Why Scaling Games is Hard
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Welcome to the inaugural post of Scaling Games. Here, I'll be writing about all the things that go into prototyping, shipping, and then operating a successful game. I'm writing for game developers, game entrepreneurs, studio heads, as well as gaming investors and stakeholders.
For those who are familiar with my work in the Building the Metaverse blog, this is going to be more focused: everything here will be about games: making things fun, and then making them big. We're going to get into things like business issues, creative leadership, workflow, live operations and the nitty-gritty of technologies.
To kick things off, I'm going to repurpose some content from my blog that provides a bit of context for the things we'll be talking about here.
Context for Scaling Games
In 2021, there were over?$85 billion in deals invested into the game business . We've already surpassed that in the first month of 2022.
With all this capital entering the market, it’s getting more competitive than ever. That means it is harder than ever. What makes it so hard?
Sustainable Game Business
The ultimate goal of almost any game company is to create a?sustainable game business.?Why is this so hard?
Shipping a Fun Game
Making a game that’s fun is one of the hardest things to do. It’s a craft that is mastered over time. And although there are rare exceptions of games built by individual developers (Undertale, Stardew Valley) the norm is that game development is a team sport — which means that you’ve also got to harness and align the creative talents of multiple people. You’ve got to take creative risks, while working within your capital constraints. For all of these reasons and more, most game ideas never even turn into a shippable product, let alone a fun game that people play.
The customer for games has also changed.?Gone are the days of shipping your rough beta. Customers are more demanding. Few will tolerate a subpar experience, bugs or crashing servers. Many seek out games that will provide community with other players, opportunities for self-expression and online camaraderie. They’re more discriminating and more distracted than ever before.
When we talk about making a game fun, there’s an important footnote on this:?fun for a particular audience.?There are not any games that are loved by 100% of humans. The vast majority aren’t even fun for half of people who try them, and lots of game makers would be delighted if even 20% enjoyed their creation. The more niche a game is, the better it will need to be at the other other parts of the business puzzle for it to become sustainable.
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Scalable Player Acquisition
If the goal is to create a sustainable game business, then shipping a fun game isn’t enough. You also need a way to grow your customer base. Sometimes this scalability is found through word of mouth, memes and social media. More often, by targeted advertising. At other times, through branding, endorsements from key influencers, and franchise-building — or by gaining leverage through the creation of strong communities.
Tolerable Business Model
I say “tolerable” because the truth is that most people don’t want to pay if they don’t have to. So it’s about coming up with a business model that works for your target audience — while also generating enough revenue to pay for operating expenses and generate a return on the development investment.
The earliest video games got you to pour quarters into an arcade machine at an increasing rate. Once people started playing video games at home, they?bought games like other pieces of software ?— and each game purchased reinforced a brand or franchise attachment that increased the likelihood of players buying the next game.
Today, “tolerable” can also include?in-game purchases, advertising , subscriptions/bundles and?open economies ?— depending on the audience for your game. These business models have the benefit of recurring revenue— but depend on economies that are hard to design, technologically complex to implement, challenging to operate, and difficult to align with game design and audience.
Whatever the choice, if people won’t tolerate the business model then there is no way to create a sustainable business.
What are some Possible Outcomes?
Coming Next: Shipping a Game
In the next article, I'm going to double-click on the topic of shipping a fun game. What makes it hard? What gets in the way?
Please subscribe to take part in this weekly conversation about building a successful game business.
Further Reading
Building the Metaverse provides some background materials I've written that you'll also find helpful:
Food for thought - really enjoy this innovative space but you make some very exceptional points here that I will definitely be mindful of in future.
Technology & Growth Advisor to Global Fashion industry in 50+ countries for 39 years | AI for Fashion & Apparel
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2 年Musings from the Master. Thank you Jon Radoff
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