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For Schell Games, VR is the technology of the present (possibly the future, too)

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Looking at Schell Games’ recent output, it’s pretty easy to spot a common thread. There’s the VR puzzle franchise I Expect You To Die, the VR adaptation of social deduction game Among Us, the VR jumpscare horror game Silent Slayer: Vault of the Vampire…

When we speak with Schell Games CEO Jesse Schell at the Game Developers Conference, we ask if the studio has indeed pivoted fully to VR and committed itself to that market going forward.

“No, we never do that,” he quickly says, “Because that’s how you sink a studio. You say, ‘We’re about this one thing’ and then the world moves on. Then you sink, right? We’ve been at it for 20-plus years, so you’ve got to change with what’s going on, but we are doing a lot of that work right now.”

So while the company has certainly invested time and effort in VR, Schell doesn’t see the studio as placing any exceedingly large bets on it.

“We’re always very focused on stability,” he says. “There are lots of companies that say, ‘We’re going to bet everybody’s job on this.’ And we just don’t do that. We’ll bet cash on things, but we’re not going to bet jobs on things. That’s just not how we do it, which is why in 22 years, we’ve never had a layoff. It’s not an accident; it’s a choice.

“We make strategic bets, but we don’t bet the whole company. It’s a thing you could do, but the thing we believe is that teams grow stronger over time. And if you’re in a situation where every three years you layoff 30% of the company – and a lot of places do that – you’re losing that teamwork. So we tend to be very focused on stability in the long term view.”

He describes it as a serious of “slow, strategic bets” in the VR space, testing out specific aspects like mixed reality or the educational content, seeing what works and making controlled, gradual follow-up investments.

“It’s been working pretty well,” he says, adding, “It’s not like we’re absolutely crushing it financially, but we’re OK.”

That approach has been validated somewhat by the wave of layoffs and closures across the industry over the past year and change.

Schell says, “A friend of mine used to say ‘Save up for a rainy day because sometimes it rains.’ And it’s raining, so I was glad we saved up a bit.”

As for the VR market itself, Schell is fairly upbeat about it.

“We know the number of Quest headsets is somewhere between 20 and 30 million, which is pretty good,” he says. “It would seem there are more Quest headsets than there are Xboxes right now, which seems pretty good. And there are a lot of people who play these games and love them.

“We’ve seen a lot of continued growth, and the biggest growth area we’re seeing, now that the prices are coming down, is younger teenagers really getting into it. You’ll see the No. 1 most played game in the store is [Another Axiom’s] Gorilla Tag, which is favored by younger teenagers. And it kinda makes sense because kids are so active. They can’t sit still, so they love the physicality of it.”

He also points to the quality of VR games, noting that Asgard’s Wrath 2 received a 10 out of 10 from IGN in December.

For developers, Schell says VR is absolutely less of a red ocean than standard PC or console game development, and points to Meta’s unusual dual-store set up for Quest users as having helped address common discoverability issues for developers.

“The typical thing is to have a really curated store, and it’s really hard to get into the store,” Schell says. “That’s how Switch started. That’s how Steam started. And then after a while, they’re like, ‘Eh, we got enough, throw the doors wide.’ And it becomes, you know, a trash fire. Which is where we have these crazy race-to-the-bottom problems and the whole discoverability thing, which is so hard on devs.”

But Meta has its standard curated storefront and then the App Lab, which is intended for experimental and in-development offerings. Schell says it’s basically understood as the “anything goes” store, but Meta from time to time will also bring selected games over into its more curated storefront.

“They did the normal thing with Oculus Go and threw the doors wide to get a lot of stuff in here, and people were trying it out and being like, ‘I tried a VR game and it was bad,'” Schell says. “Well yeah, because it wasn’t curated. And they realized for the Quest, let’s make sure that everything people play is going to be of high quality. And this seems to have worked pretty well, and it’s certainly helped the devs because it’s avoided the race to the bottom problem.”

He notes that Schell Games’ first I Expect You to Die game came out in 2015 as a $25 title, and still sells for $25. Sales are still “very important” part of Schell Games’ strategy with VR titles, but there’s not the same pressure to bring the standard asking price down.

“We haven’t had to cut prices down or force it into free-to-play or all the other things that squeeze developers out, because it’s understood that this is a market where good stuff costs money, and that makes it sustainable for developers,” Schell says. “I’m sure it won’t last forever, but for right now, it’s doing pretty well.”

And even if VR is leaning heavily right now on Meta and its loss-leading approach to growing the space, Schell sees that dependence as a temporary situation.

“They’re definitely a leader, but in the long term, competition is inevitable,” he says. “Especially with the amount of success they’re having. The other companies aren’t going to let them run away with the market forever, which is why Apple Vision Pro is showing up and other things seem to be happening. It looks like in the next year or two, we’re going to start seeing meaningful competition in this market.”

Schell is optimistic about the future of VR, saying the market is established and VR headsets will continue to be available and supported from here on out. And he expects them to remain a significant, but far from dominant, piece of the gaming pie.

“I’m not going to make any predictions past 2040, but I’ll say for like the next 15 years, VR has the potential to become something like 15% of the game industry,” Schell says. “That’s a healthy chunk. That’s not nothing. I don’t think it’s going to be bigger than that. Will VR in that time period displace flat screens? I don’t think so, but I do think it’s going to be a healthy part of the industry.”

He likens the relationship between traditional games and VR games to the relationship between movies and TV.

“Movies are more spectacular – bigger screen, bigger situation – but it’s not the dominant thing,” Schell says. “It’s not convenient. I think VR’s the same thing. It’s more spectacular, more immersive, more thrilling, more intense, more emotional, but there are elements of it that are not as fitting for everyday life. It won’t be the biggest part of the industry; it’ll just be the most immersive part.”

That said, he draws a distinction between mixed reality and virtual reality, and is particularly optimistic about the potential for mixed reality as children’s entertainment.

“Because if you tell a kid, ‘Put this headset on and now you can go outside and play kickball with Pikachu’, they’re absolutely going to be all over that,” Schell says. “Tell that to an adult? ‘No, I don’t want to do that.’ That’s just not how adults play. But children play physically, and they play imaginatively, and this is technology that’s about being physical and imaginative at the same time.

“For games with mixed reality, it’s going to be 100% about kids. And it’s weird, because the games industry doesn’t like kids, doesn’t take kids seriously. Everybody dismissed Roblox forever, like, ‘Oh that’s just some dumb kids thing.’ And it’s this mega multi-billion dollar thing and gamers are like, ‘Nah, that’s not real games.’ But those kids are all going to grow up and you’re going to see this thing as a tidal wave that completely changes gaming culture.”

We ask about technology hype cycles in general, and how ever since the smartphone overdelivered on promises to change the world, we’ve seen a succession of tech trends – VR, AR, blockchain, cloud streaming, and now AI – that have found varying amounts of success, but haven’t yet shown themselves to be as disruptive as many advocates had promised.

Schell references Sturgeon’s Law, coined when sci-fi author Theodore Sturgeon was asked why 90% of science fiction writing is crap, and replied that 90% of everything is crap. There will always be hits and misses he says, and when something like smartphones pays off, it creates a greater appetite for risk from investors thinking they could get in on the ground floor of a similarly disruptive product.

And just because something hasn’t changed the world yet, doesn’t mean it never will. He points to video conferencing, an idea that has been around since the 1960s, and was revisited without success so frequently that it became something of a joke until people needed to work remotely in large numbers.

“It just took 60 years and a global pandemic, but now it’s a thing,” Schell says. “So it’s a lot of times a question of timing. You have to put that perspective on it. You don’t know.

“Is this ready to go now, or does it need another 10 years? Another 40 years? Sometimes you don’t know. I did a lot of AI work back in the ’80s and people were like, ‘This is garbage. This is never going to work.’ And OK, but it’s working. It just took 40 years. A lot of times it’s an issue with timing and perspective.”

VR was like that for Schell, who worked with the tech since the 1990s, was creative director at the Disney Imagineering VR studio, and even taught classes in VR at Carnegie Mellon before the Oculus Rift hit the scene and kicked off the current wave of mass market VR.

“It’s just a matter of perspective,” he says. “You can’t expect every new technology to be this earth-changing thing that’s going to sell three billion units. That’s not realistic… I look at it as figuring out how each technology fits in the world, and is this its time, or is it going to be a little farther into the future?”

So is there any technical trend he feels safe writing off forever?

“I don’t know,” he says. “You never know what’s going to come back and be useful.

“Sometimes the most unexpected technologies are useful in ways you wouldn’t think… You never know what’s going to be useful and sometimes old technology becomes useful again.”

Report calls for new industry-led body to solve UK skills crisis

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A new report has called for the creation of an industry-led organisation dedicated to solving the ongoing skills crisis in the UK video games sector.

Published today by games development and publishing training provider Skillfull and penned by the company’s founder Gina Jackson, the study explored the high number of job vacancies advertised in 2022 and sought to understand the most pressing skills needs in the UK.

Speaking at the Games Impact Summit in London today (after the initial publication of this article) Jackson presented the key takeaways to the report to a room full of industry professionals, and acknowledged the disparity between the games market in 2022 and the ongoing layoffs in 2024.

“Why now? Why talk about the skills crisis when there seems to be much bigger problems going on?” she said. “Because the problems identified in this report are systemic. We didn’t resolve these problems when we were booming in 2022, so if we didn’t sort them out then, why not now? If we don’t get a grip on our skills talent pipeline, we’re never going to be able to grow.”

Entitled ‘The Skills Crisis in the UK Games Sector,’ the report identified a skills crisis at the mid to senior level across various sectors of the industry, particularly development.

The data from its findings were presented to industry stakeholders – including trade body UKIE, Games London, the British Film Institute, games employers, and the Department of Culture, Media and Sport – who unanimously suggested the creation of a cross-sector skills organisation to tackle this issue.

The new body would be led by an alliance of games employers and would be responsible for leading efforts in working on the report’s recommendations, identifying and solving issues with the training and education ecosystem, finding local and national funding that can aid in these efforts, and bringing games companies together to continue working on these issues.

However, there was confusion as to who should be responsible for funding this new body and other recommendations from the report, with suggestions including the UK government, the Creative Industries Council, and industry employers.

“There is a clear misalignment between expectations and agreement on who is responsible and should be responsible for the skills management of the UK games industry,” wrote Jackson.

“Without a comprehensive sector-wide framework, we risk perpetuating a cycle of skills crises, falling behind our global counterparts. While many impactful skills projects have yielded positive results, their sustainability is jeopardised by overlapping initiatives and uncertain policy changes.”

The report drew on publicly available data on jobs vacancies for UK-based games firms between August 2023 and August 2022, collated by Games Jobs Live; 10,636 individual jobs listings across 234 employers.

Of these, 47% were for experienced positions, 25% for senior, and 17% for manager, compared to just 7% for junior roles. 59% of all roles were open for more than a month, while 1,071 were vacant for more than three months.

In the report, Jackson said this data “indicated that there was a skills crisis and mid to senior level.”

She added that since only 7% of roles were few new entrants, there is a “risk of creating a stunted pipeline of skilled workers, which could hinder future growth.”

“The UK Games Industry has frequently criticized the talent pipeline ecosystem for its perceived failure to provide work-ready talent with the necessary education and skills,” Jackson wrote. “However, we often overlook our own responsibility in shaping the strategy and direction of this ecosystem.”

Over the period studied, 24 games employers grew their workforces by 23% (16% when adjusted for acquisitions), rising from a combined 11,059 to 12,859 people. Taking in the full 213 employers, the combined workforce grew by 21.2% from 19,110 to 23,961 over a 12-month period.

Jackson noted that this all preceded the current waves of layoffs, describing the UK games industry as “currently in a state of significant upheaval.”

In addition to the creation of a new skills body, the report’s recommendations included:

The publication of regular data to help inform skills policies and action (Games Jobs Live is currently the only source of regular public data)
Action to tackle the deficit in technical and programming training for graduates, with most games-centric university courses focused on art, design and animation
Alignment of seniority descriptors for job titles across different companies (Jackson oversed that a senior role at one organised may be the equivalent of an experienced mid-level at another)
Increased adoption of apprenticeships, with these roles making up less than 1% of roles advertised in 2022
More research into best practices for remote and hybrid working
Research into the impact of AI on the industry’s skills needs
More regional and national funding solutions specifically to address skills needs

You can register to receive a copy of the full skills crisis report for free at Skillfull’s website.

Update: GamesIndustry.biz spoke to Jackson following her talk at the Games Impact Summit in London today, where she added that simply filling vacancies – as and when they’re available – does not solve the skills crisis.

“Do we need more tech artists? Yes, but even if we get more tech artists, it doesn’t change the fact that we’re not talking to each other, we’re not accessing money, we’re not creating strategies, we’re not working with the ecosystem,” she said.

“We have a massive skills apathy, because we don’t see it as our problem. And I believe part of that comes from the way we fund our businesses. If your funding is about massive growth, you’re just going to pay more for your staff. If we want a different, sustainable industry, where we’re not doing boom and bust and we’re supporting our talent pipeline, and if people don’t want to be continually laid off, we need to look at a different model.”

Jackson acknowledged the impact the current wave of layoffs is having on the industry’s workforce, and emphasised that fixing the systemic issues that have caused the long-running skills crisis is a key factor in preventing the cycle of layoffs from continuing.

“Most of us have been through it, and we don’t understand why or how. We need to understand that because it’s really damaging people. I still have that damage from being laid off or from being told my job was at risk, feeling ‘What have I done wrong? Why didn’t I see it coming?’ We can’t keep doing that to people.”

Ready or Not dev Void Interactive confirms it was hacked, says no user or staff data was breached

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Void Interactive, the developer behind SWAT team shooter Ready or Not, has confirmed reports that it has been hacked.

Earlier this week, Insider Gaming reported the studio had suffered a breach that stole over 4TB of data, including the complete source code for Ready or Not.

In a statement to Kotaku, the company confirmed a data breach had taken place but said the damage was more limited than has been reported, assuring that all player data is safe.

The developer said that the hackers were able to take screenshots of “top-level project and company-related information” but added that this “does not involve any sensitive data leakage.”

“We can confirm that no user-related data or staff information has been breached during this incident,” a Void Interactive spokesperson said. “Our top priority remains the security and privacy of our users and contributors (we do not capture any personal user information in the first place).

“Furthermore, we have confirmed that some source code as well as directory information has been stolen as a result of this breach. Our development assets and proprietary code remain secure and intact.”

Void Interactive attributed the hack to “critical vulnerabilities” in TeamCity’s cloud services, which it used to manage the various builds of the game. The studio said its investigation is ongoing, but so far it appears the attack was “limited to the TeamCity services interface.”

UK games industry salary benchmarking project returns for 2024

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GamesIndustry.biz is once again teaming up with Brightmine (formerly XpertHR) on a salary benchmarking project designed to help UK games companies find and retain talent.

Brightmine is one of the leading names in salary benchmarking across various industries, and last year launched in the video games space. 25 companies took part in the pilot programme in 2023, with pay data from over 3,000 employees.

Ahead of the 2024 project, GamesIndustry.biz and Brightmine will host a webinar that details how the project works, what the data will tell you and how to participate for 2024. You can sign up for free here.

Everyone who takes part in the 2024 Salary Project will receive a top-level analysis on critical roles across the sector, with deeper access available to those companies requiring deeper insight.

Larian after Baldur's Gate 3: "We have ambitions to make really good RPGs, and that's sufficient"

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Last week, Larian’s Baldur’s Gate 3 won five BAFTAs, including Best Game and Player’s Choice.

That’s on top of GOTY accolades at the Golden Joystick Awards, The Game Awards, the DICE Awards, and the Game Developers Choice Awards. As GamesRadar+ pointed out, that makes it the first game to accomplish this grand slam since The Game Awards’ inception in 2014. That’s not even taking into account other wins like at the New York Game Awards, the Steam Awards, and of course being among GamesIndustry.biz’s very own Games of the Year 2023 (and many other publications’).

By now, there isn’t a lot about Baldur’s Gate 3’s success that hasn’t been said already. We’ll try regardless.

We first talked to Larian about Baldur’s Gate 3 in 2020, during a press trip showcasing the game for the first time. We met again in 2021, a year into BG3’s extremely successful Early Access, and we noted how much had changed already.

Both times, the same core topics and ideas emerged from our conversations with CEO Swen Vincke though; Larian’s healthy approach to growth, the importance of community in its development process, and how ultimately it was all about making decisions that would benefit the game.

A world has happened since these interviews. But as we sit with Vincke for the third time, it’s clear that the more things change, the more they stay the same. The studio had a vision for its development journey, and it never strayed from it despite challenges. It just simply… went ahead and did it, without compromising its values and approach in the process.

“We did something new,” Vincke says when chatting about BG3’s success. “We put agency in cinematics at a level that hadn’t been done before, and we didn’t go out of the way trying to take shortcuts, although we did use a lot of tricks. But you can sense that the agency was real, I think. So that’s a massive reason. We didn’t deviate from that, even if we were facing development problems.”

The resurgence of Dungeons & Dragons, and the weight of the Baldur’s Gate name, both played their part in this success story, but there was a real ‘if you build it, they will come’ approach to making Baldur’s Gate 3, coupled with not only a strong bond with the Larian community but the right strategy to maintain it.

“I’ll give you a very Catholic answer – treat your players as you would like to be treated, that’s it,” Vincke says when asked about how to maintain trust with a game’s community.

He continues: “We had the best marketing campaign in the world, which was our players talking about it. We had over a million players from the first week that were talking to their friends about the game. There’s this old rule I once picked up from Paradox that [if] you take your pre-orders and multiply it by ten, you know what your essential audience is going to be. And that basically guided me in how far we could go in the development of the game.

“What I said at the start was: if we do what Divinity Original Sin 2 does, then we’re fine. We can work from that basis, and we should get more because we’ll have the Dungeons & Dragons effect and the Baldur’s Gate effect. That materialised in those numbers, right? I didn’t want to believe it. I was really sceptical but Michael [Douse], our director of publishing, was more optimistic. He said, ‘No, it’s going to be much more’ and I kept on saying, ‘No, no, no, no’,” he laughs. “But it’s my job to be able to make sure that we don’t run out of fuel. So that worked really well, actually.”

Larian had the difficult task of marketing and launching Baldur’s Gate 3 in the middle of an extremely packed 2023 schedule. The studio split the release of the PC and console versions to avoid clashing with Starfield. But in the end, it’s Baldur’s Gate 3 that had the upper hand against Bethesda’s behemoth.

“I have a lot of respect for Bethesda… If you’re at sea and a bigger boat passes by, the rule is that you go out of the way for the bigger boat – they were the bigger boat. We went out of the way for [Bethesda], but we still wanted the world to pay attention to us.”

Vincke acknowledges that Starfield and Baldur’s Gate 3 are evidently very different games, but the Larian team wanted to make sure the right aspects of its game were showcased to set it apart from Bethesda’s title in players’ minds.

“We had a lot of narrative-heavy permutations, so we wanted to showcase that the game was very big on identity, and how that identity [is] reflected into the game. We were also a much more cinematic game. Immersion gameplay was similar in what our ambitions were. I think those first three were definitely highlights of what we wanted to focus on.”

The game being very big on identity is an undeniable factor contributing to its success, the scale of which was abundantly clear when witnessing Vincke’s talk at the Game Developers Conference last month. One hour and a half before its start, fans were already populating the room, prompting sound engineers to wonder if they had the time wrong, worrying that the speaker wasn’t here yet to do the sound check.

A rare sight for a B2B show, some people attended the talk in cosplay, and GDC volunteers were enthusiastically chatting about having just enough time to listen to Vincke before having to go back to work.

When Larian’s CEO arrived, people immediately started approaching him to have a chat and take pictures. Up until a few minutes before the start of the talk, Vincke said yes to every single one of them. After the talk, he offered more of his time, gathering a small crowd and leading them outside to make sure everyone would get their picture.

Even the Nintendo talk I attended the previous day didn’t quite match that atmosphere.

GamesIndustry.biz has had several conversations over the past few months about what some developers called ‘the Baldur’s Gate 3 effect’, which impacted not only AAA titles like Starfield but more importantly indies, who struggled to have space to breathe in the release schedule as the BG3 phenomenon took off.

“It sucks,” Vincke says as we ask about how he and Larian lived that situation internally. “There’s a game called Stray Gods, and they were affected. They had to move their release date as a result of us. It was this cascading effect, right? It would really have been much better if we would all know each other’s release dates up front because there’s always that secrecy around them.

“I think there’s room for a lot of games, but you don’t want them to come out at the same moment in time. You need to try to get a little bit of wiggle room. And it’s hard, because it’s oversaturated in games. So, yeah, I’m well aware that that is the case and I apologise, actually. It happened to us, so I know exactly how that feels.”

It’s clear from talking to Vincke, or witnessing the Larian team at every award show they attend or during any interview they give, that the studio dreams of a different games industry. And the studio also de facto became a role model for what a different games industry can look like.

“I have expressed a strong desire to the teams not to grow,” Vincke smiles. “The teams have told me in extreme detail why we needed to grow, so there’s that fight going on right now. I’m actually the one that is trying to hold it back. And they have legitimate reasons why they want to grow it, because they have ambitions they need to achieve, so we’re trying to keep it sane.”

Vincke made his opinion about unsustainable growth and the industry’s gold rush very clear in his GDC Game of the Year acceptance speech, calling out studios’ greed, wishing they would “slow down” and not just focus on financial results.

For similar reasons, he says Larian is never going to start doing “40 or 50 games, or whatever, at the same time, because that would kill us.”

“We’re a company that’s made to focus on a couple of things, and we actually are,” he continues. “I think we’re intellectually unable to go further than that. We don’t know how we would do it. It would turn us into something different than what we are right now, and we don’t want to do that. We have ambitions to make really good RPGs, and that’s sufficient.

“So we’re happy that we have the resources we have, we project them into the future, we make sure that we have one in reserve – that if one fails, we can still make a second one. And that’s essentially the strategy. And then if we get more financial success over one, that’s great. We can make better games. If it’s less fine, then we’ll adapt and we’ll make a little bit less of a game. But it’s really about making games.”

During his GDC talk, Vincke mentioned that BG3 had a AAA budget so, thinking about the state of the games industry, we highlight how the costs of game development keep rising and ask him how we overcome that as an industry and make things sustainable.

“The Steam market has been growing, so that means there’s a basis there. I think that’s where it starts, right? We had stupidities like NFTs [that] caused a lot of damage. They caused a lot of inflation and they disrupted development by stealing – I [saw] an NFT company that came by a school and took all the professors away by paying them way more. That’s the worst thing you can do in an industry. So they did a lot of damage. Those are the people I’m speaking out against, I really don’t buy into that.

“Getting rid of that kind of thing would be a good way of increasing sustainability, then [fixing] what the fundamental core problem in our business is, that [it] is driven too much by quarterly profit. That is the fundamental problem, because we are a very messy business and we need long-term thinking there. You have to be lucky [to be] in companies that do long-term thinking and give the space to the developers to do their thing. And then over time, they’ll probably get much bigger budgets or generate much more money than the short-term thinking.

“The problem is that short-term thinking especially, it’s almost like drug dealing – you can really earn very rapidly, but you’re doing damage. So that really shouldn’t be done anymore, to be honest.”

Eight months after launch, Baldur’s Gate 3 still benefits from regular quality-of-life updates, and continues to gather high numbers of players. SteamDB’s numbers (which should be taken with a pinch of salt) show that the title peaked at 78,485 players in the last 24 hours. Dragon’s Dogma 2, which released less than a month ago and has the potential to attract similar profiles of players, peaked at 25,793 only within the same period.

“We updated it, we added new content – I think word of mouth is also doing its job,” Vincke says of BG3’s sustained success. “There’s a lot of people telling their friends that they should try BG3, so we’re definitely seeing a lot of new players getting on board with it. I mean, our marketing strategy was word of mouth. We said, if you get critical acclaim in word-of-mouth, the rest will follow.”

But news of the future of the game came like an ice cold wind in the room during Vincke’s GDC talk, prompting several gasps of horror in the process: Larian won’t be working on DLC or a sequel.

“I want to make games with a beginning, middle, and end,” Vincke tells us. “That’s it really. I mean, there’s nothing wrong with the games-as-a-service model, I think there’s some great examples out there. But it’s a different kind of development.

“The games we’re making, I like that they have an end because then I can move on to the next one. We’re not making another BG, or DLC, because we’re done. We want to move on to something new.”

There’s not much Vincke could share about what’s next, only saying: “It contains a number of things that we haven’t done before, that I’m really curious to see if they’re going to work out.”

Larian has several offices across the world relaying with each other when working on a project, allowing for a 24-hour approach to development, and continuous QA. Vincke intends to maintain that structure for what’s ahead.

“We’ll have that because we have our studios in place so we’ll make the most of the benefits that that brings. It has its downsides also, so we need to try and improve those. But we have one branch against QA all the time, that’s a great thing to be able to do.

“Certainly scale has brought new problems, so dealing with that, figuring out how to do that, is a big ambition. So we are taking our time now. We slowed down heavily just to be able to figure things out.”

When Baldur’s Gate 3 first came out, the whole discourse was about whether it was setting new standards for RPGs. Needless to say that no one should be held to that ridiculously high standard, but we ask Vincke whether it raised the standard for him personally, and for the studio.

“Yes, but we want to be there, right? We want to improve from where we were before. It would be a shitshow if we actually regressed,” he laughs. “At the same time, we did remove the pressure from the valve because we said, ‘Okay, we’re just gonna do this on our own thing, create what we think is a good game, we’ll just make that and see how it resonates’.”

If you build it, they will come.

Fallout 4 jumps to No.1 across Europe following TV show launch

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Sales of Fallout games have shot up across Europe, with Fallout 4 reclaiming the No.1 spot.

The 2015 game’s sales rose over 7,500% week-on-week across Europe. This is GSD data that tracks digital game sales across all European markets, and physical sales across all major European countries (including UK, France, Germany, Italy and Spain).

This is due to some heavy discounting on games in the Fallout franchise across all platforms. It’s all designed to tie-in with the Fallout TV show, which has proven to be a smash hit on Amazon Prime.

The majority of Fallout 4’s sales this week were on PC, representing 69% of all sales, with the rest on PlayStation and Xbox. However, it’s worth noting that the game is freely available to subscribers of Xbox Game Pass and PlayStation Plus Extra (and that data is not included here). It’s also available to Amazon Luna users.

Meanwhile, Fallout 76 comes in at No.8, with 85% of sales on PC (again, the game is on Game Pass and PS Plus). Fallout: New Vegas is at No.9 and Fallout 3 makes No.10.

Further down the charts, the Fallout Classic Collection is up to No.43, Fallout 2 is at No.57 and Fallout makes No.70.

With continued popularity of the Fallout TV series this week, expect the games to hang around for a while to come.

European Weekly Top 10 (Digital + Physical)

Position Title
1 Fallout 4 (Bethesda)
2 Helldivers 2 (Sony)
3 EA Sports FC 24 (EA)
4 Grand Theft Auto 5 (Rockstar)
5 Call of Duty: Modern Warfare 3 (Activision Blizzard)
6 Red Dead Redemption 2 (Rockstar)
7 Hogwarts Legacy (Warner Bros)
8 Fallout 76 (Bethesda)
9 Fallout: New Vegas (Bethesda)
10 Fallout 3 (Bethesda)

GSD digital data includes games from participating companies sold via Steam, Xbox Live, PlayStation Network, Nintendo Eshop. Major participating companies are Activision Blizzard, Bandai Namco, Capcom, Codemasters, Electronic Arts, Embracer Group (including Gearbox, Koch Media, Sabre Interactive), Focus Entertainment, Konami, Marvellous Games, Microids, Microsoft (including Bethesda), Milestone, Nacon, Paradox Interactive, Quantic Dream, Sega, Sony, Square Enix, Take-Two, Tencent, Ubisoft and Warner Bros. Nintendo and 505 Games are the notable absentees, alongside smaller studios.

Digital data includes games sold in Austria, Belgium, Bulgaria, Croatia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Iceland, Ireland, Italy, Luxembourg, Malta, Netherlands, Norway, Poland, Portugal, Romania, Russia, Slovakia, Slovenia, Spain, Sweden, Switzerland, Turkey, Ukraine, and United Kingdom.

Physical data includes all games, but only those sold in Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Portugal, Spain, Sweden, Switzerland and United Kingdom.

Sea of Thieves passes 40m players | News-in-brief

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This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:

Playdate storefront has paid out $544,290 to devs

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Playdate maker Panic has revealed that over 150,000 games have been sold since the launch of its storefront, Catalog, in March 2023.

That represented $544,290 in revenue for the developers, after taxes, processing fees, and Panic’s 25% revenue share, the company said.

Panic previously announced it had shipped 70,000 units; of these, 38,000 users have made a purchase on the storefront, while the other 32,000 have focused on the 24 titles included in the handheld’s Season One.

The average price for a game on Playdate over the past year was $5.36 (developers set their own prices, which have ranged from $1 to $15, Panic said). The top territories for buying games on the platform were the US, the UK, Germany, Canada, and Japan.

Playdate’s storefront boasted 181 titles as of April 3, 2024, Panic added, not counting over 800+ games available to sideload from itch.io.

The Playdate originally launched in April 2022 – keep an eye out for our interview with Panic’s head of special projects + Playdate, Greg Maletic, and Arisa Sudangnoi, head of Playdate developer relations, next week.

Xalavier Nelson Jr. on making money and happy players "without exploding in the process"

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Xalavier Nelson Jr., CEO of Strange Scaffold, is working through what sustainability means in the games industry during a time of economic uncertainty.

“I don’t think sustainability is a utopian idea,” he tells GamesIndustry.biz in a discussion at the DICE Summit. “It’s just a necessity. Everything you do cannot guarantee survival, but you should at least create the conditions for it to occur.

“One of the disturbing things about the current state of games is that all of the conditions exist in the ecosystem for great things to be made for players consistently, without destroying people in the process.”

Nelson says the opportunities to make things stable and better for workers are being ignored. Meanwhile, in the AAA space, the industry is taking its chances for larger profit margins and the next big hit.

Nelson says, “I think giant games deserve to exist and play a special place in our ecosystem. But every space in games is escalating, and every space in entertainment in general is escalating. (You can certainly see this in Hollywood). It means we are confronting an environment where our games are not simply allowed to be fun, profitable, meaningful experiences for players.”

Given the ongoing reactions to the current economic downturn, such as fewer investments, Nelson believes that the industry needs to learn from previous lean periods.

“I think we are ignoring a lot of the lessons of history in the current escalation that is being pursued throughout the games industry,” he says.

“Because if we just make reasonable decisions based on the ecosystem before us, the desires of our players, and the potential that we now have thanks to the advancement in accessibility technology, again, we can make a lot of money and make a lot of players happy without exploding in the process.”

He explains that on an industry wide level is a cauterization of two distinct categories of business operations.

Nelson explains, “The first one is the AAAA normal. A lot of people were joking very recently about AAAA being used for Skull and Bones by Ubisoft’s CEO. I think it’s fair to call [out] the complexity of systems, gameplay, and graphics that’s happening across the AAA sector when you’re spending hundreds of millions of dollars on a project that’s not just AAA anymore.”

He continues, “On the other end of the spectrum, you have these partisan boutique experiences crafted by focused teams, projects that can reach people in specific ways that a bigger project cannot. Dave The Diver is a perfect example. It had to be produced by an offshoot of Nexon.”

Nelson believes studios can change their production processes to create a game like Dave the Diver, which was made by Nexon’s MintRocket studio and sold three million copies in January.

The CEO explains that the current industry landscape for AA and smaller games is precarious, just as is the case for other industry sectors.

“The problem that games face is that these two things separate and become their own entities. The middle is deeply dangerous. It looks like losing face to say we’re going to make smaller focused projects so our players can get distinct [and] better experiences,” he says.

Regarding growing costs, Nelson says that the industry has already reached a breaking point through the waves of layoffs. He describes this as a consequence of the present market and business operations.

“Look at the layoffs and look at the declining player numbers. Games that only work and only fulfill their function if they can maintain 2 million concurrent players per day regularly,” says Nelson.

“If they don’t hit those numbers, we either see this studio close down or projects that have a five, six, seven-year [development] cycle get closed down midway. We lose again on what could have been made if the original shape of the production was just to make a great game that reached players and made its money back.”

Nelson believes that people need to observe the economy and the layoffs to answer whether the game industry is sustainable. Still, the Strange Scaffold CEO believes that, eventually, the industry will ride out this rough patch.

“I think we got to live through a distinct moment in time where companies could conglomerate to such a scale that you saw Embracer exist as it did in its prime,” he says. “Now that the conditions for producing those companies have gone away. I don’t think we’ll ever see something exactly like it ever again.”

He says that Strange Scaffold exists because of a want for running a studio with achievable scale and targets.

“Part of the reason I fight so strongly to say great games can be made for $1,000, $5,000, $20,000 is because, among other things, that’s something that feels achievable. It feels like something that says that studio heads aren’t just white guys with money,” Nelson explains.

“It says that a studio head can be anyone who fairly compensates their collaborators and makes a fantastic game for players. Strange Scaffold is just one expression of that, where we will continue to produce fantastic experiences for players and survive when the rest of the industry does not necessarily care whether or not it will.”

Regarding survivability, Nelson notes that he is also purposefully transparent about his studio’s performance. In an interview with IGN last year, he explained the financial circumstances of El Paso Elsewhere around the time of its launch.

He tells us, “I talk a lot about how Strange Scaffold is trying to make things better, faster, cheaper, and healthier… If I don’t talk about failings and lessons we discover along the way…then quite simply it isn’t honest.”

To keep the effort going, the studio has a ride-along program. For two weeks, people interested in the game maker can view its entire production process “warts and all,” Nelson explains.

“During 2023, we had people go through that program, and they asked, ‘Hey, so it looks like you’re making some really cool stuff. But I’m also actively seeing ways that you’re struggling right now. Why are you letting me see this?’ What I said was, ‘If we don’t show you the bad stuff, the good stuff doesn’t matter; you have to see all of it,'” he says.

Nelson understands why the industry focuses on successes and not failures.

“Everybody loves a winner. This is something that I think a lot of people ran to in 2023. To a degree, this has harmed our relationship with players, the people [that] love to help and support winners when you’re nominated for awards,” he explains.

“When you can say you’ve got a certain number of concurrent players, the doors open for you to achieve further success. Success begets success, the projection of success seems to beget success. But if you’re struggling, that’s when you tend to be ignored. I think it’s reality. I think it’s sad.”

Another reality of development he wants to address is burnout, something he’s experienced several times working in the games industry and which remains prevalent alongside industry market concerns.

“…Our conversations around burnout are still deeply limited because it isn’t just a number of hours where crunch is a thing that contributes to burnout,” he explains. “But burnout is holistic, and there’s a lot of developers who are burning out right now, not even just because they got directly laid off, but because they exist in an industry – that they now must existentially confront does not care about them – while trying to deliver a great experience with their players.

“They have to work on a game for months, if not years, knowing that the game that they released is not going to be well received by the general press and player base. Burnout results from dev environments where you don’t know if anything you make will end up in the shipped game or if the game will ship at all.”

Nelson continues, “What we’ve created is an environment where, unfortunately, developers are expected to and do deliver miracles while standing on universally unstable ground. So their creative lives are in the process of getting cut in half because that creative life span is getting actively shortened.”

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