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Infinity

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Cover of EX Plus Alpha
Article

EX Plus Alpha

Nathan Brown's March 2022 newsletter edition argues that Sony's announcement of its revamped PlayStation Plus, due to launch in June, was a disappointment on nearly every count: content, pricing, branding, and communication.

  • Sony’s overhauled PlayStation Plus subscription service lacks day-and-date first-party releases, signaling that the company will maintain its existing high-cost business model rather than directly competing with Microsoft’s Game Pass.
  • The new service structure is criticized for confusing branding and a high price point, with the premium tier costing 20% more per month than Xbox Game Pass Ultimate.
  • Funomena is closing its doors following an investigation into CEO Robin Hunicke’s leadership, resulting in the termination of contractors and staff.
Hit PointsMar 2022
Cover of What We Know About Axie Infinity: Origin So Far
Article

What We Know About Axie Infinity: Origin So Far

Sky Mavis is preparing Axie Infinity's Origin (Battle V3) update, slated for an alpha launch at the end of Q1 2022 via Mavis Hub and Android APK.

  • Sky Mavis is launching 'Origin' (Battle V3) to pivot Axie Infinity toward a free-to-play (F2P) mobile card battler model, aiming to scale its userbase beyond the existing crypto-native audience.
  • The update introduces three non-NFT starter Axies to lower the barrier to entry, replacing the previous requirement for new players to purchase three NFTs, which historically cost significantly more.
  • To address SLP token inflation, Sky Mavis is implementing a new power-up system using 'Runes and Charms' that requires players to spend in-game resources and eventually SLP to enhance their Axies.
NaavikMar 2022
Cover of Putin's Single Player Narrative: Surviving War Is a Multi-player Effort
Article

Putin's Single Player Narrative: Surviving War Is a Multi-player Effort

This early-March 2022 industry newsletter examines how the game sector is responding to Russia's invasion of Ukraine, then rounds out with a weekly news roundup.

  • The gaming industry has mounted a unified response to the invasion of Ukraine, impacting a regional sector that encompasses approximately 30,000 employees across 400 organizations.
  • Major entities including CD Projekt Red, EA, and Apple have halted sales or removed Russian-themed content, while Ukrainian officials have successfully pressured tech firms to withdraw from the Russian market.
  • Netflix is aggressively internalizing development capabilities to leverage existing IP, evidenced by its $72 million acquisition of Next Games.
SuperJoostMar 2022
Cover of Splinterlands: A Pay-to-Win & Play-and-Earn CCG
Article

Splinterlands: A Pay-to-Win & Play-and-Earn CCG

Splinterlands, a blockchain-based trading card game in which players build teams of creatures that battle automatically, is examined as a more accessible and resilient alternative to earlier play-to-earn titles such as Axie Infinity.

  • Splinterlands is a blockchain-based trading card game launched in May 2018 that utilizes an automated battle system and a zero-sum ranking model to gate earning potential.
  • The game differentiates itself from competitors like Axie Infinity by offering a low barrier to entry, requiring only a $10 initial cost and allowing payments via both fiat and cryptocurrency.
  • An integrated rental system allows players to lease cards for pennies per day, providing a more accessible alternative to the traditional scholarship models found in other blockchain games.
NaavikMar 2022
Article

Steam's Boss Talks Subscriptions, NFTs, Hardware

Valve co-founder Gabe Newell's wide-ranging interviews around the Steam Deck launch in late February 2022 offer a window into the company's thinking on blockchain, subscriptions, and hardware.

  • Valve has officially banned NFTs and cryptocurrency on Steam, citing high fraud rates that previously saw 50% of Bitcoin transactions on the platform identified as fraudulent.
  • There are no immediate plans for a first-party 'Steam Pass' subscription service, though Valve remains open to integrating third-party services like Microsoft’s Game Pass if technical and contractual hurdles are resolved.
  • The Steam Deck is being utilized as a foundational hardware platform, with its mobile architecture intended to eventually support future standalone, tetherless VR solutions.
GameDiscoverCoFeb 2022
Article

What Does 'Success' Really Mean for PC/Console Games in 2021?

Defining "success" for premium PC and console games in late 2021 is the central question, prompted by a tweet from Industria co-creator David Jungnickel.

  • A 'successful' launch—defined by high Steam visibility and top 5% chart placement—often yields only $100,000 to $200,000 in gross revenue, which is frequently insufficient to cover development costs and sustain studio operations.
  • The case of the first-person shooter Industria demonstrates that achieving 80,000 Steam wishlists does not guarantee the financial viability required to fund future projects or support full-time staff.
  • Sustainable indie development now requires diversifying income through government grants, contract work, and platform deals rather than relying solely on premium game sales.
GameDiscoverCoFeb 2022
Cover of The Sandbox: Where Digital Land and UGC Collide
Article

The Sandbox: Where Digital Land and UGC Collide

Blockchain-based virtual real estate has become a prominent investment theme in early 2022, with nearly a quarter of early-December NFT sales tied to digital land.

  • The Sandbox is currently valued at a fully diluted market cap of $13.8 billion, despite having only 30,000 monthly active users (MAUs) and approximately 15,000 users playing more than one hour per day.
  • The platform's valuation-to-MAU ratio is significantly higher than industry peers, sitting nearly 20 times higher than Decentraland and over 400 times higher than Rec Room.
  • The Sandbox lags behind competitors in content density, with a capital-to-experience ratio of $24,017 per user-generated experience, compared to $36 per experience for Roblox.
NaavikJan 2022
Cover of Two & a Half Gamers Session #1: Casual Intro and Predictions 2022
Article

Two & a Half Gamers Session #1: Casual Intro and Predictions 2022

The first session of the "two & a half gamers" podcast, published January 14, 2022, introduces a self-described "no BS" gaming show that mimics the candor of a 4am conference discussion.

  • The current play-to-earn gaming model is viewed as fundamentally flawed and potentially unsustainable due to its reliance on scholarship mechanics and structural similarities to Ponzi schemes.
  • Mainstream adoption of blockchain-integrated gaming is hindered by significant user friction, specifically high initial investment costs, complex wallet integration, and prohibitive exchange fees.
  • Despite industry expectations that blockchain integration would become a standard feature for new mobile game launches by mid-2022, the model faces severe challenges in achieving viable user acquisition.
Brutally HonestJan 2022
Cover of GameMakers 2021 Drunk Awards Show
102 min
GameMakers102 min

GameMakers 2021 Drunk Awards Show

The year 2021 served as a transformative period for the global gaming industry, characterized by a stark divide between companies successfully navigating the metaverse and subscription-based models and those struggling with internal cultural crises and product execution. miHoYo emerged as a dominant force, with Genshin Impact…

  • The legal battle between Apple and Epic Games emerged as the industry's most consequential event, signaling a long-term shift in the operational model of app store marketplaces.
  • The deprecation of Apple’s IDFA forced a fundamental industry-wide pivot in user acquisition strategies, disrupting traditional mobile marketing models.
  • miHoYo’s Genshin Impact established a new benchmark for revenue efficiency and global engagement, while Roblox solidified its metaverse leadership through strong stock performance and brand integration.
GameMakersJan 2022
Cover of Southeast Asia’s Games Market
Report4 pages

Southeast Asia’s Games Market

Southeast Asia is a small but fast-growing part of Asia's games market, according to Niko Partners' analysis produced with gamescom asia.

  • The Southeast Asian games market across six major countries generates approximately $5 billion in revenue from 270 million gamers and is projected to grow at a compound annual rate of 8.6% through 2025.
  • Esports is a primary market driver, with over 200 million viewers and 60% of the regional gaming population expressing a strong interest in competitive play.
  • Female gamers represent 40% of the total gaming population, with growth in this demographic outpacing the general market and reaching nearly 50% in Indonesia and Singapore.
Niko PartnersJan 2022
Cover of The Metaverse, Blockchain Gaming, and NFTs: Navigating the Internet’s Uncharted Waters
Report46 pages

The Metaverse, Blockchain Gaming, and NFTs: Navigating the Internet’s Uncharted Waters

Newzoo's 2022 analysis examines the metaverse, blockchain gaming, and NFTs as a persistent, interoperable network of 3D virtual worlds, and assesses how the crypto downturn and recession fears have cooled hype without eliminating interest.

  • The metaverse is evolving into a 3D social ecosystem led by 'game as a platform' models like Roblox, which currently sustains tens of millions of daily active users.
  • Blockchain-based 'Play-to-Earn' games represented nearly 50% of all decentralized application wallet activity by late 2021, though growth is primarily driven by emerging markets seeking income rather than gameplay.
  • Long-term growth for virtual platforms is hindered by high developer take rates, persistent net losses among industry leaders, and technical limitations preventing massive simultaneous user scaling.
NewzooJan 2022
Cover of Newzoo Trend Report 2022: The Metaverse, Blockchain, Gaming, and NFTs
Report46 pages

Newzoo Trend Report 2022: The Metaverse, Blockchain, Gaming, and NFTs

Newzoo's 2022 trend report examines the metaverse as a persistent, interoperable, 3D successor to the two-dimensional internet, and assesses how blockchain, NFTs, and gaming intersect with it.

  • The metaverse is evolving into a persistent, 3D social ecosystem driven by Gen Z and Gen Alpha's prioritization of digital identities and direct-to-avatar commerce.
  • Gaming platforms like Roblox have achieved significant scale, currently maintaining over 50 million daily active users.
  • Current blockchain gaming models, particularly play-to-earn and scholarship guilds, face critical challenges regarding long-term financial sustainability and core gameplay quality.
NewzooJan 2022