WEBVTT - Delphi Interactive’s Leadership on Challenging Gaming’s ‘Publisher Industrial Complex’

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<v Speaker 1>Welcome to another episode of Strictly Business, Variety's weekly podcasts

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<v Speaker 1>for conversations focusing on the business side of media and entertainment.

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<v Speaker 1>I'm Corey Erickson, media analyst for a variety intelligence platform.

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<v Speaker 1>Delphi Interactive is a new company licensing some of the

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<v Speaker 1>biggest franchises in entertainment and partnering them with independent gaming

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<v Speaker 1>studios to bring those properties to life as new Triple

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<v Speaker 1>A Video Games CEO Casper Dugarde and president Andy Kleinman

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<v Speaker 1>joined me to discuss what they refer to as the

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<v Speaker 1>publishing industrial complex and their plans to circumvent gaming's biggest

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<v Speaker 1>entities to deliver new experiences for the unpredictable console and

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<v Speaker 1>PC gaming market. Having hired former Nordis Game CEO Michael

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<v Speaker 1>Wider as Delphi's managing partner in Europe, who joins a

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<v Speaker 1>small staff of talent from leading publishers like Rockstar, EA

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<v Speaker 1>and Activision, Douguarde and Climate discuss their current issues with

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<v Speaker 1>Triple A Gaming and how they aim to follow Io

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<v Speaker 1>Interactive's Project Double seven with more games based on some

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<v Speaker 1>of traditional media's biggest franchises. Welcome back to Strictly Business.

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<v Speaker 1>I'm Corey Erickson, media analyst with Wariety Intelligence Platform, and

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<v Speaker 1>I'm joined today by the founder and CEO of Delphi

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<v Speaker 1>Interactive and its president. Why don't you to introduce yourselves.

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<v Speaker 2>Thanks for having his own Corey. My name is Casper

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<v Speaker 2>Dougard and I'm the founder and CEO of Delphi.

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<v Speaker 3>And I'm Andy Kleinman, President of Delphi.

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<v Speaker 1>So how did Delphi get launched and how did the

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<v Speaker 1>two of you come together?

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<v Speaker 2>I think the impetus for forming Delphi was when I

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<v Speaker 2>was working in Los Angeles in the film and TV

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<v Speaker 2>space with underutilized intellectual properties training, you know, into film

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<v Speaker 2>and TV projects, and one of the types of IP

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<v Speaker 2>that I was most interested in was gaming IP. I'd

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<v Speaker 2>always been a big gamer myself, and so I had

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<v Speaker 2>a chance to meet with a lot of Triple A

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<v Speaker 2>gaming studios and talk to them about adapting their games

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<v Speaker 2>and their IP into film or TV projects. But I

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<v Speaker 2>also learned a lot about the business of Triple A Games,

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<v Speaker 2>which is sort of this mysterious business that was huge

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<v Speaker 2>but also sort of hiding in plain sight, and I

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<v Speaker 2>didn't know much about it, and based on everything I learned,

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<v Speaker 2>I developed this sort of secret thesis about Triple A

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<v Speaker 2>games that became the genesis of Delphi. And the thesis

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<v Speaker 2>is that most people believe that if you want to

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<v Speaker 2>make a big Triple A game, you can only do

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<v Speaker 2>it if you involve one of the big traditional global

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<v Speaker 2>gaming publishers like EA or Ubisoft, one of these huge corporations.

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<v Speaker 2>But the truth is that nowadays, in the era of

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<v Speaker 2>digital game just tribution, we believe that if you have

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<v Speaker 2>access to a beloved global intellectual property, and you have

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<v Speaker 2>access to capital to develop and market a game, and

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<v Speaker 2>you have access to the best independent development talent, you

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<v Speaker 2>can actually make a successful triple A game outside of

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<v Speaker 2>what we now lovingly refer to as the publisher industrial

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<v Speaker 2>complex that sort of traditionally oligopolized the Triple A space.

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<v Speaker 2>So instead of turning games into film and TV, I

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<v Speaker 2>had this epiphany that I wanted to do the opposite

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<v Speaker 2>in reverse and turn the best film and TV into

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<v Speaker 2>games and use this new thesis. So long story short,

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<v Speaker 2>one of the studios that I met with was in

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<v Speaker 2>my hometown of Copenhagen, where I met Io Interactive. I

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<v Speaker 2>owe the creators of Hitman, which is one of the

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<v Speaker 2>most beloved stealth and espionage franchises and I'd been a

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<v Speaker 2>huge fan of Io since I was a teenager, and

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<v Speaker 2>they had recently done this really fearless management buyout to

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<v Speaker 2>become an independent Triple A studio, and we just really

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<v Speaker 2>hit it off and we were philosophically aligned and that

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<v Speaker 2>we wanted to work on something together. And so long

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<v Speaker 2>story boring. In twenty twenty, Delphi intered into an agreement

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<v Speaker 2>to license the rights from Dan Jack and MGM to

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<v Speaker 2>do a Triple A PC console James Bond Double seven game,

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<v Speaker 2>to be developed and published by Iro Interactive in association

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<v Speaker 2>with Delphi. And that's about all we can say right

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<v Speaker 2>now about Project Double oh seven other than what you

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<v Speaker 2>can read in the news. It's a stealthy project.

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<v Speaker 3>And to answer the question about how we met, Corey

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<v Speaker 3>Casper and I met years ago in la and we

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<v Speaker 3>became friends and we were interested in a lot of

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<v Speaker 3>the same things, especially around entertainment and the evolution of

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<v Speaker 3>games and entertainment, and when he started putting the Chains

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<v Speaker 3>Bond project together, I became an advisor to the company.

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<v Speaker 3>I've been working with license ip and games over the years,

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<v Speaker 3>particularly at places like Scope, Lee, Disney, and Zinga, and

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<v Speaker 3>so as Project Double seven came together. We saw a

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<v Speaker 3>very clear opportunity to replicate the model with more games,

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<v Speaker 3>expand the Delphi team, and that's when I became fully

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<v Speaker 3>involved in the company.

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<v Speaker 1>In terms of expanding the team. Who else of note

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<v Speaker 1>has been drawn into Delphi's orbit.

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<v Speaker 2>Well, we're you know, we've been as we've been refining

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<v Speaker 2>and now also replicating the thesis that we developed for

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<v Speaker 2>Project Double seven. We've you know, we've we've encountered some

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<v Speaker 2>really great minds in the Triple A industry who've become

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<v Speaker 2>interested in what it is that we're doing. And we're

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<v Speaker 2>actually pretty excited to announce that Michael Weider has joined Delphi.

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<v Speaker 2>Mikael was the founder and CEO of Nordist Games, which

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<v Speaker 2>is one of the biggest gaming companies in Scandinavia. He

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<v Speaker 2>essentially blit scaled Nordis Games from one employee to thirteen

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<v Speaker 2>hundred in just a few years, and he acquired several

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<v Speaker 2>Triple A studios, including Avalanche in Sweden and Supermassive in

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<v Speaker 2>the UK. And he did all of that outside of

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<v Speaker 2>the traditional publisher system.

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<v Speaker 3>Our team is about we're about a dozen people. We

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<v Speaker 3>believe in this idea of being very lean and hired

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<v Speaker 3>the best people for sort of the central Delphi team,

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<v Speaker 3>and then we worked with all these external partners. So

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<v Speaker 3>there's about two hundred and fifty people working on Delphi

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<v Speaker 3>games across our partners. And it's interesting, like when we

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<v Speaker 3>started talking to people and just getting validation on the

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<v Speaker 3>thesis and thinking about how do we scale this model,

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<v Speaker 3>we were talking to some of the most accomplished people,

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<v Speaker 3>talented people that we need you in Triple A games

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<v Speaker 3>just to get their opinions, just to get advice, and

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<v Speaker 3>we were quickly learning that those people were excited or

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<v Speaker 3>were doing to the point that they wanted to join.

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<v Speaker 3>And what we realized was that if you're an accomplished

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<v Speaker 3>person in triple A games like you don't have that

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<v Speaker 3>many options to do what you love. You either have

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<v Speaker 3>to have a long career inside one of these big publishers,

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<v Speaker 3>but if you want to be an entrepreneur, there's not

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<v Speaker 3>that many options. And so Delphi became the sort of

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<v Speaker 3>clear alternative to doing this independently. And so we've attracted

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<v Speaker 3>some great people into this core team. You know, people

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<v Speaker 3>that we were big fans of that came from Rockstar games,

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<v Speaker 3>from electronic cards, from Activision, who are now part of Delphi.

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<v Speaker 1>Let's talk more about what you consider this publishing industrial complex.

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<v Speaker 1>What is it about triple A games that Delphi loves

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<v Speaker 1>and where are the major publishers in gaming going wrong

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<v Speaker 1>when it comes to triple A games today.

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<v Speaker 2>Well, first we have to take a little bit of

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<v Speaker 2>step back to the past twenty or thirty years of

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<v Speaker 2>triple A gaming because they're really used to be significant

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<v Speaker 2>barriers to entry to make a triple A game, and

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<v Speaker 2>one of the biggest ones was physical distribution, which is

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<v Speaker 2>the primary mode of how to get your game out

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<v Speaker 2>to distribute to consumers. As if you wanted to make

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<v Speaker 2>a triple A game, you needed to have this complex

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<v Speaker 2>infrastructure to print the games on physical discs and create

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<v Speaker 2>manuals that to be translated into different languages and localized,

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<v Speaker 2>and had to drive the games around on trucks in

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<v Speaker 2>different countries and employ huge sales forces, and so it

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<v Speaker 2>required very complex and expensive infrastructure and economies of scale

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<v Speaker 2>that only this sort of oligopoly of large corporations like

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<v Speaker 2>EA could handle. So nowadays physical copies of games are

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<v Speaker 2>still thing. They're important for gift giving and collectors, editions

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<v Speaker 2>and stuff, but the vast majority of game sales are

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<v Speaker 2>now digital. So if you've developed a game and you're

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<v Speaker 2>ready to put it in the hands of consumers, you

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<v Speaker 2>essentially press upload to one of the platforms where people

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<v Speaker 2>can buy and download your game, and so that has

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<v Speaker 2>democratized the process somewhat. That's a very important thing that's

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<v Speaker 2>changed that's enabled a company like Delfi to come into existence.

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<v Speaker 2>But the other super important thing about our thesis on

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<v Speaker 2>the publisher industrial complex is that they've of course adapted

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<v Speaker 2>to this digital era and they're operating at an unprecedented

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<v Speaker 2>profitability and scale. But at the same time, something else

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<v Speaker 2>has happened. And then we believe that on average, the

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<v Speaker 2>legacy publishers have become fundamentally misaligned with the owners of

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<v Speaker 2>the world's biggest IP, and they've also become fundamentally misaligned

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<v Speaker 2>more and more with dependent Triple A developers. And that's

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<v Speaker 2>where Delphi saw an opportunity, a significant opportunity to step

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<v Speaker 2>in and offer an sort of very attractive alternative two

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<v Speaker 2>owners of IP and to Triple A developers. Very sort

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<v Speaker 2>of rationally, we believe the large gaming publishers have prioritized

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<v Speaker 2>their own internal fully owned IPS over third party ipis,

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<v Speaker 2>and some of them who even publicly acknowledged that by now,

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<v Speaker 2>and that means that they're no longer ideal partners for

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<v Speaker 2>the owners of the most iconic licensed I piece, and

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<v Speaker 2>everyone is slowly starting to realize that.

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<v Speaker 1>Do you think some folks in the gaming community might

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<v Speaker 1>sometimes prefer that IP that's local to gaming be prioritized

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<v Speaker 1>over major third party IP from Hollywood or elsewhere.

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<v Speaker 2>Well, we actually have given quite a bit of thought

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<v Speaker 2>to that as well. They this idea of licensed IP

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<v Speaker 2>means a lot of things. You know, it can be

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<v Speaker 2>from the world of Hollywood, it can be from the

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<v Speaker 2>world of sports, which is huge, but it also exists

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<v Speaker 2>across a spectrum of sort of different license experiences. One is,

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<v Speaker 2>you know, you have integrations of licensed IP and platforms

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<v Speaker 2>like Roadblocks or Fortnite, where the teenage mutant Ninja Turtles

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<v Speaker 2>show up in Fortnite and things go fucking crazy. And

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<v Speaker 2>then you have these licensed games that are sort of

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<v Speaker 2>like merchandising tie in experiences where if you have a

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<v Speaker 2>Star Wars or Harry Potter movie coming out, then there's

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<v Speaker 2>also this game that's made to coincide with the release

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<v Speaker 2>and the same thing that happens in the movie happens

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<v Speaker 2>in the game if it's a little different. And those

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<v Speaker 2>are not always critical hits, but historically have been sort

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<v Speaker 2>of very commercially successful. But then there's also a third

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<v Speaker 2>category of licensed game and that's the one that really

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<v Speaker 2>inspires us here at Delphi, and that's a rarer type

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<v Speaker 2>and we haven't really found a perfect term for it,

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<v Speaker 2>but we call them asynchronous licensed franchises. And some examples

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<v Speaker 2>of that are Knights of the Old Republic that byowhere

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<v Speaker 2>are made, or the Batman Arkham series from rock Steady,

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<v Speaker 2>or Marvel Spider Man from Insomniac and more recently Boulder

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<v Speaker 2>Skate three from Larian. These weren't based on any particular

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<v Speaker 2>movie actor, or movie or novel or anything. They were

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<v Speaker 2>they were carefully crafted, very patiently developed franchises that were

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<v Speaker 2>completely their own thing, and so we call those asynchronous franchises,

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<v Speaker 2>and those are the ones that the Delphi want to

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<v Speaker 2>make more of. And so it's also interesting to note

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<v Speaker 2>that all of the examples I mentioned were created by

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<v Speaker 2>Triple A studios that were at least of the time

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<v Speaker 2>completely independent. Triple A studios like I are interactive and

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<v Speaker 2>so as you can read in the news, project Double

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<v Speaker 2>O seven fits this model. It's the first ever Triple

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<v Speaker 2>A origin story of the James Bond character. It's a

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<v Speaker 2>completely original story, and it's not based on any particular

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<v Speaker 2>Bond film or actor. And we think fans will always

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<v Speaker 2>love those types of experiences.

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<v Speaker 1>Speaking to this notion of you know, high quality Triple

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<v Speaker 1>A games license from third party ip that really resonate

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<v Speaker 1>with the market, it wasn't just Balder's Gage three in

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<v Speaker 1>twenty twenty three that fit those terms. It was also

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<v Speaker 1>Howkwarts Legacy coming from Warner Brothers in their own internal studio. However,

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<v Speaker 1>a year later, Suicide Squad Killed the Justice League comes

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<v Speaker 1>out and sort of has the opposite outcome with you know,

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<v Speaker 1>fans and critics alike than Hawkwarts Legacy did. And more recently,

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<v Speaker 1>we saw Ubisoft own up to Star Wars Outlaws, missing

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<v Speaker 1>their expectations, and now Tencent is reportedly circling Ubisoft as

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<v Speaker 1>an acquisition target. What do you think is defining such

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<v Speaker 1>missteps this year after we've seen other projects be it

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<v Speaker 1>Sony Spider Man or Howkwarts Legacy or Bouder's Gate three

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<v Speaker 1>really hit their marks.

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<v Speaker 2>I'm very interested in two of the companies you mentioned

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<v Speaker 2>just there. You know, everybody's talking about Ubisoft and Rumors,

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<v Speaker 2>and you know what, I think that company maybe has

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<v Speaker 2>some specific problems to That company employs a lot of people,

0:14:44.000 --> 0:14:48.240
<v Speaker 2>The most successful IP franchises they have are starting to

0:14:48.280 --> 0:14:51.840
<v Speaker 2>show their age, and there may be some other endemic

0:14:51.880 --> 0:14:54.480
<v Speaker 2>problems that they're dealing with with their stock price and

0:14:54.720 --> 0:14:59.160
<v Speaker 2>ownership that we just simply don't know about. So I'm

0:14:59.520 --> 0:15:05.000
<v Speaker 2>cautious to derive specific conclusions about the industry based on Ubisoft.

0:15:05.920 --> 0:15:09.440
<v Speaker 2>Warner Brothers super interesting. They are one of the I

0:15:09.440 --> 0:15:15.520
<v Speaker 2>think only two traditional Hollywood Industrial complex members that have

0:15:15.640 --> 0:15:20.320
<v Speaker 2>their own internal gaming businesses. The other Hollywood studios that

0:15:20.360 --> 0:15:24.480
<v Speaker 2>had that have shut those down and transitioned to essentially

0:15:24.560 --> 0:15:29.120
<v Speaker 2>risk free and very lucrative licensing businesses. So Disney licenses

0:15:29.160 --> 0:15:33.840
<v Speaker 2>out there valuable IP to games developers and publishers instead

0:15:33.840 --> 0:15:36.520
<v Speaker 2>of making their own. Warner Brothers is different. They have

0:15:36.560 --> 0:15:41.120
<v Speaker 2>Warner Brothers Interactive Entertainment, and as you said, there is

0:15:41.760 --> 0:15:47.040
<v Speaker 2>a long cadence between the games they release, and you

0:15:47.080 --> 0:15:52.920
<v Speaker 2>can have a billion dollar success asynchronous success like Parkwards Legacy,

0:15:53.640 --> 0:15:57.400
<v Speaker 2>and then you can have something like Suicide Squad that

0:15:58.000 --> 0:16:01.280
<v Speaker 2>leads to a reported to our million or even dow

0:16:01.400 --> 0:16:05.960
<v Speaker 2>right off. And I think on a reason Earnings call

0:16:06.520 --> 0:16:10.640
<v Speaker 2>David Saslav, he said very wisely that given that Warner

0:16:10.680 --> 0:16:14.280
<v Speaker 2>Brothers own such shockun al Ip and you know, only

0:16:14.320 --> 0:16:17.440
<v Speaker 2>has as much bandwidth as they do inside of their

0:16:17.480 --> 0:16:21.240
<v Speaker 2>own game studio, and given that it takes four to

0:16:21.320 --> 0:16:23.760
<v Speaker 2>five years to make a triple A game, or nine

0:16:23.840 --> 0:16:26.200
<v Speaker 2>years in the case of Suicide Squad, it makes so

0:16:26.280 --> 0:16:29.520
<v Speaker 2>much sense for Warner Brothers Discovery to balance out that

0:16:29.640 --> 0:16:35.320
<v Speaker 2>cadence and risk profile by complementing their portfolio of games

0:16:36.200 --> 0:16:40.080
<v Speaker 2>with some licensed titles as well to external partners, where

0:16:40.240 --> 0:16:44.240
<v Speaker 2>Warner Brothers Discovery doesn't take the financial execution risk as much,

0:16:45.560 --> 0:16:47.560
<v Speaker 2>and that can solve a problem like the fact that

0:16:47.560 --> 0:16:53.080
<v Speaker 2>there literally hasn't been a triple A PC console Batman

0:16:53.160 --> 0:16:58.040
<v Speaker 2>game since twenty fifteen. It's almost ten years ago, and

0:16:58.120 --> 0:17:01.480
<v Speaker 2>that's not right. And I think brother Discoveries is discovering

0:17:01.480 --> 0:17:02.320
<v Speaker 2>the solution to that.

0:17:02.880 --> 0:17:06.120
<v Speaker 3>And I think similarly to how they think about movies. Right,

0:17:06.160 --> 0:17:09.879
<v Speaker 3>we've been inspired a lot by companies like Legendary Entertainment,

0:17:10.040 --> 0:17:14.080
<v Speaker 3>which started back in the day producing Warner Brothers Movies

0:17:14.119 --> 0:17:18.000
<v Speaker 3>and Warner Brothers ip into blockbuster films and their whole

0:17:18.000 --> 0:17:20.400
<v Speaker 3>thesis was that they could you know, come in initially

0:17:20.400 --> 0:17:23.440
<v Speaker 3>with financing, but their plan was to try to make

0:17:23.440 --> 0:17:27.080
<v Speaker 3>these big blockbuster films outside of the legacy Hollywood studios.

0:17:27.280 --> 0:17:28.840
<v Speaker 3>They were one of the first to do. Its Guidance

0:17:28.920 --> 0:17:31.680
<v Speaker 3>came later and build a similar thesis which has now

0:17:32.640 --> 0:17:35.800
<v Speaker 3>become really big, and another taking over a legacy studio

0:17:35.600 --> 0:17:39.280
<v Speaker 3>to try to modernize it with their way of doing things.

0:17:39.320 --> 0:17:42.600
<v Speaker 3>But that doesn't exist in gaming, and especially in Triple

0:17:42.640 --> 0:17:47.360
<v Speaker 3>A gaming. And so that model of financing this big

0:17:47.400 --> 0:17:51.199
<v Speaker 3>blockbuster Triple A games outside of the system and creating

0:17:51.200 --> 0:17:55.000
<v Speaker 3>a Triple A slate of games work based on the

0:17:55.040 --> 0:17:58.720
<v Speaker 3>biggest brands in the world, it's something that doesn't exist

0:17:58.720 --> 0:18:02.600
<v Speaker 3>and that del Via is firing to create and be

0:18:02.720 --> 0:18:04.879
<v Speaker 3>inspired by legendary and Skidance.

0:18:05.440 --> 0:18:08.920
<v Speaker 1>I want to expand a bit on how you make

0:18:09.000 --> 0:18:12.280
<v Speaker 1>that pitch to you know, a legacy Hollywood studio. As

0:18:12.320 --> 0:18:17.560
<v Speaker 1>we know, Skydance is trying to complete an acquisition of Paramount.

0:18:17.600 --> 0:18:22.080
<v Speaker 1>If that goes through, that's a third legacy major Hollywood

0:18:22.080 --> 0:18:26.000
<v Speaker 1>studio that is going to have you know, a full

0:18:26.040 --> 0:18:31.040
<v Speaker 1>fledged gaming division at its disposable if that completes, how

0:18:31.080 --> 0:18:34.080
<v Speaker 1>do you make the pitch to an entity like Paramount

0:18:34.200 --> 0:18:36.240
<v Speaker 1>or you know, the new iteration of sky Dance and

0:18:36.320 --> 0:18:39.800
<v Speaker 1>Paramount that they should be you know, licensing some of

0:18:39.840 --> 0:18:43.399
<v Speaker 1>the IP out as well, alongside whatever they're working on

0:18:43.480 --> 0:18:46.280
<v Speaker 1>with sky Dance Interactive or Skydance New Media.

0:18:46.880 --> 0:18:51.000
<v Speaker 2>Yeah, I love talking about that stuff. It's I think,

0:18:51.080 --> 0:18:54.240
<v Speaker 2>first of all, bandwidth is always an issue, as we

0:18:54.280 --> 0:18:56.439
<v Speaker 2>see from Warner Brothers. They have a huge studio with

0:18:56.480 --> 0:18:59.240
<v Speaker 2>twenty two hundred employees, and there's still hasn't been a

0:18:59.240 --> 0:19:01.800
<v Speaker 2>Batman game, and at least not for PC and console

0:19:02.200 --> 0:19:07.080
<v Speaker 2>in Triple A for for nearly a decade. The other

0:19:07.160 --> 0:19:09.800
<v Speaker 2>thing way we look at that problem you're describing there

0:19:10.160 --> 0:19:14.880
<v Speaker 2>is that, you know, I think it's about having a proposition,

0:19:15.040 --> 0:19:19.600
<v Speaker 2>an opportunity for a licensed project that's just so good

0:19:20.240 --> 0:19:23.200
<v Speaker 2>that it doesn't matter what else the license or which

0:19:23.200 --> 0:19:26.480
<v Speaker 2>is what we call the Hollywood studio or sports franchise

0:19:26.560 --> 0:19:29.040
<v Speaker 2>or that that's giving you the license, no matter what

0:19:29.080 --> 0:19:31.800
<v Speaker 2>else they're working on with the IP. And I'm not

0:19:31.840 --> 0:19:34.080
<v Speaker 2>joking about that. When when Project Double O seven was

0:19:34.160 --> 0:19:38.280
<v Speaker 2>unveiled a few years ago, pc Gamer described it as

0:19:38.320 --> 0:19:43.440
<v Speaker 2>a match made in heaven between an IP and development talent,

0:19:44.240 --> 0:19:46.159
<v Speaker 2>and so we were obviously very proud of that reaction,

0:19:46.400 --> 0:19:49.919
<v Speaker 2>and since then we've tried to codify what it means

0:19:50.000 --> 0:19:53.760
<v Speaker 2>and why people would say that. And so one of

0:19:53.800 --> 0:19:57.119
<v Speaker 2>the Triple A developers were working with on one of

0:19:57.119 --> 0:20:00.359
<v Speaker 2>our upcoming projects that has not been announced yet, he

0:20:00.440 --> 0:20:04.280
<v Speaker 2>taught us this fascinating idea that if you're working on

0:20:05.080 --> 0:20:08.640
<v Speaker 2>adapting and established IP, you have.

0:20:08.600 --> 0:20:10.800
<v Speaker 3>To be able to.

0:20:09.960 --> 0:20:14.959
<v Speaker 2>Deconstruct the sort of wishful film and fantasy of that

0:20:15.000 --> 0:20:19.600
<v Speaker 2>particular IP, whether it's whether a film series or a

0:20:19.640 --> 0:20:22.080
<v Speaker 2>novel or a comic book, you have to sort of

0:20:22.080 --> 0:20:25.159
<v Speaker 2>deconstruct the wishful film and fantasy into its constituent parts,

0:20:25.800 --> 0:20:28.080
<v Speaker 2>and then you have to be skilled enough to organically

0:20:28.800 --> 0:20:34.040
<v Speaker 2>reassemble those elements in a different way, completely different way

0:20:35.000 --> 0:20:37.879
<v Speaker 2>that's suitable for the Triple A interactive medium, and of

0:20:37.880 --> 0:20:40.200
<v Speaker 2>course ideally in a sort of shock and all fashion

0:20:40.280 --> 0:20:44.080
<v Speaker 2>that will delight the fans. This is really no easy feat.

0:20:44.240 --> 0:20:46.600
<v Speaker 2>There is a real art to that kind of adaptation

0:20:47.200 --> 0:20:52.119
<v Speaker 2>and it requires patients and resources and the luxury of time.

0:20:53.160 --> 0:20:55.639
<v Speaker 2>And from what we've seen, when you have something like

0:20:55.680 --> 0:20:59.720
<v Speaker 2>that the license source or eager to do business.

0:21:00.400 --> 0:21:02.879
<v Speaker 1>So this is maybe a little bit of a tough

0:21:02.920 --> 0:21:07.880
<v Speaker 1>but necessary question. Along those lines, we have live services

0:21:07.960 --> 0:21:12.399
<v Speaker 1>at play that you know, at sort of the top level,

0:21:12.440 --> 0:21:16.520
<v Speaker 1>whether it's Roadblocks, Fortnite, Minecraft, and then Grand Theft, Auto

0:21:16.560 --> 0:21:20.760
<v Speaker 1>and Call of Duty appealing to you know, more adult gamers.

0:21:21.359 --> 0:21:24.880
<v Speaker 1>Hollywood is very very friendly with a lot of these

0:21:24.920 --> 0:21:28.040
<v Speaker 1>live services, Fortnite and Roadblocks in particular. As we know,

0:21:28.920 --> 0:21:34.440
<v Speaker 1>Disney invested one point five billion into Epic Games, specifically

0:21:34.520 --> 0:21:40.000
<v Speaker 1>for many different IP partnerships spread throughout Fortnite. Let's say

0:21:40.080 --> 0:21:44.480
<v Speaker 1>Delphi knows a studio that can pull off a really

0:21:44.560 --> 0:21:48.359
<v Speaker 1>high quality Alien game that's IP you would have to

0:21:48.400 --> 0:21:52.000
<v Speaker 1>get from Disney. How do you convince an entity like

0:21:52.119 --> 0:21:55.040
<v Speaker 1>that that a game that could theoretically take four or

0:21:55.080 --> 0:21:58.560
<v Speaker 1>five years even more, if this, you know, wish fulfillment

0:21:58.640 --> 0:22:03.040
<v Speaker 1>deconstruction process takes a while, how do you sell Disney

0:22:03.600 --> 0:22:07.040
<v Speaker 1>on betting on the high quality Triple A game instead

0:22:07.080 --> 0:22:08.240
<v Speaker 1>of a Fortnite experience.

0:22:08.800 --> 0:22:11.679
<v Speaker 3>We believe that the ips that we're going after, right

0:22:11.760 --> 0:22:13.600
<v Speaker 3>are some of the biggest brands in the world, right,

0:22:13.640 --> 0:22:16.920
<v Speaker 3>and so when Disney or orner Brothers or any of

0:22:16.960 --> 0:22:19.040
<v Speaker 3>these studios are thinking about the strategy for some of

0:22:19.080 --> 0:22:22.680
<v Speaker 3>the biggest IPS. It's not just one thing that they do, right,

0:22:22.720 --> 0:22:26.800
<v Speaker 3>They explore different ways to attract the different types of

0:22:26.840 --> 0:22:29.919
<v Speaker 3>fans that are engaged with that IP and who love

0:22:29.960 --> 0:22:33.280
<v Speaker 3>the IP. And so some of those fans are the

0:22:33.320 --> 0:22:36.400
<v Speaker 3>audiences that are within roadblocks on Fortnite and who want

0:22:36.440 --> 0:22:39.400
<v Speaker 3>to have those games. They're they engage with those games

0:22:39.440 --> 0:22:41.399
<v Speaker 3>and they love already the experience that they have and

0:22:41.440 --> 0:22:44.480
<v Speaker 3>the characters within Fortnite, and so integrating those IPS makes

0:22:44.480 --> 0:22:48.000
<v Speaker 3>a lot of sense, and those are huge businesses on

0:22:48.040 --> 0:22:51.400
<v Speaker 3>their own. There's also a lot of people, a lot

0:22:51.400 --> 0:22:56.040
<v Speaker 3>of those fans that want single player experiences, and you know,

0:22:56.160 --> 0:22:59.880
<v Speaker 3>many gamers, like us, they get overwhelmed, you know, when

0:23:00.119 --> 0:23:02.879
<v Speaker 3>when they have to go into an existing game to

0:23:02.960 --> 0:23:06.520
<v Speaker 3>play mode whe their favorite IP, or when a new

0:23:06.560 --> 0:23:09.000
<v Speaker 3>game is coming out and it's a you know, eighty

0:23:09.040 --> 0:23:13.200
<v Speaker 3>tow one hundred hour game that you know, feels intimidating.

0:23:13.880 --> 0:23:18.240
<v Speaker 3>And so we think both things can coexist, not perhaps

0:23:18.240 --> 0:23:21.840
<v Speaker 3>for every AP, but definitely for the things that are

0:23:21.960 --> 0:23:23.919
<v Speaker 3>you know, some of the biggest brands that have a

0:23:24.040 --> 0:23:27.760
<v Speaker 3>huge global fan base and that are sort of evergreen

0:23:27.840 --> 0:23:31.600
<v Speaker 3>franchises that you know, they're constantly thinking about what comes next, right,

0:23:31.600 --> 0:23:35.640
<v Speaker 3>and so our our philosophy in those cases is to

0:23:35.680 --> 0:23:38.399
<v Speaker 3>do something different. They may already be working with Fortnite,

0:23:38.440 --> 0:23:41.679
<v Speaker 3>or they may be working with other existing platforms, but

0:23:42.040 --> 0:23:47.040
<v Speaker 3>we think about the single player story driven experience, and

0:23:47.160 --> 0:23:49.359
<v Speaker 3>usually it starts with something that you know can be

0:23:49.440 --> 0:23:53.000
<v Speaker 3>played in twelve to sixteen hours as opposed to eighty

0:23:53.040 --> 0:23:56.440
<v Speaker 3>two hundred hours, and you feel a great sense of

0:23:56.480 --> 0:23:58.879
<v Speaker 3>accomplishment and satisfaction when you're playing it. It's almost like

0:23:58.920 --> 0:24:01.760
<v Speaker 3>you're bench watching your face or a new TV series

0:24:01.920 --> 0:24:04.760
<v Speaker 3>or movie franchise that you love, or you know, the

0:24:04.800 --> 0:24:07.040
<v Speaker 3>Lord of the Rings trilogy, and it has a beginning

0:24:07.040 --> 0:24:10.679
<v Speaker 3>in an it's very fulfilling and and they're highly replayable,

0:24:10.760 --> 0:24:13.080
<v Speaker 3>and then you know, you can have DLC content, and

0:24:13.160 --> 0:24:16.760
<v Speaker 3>you can have you know, new iterations and sequels that

0:24:16.800 --> 0:24:18.800
<v Speaker 3>come out after that continue that story.

0:24:19.160 --> 0:24:22.919
<v Speaker 2>And so yeah, and and Corey, I think also that

0:24:23.040 --> 0:24:26.639
<v Speaker 2>there is a very interesting general debate happening at the

0:24:26.680 --> 0:24:30.359
<v Speaker 2>moment about live services games, which you mentioned. You know,

0:24:30.400 --> 0:24:34.639
<v Speaker 2>it's it's natural that everybody wants a fortnight. There is

0:24:35.000 --> 0:24:38.520
<v Speaker 2>there's an eleven or maybe even twelve figure upside to

0:24:38.600 --> 0:24:41.120
<v Speaker 2>that if you can pull that out as a company,

0:24:41.800 --> 0:24:46.879
<v Speaker 2>But it's also a very volatile proposition with a massive

0:24:46.920 --> 0:24:51.000
<v Speaker 2>downside and massive risk. You know, as we've seen, even

0:24:51.680 --> 0:24:54.600
<v Speaker 2>high quality life services games that are based on beloved

0:24:54.600 --> 0:24:58.760
<v Speaker 2>ip which you believe so much in, like Avengers or

0:24:58.800 --> 0:25:02.720
<v Speaker 2>Suicide Squad which we talk about earlier, can can be

0:25:02.760 --> 0:25:07.480
<v Speaker 2>born as live services experiences, but can really struggle to

0:25:07.560 --> 0:25:11.600
<v Speaker 2>pull away habitual users from the sort of the big

0:25:11.640 --> 0:25:14.880
<v Speaker 2>five titans that you have there and the network effects

0:25:14.920 --> 0:25:18.919
<v Speaker 2>they have. You know, you mentioned Roadblocks and Fortnite or

0:25:19.000 --> 0:25:23.879
<v Speaker 2>Minecraft or GTA Online or or or even FIFA, and

0:25:23.960 --> 0:25:28.280
<v Speaker 2>it's a it's very hard to take consumption time away

0:25:28.320 --> 0:25:32.920
<v Speaker 2>from those grain franchises and and and uh and inject

0:25:32.920 --> 0:25:36.879
<v Speaker 2>new life into a completely new ecosystem. And so we

0:25:36.960 --> 0:25:39.200
<v Speaker 2>thought about how you can get the best of both worlds,

0:25:39.920 --> 0:25:43.320
<v Speaker 2>and that a wiser and more risk managed approach to

0:25:43.400 --> 0:25:49.760
<v Speaker 2>live services is to to start with a hardcore, premium,

0:25:49.800 --> 0:25:54.879
<v Speaker 2>story driven, character driven single player experiences, and like io

0:25:55.080 --> 0:26:01.280
<v Speaker 2>Interactive has done with transforming Hitman into it's very successful

0:26:01.600 --> 0:26:06.280
<v Speaker 2>and durable world of assassination platform, or even how GGA

0:26:06.400 --> 0:26:11.080
<v Speaker 2>Online was created after GGA five. And what you do

0:26:11.160 --> 0:26:13.200
<v Speaker 2>is you sort of you have this strong core single

0:26:13.200 --> 0:26:17.880
<v Speaker 2>play experience, and then you carefully layer on live services

0:26:17.920 --> 0:26:21.720
<v Speaker 2>elements around this core, and then you expand in almost

0:26:21.760 --> 0:26:26.480
<v Speaker 2>concent these concentric circles from there and create a single

0:26:26.480 --> 0:26:28.800
<v Speaker 2>player as a service that can be a very very

0:26:28.800 --> 0:26:32.280
<v Speaker 2>good business and very durable. We think that is a

0:26:32.320 --> 0:26:37.560
<v Speaker 2>more organic approach than launching a super expensive, mega live

0:26:37.640 --> 0:26:40.000
<v Speaker 2>services game and hope that people will show up.

0:26:40.440 --> 0:26:43.240
<v Speaker 1>Speaking of the single player experience, I do need to

0:26:43.320 --> 0:26:48.160
<v Speaker 1>clarify if any listeners were terrified by that alien hypothetical

0:26:48.600 --> 0:26:52.439
<v Speaker 1>creative assembly. And Sega did just confirm a sequel to

0:26:52.720 --> 0:26:56.800
<v Speaker 1>twenty fourteen's Alien Isolation is in the works, so you

0:26:56.840 --> 0:27:00.320
<v Speaker 1>know that is one win on the single player front, now,

0:27:00.280 --> 0:27:00.760
<v Speaker 1>I mean.

0:27:01.119 --> 0:27:03.960
<v Speaker 2>Yeah, clarifying. We were worried for a second that Fortnite

0:27:03.960 --> 0:27:06.480
<v Speaker 2>would have you know, but I think I think such

0:27:06.520 --> 0:27:10.800
<v Speaker 2>ips is so iconic and beloved that they can absolutely

0:27:11.440 --> 0:27:14.640
<v Speaker 2>tolerate multiple incarnations to co exist at the same time.

0:27:15.600 --> 0:27:17.800
<v Speaker 2>I don't know about Aliens our rated franchise, but you

0:27:17.840 --> 0:27:21.200
<v Speaker 2>know where this the kids version or the Fortnite version

0:27:21.200 --> 0:27:24.359
<v Speaker 2>that stylized and fun and then there's the hardcore, story

0:27:24.440 --> 0:27:28.879
<v Speaker 2>driven R rated version. These can all co exist at

0:27:28.920 --> 0:27:31.000
<v Speaker 2>the same time. That's one of the one of the

0:27:31.000 --> 0:27:34.760
<v Speaker 2>beautiful things about Iconic IP that's lasted for a half

0:27:34.800 --> 0:27:36.680
<v Speaker 2>century or longer. Sometimes.

0:27:36.960 --> 0:27:39.520
<v Speaker 1>Yeah, we're going to take a quick break, but when

0:27:39.560 --> 0:27:42.640
<v Speaker 1>we come back, we're going to talk more about some

0:27:42.680 --> 0:27:47.000
<v Speaker 1>of the financial headwinds the industry has been facing this

0:27:47.200 --> 0:27:50.959
<v Speaker 1>year through layoffs, as well as the mobile gaming element

0:27:51.320 --> 0:27:55.920
<v Speaker 1>of the industry and why that continues to remain relevant

0:27:56.320 --> 0:28:04.679
<v Speaker 1>despite the need for more high quality triple A gaming experiences.

0:28:05.760 --> 0:28:10.000
<v Speaker 1>Welcome back to strictly business. I'm here with Casper Delgard

0:28:10.160 --> 0:28:15.639
<v Speaker 1>from Delphi Interactive and Andy Cleman, also from Delphi. Now

0:28:15.920 --> 0:28:18.800
<v Speaker 1>I want to address, you know, what's sort of the

0:28:18.840 --> 0:28:22.760
<v Speaker 1>biggest elephant in the room for the year in gaming.

0:28:23.480 --> 0:28:25.000
<v Speaker 1>You know, as much as we want to talk about

0:28:25.040 --> 0:28:27.680
<v Speaker 1>positive developments in the industry and things people are really

0:28:27.680 --> 0:28:32.240
<v Speaker 1>excited over, this has simply been a devastating year for

0:28:32.760 --> 0:28:37.320
<v Speaker 1>the gaming workforce. There's one developer who goes by at

0:28:37.400 --> 0:28:41.280
<v Speaker 1>DECAF who dutifully tracks all of these gaming industry layoffs

0:28:41.320 --> 0:28:45.680
<v Speaker 1>across the globe. So far, it surpassed thirteen thousand in

0:28:45.760 --> 0:28:49.520
<v Speaker 1>twenty twenty four, which is, you know, pretty staggering. A

0:28:49.520 --> 0:28:52.480
<v Speaker 1>lot of that's come from the biggest publishers. We've seen

0:28:52.600 --> 0:28:56.840
<v Speaker 1>Microsoft Gaming, you know, layoff close to two thousand this year,

0:28:57.720 --> 0:29:03.520
<v Speaker 1>many from Activision Blizzard after that acquisition. When Delphi and

0:29:03.560 --> 0:29:07.160
<v Speaker 1>its business model is going to rely heavily on seeking

0:29:07.240 --> 0:29:11.680
<v Speaker 1>out independent studios, do you feel concerned over the degree

0:29:11.720 --> 0:29:16.400
<v Speaker 1>to which really capable independent studios are seeking new parents.

0:29:16.680 --> 0:29:20.360
<v Speaker 1>As you mentioned earlier with Nordis Games, we saw super

0:29:20.400 --> 0:29:24.560
<v Speaker 1>Massive go to them. Super Massive is responsible for Until Dawn,

0:29:25.080 --> 0:29:28.360
<v Speaker 1>which just got a remake through a different studio for Sony.

0:29:28.440 --> 0:29:31.400
<v Speaker 1>They also make the Dark Pictures games for Bandai Namco.

0:29:32.600 --> 0:29:35.680
<v Speaker 1>Another studio, tech Lund, which is known for Dying Light

0:29:36.040 --> 0:29:39.440
<v Speaker 1>and had recently moved into self publishing, ended up being

0:29:39.440 --> 0:29:43.880
<v Speaker 1>acquired by ten Cent. You know, do you still feel

0:29:44.600 --> 0:29:47.520
<v Speaker 1>there are plenty of studios for you to find and

0:29:47.600 --> 0:29:50.680
<v Speaker 1>work with and time is really of the essence and

0:29:50.760 --> 0:29:52.560
<v Speaker 1>getting them set up with good projects.

0:29:53.040 --> 0:29:57.280
<v Speaker 3>Yeah. We thankfully we have partners already set up for

0:29:57.960 --> 0:30:02.120
<v Speaker 3>most of the Delphi projects we're working on. And it's

0:30:02.200 --> 0:30:05.480
<v Speaker 3>a it's an interesting debate right on one end, obviously,

0:30:05.760 --> 0:30:10.239
<v Speaker 3>it's it's devastating to see these layoffs and and you know,

0:30:10.480 --> 0:30:13.719
<v Speaker 3>this this sort of feeling of you know, what's happening

0:30:13.720 --> 0:30:18.040
<v Speaker 3>with the industry, and you know, it's a little bit

0:30:18.040 --> 0:30:21.040
<v Speaker 3>of a double ed sort because there's been incredible grow

0:30:21.040 --> 0:30:24.120
<v Speaker 3>over the past decade. Right, So there's all these jobs

0:30:24.120 --> 0:30:26.920
<v Speaker 3>in gaming that didn't really exist five years ago, ten

0:30:27.000 --> 0:30:29.480
<v Speaker 3>years ago, even you know, right before the pandemic, and

0:30:29.520 --> 0:30:31.840
<v Speaker 3>so a lot of these companies grew a lot, and

0:30:32.440 --> 0:30:36.520
<v Speaker 3>you know, budgets became really big, and you know, there's

0:30:36.520 --> 0:30:38.600
<v Speaker 3>a number of factors that sort of got us to

0:30:38.680 --> 0:30:42.959
<v Speaker 3>the situation through too many games, and so I think

0:30:43.360 --> 0:30:47.440
<v Speaker 3>it opens an opportunity for companies and studios and talent

0:30:47.520 --> 0:30:52.080
<v Speaker 3>that are trying to be more entrepreneurial. We are seeing

0:30:52.080 --> 0:30:55.080
<v Speaker 3>a lot of great independent talent that we want to

0:30:55.080 --> 0:30:58.320
<v Speaker 3>partner with, that want to partner with us, some because

0:30:58.360 --> 0:31:01.880
<v Speaker 3>they're looking for an alternative to these traditional publishers. Maybe

0:31:01.880 --> 0:31:06.800
<v Speaker 3>they're not as aligned with them economically or or creatively.

0:31:07.400 --> 0:31:12.400
<v Speaker 3>And our model is not just alignment around the economics,

0:31:12.400 --> 0:31:15.280
<v Speaker 3>but it's it's this idea of full transparency and collaboration

0:31:16.600 --> 0:31:19.120
<v Speaker 3>and working on something together from day one all the

0:31:19.160 --> 0:31:22.240
<v Speaker 3>way to you know, eventually becoming something that you know,

0:31:22.280 --> 0:31:25.440
<v Speaker 3>there's multiple sequels or you know, very long term project,

0:31:25.480 --> 0:31:29.000
<v Speaker 3>and so there's a more entrepreneurial alignment with them. And

0:31:29.800 --> 0:31:33.200
<v Speaker 3>also some of these studios, you know, they maybe left

0:31:33.320 --> 0:31:35.400
<v Speaker 3>the big publishers because they wanted to work on original

0:31:35.480 --> 0:31:39.719
<v Speaker 3>IP and some of those projects got you know, limited

0:31:39.760 --> 0:31:44.320
<v Speaker 3>capital or got you know cut because it's risky and

0:31:44.400 --> 0:31:47.160
<v Speaker 3>because the cost capital is higher. And so we're seeing

0:31:47.200 --> 0:31:49.280
<v Speaker 3>some of those studios and some of that talent now

0:31:49.280 --> 0:31:53.480
<v Speaker 3>interested in saying we have a great team that has

0:31:54.080 --> 0:31:57.560
<v Speaker 3>X skill sets and X experience for these genre of games,

0:31:58.080 --> 0:31:59.840
<v Speaker 3>or we have an idea for an original AP that's

0:31:59.880 --> 0:32:02.200
<v Speaker 3>very similar to the other i P that's an established

0:32:02.200 --> 0:32:04.800
<v Speaker 3>i P, and we want to partner with somebody that

0:32:04.840 --> 0:32:06.600
<v Speaker 3>can help us do that right. And that's our sweets

0:32:06.640 --> 0:32:08.320
<v Speaker 3>up spot in terms of the kinds of things we

0:32:08.360 --> 0:32:11.520
<v Speaker 3>want to do and find the right matches Made in Heaven,

0:32:11.600 --> 0:32:16.080
<v Speaker 3>as we mentioned, and so yes, there's there's challenges in

0:32:16.120 --> 0:32:19.080
<v Speaker 3>the industry and there's a lot of changes happening, but

0:32:19.360 --> 0:32:22.200
<v Speaker 3>we do think it's a really good opportunity for companies

0:32:22.240 --> 0:32:25.080
<v Speaker 3>that can be more entrepreneurial and try to sort of

0:32:25.600 --> 0:32:28.360
<v Speaker 3>bet on big things, but with the right risk profile

0:32:28.440 --> 0:32:31.719
<v Speaker 3>where you already know that there's an audience that's already

0:32:31.760 --> 0:32:34.920
<v Speaker 3>interested in this and this this game doesn't exist, and

0:32:34.960 --> 0:32:36.959
<v Speaker 3>if you can put the right pieces together of this

0:32:37.040 --> 0:32:40.840
<v Speaker 3>puzzle and make it, and you have the right DNA

0:32:40.960 --> 0:32:43.200
<v Speaker 3>to make it, then you know there's a big audience

0:32:43.240 --> 0:32:45.000
<v Speaker 3>for it at the other end.

0:32:45.480 --> 0:32:48.320
<v Speaker 2>And I'll just add to that Corey that you know

0:32:48.600 --> 0:32:53.240
<v Speaker 2>Andy mentioned, it's like radical transparency that we try to

0:32:53.320 --> 0:32:56.280
<v Speaker 2>enforce with our with our partners, whether it's IP owners

0:32:56.400 --> 0:33:00.520
<v Speaker 2>or or Independent Triple A Talent, about the fire financying

0:33:00.560 --> 0:33:03.320
<v Speaker 2>about the revenue models, about everything. And we do that

0:33:03.440 --> 0:33:07.960
<v Speaker 2>because we are not a gig up publisher like Ubisoft,

0:33:07.960 --> 0:33:12.000
<v Speaker 2>which has twenty two thousand employees and such huge overhead

0:33:12.000 --> 0:33:16.560
<v Speaker 2>costs and diversification that they just have to capture a

0:33:16.680 --> 0:33:20.200
<v Speaker 2>massive share of the economic upside that's created by a game.

0:33:21.320 --> 0:33:23.640
<v Speaker 2>I'd dare say it's literally ninety or ninety five percent

0:33:23.680 --> 0:33:27.880
<v Speaker 2>of the upside after counting, and which can really misalign

0:33:27.920 --> 0:33:31.800
<v Speaker 2>them with Independent Triple A Talent, who simply, with very

0:33:31.800 --> 0:33:35.440
<v Speaker 2>few exceptions, don't receive a significant share of that upside,

0:33:36.080 --> 0:33:39.320
<v Speaker 2>and maybe the incentives are so misaligned sometimes that the

0:33:40.120 --> 0:33:43.520
<v Speaker 2>talent charges a man month rate with a cost plus

0:33:43.560 --> 0:33:46.640
<v Speaker 2>premium and that essentially paid more the longer they take

0:33:46.720 --> 0:33:50.080
<v Speaker 2>to make the game. It is creating real misalignment. So

0:33:50.840 --> 0:33:52.800
<v Speaker 2>we build our models because we don't have all that

0:33:52.880 --> 0:33:58.560
<v Speaker 2>overhead and baggage to create transformative outcomes for our independent

0:33:58.560 --> 0:34:01.360
<v Speaker 2>Triple A partners in success so where they will probably

0:34:01.360 --> 0:34:05.000
<v Speaker 2>never need a publisher again if we create something successful together,

0:34:05.160 --> 0:34:07.400
<v Speaker 2>and that's something we really believed in. We're transparent about

0:34:07.440 --> 0:34:10.520
<v Speaker 2>it and that I think significantly differentiates us from the

0:34:10.800 --> 0:34:14.560
<v Speaker 2>legacy system and try to create some positive I mean,

0:34:14.560 --> 0:34:17.360
<v Speaker 2>it's all this really sad stuff that we're seeing with

0:34:17.400 --> 0:34:18.800
<v Speaker 2>the layoffs in the industry.

0:34:19.560 --> 0:34:24.319
<v Speaker 1>Speaking to the transparency and you know, the extent of

0:34:24.360 --> 0:34:28.640
<v Speaker 1>the costs of Triple A game development, is the current

0:34:29.640 --> 0:34:34.239
<v Speaker 1>sag after strike weighing on Delphi at all in terms

0:34:34.280 --> 0:34:39.040
<v Speaker 1>of evaluating how you want to approach major IP at

0:34:39.080 --> 0:34:40.719
<v Speaker 1>the independent studio level.

0:34:41.080 --> 0:34:45.960
<v Speaker 3>Not really. You know, being an entrepreneur, you have to

0:34:46.560 --> 0:34:49.120
<v Speaker 3>understand all the challenges that an industry is going through

0:34:49.480 --> 0:34:53.080
<v Speaker 3>and you know all the strikes multiple stripes we've seen

0:34:53.560 --> 0:34:56.279
<v Speaker 3>in related to Hollywood and entertainment over the past few years.

0:34:56.320 --> 0:34:58.879
<v Speaker 3>Are a result of all these changes, right, a lot

0:34:58.880 --> 0:35:02.840
<v Speaker 3>of them, you know, because of the evolution of technology.

0:35:03.000 --> 0:35:05.840
<v Speaker 3>And my whole career, I started in early days of

0:35:05.840 --> 0:35:08.440
<v Speaker 3>digital music and went into film and TV and then gaming,

0:35:08.480 --> 0:35:11.239
<v Speaker 3>and so evolution of technology has always been something that

0:35:11.239 --> 0:35:14.840
<v Speaker 3>I've seen play a huge role on how these industries change.

0:35:15.640 --> 0:35:18.120
<v Speaker 3>And you know, you have to adapt and you have

0:35:18.160 --> 0:35:22.160
<v Speaker 3>to evolve. And so for us, you know, we we

0:35:22.239 --> 0:35:26.560
<v Speaker 3>believe creative talent is always hugely important, probably the most

0:35:26.560 --> 0:35:29.000
<v Speaker 3>important if you want to have great products that people

0:35:29.040 --> 0:35:32.760
<v Speaker 3>want to consume, great games, great movies, great TV shows,

0:35:33.080 --> 0:35:36.160
<v Speaker 3>great books, and so we're always aligned with the talent.

0:35:36.719 --> 0:35:38.640
<v Speaker 3>But at the same time, you have to think about

0:35:38.800 --> 0:35:41.520
<v Speaker 3>what's you know, how to create the best business model

0:35:41.640 --> 0:35:44.640
<v Speaker 3>and evolve the business model to something that's affordable and

0:35:45.000 --> 0:35:48.200
<v Speaker 3>that you can reach as many fans of the IP

0:35:48.760 --> 0:35:52.080
<v Speaker 3>or the or the talent as possible. Right. And so

0:35:52.120 --> 0:35:55.279
<v Speaker 3>sometimes that's the issue with big legacy companies that are

0:35:55.280 --> 0:35:58.360
<v Speaker 3>not able to move as quickly or adapt to changes

0:35:59.040 --> 0:36:01.560
<v Speaker 3>or change their business molle because they're not prepared and

0:36:01.560 --> 0:36:03.600
<v Speaker 3>they're big, and they have all these different departments, and

0:36:04.280 --> 0:36:06.279
<v Speaker 3>these departments may not even talk to each other, right,

0:36:06.320 --> 0:36:08.359
<v Speaker 3>and so it's hard for them to do those things.

0:36:08.360 --> 0:36:11.880
<v Speaker 3>But for us, we're very aligned with, you know, how

0:36:11.920 --> 0:36:14.960
<v Speaker 3>do we bring the best possible experiences to the fans,

0:36:15.200 --> 0:36:19.680
<v Speaker 3>And so we're watching what happens in the industry closely

0:36:19.719 --> 0:36:23.600
<v Speaker 3>and trying to evolve the models and be prepared for

0:36:24.760 --> 0:36:25.520
<v Speaker 3>whatever happens.

0:36:25.960 --> 0:36:31.120
<v Speaker 1>So something like user generated content, and it's growing appeal

0:36:31.200 --> 0:36:34.200
<v Speaker 1>to publishers like EA, who have really come out in

0:36:34.239 --> 0:36:39.320
<v Speaker 1>favor of it. Is that something that similar to sort

0:36:39.320 --> 0:36:43.319
<v Speaker 1>of the heavy push to live services, you know, is

0:36:43.360 --> 0:36:46.960
<v Speaker 1>that something you think is getting in the way of

0:36:47.600 --> 0:36:50.600
<v Speaker 1>Delfi's you know, stated initiative to make really high quality

0:36:50.680 --> 0:36:51.640
<v Speaker 1>single player games.

0:36:52.080 --> 0:36:54.759
<v Speaker 3>I wouldn't say it's getting in the way, because you know,

0:36:55.160 --> 0:36:59.399
<v Speaker 3>there's a huge audience and market for something that's much

0:36:59.400 --> 0:37:03.439
<v Speaker 3>more careful scripted. You know, it's early days, I think

0:37:03.480 --> 0:37:07.600
<v Speaker 3>for a lot of these UGC Continent games or you know,

0:37:07.920 --> 0:37:12.280
<v Speaker 3>chen Ai evolution of games, and again we're very interested

0:37:12.280 --> 0:37:14.640
<v Speaker 3>in that stuff as a as a big geek into

0:37:14.719 --> 0:37:17.120
<v Speaker 3>all these new emerging technologies. It's fascinating to see what

0:37:17.160 --> 0:37:19.480
<v Speaker 3>these things can do. I think when you're trying to

0:37:19.520 --> 0:37:24.000
<v Speaker 3>craft something for you know, finicky fans that love a

0:37:24.000 --> 0:37:27.160
<v Speaker 3>certain i P and that one a certain story told,

0:37:27.280 --> 0:37:29.520
<v Speaker 3>and that one really really high quality on everything that

0:37:29.560 --> 0:37:34.560
<v Speaker 3>they do. The technology is still somewhat limited and also

0:37:34.760 --> 0:37:38.480
<v Speaker 3>maybe not us accessible, but it's definitely going there. Right

0:37:38.520 --> 0:37:41.960
<v Speaker 3>So our model right now is very clear. We have

0:37:42.760 --> 0:37:44.879
<v Speaker 3>a slate of projects that are set up that we're

0:37:44.920 --> 0:37:48.440
<v Speaker 3>really excited about with great partners with RAYP, and we

0:37:48.520 --> 0:37:52.280
<v Speaker 3>believe fans will be super excited about the next generation

0:37:52.360 --> 0:37:54.520
<v Speaker 3>of games we make beyond that may be a little

0:37:54.560 --> 0:37:57.240
<v Speaker 3>different based on these changes, right. So it's it's something

0:37:57.280 --> 0:37:59.880
<v Speaker 3>that again when you're a startup and you're a a

0:38:00.680 --> 0:38:03.239
<v Speaker 3>lean company like we always aspired to be, right even

0:38:03.440 --> 0:38:07.640
<v Speaker 3>after we hopefully have many successes, like we always aspired

0:38:07.719 --> 0:38:11.440
<v Speaker 3>to be a very lean core of our team and

0:38:11.520 --> 0:38:13.520
<v Speaker 3>be able to work with the best partners. And so

0:38:13.920 --> 0:38:15.839
<v Speaker 3>if that means that some of our partners and some

0:38:15.880 --> 0:38:19.000
<v Speaker 3>of the both development parts of the technology partners have

0:38:19.840 --> 0:38:23.240
<v Speaker 3>you know, great emerging technologies that take great use cases

0:38:23.280 --> 0:38:27.400
<v Speaker 3>of AI or UGC content, like we will help you,

0:38:27.800 --> 0:38:29.440
<v Speaker 3>you know. That's that's that's part of how we are.

0:38:29.960 --> 0:38:33.000
<v Speaker 3>But it's not something that is a huge priority for

0:38:33.080 --> 0:38:34.839
<v Speaker 3>us in the stuff that we're already doing.

0:38:35.440 --> 0:38:37.680
<v Speaker 1>So Andy, I want to focus a little bit on

0:38:37.760 --> 0:38:42.640
<v Speaker 1>your background in gaming as we close up here. You

0:38:42.640 --> 0:38:45.760
<v Speaker 1>you know, you're obviously passionate about the Triple A gaming

0:38:45.800 --> 0:38:48.839
<v Speaker 1>space and you know the sorts of games that are

0:38:48.920 --> 0:38:51.239
<v Speaker 1>you know, big enough to take years and years to make.

0:38:51.719 --> 0:38:55.080
<v Speaker 1>But you spent some time in your career at scope Ly.

0:38:55.560 --> 0:39:00.360
<v Speaker 1>Now scope Ly last year was acquired by Savvy Games

0:39:00.400 --> 0:39:04.239
<v Speaker 1>Group in Saudi Arabia for close to five billion. You know,

0:39:04.320 --> 0:39:07.640
<v Speaker 1>that's not quite as big as the sixty nine billion

0:39:07.880 --> 0:39:13.080
<v Speaker 1>for Activision Blizzard over at Microsoft, but that's still quite

0:39:13.160 --> 0:39:15.520
<v Speaker 1>a lot and sort of does reach the top of

0:39:15.800 --> 0:39:19.080
<v Speaker 1>the pinnacle of gaming acquisitions and other mobile companies Zinga,

0:39:19.160 --> 0:39:22.840
<v Speaker 1>which I also believe you worked with for some time,

0:39:23.440 --> 0:39:26.400
<v Speaker 1>that was acquired by Take two Interactive for over twelve

0:39:26.400 --> 0:39:31.440
<v Speaker 1>billion a couple of years ago. What caused this pivot

0:39:31.640 --> 0:39:36.359
<v Speaker 1>on your end to you know, switch from the very

0:39:36.480 --> 0:39:40.359
<v Speaker 1>scale driven mobile side of the industry, which for many

0:39:40.440 --> 0:39:43.359
<v Speaker 1>years now has accounted for half of the you know,

0:39:43.719 --> 0:39:48.360
<v Speaker 1>entire gaming market essentially over to a more traditional space

0:39:48.719 --> 0:39:51.960
<v Speaker 1>like console PC. The Triple A games defined that when

0:39:52.040 --> 0:39:55.080
<v Speaker 1>you know, there are as many fraud issues as we

0:39:55.120 --> 0:39:56.520
<v Speaker 1>have covered in this space.

0:39:56.719 --> 0:40:00.760
<v Speaker 3>Yeah, It's a great question. I been in the industry

0:40:00.760 --> 0:40:03.200
<v Speaker 3>a long time, and one of the things I love

0:40:03.239 --> 0:40:06.640
<v Speaker 3>about games and the games industry is that it's it's

0:40:06.680 --> 0:40:11.279
<v Speaker 3>constantly growing and evolving, and every time there's been sort

0:40:11.320 --> 0:40:15.160
<v Speaker 3>of a new platform or technology, it doesn't necessarily replace

0:40:15.680 --> 0:40:18.200
<v Speaker 3>the older ones. It just keeps expanding and growing. So

0:40:18.480 --> 0:40:21.840
<v Speaker 3>I started, when I started, I was making downloadable PC games,

0:40:22.000 --> 0:40:24.399
<v Speaker 3>and then I went into online multiplayer games, and then

0:40:24.440 --> 0:40:28.160
<v Speaker 3>social games. That was a big part of Zinga and

0:40:28.280 --> 0:40:32.200
<v Speaker 3>UH and eventually mobile also with Zinga and Scope League.

0:40:32.480 --> 0:40:34.279
<v Speaker 3>And even at the time I remember, you know, we

0:40:34.280 --> 0:40:38.200
<v Speaker 3>were at Zinga and the E merging. Mobile platforms were growing,

0:40:38.200 --> 0:40:39.840
<v Speaker 3>and everybody was like, who's going to be the singer

0:40:39.920 --> 0:40:41.680
<v Speaker 3>of mobile? Right, and Zinga wanted to be the single

0:40:41.719 --> 0:40:44.920
<v Speaker 3>of mobile, uh and and and it was always, you know,

0:40:45.120 --> 0:40:47.360
<v Speaker 3>an opportunity for new companies like super Sell or Scope

0:40:47.400 --> 0:40:51.279
<v Speaker 3>Lead to be born. And and so I agree that

0:40:51.320 --> 0:40:54.840
<v Speaker 3>obviously most of the growth has come into mobile, and

0:40:55.040 --> 0:40:58.560
<v Speaker 3>most of the venture capital money and talent has focused

0:40:58.600 --> 0:41:01.600
<v Speaker 3>on on on mobile, which is now pretty crowded right

0:41:01.719 --> 0:41:05.040
<v Speaker 3>the free to play market, There's there's a lot of games.

0:41:05.400 --> 0:41:07.480
<v Speaker 3>There's probably a lot of games in general in the industry,

0:41:07.960 --> 0:41:11.040
<v Speaker 3>but particularly mobile for you to play, which is which

0:41:11.080 --> 0:41:13.239
<v Speaker 3>is hard because you know, it's it's not just about

0:41:13.280 --> 0:41:16.279
<v Speaker 3>making a great game, it's about you know, long term

0:41:16.280 --> 0:41:20.440
<v Speaker 3>retention and monetization and things that are harder to determine

0:41:20.440 --> 0:41:23.520
<v Speaker 3>even if you have a fun game until after you

0:41:23.520 --> 0:41:25.759
<v Speaker 3>you're done sort of building the core of the game.

0:41:26.520 --> 0:41:30.640
<v Speaker 3>And so when he came to Triple A Games, when

0:41:30.760 --> 0:41:34.319
<v Speaker 3>when when Casper started working on the Chickenspawn project, and

0:41:34.320 --> 0:41:36.520
<v Speaker 3>and I was helping him again as a as a

0:41:36.520 --> 0:41:39.719
<v Speaker 3>friend who knew a lot about games and IP, it

0:41:39.760 --> 0:41:42.200
<v Speaker 3>reminded me a lot of the similarities between the early

0:41:42.280 --> 0:41:45.319
<v Speaker 3>days of Scope League and what DELFI was aspiring to do.

0:41:45.400 --> 0:41:50.160
<v Speaker 3>Right Scope Lee, we started earlier looking at mobile market

0:41:50.200 --> 0:41:54.040
<v Speaker 3>that was getting quickly crowded and and harder to get

0:41:54.200 --> 0:41:56.919
<v Speaker 3>you know, discovered and to get you know, efficient user

0:41:56.960 --> 0:42:00.600
<v Speaker 3>requisition dollars spent. And that's when we say the opportunity

0:42:00.600 --> 0:42:03.960
<v Speaker 3>to partner with some big IP some of the biggest

0:42:04.000 --> 0:42:07.719
<v Speaker 3>brands at the time and make games. But our core

0:42:07.760 --> 0:42:10.080
<v Speaker 3>team for for Scopey at the time, which was a

0:42:10.120 --> 0:42:13.000
<v Speaker 3>small team as well, we didn't have the capability to

0:42:13.040 --> 0:42:15.080
<v Speaker 3>do all these different types of games we wanted to make,

0:42:15.120 --> 0:42:17.759
<v Speaker 3>and so we started partnering with third party developers that

0:42:17.760 --> 0:42:20.799
<v Speaker 3>were established that were really good in a particular type

0:42:20.800 --> 0:42:24.400
<v Speaker 3>of game and genre, and we would combine forces and

0:42:24.400 --> 0:42:27.720
<v Speaker 3>we would bring our secret sauce around marketing and distribution

0:42:27.800 --> 0:42:30.200
<v Speaker 3>and things that we did well. And and that's what

0:42:30.480 --> 0:42:34.480
<v Speaker 3>you know, was sort of the origin of of what

0:42:34.600 --> 0:42:38.960
<v Speaker 3>became a two pointed out a really successful company in Scopey.

0:42:39.080 --> 0:42:39.200
<v Speaker 4>Right.

0:42:39.239 --> 0:42:42.879
<v Speaker 3>So that's the similarity and the and the inspiration with

0:42:43.080 --> 0:42:45.719
<v Speaker 3>del Fi. Right. We see that, yes, the Triple A

0:42:45.880 --> 0:42:49.920
<v Speaker 3>is much more established and seems like more traditional, but

0:42:50.560 --> 0:42:52.520
<v Speaker 3>not in the way that we're doing it. The way

0:42:52.560 --> 0:42:54.319
<v Speaker 3>that we're doing it is it has never been done. Right,

0:42:54.360 --> 0:42:57.680
<v Speaker 3>This this analogy that I gave earlier about legendary or

0:42:58.040 --> 0:43:00.759
<v Speaker 3>you know, a company that's trying to do really big

0:43:00.800 --> 0:43:03.600
<v Speaker 3>Triple A games and a slate of multiple Triple A

0:43:03.680 --> 0:43:09.480
<v Speaker 3>games with the biggest ap outside of the traditional publisher

0:43:09.600 --> 0:43:13.400
<v Speaker 3>infrastructure that doesn't exist, and so we we aspire to

0:43:14.239 --> 0:43:16.560
<v Speaker 3>also do something new and innovative like that done before.

0:43:16.560 --> 0:43:19.560
<v Speaker 3>In my career with Delpha as well.

0:43:20.000 --> 0:43:24.200
<v Speaker 1>Well, thank you so much Casper and Anti for you know,

0:43:24.239 --> 0:43:28.000
<v Speaker 1>giving us the vision of what Delphi Interactive is aspiring to.

0:43:28.480 --> 0:43:30.160
<v Speaker 2>Thank you so much for having us on, Corey.

0:43:30.440 --> 0:43:31.239
<v Speaker 3>It's great talking to you.

0:43:31.520 --> 0:43:32.480
<v Speaker 1>Yeah, great talking to you too.

0:43:35.960 --> 0:43:38.880
<v Speaker 4>Thanks for listening. Be sure to leave us a review

0:43:39.040 --> 0:43:42.640
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0:43:42.680 --> 0:43:45.799
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0:43:45.920 --> 0:43:49.879
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0:43:53.520 --> 0:43:54.440
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