34,160 --> 00:19:38,280 Speaker 2: unveiled a few years ago, pc Gamer described it as 304 00:19:38,320 --> 00:19:43,440 Speaker 2: a match made in heaven between an IP and development talent, 305 00:19:44,240 --> 00:19:46,159 Speaker 2: and so we were obviously very proud of that reaction, 306 00:19:46,400 --> 00:19:49,919 Speaker 2: and since then we've tried to codify what it means 307 00:19:50,000 --> 00:19:53,760 Speaker 2: and why people would say that. And so one of 308 00:19:53,800 --> 00:19:57,119 Speaker 2: the Triple A developers were working with on one of 309 00:19:57,119 --> 00:20:00,359 Speaker 2: our upcoming projects that has not been announced yet, he 310 00:20:00,440 --> 00:20:04,280 Speaker 2: taught us this fascinating idea that if you're working on 311 00:20:05,080 --> 00:20:08,640 Speaker 2: adapting and established IP, you have. 312 00:20:08,600 --> 00:20:10,800 Speaker 3: To be able to. 313 00:20:09,960 --> 00:20:14,959 Speaker 2: Deconstruct the sort of wishful film and fantasy of that 314 00:20:15,000 --> 00:20:19,600 Speaker 2: particular IP, whether it's whether a film series or a 315 00:20:19,640 --> 00:20:22,080 Speaker 2: novel or a comic book, you have to sort of 316 00:20:22,080 --> 00:20:25,159 Speaker 2: deconstruct the wishful film and fantasy into its constituent parts, 317 00:20:25,800 --> 00:20:28,080 Speaker 2: and then you have to be skilled enough to organically 318 00:20:28,800 --> 00:20:34,040 Speaker 2: reassemble those elements in a different way, completely different way 319 00:20:35,000 --> 00:20:37,879 Speaker 2: that's suitable for the Triple A interactive medium, and of 320 00:20:37,880 --> 00:20:40,200 Speaker 2: course ideally in a sort of shock and all fashion 321 00:20:40,280 --> 00:20:44,080 Speaker 2: that will delight the fans. This is really no easy feat. 322 00:20:44,240 --> 00:20:46,600 Speaker 2: There is a real art to that kind of adaptation 323 00:20:47,200 --> 00:20:52,119 Speaker 2: and it requires patients and resources and the luxury of time. 324 00:20:53,160 --> 00:20:55,639 Speaker 2: And from what we've seen, when you have something like 325 00:20:55,680 --> 00:20:59,720 Speaker 2: that the license source or eager to do business. 326 00:21:00,400 --> 00:21:02,879 Speaker 1: So this is maybe a little bit of a tough 327 00:21:02,920 --> 00:21:07,880 Speaker 1: but necessary question. Along those lines, we have live services 328 00:21:07,960 --> 00:21:12,399 Speaker 1: at play that you know, at sort of the top level, 329 00:21:12,440 --> 00:21:16,520 Speaker 1: whether it's Roadblocks, Fortnite, Minecraft, and then Grand Theft, Auto 330 00:21:16,560 --> 00:21:20,760 Speaker 1: and Call of Duty appealing to you know, more adult gamers. 331 00:21:21,359 --> 00:21:24,880 Speaker 1: Hollywood is very very friendly with a lot of these 332 00:21:24,920 --> 00:21:28,040 Speaker 1: live services, Fortnite and Roadblocks in particular. As we know, 333 00:21:28,920 --> 00:21:34,440 Speaker 1: Disney invested one point five billion into Epic Games, specifically 334 00:21:34,520 --> 00:21:40,000 Speaker 1: for many different IP partnerships spread throughout Fortnite. Let's say 335 00:21:40,080 --> 00:21:44,480 Speaker 1: Delphi knows a studio that can pull off a really 336 00:21:44,560 --> 00:21:48,359 Speaker 1: high quality Alien game that's IP you would have to 337 00:21:48,400 --> 00:21:52,000 Speaker 1: get from Disney. How do you convince an entity like 338 00:21:52,119 --> 00:21:55,040 Speaker 1: that that a game that could theoretically take four or 339 00:21:55,080 --> 00:21:58,560 Speaker 1: five years even more, if this, you know, wish fulfillment 340 00:21:58,640 --> 00:22:03,040 Speaker 1: deconstruction process takes a while, how do you sell Disney 341 00:22:03,600 --> 00:22:07,040 Speaker 1: on betting on the high quality Triple A game instead 342 00:22:07,080 --> 00:22:08,240 Speaker 1: of a Fortnite experience. 343 00:22:08,800 --> 00:22:11,679 Speaker 3: We believe that the ips that we're going after, right 344 00:22:11,760 --> 00:22:13,600 Speaker 3: are some of the biggest brands in the world, right, 345 00:22:13,640 --> 00:22:16,920 Speaker 3: and so when Disney or orner Brothers or any of 346 00:22:16,960 --> 00:22:19,040 Speaker 3: these studios are thinking about the strategy for some of 347 00:22:19,080 --> 00:22:22,680 Speaker 3: the biggest IPS. It's not just one thing that they do, right, 348 00:22:22,720 --> 00:22:26,800 Speaker 3: They explore different ways to attract the different types of 349 00:22:26,840 --> 00:22:29,919 Speaker 3: fans that are engaged with that IP and who love 350 00:22:29,960 --> 00:22:33,280 Speaker 3: the IP. And so some of those fans are the 351 00:22:33,320 --> 00:22:36,400 Speaker 3: audiences that are within roadblocks on Fortnite and who want 352 00:22:36,440 --> 00:22:39,400 Speaker 3: to have those games. They're they engage with those games 353 00:22:39,440 --> 00:22:41,399 Speaker 3: and they love already the experience that they have and 354 00:22:41,440 --> 00:22:44,480 Speaker 3: the characters within Fortnite, and so integrating those IPS makes 355 00:22:44,480 --> 00:22:48,000 Speaker 3: a lot of sense, and those are huge businesses on 356 00:22:48,040 --> 00:22:51,400 Speaker 3: their own. There's also a lot of people, a lot 357 00:22:51,400 --> 00:22:56,040 Speaker 3: of those fans that want single player experiences, and you know, 358 00:22:56,160 --> 00:22:59,880 Speaker 3: many gamers, like us, they get overwhelmed, you know, when 359 00:23:00,119 --> 00:23:02,879 Speaker 3: when they have to go into an existing game to 360 00:23:02,960 --> 00:23:06,520 Speaker 3: play mode whe their favorite IP, or when a new 361 00:23:06,560 --> 00:23:09,000 Speaker 3: game is coming out and it's a you know, eighty 362 00:23:09,040 --> 00:23:13,200 Speaker 3: tow one hundred hour game that you know, feels intimidating. 363 00:23:13,880 --> 00:23:18,240 Speaker 3: And so we think both things can coexist, not perhaps 364 00:23:18,240 --> 00:23:21,840 Speaker 3: for every AP, but definitely for the things that are 365 00:23:21,960 --> 00:23:23,919 Speaker 3: you know, some of the biggest brands that have a 366 00:23:24,040 --> 00:23:27,760 Speaker 3: huge global fan base and that are sort of evergreen 367 00:23:27,840 --> 00:23:31,600 Speaker 3: franchises that you know, they're constantly thinking about what comes next, right, 368 00:23:31,600 --> 00:23:35,640 Speaker 3: and so our our philosophy in those cases is to 369 00:23:35,680 --> 00:23:38,399 Speaker 3: do something different. They may already be working with Fortnite, 370 00:23:38,440 --> 00:23:41,679 Speaker 3: or they may be working with other existing platforms, but 371 00:23:42,040 --> 00:23:47,040 Speaker 3: we think about the single player story driven experience, and 372 00:23:47,160 --> 00:23:49,359 Speaker 3: usually it starts with something that you know can be 373 00:23:49,440 --> 00:23:53,000 Speaker 3: played in twelve to sixteen hours as opposed to eighty 374 00:23:53,040 --> 00:23:56,440 Speaker 3: two hundred hours, and you feel a great sense of 375 00:23:56,480 --> 00:23:58,879 Speaker 3: accomplishment and satisfaction when you're playing it. It's almost like 376 00:23:58,920 --> 00:24:01,760 Speaker 3: you're bench watching your face or a new TV series 377 00:24:01,920 --> 00:24:04,760 Speaker 3: or movie franchise that you love, or you know, the 378 00:24:04,800 --> 00:24:07,040 Speaker 3: Lord of the Rings trilogy, and it has a beginning 379 00:24:07,040 --> 00:24:10,679 Speaker 3: in an it's very fulfilling and and they're highly replayable, 380 00:24:10,760 --> 00:24:13,080 Speaker 3: and then you know, you can have DLC content, and 381 00:24:13,160 --> 00:24:16,760 Speaker 3: you can have you know, new iterations and sequels that 382 00:24:16,800 --> 00:24:18,800 Speaker 3: come out after that continue that story. 383 00:24:19,160 --> 00:24:22,919 Speaker 2: And so yeah, and and Corey, I think also that 384 00:24:23,040 --> 00:24:26,639 Speaker 2: there is a very interesting general debate happening at the 385 00:24:26,680 --> 00:24:30,359 Speaker 2: moment about live services games, which you mentioned. You know, 386 00:24:30,400 --> 00:24:34,639 Speaker 2: it's it's natural that everybody wants a fortnight. There is 387 00:24:35,000 --> 00:24:38,520 Speaker 2: there's an eleven or maybe even twelve figure upside to 388 00:24:38,600 --> 00:24:41,120 Speaker 2: that if you can pull that out as a company, 389 00:24:41,800 --> 00:24:46,879 Speaker 2: But it's also a very volatile proposition with a massive 390 00:24:46,920 --> 00:24:51,000 Speaker 2: downside and massive risk. You know, as we've seen, even 391 00:24:51,680 --> 00:24:54,600 Speaker 2: high quality life services games that are based on beloved 392 00:24:54,600 --> 00:24:58,760 Speaker 2: ip which you believe so much in, like Avengers or 393 00:24:58,800 --> 00:25:02,720 Speaker 2: Suicide Squad which we talk about earlier, can can be 394 00:25:02,760 --> 00:25:07,480 Speaker 2: born as live services experiences, but can really struggle to 395 00:25:07,560 --> 00:25:11,600 Speaker 2: pull away habitual users from the sort of the big 396 00:25:11,640 --> 00:25:14,880 Speaker 2: five titans that you have there and the network effects 397 00:25:14,920 --> 00:25:18,919 Speaker 2: they have. You know, you mentioned Roadblocks and Fortnite or 398 00:25:19,000 --> 00:25:23,879 Speaker 2: Minecraft or GTA Online or or or even FIFA, and 399 00:25:23,960 --> 00:25:28,280 Speaker 2: it's a it's very hard to take consumption time away 400 00:25:28,320 --> 00:25:32,920 Speaker 2: from those grain franchises and and and uh and inject 401 00:25:32,920 --> 00:25:36,879 Speaker 2: new life into a completely new ecosystem. And so we 402 00:25:36,960 --> 00:25:39,200 Speaker 2: thought about how you can get the best of both worlds, 403 00:25:39,920 --> 00:25:43,320 Speaker 2: and that a wiser and more risk managed approach to 404 00:25:43,400 --> 00:25:49,760 Speaker 2: live services is to to start with a hardcore, premium, 405 00:25:49,800 --> 00:25:54,879 Speaker 2: story driven, character driven single player experiences, and like io 406 00:25:55,080 --> 00:26:01,280 Speaker 2: Interactive has done with transforming Hitman into it's very successful 407 00:26:01,600 --> 00:26:06,280 Speaker 2: and durable world of assassination platform, or even how GGA 408 00:26:06,400 --> 00:26:11,080 Speaker 2: Online was created after GGA five. And what you do 409 00:26:11,160 --> 00:26:13,200 Speaker 2: is you sort of you have this strong core single 410 00:26:13,200 --> 00:26:17,880 Speaker 2: play experience, and then you carefully layer on live services 411 00:26:17,920 --> 00:26:21,720 Speaker 2: elements around this core, and then you expand in almost 412 00:26:21,760 --> 00:26:26,480 Speaker 2: concent these concentric circles from there and create a single 413 00:26:26,480 --> 00:26:28,800 Speaker 2: player as a service that can be a very very 414 00:26:28,800 --> 00:26:32,280 Speaker 2: good business and very durable. We think that is a 415 00:26:32,320 --> 00:26:37,560 Speaker 2: more organic approach than launching a super expensive, mega live 416 00:26:37,640 --> 00:26:40,000 Speaker 2: services game and hope that people will show up. 417 00:26:40,440 --> 00:26:43,240 Speaker 1: Speaking of the single player experience, I do need to 418 00:26:43,320 --> 00:26:48,160 Speaker 1: clarify if any listeners were terrified by that alien hypothetical 419 00:26:48,600 --> 00:26:52,439 Speaker 1: creative assembly. And Sega did just confirm a sequel to 420 00:26:52,720 --> 00:26:56,800 Speaker 1: twenty fourteen's Alien Isolation is in the works, so you 421 00:26:56,840 --> 00:27:00,320 Speaker 1: know that is one win on the single player front, now, 422 00:27:00,280 --> 00:27:00,760 Speaker 1: I mean. 423 00:27:01,119 --> 00:27:03,960 Speaker 2: Yeah, clarifying. We were worried for a second that Fortnite 424 00:27:03,960 --> 00:27:06,480 Speaker 2: would have you know, but I think I think such 425 00:27:06,520 --> 00:27:10,800 Speaker 2: ips is so iconic and beloved that they can absolutely 426 00:27:11,440 --> 00:27:14,640 Speaker 2: tolerate multiple incarnations to co exist at the same time. 427 00:27:15,600 --> 00:27:17,800 Speaker 2: I don't know about Aliens our rated franchise, but you 428 00:27:17,840 --> 00:27:21,200 Speaker 2: know where this the kids version or the Fortnite version 429 00:27:21,200 --> 00:27:24,359 Speaker 2: that stylized and fun and then there's the hardcore, story 430 00:27:24,440 --> 00:27:28,879 Speaker 2: driven R rated version. These can all co exist at 431 00:27:28,920 --> 00:27:31,000 Speaker 2: the same time. That's one of the one of the 432 00:27:31,000 --> 00:27:34,760 Speaker 2: beautiful things about Iconic IP that's lasted for a half 433 00:27:34,800 --> 00:27:36,680 Speaker 2: century or longer. Sometimes. 434 00:27:36,960 --> 00:27:39,520 Speaker 1: Yeah, we're going to take a quick break, but when 435 00:27:39,560 --> 00:27:42,640 Speaker 1: we come back, we're going to talk more about some 436 00:27:42,680 --> 00:27:47,000 Speaker 1: of the financial headwinds the industry has been facing this 437 00:27:47,200 --> 00:27:50,959 Speaker 1: year through layoffs, as well as the mobile gaming element 438 00:27:51,320 --> 00:27:55,920 Speaker 1: of the industry and why that continues to remain relevant 439 00:27:56,320 --> 00:28:04,679 Speaker 1: despite the need for more high quality triple A gaming experiences. 440 00:28:05,760 --> 00:28:10,000 Speaker 1: Welcome back to strictly business. I'm here with Casper Delgard 441 00:28:10,160 --> 00:28:15,639 Speaker 1: from Delphi Interactive and Andy Cleman, also from Delphi. Now 442 00:28:15,920 --> 00:28:18,800 Speaker 1: I want to address, you know, what's sort of the 443 00:28:18,840 --> 00:28:22,760 Speaker 1: biggest elephant in the room for the year in gaming. 444 00:28:23,480 --> 00:28:25,000 Speaker 1: You know, as much as we want to talk about 445 00:28:25,040 --> 00:28:27,680 Speaker 1: positive developments in the industry and things people are really 446 00:28:27,680 --> 00:28:32,240 Speaker 1: excited over, this has simply been a devastating year for 447 00:28:32,760 --> 00:28:37,320 Speaker 1: the gaming workforce. There's one developer who goes by at 448 00:28:37,400 --> 00:28:41,280 Speaker 1: DECAF who dutifully tracks all of these gaming industry layoffs 449 00:28:41,320 --> 00:28:45,680 Speaker 1: across the globe. So far, it surpassed thirteen thousand in 450 00:28:45,760 --> 00:28:49,520 Speaker 1: twenty twenty four, which is, you know, pretty staggering. A 451 00:28:49,520 --> 00:28:52,480 Speaker 1: lot of that's come from the biggest publishers. We've seen 452 00:28:52,600 --> 00:28:56,840 Speaker 1: Microsoft Gaming, you know, layoff close to two thousand this year, 453 00:28:57,720 --> 00:29:03,520 Speaker 1: many from Activision Blizzard after that acquisition. When Delphi and 454 00:29:03,560 --> 00:29:07,160 Speaker 1: its business model is going to rely heavily on seeking 455 00:29:07,240 --> 00:29:11,680 Speaker 1: out independent studios, do you feel concerned over the degree 456 00:29:11,720 --> 00:29:16,400 Speaker 1: to which really capable independent studios are seeking new parents. 457 00:29:16,680 --> 00:29:20,360 Speaker 1: As you mentioned earlier with Nordis Games, we saw super 458 00:29:20,400 --> 00:29:24,560 Speaker 1: Massive go to them. Super Massive is responsible for Until Dawn, 459 00:29:25,080 --> 00:29:28,360 Speaker 1: which just got a remake through a different studio for Sony. 460 00:29:28,440 --> 00:29:31,400 Speaker 1: They also make the Dark Pictures games for Bandai Namco. 461 00:29:32,600 --> 00:29:35,680 Speaker 1: Another studio, tech Lund, which is known for Dying Light 462 00:29:36,040 --> 00:29:39,440 Speaker 1: and had recently moved into self publishing, ended up being 463 00:29:39,440 --> 00:29:43,880 Speaker 1: acquired by ten Cent. You know, do you still feel 464 00:29:44,600 --> 00:29:47,520 Speaker 1: there are plenty of studios for you to find and 465 00:29:47,600 --> 00:29:50,680 Speaker 1: work with and time is really of the essence and 466 00:29:50,760 --> 00:29:52,560 Speaker 1: getting them set up with good projects. 467 00:29:53,040 --> 00:29:57,280 Speaker 3: Yeah. We thankfully we have partners already set up for 468 00:29:57,960 --> 00:30:02,120 Speaker 3: most of the Delphi projects we're working on. And it's 469 00:30:02,200 --> 00:30:05,480 Speaker 3: a it's an interesting debate right on one end, obviously, 470 00:30:05,760 --> 00:30:10,239 Speaker 3: it's it's devastating to see these layoffs and and you know, 471 00:30:10,480 --> 00:30:13,719 Speaker 3: this this sort of feeling of you know, what's happening 472 00:30:13,720 --> 00:30:18,040 Speaker 3: with the industry, and you know, it's a little bit 473 00:30:18,040 --> 00:30:21,040 Speaker 3: of a double ed sort because there's been incredible grow 474 00:30:21,040 --> 00:30:24,120 Speaker 3: over the past decade. Right, So there's all these jobs 475 00:30:24,120 --> 00:30:26,920 Speaker 3: in gaming that didn't really exist five years ago, ten 476 00:30:27,000 --> 00:30:29,480 Speaker 3: years ago, even you know, right before the pandemic, and 477 00:30:29,520 --> 00:30:31,840 Speaker 3: so a lot of these companies grew a lot, and 478 00:30:32,440 --> 00:30:36,520 Speaker 3: you know, budgets became really big, and you know, there's 479 00:30:36,520 --> 00:30:38,600 Speaker 3: a number of factors that sort of got us to 480 00:30:38,680 --> 00:30:42,959 Speaker 3: the situation through too many games, and so I think 481 00:30:43,360 --> 00:30:47,440 Speaker 3: it opens an opportunity for companies and studios and talent 482 00:30:47,520 --> 00:30:52,080 Speaker 3: that are trying to be more entrepreneurial. We are seeing 483 00:30:52,080 --> 00:30:55,080 Speaker 3: a lot of great independent talent that we want to 484 00:30:55,080 --> 00:30:58,320 Speaker 3: partner with, that want to partner with us, some because 485 00:30:58,360 --> 00:31:01,880 Speaker 3: they're looking for an alternative to these traditional publishers. Maybe 486 00:31:01,880 --> 00:31:06,800 Speaker 3: they're not as aligned with them economically or or creatively. 487 00:31:07,400 --> 00:31:12,400 Speaker 3: And our model is not just alignment around the economics, 488 00:31:12,400 --> 00:31:15,280 Speaker 3: but it's it's this idea of full transparency and collaboration 489 00:31:16,600 --> 00:31:19,120 Speaker 3: and working on something together from day one all the 490 00:31:19,160 --> 00:31:22,240 Speaker 3: way to you know, eventually becoming something that you know, 491 00:31:22,280 --> 00:31:25,440 Speaker 3: there's multiple sequels or you know, very long term project, 492 00:31:25,480 --> 00:31:29,000 Speaker 3: and so there's a more entrepreneurial alignment with them. And 493 00:31:29,800 --> 00:31:33,200 Speaker 3: also some of these studios, you know, they maybe left 494 00:31:33,320 --> 00:31:35,400 Speaker 3: the big publishers because they wanted to work on original 495 00:31:35,480 --> 00:31:39,719 Speaker 3: IP and some of those projects got you know, limited 496 00:31:39,760 --> 00:31:44,320 Speaker 3: capital or got you know cut because it's risky and 497 00:31:44,400 --> 00:31:47,160 Speaker 3: because the cost capital is higher. And so we're seeing 498 00:31:47,200 --> 00:31:49,280 Speaker 3: some of those studios and some of that talent now 499 00:31:49,280 --> 00:31:53,480 Speaker 3: interested in saying we have a great team that has 500 00:31:54,080 --> 00:31:57,560 Speaker 3: X skill sets and X experience for these genre of games, 501 00:31:58,080 --> 00:31:59,840 Speaker 3: or we have an idea for an original AP that's 502 00:31:59,880 --> 00:32:02,200 Speaker 3: very similar to the other i P that's an established 503 00:32:02,200 --> 00:32:04,800 Speaker 3: i P, and we want to partner with somebody that 504 00:32:04,840 --> 00:32:06,600 Speaker 3: can help us do that right. And that's our sweets 505 00:32:06,640 --> 00:32:08,320 Speaker 3: up spot in terms of the kinds of things we 506 00:32:08,360 --> 00:32:11,520 Speaker 3: want to do and find the right matches Made in Heaven, 507 00:32:11,600 --> 00:32:16,080 Speaker 3: as we mentioned, and so yes, there's there's challenges in 508 00:32:16,120 --> 00:32:19,080 Speaker 3: the industry and there's a lot of changes happening, but 509 00:32:19,360 --> 00:32:22,200 Speaker 3: we do think it's a really good opportunity for companies 510 00:32:22,240 --> 00:32:25,080 Speaker 3: that can be more entrepreneurial and try to sort of 511 00:32:25,600 --> 00:32:28,360 Speaker 3: bet on big things, but with the right risk profile 512 00:32:28,440 --> 00:32:31,719 Speaker 3: where you already know that there's an audience that's already 513 00:32:31,760 --> 00:32:34,920 Speaker 3: interested in this and this this game doesn't exist, and 514 00:32:34,960 --> 00:32:36,959 Speaker 3: if you can put the right pieces together of this 515 00:32:37,040 --> 00:32:40,840 Speaker 3: puzzle and make it, and you have the right DNA 516 00:32:40,960 --> 00:32:43,200 Speaker 3: to make it, then you know there's a big audience 517 00:32:43,240 --> 00:32:45,000 Speaker 3: for it at the other end. 518 00:32:45,480 --> 00:32:48,320 Speaker 2: And I'll just add to that Corey that you know 519 00:32:48,600 --> 00:32:53,240 Speaker 2: Andy mentioned, it's like radical transparency that we try to 520 00:32:53,320 --> 00:32:56,280 Speaker 2: enforce with our with our partners, whether it's IP owners 521 00:32:56,400 --> 00:33:00,520 Speaker 2: or or Independent Triple A Talent, about the fire financying 522 00:33:00,560 --> 00:33:03,320 Speaker 2: about the revenue models, about everything. And we do that 523 00:33:03,440 --> 00:33:07,960 Speaker 2: because we are not a gig up publisher like Ubisoft, 524 00:33:07,960 --> 00:33:12,000 Speaker 2: which has twenty two thousand employees and such huge overhead 525 00:33:12,000 --> 00:33:16,560 Speaker 2: costs and diversification that they just have to capture a 526 00:33:16,680 --> 00:33:20,200 Speaker 2: massive share of the economic upside that's created by a game. 527 00:33:21,320 --> 00:33:23,640 Speaker 2: I'd dare say it's literally ninety or ninety five percent 528 00:33:23,680 --> 00:33:27,880 Speaker 2: of the upside after counting, and which can really misalign 529 00:33:27,920 --> 00:33:31,800 Speaker 2: them with Independent Triple A Talent, who simply, with very 530 00:33:31,800 --> 00:33:35,440 Speaker 2: few exceptions, don't receive a significant share of that upside, 531 00:33:36,080 --> 00:33:39,320 Speaker 2: and maybe the incentives are so misaligned sometimes that the 532 00:33:40,120 --> 00:33:43,520 Speaker 2: talent charges a man month rate with a cost plus 533 00:33:43,560 --> 00:33:46,640 Speaker 2: premium and that essentially paid more the longer they take 534 00:33:46,720 --> 00:33:50,080 Speaker 2: to make the game. It is creating real misalignment. So 535 00:33:50,840 --> 00:33:52,800 Speaker 2: we build our models because we don't have all that 536 00:33:52,880 --> 00:33:58,560 Speaker 2: overhead and baggage to create transformative outcomes for our independent 537 00:33:58,560 --> 00:34:01,360 Speaker 2: Triple A partners in success so where they will probably 538 00:34:01,360 --> 00:34:05,000 Speaker 2: never need a publisher again if we create something successful together, 539 00:34:05,160 --> 00:34:07,400 Speaker 2: and that's something we really believed in. We're transparent about 540 00:34:07,440 --> 00:34:10,520 Speaker 2: it and that I think significantly differentiates us from the 541 00:34:10,800 --> 00:34:14,560 Speaker 2: legacy system and try to create some positive I mean, 542 00:34:14,560 --> 00:34:17,360 Speaker 2: it's all this really sad stuff that we're seeing with 543 00:34:17,400 --> 00:34:18,800 Speaker 2: the layoffs in the industry. 544 00:34:19,560 --> 00:34:24,319 Speaker 1: Speaking to the transparency and you know, the extent of 545 00:34:24,360 --> 00:34:28,640 Speaker 1: the costs of Triple A game development, is the current 546 00:34:29,640 --> 00:34:34,239 Speaker 1: sag after strike weighing on Delphi at all in terms 547 00:34:34,280 --> 00:34:39,040 Speaker 1: of evaluating how you want to approach major IP at 548 00:34:39,080 --> 00:34:40,719 Speaker 1: the independent studio level. 549 00:34:41,080 --> 00:34:45,960 Speaker 3: Not really. You know, being an entrepreneur, you have to 550 00:34:46,560 --> 00:34:49,120 Speaker 3: understand all the challenges that an industry is going through 551 00:34:49,480 --> 00:34:53,080 Speaker 3: and you know all the strikes multiple stripes we've seen 552 00:34:53,560 --> 00:34:56,279 Speaker 3: in related to Hollywood and entertainment over the past few years. 553 00:34:56,320 --> 00:34:58,879 Speaker 3: Are a result of all these changes, right, a lot 554 00:34:58,880 --> 00:35:02,840 Speaker 3: of them, you know, because of the evolution of technology. 555 00:35:03,000 --> 00:35:05,840 Speaker 3: And my whole career, I started in early days of 556 00:35:05,840 --> 00:35:08,440 Speaker 3: digital music and went into film and TV and then gaming, 557 00:35:08,480 --> 00:35:11,239 Speaker 3: and so evolution of technology has always been something that 558 00:35:11,239 --> 00:35:14,840 Speaker 3: I've seen play a huge role on how these industries change. 559 00:35:15,640 --> 00:35:18,120 Speaker 3: And you know, you have to adapt and you have 560 00:35:18,160 --> 00:35:22,160 Speaker 3: to evolve. And so for us, you know, we we 561 00:35:22,239 --> 00:35:26,560 Speaker 3: believe creative talent is always hugely important, probably the most 562 00:35:26,560 --> 00:35:29,000 Speaker 3: important if you want to have great products that people 563 00:35:29,040 --> 00:35:32,760 Speaker 3: want to consume, great games, great movies, great TV shows, 564 00:35:33,080 --> 00:35:36,160 Speaker 3: great books, and so we're always aligned with the talent. 565 00:35:36,719 --> 00:35:38,640 Speaker 3: But at the same time, you have to think about 566 00:35:38,800 --> 00:35:41,520 Speaker 3: what's you know, how to create the best business model 567 00:35:41,640 --> 00:35:44,640 Speaker 3: and evolve the business model to something that's affordable and 568 00:35:45,000 --> 00:35:48,200 Speaker 3: that you can reach as many fans of the IP 569 00:35:48,760 --> 00:35:52,080 Speaker 3: or the or the talent as possible. Right. And so 570 00:35:52,120 --> 00:35:55,279 Speaker 3: sometimes that's the issue with big legacy companies that are 571 00:35:55,280 --> 00:35:58,360 Speaker 3: not able to move as quickly or adapt to changes 572 00:35:59,040 --> 00:36:01,560 Speaker 3: or change their business molle because they're not prepared and 573 00:36:01,560 --> 00:36:03,600 Speaker 3: they're big, and they have all these different departments, and 574 00:36:04,280 --> 00:36:06,279 Speaker 3: these departments may not even talk to each other, right, 575 00:36:06,320 --> 00:36:08,359 Speaker 3: and so it's hard for them to do those things. 576 00:36:08,360 --> 00:36:11,880 Speaker 3: But for us, we're very aligned with, you know, how 577 00:36:11,920 --> 00:36:14,960 Speaker 3: do we bring the best possible experiences to the fans, 578 00:36:15,200 --> 00:36:19,680 Speaker 3: And so we're watching what happens in the industry closely 579 00:36:19,719 --> 00:36:23,600 Speaker 3: and trying to evolve the models and be prepared for 580 00:36:24,760 --> 00:36:25,520 Speaker 3: whatever happens. 581 00:36:25,960 --> 00:36:31,120 Speaker 1: So something like user generated content, and it's growing appeal 582 00:36:31,200 --> 00:36:34,200 Speaker 1: to publishers like EA, who have really come out in 583 00:36:34,239 --> 00:36:39,320 Speaker 1: favor of it. Is that something that similar to sort 584 00:36:39,320 --> 00:36:43,319 Speaker 1: of the heavy push to live services, you know, is 585 00:36:43,360 --> 00:36:46,960 Speaker 1: that something you think is getting in the way of 586 00:36:47,600 --> 00:36:50,600 Speaker 1: Delfi's you know, stated initiative to make really high quality 587 00:36:50,680 --> 00:36:51,640 Speaker 1: single player games. 588 00:36:52,080 --> 00:36:54,759 Speaker 3: I wouldn't say it's getting in the way, because you know, 589 00:36:55,160 --> 00:36:59,399 Speaker 3: there's a huge audience and market for something that's much 590 00:36:59,400 --> 00:37:03,439 Speaker 3: more careful scripted. You know, it's early days, I think 591 00:37:03,480 --> 00:37:07,600 Speaker 3: for a lot of these UGC Continent games or you know, 592 00:37:07,920 --> 00:37:12,280 Speaker 3: chen Ai evolution of games, and again we're very interested 593 00:37:12,280 --> 00:37:14,640 Speaker 3: in that stuff as a as a big geek into 594 00:37:14,719 --> 00:37:17,120 Speaker 3: all these new emerging technologies. It's fascinating to see what 595 00:37:17,160 --> 00:37:19,480 Speaker 3: these things can do. I think when you're trying to 596 00:37:19,520 --> 00:37:24,000 Speaker 3: craft something for you know, finicky fans that love a 597 00:37:24,000 --> 00:37:27,160 Speaker 3: certain i P and that one a certain story told, 598 00:37:27,280 --> 00:37:29,520 Speaker 3: and that one really really high quality on everything that 599 00:37:29,560 --> 00:37:34,560 Speaker 3: they do. The technology is still somewhat limited and also 600 00:37:34,760 --> 00:37:38,480 Speaker 3: maybe not us accessible, but it's definitely going there. Right 601 00:37:38,520 --> 00:37:41,960 Speaker 3: So our model right now is very clear. We have 602 00:37:42,760 --> 00:37:44,879 Speaker 3: a slate of projects that are set up that we're 603 00:37:44,920 --> 00:37:48,440 Speaker 3: really excited about with great partners with RAYP, and we 604 00:37:48,520 --> 00:37:52,280 Speaker 3: believe fans will be super excited about the next generation 605 00:37:52,360 --> 00:37:54,520 Speaker 3: of games we make beyond that may be a little 606 00:37:54,560 --> 00:37:57,240 Speaker 3: different based on these changes, right. So it's it's something 607 00:37:57,280 --> 00:37:59,880 Speaker 3: that again when you're a startup and you're a a 608 00:38:00,680 --> 00:38:03,239 Speaker 3: lean company like we always aspired to be, right even 609 00:38:03,440 --> 00:38:07,640 Speaker 3: after we hopefully have many successes, like we always aspired 610 00:38:07,719 --> 00:38:11,440 Speaker 3: to be a very lean core of our team and 611 00:38:11,520 --> 00:38:13,520 Speaker 3: be able to work with the best partners. And so 612 00:38:13,920 --> 00:38:15,839 Speaker 3: if that means that some of our partners and some 613 00:38:15,880 --> 00:38:19,000 Speaker 3: of the both development parts of the technology partners have 614 00:38:19,840 --> 00:38:23,240 Speaker 3: you know, great emerging technologies that take great use cases 615 00:38:23,280 --> 00:38:27,400 Speaker 3: of AI or UGC content, like we will help you, 616 00:38:27,800 --> 00:38:29,440 Speaker 3: you know. That's that's that's part of how we are. 617 00:38:29,960 --> 00:38:33,000 Speaker 3: But it's not something that is a huge priority for 618 00:38:33,080 --> 00:38:34,839 Speaker 3: us in the stuff that we're already doing. 619 00:38:35,440 --> 00:38:37,680 Speaker 1: So Andy, I want to focus a little bit on 620 00:38:37,760 --> 00:38:42,640 Speaker 1: your background in gaming as we close up here. You 621 00:38:42,640 --> 00:38:45,760 Speaker 1: you know, you're obviously passionate about the Triple A gaming 622 00:38:45,800 --> 00:38:48,839 Speaker 1: space and you know the sorts of games that are 623 00:38:48,920 --> 00:38:51,239 Speaker 1: you know, big enough to take years and years to make. 624 00:38:51,719 --> 00:38:55,080 Speaker 1: But you spent some time in your career at scope Ly. 625 00:38:55,560 --> 00:39:00,360 Speaker 1: Now scope Ly last year was acquired by Savvy Games 626 00:39:00,400 --> 00:39:04,239 Speaker 1: Group in Saudi Arabia for close to five billion. You know, 627 00:39:04,320 --> 00:39:07,640 Speaker 1: that's not quite as big as the sixty nine billion 628 00:39:07,880 --> 00:39:13,080 Speaker 1: for Activision Blizzard over at Microsoft, but that's still quite 629 00:39:13,160 --> 00:39:15,520 Speaker 1: a lot and sort of does reach the top of 630 00:39:15,800 --> 00:39:19,080 Speaker 1: the pinnacle of gaming acquisitions and other mobile companies Zinga, 631 00:39:19,160 --> 00:39:22,840 Speaker 1: which I also believe you worked with for some time, 632 00:39:23,440 --> 00:39:26,400 Speaker 1: that was acquired by Take two Interactive for over twelve 633 00:39:26,400 --> 00:39:31,440 Speaker 1: billion a couple of years ago. What caused this pivot 634 00:39:31,640 --> 00:39:36,359 Speaker 1: on your end to you know, switch from the very 635 00:39:36,480 --> 00:39:40,359 Speaker 1: scale driven mobile side of the industry, which for many 636 00:39:40,440 --> 00:39:43,359 Speaker 1: years now has accounted for half of the you know, 637 00:39:43,719 --> 00:39:48,360 Speaker 1: entire gaming market essentially over to a more traditional space 638 00:39:48,719 --> 00:39:51,960 Speaker 1: like console PC. The Triple A games defined that when 639 00:39:52,040 --> 00:39:55,080 Speaker 1: you know, there are as many fraud issues as we 640 00:39:55,120 --> 00:39:56,520 Speaker 1: have covered in this space. 641 00:39:56,719 --> 00:40:00,760 Speaker 3: Yeah, It's a great question. I been in the industry 642 00:40:00,760 --> 00:40:03,200 Speaker 3: a long time, and one of the things I love 643 00:40:03,239 --> 00:40:06,640 Speaker 3: about games and the games industry is that it's it's 644 00:40:06,680 --> 00:40:11,279 Speaker 3: constantly growing and evolving, and every time there's been sort 645 00:40:11,320 --> 00:40:15,160 Speaker 3: of a new platform or technology, it doesn't necessarily replace 646 00:40:15,680 --> 00:40:18,200 Speaker 3: the older ones. It just keeps expanding and growing. So 647 00:40:18,480 --> 00:40:21,840 Speaker 3: I started, when I started, I was making downloadable PC games, 648 00:40:22,000 --> 00:40:24,399 Speaker 3: and then I went into online multiplayer games, and then 649 00:40:24,440 --> 00:40:28,160 Speaker 3: social games. That was a big part of Zinga and 650 00:40:28,280 --> 00:40:32,200 Speaker 3: UH and eventually mobile also with Zinga and Scope League. 651 00:40:32,480 --> 00:40:34,279 Speaker 3: And even at the time I remember, you know, we 652 00:40:34,280 --> 00:40:38,200 Speaker 3: were at Zinga and the E merging. Mobile platforms were growing, 653 00:40:38,200 --> 00:40:39,840 Speaker 3: and everybody was like, who's going to be the singer 654 00:40:39,920 --> 00:40:41,680 Speaker 3: of mobile? Right, and Zinga wanted to be the single 655 00:40:41,719 --> 00:40:44,920 Speaker 3: of mobile, uh and and and it was always, you know, 656 00:40:45,120 --> 00:40:47,360 Speaker 3: an opportunity for new companies like super Sell or Scope 657 00:40:47,400 --> 00:40:51,279 Speaker 3: Lead to be born. And and so I agree that 658 00:40:51,320 --> 00:40:54,840 Speaker 3: obviously most of the growth has come into mobile, and 659 00:40:55,040 --> 00:40:58,560 Speaker 3: most of the venture capital money and talent has focused 660 00:40:58,600 --> 00:41:01,600 Speaker 3: on on on mobile, which is now pretty crowded right 661 00:41:01,719 --> 00:41:05,040 Speaker 3: the free to play market, There's there's a lot of games. 662 00:41:05,400 --> 00:41:07,480 Speaker 3: There's probably a lot of games in general in the industry, 663 00:41:07,960 --> 00:41:11,040 Speaker 3: but particularly mobile for you to play, which is which 664 00:41:11,080 --> 00:41:13,239 Speaker 3: is hard because you know, it's it's not just about 665 00:41:13,280 --> 00:41:16,279 Speaker 3: making a great game, it's about you know, long term 666 00:41:16,280 --> 00:41:20,440 Speaker 3: retention and monetization and things that are harder to determine 667 00:41:20,440 --> 00:41:23,520 Speaker 3: even if you have a fun game until after you 668 00:41:23,520 --> 00:41:25,759 Speaker 3: you're done sort of building the core of the game. 669 00:41:26,520 --> 00:41:30,640 Speaker 3: And so when he came to Triple A Games, when 670 00:41:30,760 --> 00:41:34,319 Speaker 3: when when Casper started working on the Chickenspawn project, and 671 00:41:34,320 --> 00:41:36,520 Speaker 3: and I was helping him again as a as a 672 00:41:36,520 --> 00:41:39,719 Speaker 3: friend who knew a lot about games and IP, it 673 00:41:39,760 --> 00:41:42,200 Speaker 3: reminded me a lot of the similarities between the early 674 00:41:42,280 --> 00:41:45,319 Speaker 3: days of Scope League and what DELFI was aspiring to do. 675 00:41:45,400 --> 00:41:50,160 Speaker 3: Right Scope Lee, we started earlier looking at mobile market 676 00:41:50,200 --> 00:41:54,040 Speaker 3: that was getting quickly crowded and and harder to get 677 00:41:54,200 --> 00:41:56,919 Speaker 3: you know, discovered and to get you know, efficient user 678 00:41:56,960 --> 00:42:00,600 Speaker 3: requisition dollars spent. And that's when we say the opportunity 679 00:42:00,600 --> 00:42:03,960 Speaker 3: to partner with some big IP some of the biggest 680 00:42:04,000 --> 00:42:07,719 Speaker 3: brands at the time and make games. But our core 681 00:42:07,760 --> 00:42:10,080 Speaker 3: team for for Scopey at the time, which was a 682 00:42:10,120 --> 00:42:13,000 Speaker 3: small team as well, we didn't have the capability to 683 00:42:13,040 --> 00:42:15,080 Speaker 3: do all these different types of games we wanted to make, 684 00:42:15,120 --> 00:42:17,759 Speaker 3: and so we started partnering with third party developers that 685 00:42:17,760 --> 00:42:20,799 Speaker 3: were established that were really good in a particular type 686 00:42:20,800 --> 00:42:24,400 Speaker 3: of game and genre, and we would combine forces and 687 00:42:24,400 --> 00:42:27,720 Speaker 3: we would bring our secret sauce around marketing and distribution 688 00:42:27,800 --> 00:42:30,200 Speaker 3: and things that we did well. And and that's what 689 00:42:30,480 --> 00:42:34,480 Speaker 3: you know, was sort of the origin of of what 690 00:42:34,600 --> 00:42:38,960 Speaker 3: became a two pointed out a really successful company in Scopey. 691 00:42:39,080 --> 00:42:39,200 Speaker 4: Right. 692 00:42:39,239 --> 00:42:42,879 Speaker 3: So that's the similarity and the and the inspiration with 693 00:42:43,080 --> 00:42:45,719 Speaker 3: del Fi. Right. We see that, yes, the Triple A 694 00:42:45,880 --> 00:42:49,920 Speaker 3: is much more established and seems like more traditional, but 695 00:42:50,560 --> 00:42:52,520 Speaker 3: not in the way that we're doing it. The way 696 00:42:52,560 --> 00:42:54,319 Speaker 3: that we're doing it is it has never been done. Right, 697 00:42:54,360 --> 00:42:57,680 Speaker 3: This this analogy that I gave earlier about legendary or 698 00:42:58,040 --> 00:43:00,759 Speaker 3: you know, a company that's trying to do really big 699 00:43:00,800 --> 00:43:03,600 Speaker 3: Triple A games and a slate of multiple Triple A 700 00:43:03,680 --> 00:43:09,480 Speaker 3: games with the biggest ap outside of the traditional publisher 701 00:43:09,600 --> 00:43:13,400 Speaker 3: infrastructure that doesn't exist, and so we we aspire to 702 00:43:14,239 --> 00:43:16,560 Speaker 3: also do something new and innovative like that done before. 703 00:43:16,560 --> 00:43:19,560 Speaker 3: In my career with Delpha as well. 704 00:43:20,000 --> 00:43:24,200 Speaker 1: Well, thank you so much Casper and Anti for you know, 705 00:43:24,239 --> 00:43:28,000 Speaker 1: giving us the vision of what Delphi Interactive is aspiring to. 706 00:43:28,480 --> 00:43:30,160 Speaker 2: Thank you so much for having us on, Corey. 707 00:43:30,440 --> 00:43:31,239 Speaker 3: It's great talking to you. 708 00:43:31,520 --> 00:43:32,480 Speaker 1: Yeah, great talking to you too. 709 00:43:35,960 --> 00:43:38,880 Speaker 4: Thanks for listening. Be sure to leave us a review 710 00:43:39,040 --> 00:43:42,640 Speaker 4: at Apple Podcasts or Amazon Music. We love to hear 711 00:43:42,680 --> 00:43:45,799 Speaker 4: from listeners. Please go to Variety dot com and sign 712 00:43:45,920 --> 00:43:49,879 Speaker 4: up for the free weekly Strictly Business newsletter, and don't 713 00:43:49,920 --> 00:43:53,440 Speaker 4: forget to tune in next week for another episode of 714 00:43:53,520 --> 00:43:54,440 Speaker 4: Strictly Business