0:00

uh hello guys uh welcome to our today's podcast and today we have with us a special


0:07

guest it's uh scott miller from a ceo of a company called fairdemic


0:13

they are a publisher who works with horror games and he's


0:18

going to talk a little bit about his career a little bit about the way the games are distributed right now how to


0:25

get into publishing and how to work there and he's also going to share some tips for developers who want to publish


0:32

their own game greetings and welcome to the 80 level roundtable podcast


0:38

in each episode host karel tokorev invites video game industry leaders to


0:43

talk about the world of game development no topic is off limits as long as it


0:48

relates to video game development new episodes are in the works so remember to follow us or subscribe and


0:54

share with someone you know will also enjoy the podcast i have a couple of questions for you


1:01

scott and uh maybe we can start with like a little introduction


1:07

yes i i mean we can talk about feardemic obviously we can talk about um um you know


1:12

my games career and but i had this powerpoint presentation that i did ages and ages ago and i certainly don't have


1:18

it with me now but um and it was called build your own bethesda and it was kind


1:23

of about how to make a uh uh uh a um an independent game style tell us about


1:29

that tell us about that it sounds amazing bill your own bethesda well yeah cause i mean you know i


1:35

suppose one of the things that a lot of people have kind of forgotten over the last few years is the value of


1:42

publishing services i mean we talk to developers all the time about um


1:47

you know you know us publishing their game or looking at their game and and we come


1:52

across a lot of skepticism about it and because i mean you know look at the end of the day everyone can publish a game


1:59

themselves they can put it up on steam they can press release and offer it goes and so why would you want to share your


2:06

your revenue with with a publisher and um but these these publishing services are really


2:12

really important and they're becoming even more important with uh um


2:17

uh the barrier to entry to game development you know becoming lower and lower and lower and by that i mean you


2:22

know the tools to make games are literally download and start and and start making


2:29

i mean you know the unreal engine unity is all uh free and so you can make a


2:34

game relatively cheaply with just your time and then it comes to publishing it on


2:41

various different platforms getting it out there working it across the life cycle of that game and of course you


2:47

know marking it marketing it getting it in front of as many people as possible and um you know so so all these things


2:54

are really critically important and one of the other um things that that i i had come across last week was um i had i


3:01

spoken to many venture capitalists and they're all going you know no no we're not interested in publishers we're only


3:07

interested in games as a service and we're going to invest in those things and that has been the story for the last


3:14

you know perhaps you know two three years and you know millions and millions of dollars uh have been invested in you


3:21

know companies with only one ip and those are starting to release now and a lot of those are starting to release now


3:27

and i was speaking to a rather large venture capital company the other day and he was saying yeah well it's not


3:33

panning out very well because you know people are taking taking these monster bets on one game and so and when that


3:40

game doesn't actually uh sell um you know where do you go i mean there's no


3:46

there's no uh doubling up but in the game of publishing of course you have uh


3:52

uh grouped together titles and you have a backstop should one in your games not


3:57

do as you uh as you expect you can always move on to it to another game and that has always been the the business of


4:04

publishing whether it be movies whether it be books whether it be uh um you know


4:09

games or music uh anything in entertainment it was grouping products together to have uh uh


4:17

and grouping those products together so that you could leverage the the entire range of products to


4:23

promote each individual product interesting so finally you mentioned


4:28

bethesda because my favorite story about bethesda is when they released the terminator game


4:34

and at the same time its software released i think it was doom


4:39

and at the time like when they were compared and competing on the market doom obviously became this uh cultural


4:45

phenomenon but at the end of the day further down the line bethesda actually acquired its software


4:53

and all the attack and all the brands and all the other so that just goes for you know publishing still wins and at


4:59

the end of the day in some banner yeah and i think you know more recently


5:05

i mean and and i mean there's still a lot of skeptics out there saying oh publishing's an old business but you know you have companies like tiny build


5:12

um and now devolver which have just both recently in the at least in the last like 18 months or so


5:18

are listed on the aim in in the uk and the valuations have been insane um you


5:23

know it's simply because you know that again i mean they're a solid it's a solid business model yes it can go a bit


5:30

wrong here and there but you know you always have um a catalogue to fall back


5:35

on uh uh should you know your primary or your big hit of that year not do so well


5:41

um but i mean you know so i i suppose and and for for smaller you


5:46

know younger publishers i mean it's really really important for them to sort of understand what it is that the publishers do so perhaps we can we can


5:53

talk about that so tell us about uh tell us a bit about fear damage because before the


6:00

when i was preparing for the podcast i kind of checked out the website and it was my


6:05

understanding that you guys kind of specialize in a certain theme


6:10

maybe you can talk a little bit more about this and uh why this particular theme what makes it so interesting and


6:17

so on yeah so so essentially feardemic is a publisher of video games and we publish


6:22

across all platforms pc playstation five siriusx etc and um uh we


6:29

we're a little different in that we specialize in a genre of horror and


6:35

you know when we say horror um when i mean one of the things about the games industry which is pretty interesting


6:40

actually is that we actually categorize genre by game mechanic as opposed to


6:46

the narrative style so when you see sort of adventure first person shooter all those types of things on a graph uh are


6:52

you sort of struggling to find horror and a lot of people sort of say to me you know why why are you doing horror


6:57

such a niche business but actually i mean when you consider uh the narrative


7:03

as horror and then you look around look at all the games that are sort of released every year uh almost about 30


7:10

of them 30 of games would fall within this sort of a vertical that we call horror low


7:17

intensity horror all the way through to high intensity horror and when i mean low intensity horror i mean you know


7:22

um you know children's games like the adams family or even pe on roblox i mean that is a horror narrative game but it's


7:28

aimed at kids it's a low intensity and then you've got you know the more high intensity games like you know dark


7:34

fracture and uh uh um you know and this comes from this idea of our founder actually


7:41

and and the company fedemic was founded by another development studio called bluebertine and uh uh we are and they're


7:49

still our biggest shareholders in fact we're sort of you know in their office now um but uh uh and the thesis was to


7:57

be the best in your your your area and they picked psychological horror and so uh layers of


8:04

fear came um the observer came and they were all psychological horror games and they became extremely good at them and


8:10

one of the things that that peter babiano the founder of bloomberg team sort of kind of wanted to do


8:16

was take that experience that they had and the the the ip that they sort of you


8:22

know gathered around the sort of expertise in doing it and um share that with our other developers around the


8:29

world or small developers around the world that perhaps doing their first or second game and this is where feedemic


8:34

comes in so if you can imagine bluebird team they focus on you know their own creative creative projects uh whether it


8:41

be their own created ips or licensed ips um fedemic we do all the third-party


8:47

publishing we look for projects all over the world and uh whether they're in los angeles whether they're in israel


8:53

whether they're in here in poland and um we invest in those projects uh not only


8:59

just with you know our cash but our expertise as well um given


9:04

and you know bloopers expertise whether it be in sound design whether it be in you know getting certain plugins to work we can


9:11

provide that assistance to make sure that um at the end of the day that developer is going to deliver a game


9:18

that they want to deliver you know it's not of course you know art is art you know it's not really always a given


9:24

especially with um smaller smaller teams and you don't really know what you're going to get at the end um and hence why


9:30

you know it's great to sort of have a as wider catalog or larger catalogue as you


9:35

can to ensure that you know some of those some of those games you know that actually get released actually make it


9:42

uh to a wider audience so question um


9:48

why horror like if you can talk from a publisher perspective in terms of


9:55

um you know revenue maybe sales numbers and so on when you think about horror


10:00

games i think about games like maybe bloodborne maybe games like resident


10:07

evil right um those kind of big titles


10:12

silent hill a lot from japan most of them are from japan that image right so those are super successful


10:19

titles like millions of copies sold um but i was under the impression that was


10:25

more kind of um you know like a one brand story or something like that


10:30

that it's not widespread um since you're doing this in this working in that genre like tell


10:37

us a little bit about the some of the numbers or maybe some of the just general trends there


10:44

yeah so um you know one of the uh the biggest platforms certainly to emerge out of um the uh


10:51

uh the pandemic was you know roblox and um you know roblox were the darlings of


10:56

everybody for in 20 2021 and the biggest game that they had on their platform was


11:02

a game called piggy that game is a horror game without any question i mean it is a low intensity


11:08

horror game um so it is a very very widely appreciated


11:14

genre um and i mean as far as the size of the market goes i mean we think i


11:19

mean again that you know getting the exact data because the the the industry doesn't follow uh the games industry


11:25

doesn't follow games by narrative style they follow them by you know first person shooter adventure game simulator


11:32

those types of things so i mean to do there has been some sort of narrative narrative sort of uh


11:38

dissections that you can sort of overlay and then make some judgment but i would say and i certainly certainly you know


11:45

the sort of watermark that we go on is that about 13.1 billion uh billion


11:51

dollars a year uh in pc games and console games is generated from games that would fit within the um uh-huh


11:59

within the vertical of horror to some degree i mean you know the medium is primarily an adventure game right so um


12:05

uh but it is really a horror game so um we it's a substantial market you know it


12:11

it is almost you know a little under a third of all you know games produced are


12:17

you know um uh have a narrative thread that would easily be translated as


12:22

horror now as to why horror um have you ever been to a randstein concert


12:28

um you know if you if you sort of compare the sort of end user or the person that generally


12:35

is hot interested in horror they're not dissimilar to sort of people that are


12:40

interested into sort of you know alternative alternative sort of music scene they're very they're they're very


12:46

um engaged uh and and this is one thing that blooper team found out and this was peter peter when i first met him he's


12:54

explaining this to me saying look you know they're really really engaged and what we found is when we actually you


12:59

know produced dropped layers of fear and and it started becoming a huge success they're


13:05

really interested in following what you're going to do next they're really interested and engaged and open to what


13:11

it is you're going to do next and um and what we've found over the past uh past


13:16

couple of years as we've built the adamic as we're starting to sort of build our own community and um you know


13:22

it's it's it's tough you know there's a lot of things out there distracting users but you know it's


13:28

much easier when you have a user base that has sort of like these common interests that you can sort of predict


13:35

what they are um it would be much harder for example trying to build an audience


13:40

with general interests that are interested in say for example you know cars everyone's interested in cars so


13:47

the more uh general those interests are the harder they are to pinpoint uh especially across social media today so


13:54

um from a perspective of being able to understand our audience and you know carrying that audience along with you


14:01

from game to game you know horror is a much more sort of robust um


14:07

um robust narrative style to use and you know look it's fun i mean who doesn't


14:13

like to be scared yeah yeah i mean i have a question um two rather um


14:19

so one of the big ones is who makes horror games right so


14:26

if you look at some of those titles you might think i mean what's going on there right


14:32

but as you know coming from the developer side and knowing a lot of developers i know that i know the


14:37

developers at layers of field for example so we did an interview with them uh a while back when the game was just


14:44

uh being released they're just like normal guys that work


14:49

in the offices the the subject matter is this right the the ghost and stuff but


14:55

um it would be nice since you are a publisher if you could discuss a little bit about your partners like who are the


15:02

companies that you're working with is there some specific region where more horror games are being made


15:08

is there something specific about these kind of teams teams that you're


15:15

partnering with that are building these kind of games um it's really general i mean you know


15:21

there is horror fans all over the world and i mean and i think one of the things about layers of fear you know when it


15:27

came out i mean i i think um you know bluebird team at that particular point in time was a small


15:33

independent developer they nowhere near as big as they are today um they were quite small and they were known as an


15:39

independent developer a small independent developer and they created this game um uh that


15:46

sold or you know that that you know has over i think it's about three to five million users i can't i can't remember


15:52

it is quite a large amount um and it's not just a game that everyone played it's a game or a game that launched


15:58

blueberry team it really is a game that launched you know a million horror games because people saw saw


16:05

what you could do and how you could tell stories with uh interactive projects to


16:13

tell really interesting stories with not only just music and


16:18

filmed content and but interactive content and um you know you could really


16:23

use it to find emotions and really drag emotions out of your users and i think that is that is the sort of attraction


16:31

of it is is because it there's something else there in you that you don't present to


16:38

anybody else that you can sort of in explore using the medium of a horror


16:44

game in the safety of your own in the safety of your own home it tells you as much about you as it


16:50

does you know about um uh uh whoever made the game um and i think that's


16:56

what's really interesting about it and you know we all understand what it is to be


17:02

scared it's a basic human instinct and um you know if we


17:07

can feel that we can control it with either a horror movie or a horror game i mean


17:13

it's it's really kind of interesting and that's why people find it attractive and they find it attractive to make that type of product as well because the


17:19

challenge is how can i provoke this emotion um in somebody else because i can't


17:28

provoke pain using a computer game because i want to um you know i can't really provoke love


17:35

it's that's a really you know a hard thing to do for even the season most


17:41

seasoned storyteller but i can i can i think that i can produce that visceral reaction of fear


17:48

um so it is um a vehicle for that and i i really do think that's really the


17:54

reason why people really enjoy it i mean most of our developers you know hey they're just normal people


18:00

they've got to work in an office as you say i said um you know they're they're they're interested in lots of different


18:05

things some play classical music something yeah yeah it's not that they're they're all like


18:11

ramstein fans and and so on so


18:17

a question again um a little bit about development and then i'm gonna switch to publishing and


18:23

distribution so there


18:29

there's this idea but i'm i'm just gonna say uh in general right so it doesn't mean that it's true and you can maybe


18:36

disillusion me or discuss it so that some of these games horror games are


18:42

cheaper to make example so if i want to do a


18:47

stylized project similar to let's say the legend of zelda


18:53

i need to have a lot of guys crafting content creating visual effects


19:01

very time consuming because it's almost everything done by hand you can't really automate it and all but then


19:07

when i build something like amnesia i create an environment


19:12

i create maybe one very gory scary character that chases me and then i just create spaces where i


19:20

hide in the you know less time smaller team


19:25

less money involved um is this true now was it ever true or


19:32

it's just the same budget the same amount of time and it's not really it doesn't really matter well


19:38

i mean i i don't think it's necessarily about the budget um as about the the creativity and the


19:45

ability to actually use the tools in a way that can make someone scared i mean you know there is a lot of um you know


19:53

interesting things out there that have been made on a low budget that are incredibly compelling and fun to to to


20:00

experience um uh so you know it i i think you know generally speaking


20:07

right in the whole games industry i think what is going to happen and you know certainly with the release of ue5


20:13

um and uh you know we have we have talked internally about this particularly a lot of the game developers about you know


20:20

thinking about okay what's the new project going to be and um you know a lot of them


20:26

you know will say things like well all games are going to look beautiful within within five years it'll be really hard


20:33

to tell a game on a low budget from a game on a high budget because the plugins the ray tracing everything the


20:40

basic tools are there and they're all for free and so everything is going to look beautiful it's all really going to


20:46

come down to your skill as a storyteller and as a game designer that's going to


20:53

make the difference so the actual art style the assets and how it looks is not


20:58

going to be as important uh as as it has done in the past you know in the past we


21:04

all get excited about water or fire or something um uh whereas whereas in the


21:11

future it's all going to look fantastic so whether it's whether it's a game that cost


21:16

just someone's time or a game developed by you know uh 50 or 60 people the real


21:23

key is going to be in the storytelling and that is um um you know the the


21:29

that is the challenge for everybody and it's not certainly not dissimilar in in the in other


21:34

in in other parts of the entertainment business as well i mean you know again um you know the cost of creating filmed


21:41

content is


21:46

is quite cheap um but you know it comes down to the story that you can tell how


21:52

you can present it and the um the character that you can you can portray


21:57

it's not um the quality of it uh everything's fantastic now


22:02

um so it's it really comes down to that sort of that style and the quantity of


22:08

um of games that are on the market i think it's like you know 19 games or you know


22:13

on average or 20 games every day get you know released on steam so that over the course of the year is a huge amount um


22:22

and you know the only way to overcome that is you know focusing on that sort of story and you know being able to take


22:30

that take the user on a on a journey and it doesn't necessarily need to be


22:35

you know the you know most amazing graphics or whatever it just has to be


22:40

engaging and it has to be a story that they want to care about scott so let's talk a little bit about


22:47

the distribution so i checked out your website you actually have a a store there where you can go


22:53

and buy different uh games but this doesn't it doesn't seem like this is the only


22:59

way that you're distributing your product no no no no no no to be honest it was an afterthought but


23:06

yeah i thought so so how um what are like the main channels where


23:11

you're selling i know that probably steam is very big maybe switch maybe some other


23:16

platforms it would be very nice if you could kind of explain how our games are being sold


23:22

right now and where so so finally i think a very detailed um


23:28

discussion about this yesterday so essentially at the moment we sell directly on steam and we sell our


23:35

playstation store the nintendo store and the xbox store um this is where the


23:42

customers are this is um where they buy games everywhere else


23:47

in my opinion is is kind of like um


23:52

it's a whole other discussion um uh what i have found surprising over the


23:58

last couple of years is that um there is still an appetite for physical


24:04

games particularly on playstation now um uh we


24:10

last year we did a collector's edition of dark and doing a collection edition a collector's edition of dark allowed us


24:17

to put more in it and charge a higher price for it it's sold out um in


24:25

as soon as it was announced and that was you know on playstation 4 playstation 5 and switch now we're going


24:32

to do it again generally range it again now we're just going to deal with koch to arrange


24:38

it throughout all the main mainstream sort of you know our stores such as media market here in uh


24:45

in in europe uh in asia in australia those types of places you know electronic boutique because essentially


24:51

at the end of the day i mean people are still going out and buying physical games and it


24:56

you know surprisingly i mean a lot of my revenue has come from that uh over the past 12


25:02

months as opposed to digital so you know when it comes to sort of


25:07

planning your your game development thinking about okay well how am i going to sell it at the end of the day steam


25:13

is a really really tough one because it's so noisy there's a lot of uh things


25:18

going on there there's a lot of choice all the time there's a lot of you know discounting and price cutting the


25:24

platforms once you get from steam to the playstation to xbox they become a


25:29

little bit more curated if you like um because of the cost to get your your your your game on that


25:37

platform and um when they're a little bit more curated it's a little bit easier to find a customer that's willing


25:43

to buy your your your title um so uh you know our experience is you know we love


25:49

the pla we love those platforms and you know we really focus our energy on those platforms um you know pc and that's you


25:56

know with dark for example we don't do the pc distribution on that um uh uh


26:01

unfold games does it directly we just do the consoles um because it's you know a


26:07

nice uh thing that we can do and we are able to apply the skills that we've learned from bloomberg team from all our


26:13

own personal experience and apply it to getting the game to the the platforms and getting it well


26:20

or getting imported in in the best possible way scott so to kind of talk a little bit


26:25

about the role of the publisher right and you mentioned that uh


26:31

there's this um situation where people are like why are we sharing revenue with you


26:37

what are you bringing to the table you share it with steam you share it


26:43

with a publisher maybe with walmart then what are you left with right my question is like


26:50

what are the skills and the things that you bring that uh ultimately help push more copies


26:58

and make more money for the developer yeah yeah i i think for for a challenge the the challenge is for a developer is


27:05

to understanding what um uh what is required for them to make their game


27:10

successful and we see a lot especially over the last couple of years and you've had these sort of dedicated steam sales


27:17

where people you can put your unreleased game into that sale whether it be you know


27:23

packs or whether it be you know realms deep or or those types of things and you can accumulate this huge amount of wish


27:29

lists and a lot of people go you know i've got you know


27:34

70 000 wish list 60 000 wish list why should i share that with you i've done all the work um and but that's one part


27:41

of it that is just one one part part of it having those wish lists there and then trying to convert them is something


27:47

else because usually those wish lists and uh you know they age and uh you know over the course of the development cycle


27:54

uh two three years um you know the people that wish listed your game early on and may not be the ones that


28:02

buy the game later on down the track so it's it's a very complicated complicated sort of um uh um process that you've got


28:09

to put in place so number one if we a publisher um uh so it's separated into


28:15

two things first there's the marketing and there's a technical side so let's just focus on the marketing for a second a publisher should have a team of


28:22

publishing uh of marketing staff and that staff we have uh now we have nine


28:27

people and that they handle everything from community to advertising to


28:33

building assets to making sure that that um you know we are mentioned everywhere from reddit all


28:39

the way through to you know all the steam communities across all the different pages and they're all connected and we're all talking to all


28:46

the people on discord all the time and we're doing that constantly so that the


28:51

developers don't have to do that and the longer that we do that the more that we do that the better we get at it um you


28:58

assume that companies like devolver uh uh have a great deal of experience in that as do do we because we've been


29:05

doing it a long long time and it's like practicing it's like practicing anything you know


29:11

you get better at it over time we have better relationships with media we have better relationships with our influencers and we have better


29:17

relationships with the platform holders because we are constantly talking to them and we're bringing them bringing


29:23

them content um and that all has a huge value in greasing the wheels to get your


29:30

game in front of people now um um you know it's okay to go on realms deep and end


29:36

up with seventy thousand uh um uh uh wish list but what do you do with them i


29:42

mean you know who do you talk to at microsoft who do you talk to at sony it's really hard to uh no matter how


29:47

well you're financed to go well i'm gonna start a marketing department i'm gonna start tomorrow and they're just


29:53

going to focus on my game it it's really difficult from that standing start to do that and that's


29:59

just all happening before release once you hit release you suddenly are in the retail retailing business


30:06

and you know retailer or retail customers don't sort of all rush out on one day and buy the


30:12

game you know certainly some of them will maybe five percent of your wish lists well or seven percent of your wish


30:17

lists and then you've got to work that title over the next five years and that


30:22

means that you have to ensure that you can get it into boxes you can get it into bundles you can get it into sales


30:28

and it's constant constant constant and uh that is sort of the the job of a


30:33

marketing department in a publishing company to make sure that you are not leaving uh revenue on the table you've


30:39

got to look for it everywhere and you've got to consistently look for it and you know the general rule of thumb if you're


30:45

going to give anywhere between 50 and 30 of your revenue to a publisher you're


30:51

gonna think well um i'm going to over time at least sell twice as many or three times as many at least at the very


30:58

least um at best their connections their experience in delivering a game to the


31:04

marketplace will you know give me a better chance at converting my you know lifetime work into a a a hit um you know


31:14

there's no guarantees of course it is a sort of a very fickle marketplace but um uh you


31:20

know you've got to give yourself as many chances as you can to find success and you know that's what a marketing


31:26

department and a publisher should do for you from the marketing point of view from a technical point of view of course


31:32

um there is a lot of things that a publisher can offer as well that last mile of localization of porting the qa


31:40

support all those things that you need to do and you know certainly a um a publisher like videmic


31:48

and our connection with blueber team allows us to sort of you know get access to


31:54

many um services that perhaps a a a standalone solo developer


32:00

is not going to get um or not going to know where to look for them um so um


32:07

so yeah and you know those technical services again have a lot of value whether it be just the porting expertise


32:14

um to the different platforms knowing how to do all the certification processes and making sure that um you


32:20

can you can have good open dialogue with the platform holders and explore opportunities such as game pass such as


32:26

playstation plus all these types of things are really important to getting your game in front of as many people as


32:33

possible scott this is super interesting that you mentioned the platform holders and your experience


32:39

working with microsoft sony on playstation and xbox


32:45

and i have this question so you mentioned that the market is very saturated


32:52

i mean 20 games per day there is so many games on like my playstation store i can barely see


32:58

what's coming out uh apart from this the the front page yeah on steam it's


33:04

just ridiculous and if you go on the switch or anywhere kind of the discoverability


33:11

process i would say it's uh still like in the middle ages somewhere


33:17

right because there's basically no information apart from the name and this little icon or


33:24

you know tile that you have with the so in this situation and these catalogs


33:31

how do you improve discoverability like what are the tools that you have that help you you know especially with


33:39

horror games because they it's difficult that's what i'm saying


33:44

it's wildly difficult i mean it's difficult to predict um anything these days with the with you know the way our


33:51

digital lives are shaped i mean you can't sort of manufacture something going viral a lot of the times and our


33:57

experience with dark has literally been um you know it it


34:02

has just been um being patient being um consistent and you know just


34:08

pushing and pushing and pushing all the time you know and you know interestingly enough i mean you know dark was released


34:15

on pc in 2019 i think um in late 2020 we


34:22

released uh the ps4 version and then ps5 and series x followed in 2021


34:29

and it wasn't until the final quarter of 2020 2021


34:35

that um uh you know it sold the most copies and even now today this last quarter that's


34:41

gone through we've had a phenomenal run with it because people are still are still discovering it we one of the


34:48

things that we did when we ported it is tried to make it as future proof as possible by you know ensuring that it


34:54

had haptic supports for the new uh the new consoles in it so that you know it


34:59

felt would always feel like a new game that it wouldn't date as fast and you


35:05

know i'm happy to say that that's kind of what's happened um and you know just just yesterday it won the webby award


35:12

for the people's choice other people's choice webby award for independent creation um and uh you know again that's


35:18

given a whole lot of other uh um profiles in the press room around


35:24

twitter i mean i saw a lot of things being shared last night on on twitter in regards to dark um so you know


35:30

it really is a marathon in some in in some respects i mean certainly even with


35:36

blooper teams titles they still continue to to sell and they continue to promote


35:41

them all the time and they continue to work those titles um over time and so


35:46

you know if you just walk away from something it's the the day after you release it


35:51

like we used to do um you know it it it just won't work you've really got to


35:57

work it over time now you've got to really focus on the life cycle of a product as opposed to the day one


36:03

it's interesting that you mentioned this and this and this multi-platform angle


36:08

because i remember the first time i actually played a game called hollow knight


36:15

was on switch and only later did i figure out that it was released several years


36:20

after it has been already released on pc and it was a huge hit there


36:26

but it blew up only when it went on a different platform


36:32

yeah i mean look i think that that's sort of happening more and more i think among us was another game that um you


36:37

know it it it took a while for it to find an audience um you know i think there's


36:43

just so much going on out there in the world there's so much content and you know i i was reading well i was


36:49

listening to a podcast the other day an expert on um you know filmed entertainment and he was talking about


36:55

the top five streaming companies were investing 130 billion dollars in


37:02

in content this year there's just not enough credit cards in the world to pay for that you know it doesn't there's


37:08

just not enough subscribers to go around um so not only is film content getting saturated game content's getting


37:15

saturated everything's getting saturated so you've got to be patient now it's not a case of um you know back in the day


37:21

when we had tekken i mean you know it was all about the day one number and rolling it out um or dragon ball or


37:28

skyrim now it doesn't work that way we've had to rethink how we do this and how we approach it and um you you have


37:35

to sort of do it uh uh with sort of a a life cycle product life cycle in mind as


37:41

opposed to that day one number so have a let's go like a little bit in a


37:47

different street we talk a lot on our podcast and how do you start in


37:53

video game development right so where do you go you can start as you know like a tester


37:59

then do something else or an artist but how do you start working


38:05

as a as a in a publishing company like what are like the entry points there


38:12

and how you can can you grow yeah look publishing um here


38:18

is it a different is it a different mindset that you have to have when you go well


38:24

yeah i mean game development is all about um you know finding um specialists a group


38:31

of specialists to provide uh expertise as a group to create one product whereas


38:37

being a a publisher is being more a generalist and knowing all the bits and


38:43

pieces and how they all sort of sort of go together to affect an outcome uh you have to know a little bit about game


38:48

development and and sort of who does what uh so you can sort of understand


38:54

how that product gets to uh gets to release stage but you know if that there are you know the big


39:01

publishers and there's a lot of consolidation going on at the moment and um you know interestingly enough um you


39:07

know the publishers uh you know at the top levels at the in the executive levels


39:14

you know those people have been around for a while and um you know um some of them have been quite you know


39:21

uh uh famous others not so but um uh you know that


39:27

there is a whole new generation of people that are sort of rolling through publishers at the moment and i think um you know it's a really fascinating you


39:34

know area to be involved with and one of the things that makes it so attractive


39:39

is the fact that uh you know every week you're dealing with a new product as


39:44

opposed to a developer that has to develop the same product for five years straight um


39:50

i know a lot of people sort of kind of burn out you know what one you know game number ones to be


39:56

hit so they're immediately developing the sequel and you know five years later they're still developing the same game


40:02

and they just want to you know throw the computer out the window um so but you know the great thing about publishing


40:08

and being involved in that side of the business is that you you are constantly dealing with new games all the time


40:13

because you know publishing is about building a pipeline and uh you know the bigger the pipeline uh the more products


40:20

you have going through through the more efficient that your your publisher will operate or will become the more


40:27

practiced your marketing teams will become the better the relationships that you have with the platform holders the


40:32

better the relationships you have with media and so on and so forth so uh it's a very very different type of


40:41

experience than just working in game development and game development i mean you know there's all game development


40:46

you know you can tell your own story and that's what it's that's what's great about it but with game publishing you


40:53

get to help other people realize their dream of telling that story so and


40:58

that's what it is being able to i mean i'm i'm the world's worst storyteller so i'm never gonna make a game uh i'm never


41:05

going to make a movie or write a book but i can certainly help other people realize their dream in


41:11

bringing their story bringing their their their world to to market


41:16

so i want to ask you a little bit of a question that we


41:22

kind of discussed with summer representatives when we were talking about streamers


41:28

uh and you know streamers right now is kind of like the one of the main avenues where you can


41:35

spread the word about your game and what they said is that they are very


41:41

peculiar about the audience and they want to have offers that kind of cater to that audience so


41:48

if i stream horror games i want to sell with an affiliate link or


41:54

something only horror games because that helps and it aligns with my audience


42:02

having kind of centered your detention attention at uh


42:08

horror in general as a genre does it help you sell more copies in in general does it


42:15

help you kind of find that sweet spot and uh push kind of more stuff out there


42:21

or it doesn't really matter you just kind of like to work in this space look it it is becoming ever more


42:29

important and i mean we we see it just in i mean dark fracture is a game that um is coming coming


42:35

later um you know we haven't sort of announced the release date yet but uh uh the demo dark fracture prologue which is


42:42

sort of the the story before the actual you know full game starts is available now for free on on steam and we see it


42:50

all the time the wish lists going up and spiking and down and spiking and every


42:55

time they spike we can almost certainly find a youtuber that has um uh founded


43:02

uh and you know played it for his audience and um you know the the resulting interest that we get straight


43:08

after that is just immediate it's it's amazing but you know one thing is is sort of


43:13

clear to me is that it's really difficult for us to go out


43:18

there and ask um streamers to support our new game or


43:24

play our new game because we don't necessarily understand their audience as


43:29

um as intimately as they do um and you know um


43:36

what i've found is that you know every time we have gone and sort of asked someone to play something new they sort


43:42

of you know how much you're going to pay me to do it because you know i i risk losing viewers if they turn on to my


43:50

stream at night and don't see something that they know um so it's kind of like a


43:56

two-way street and it's a very very difficult one um uh but you know they are super important


44:01

streamers and you know but i think that the key is you know not to try and get them to


44:08

uh play your game or push your game is to try and think about how do you make


44:15

content uh that streamers would enjoy and that their audience will want to watch


44:21

that is the sort of kind of the key and it goes back to what we're talking about before is you know that uh


44:27

if it's all about the narrative the storytelling and the game doesn't matter


44:33

um about the you know the quality of the water or the reflections or the light and the budget and how many people


44:39

worked on it it comes down to the story the narrative style and the thought process that's gone into the game as to


44:46

whether or not it's going to be something that streamers can use to engage their audiences with um


44:54

so and and this has been going on for for ages i mean i remember in the start of


44:59

my career i was stationed in korea and there was three tv channels at the time


45:05

uh broadcasting uh computer games 24 hours a day and that was all warcraft


45:12

warcraft and warcraft and starcraft um and i remember going in to see them saying look um you know we have this


45:19

game called unreal tournament and it's going to be fantastic we can make a tv show around it and uh they


45:25

just looked at me and said our audience likes starcraft you know


45:32

and um you know that was kind of that was it that their audience liked starcraft they kept on playing starcraft


45:38

for the for the next 10 years um because you know that that's kind of the human condition uh it's very hard to


45:45

introduce them to new content um and i see that with my kids as well you know


45:50

they're they're out watching streamers all the time and they will watch a streamer because he they know what he's


45:56

gonna play they don't wanna see something new they they just want to see what that stream is playing because they


46:03

expect that's what they're going to get um so it is a kind of really difficult one luckily i mean


46:09

dark fracture prologue has been out there for a couple of years now and um you know it it


46:15

it it satisfies all the needs of uh of um you know horror streamers in that


46:21

it provides the jump scares and the detention and it's nice and it fits with their format um so so yeah they're all


46:29

they inevitably will will sort of add it to their repertoire and you know we'll see the results of that but you know


46:35

other games that we've had and tried to go out and push to get streamers to play it really hasn't kind of worked for us


46:41

because the end of the day we don't know those streamers uh audiences and you know


46:46

people are people and they don't really like to see new things um they'd much prefer to see something that they're


46:52

comfortable with and familiar with um so it takes it goes back to again the the


46:57

the long term uh strategy of you know um uh bringing a game to an audience it's


47:02

not all about day one anymore it is a longer-term pursuit scott so we are


47:08

almost out of time but i had like this last question kind of recommendation i hope


47:13

you can give so if i'm a developer i developed a premium title


47:21

and i want to go to market so what are the three things that i absolutely must do


47:28

in order not to fail number one don't get too overly ambitious um because you know there is a


47:35

lot you can bite off a lot more than you can chew and you'll be developing your first game


47:40

for 10 years as opposed to you know one or two so be conservative and be realistic


47:47

about what you can do as a solo developer or even if it's like three of you or four of you be realistic about


47:54

what it is that you can that you can do and be thorough about setting your goals


47:59

so make your game designed document and and and stick to it like glue don't let the


48:05

let it drift so so that's number one number two uh


48:13

if you're focusing on game development think about adding a publisher to that mix there's


48:19

publishers out there that will help you um but make sure you've got a good relationship with that publisher and you


48:24

understand where they're coming from and how you fit with uh get into their roster of games and you


48:31

know how they're going to treat that game over a longer term um so and number


48:38

three well it has to be fun if it's not fun you know if if you're not enjoying making it


48:45

no one's going to enjoy playing it so you know it really does have to be um you know a labor of love or something


48:51

that you want to do rather than sort of something that you think you should be doing all right scott i think it was very


48:57

inspiring thank you so much for your time i will leave the link to the description uh in the description for the website so


49:04

people can check out your catalog and maybe isn't your game thank you so much


49:10

have a good thanks carol thank you for having me thanks for enjoying another episode of the 80 level roundtable podcast


49:17

check out upcoming episodes on the 80 level website at 80.lv join our career


49:23

site at 80.lv rfp and share our podcast with friends and


49:29

on your social networks [Music]