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Plus: How Does 'Long Tail' Differ for Year-Old Games?

Analysis of Steam data from September 2021 reveals significant variance in the "long tail" performance of games one year after launch.

  • Top-performing Steam games see a median review multiplier of 3.1x between their first week and their first year, though extreme outliers pull the average up to 5.66x.
  • Aggressive discounting and subscription integration are primary drivers of long-tail growth, exemplified by FIFA 22 achieving a 29.6x multiplier through 84% discounts and EA Play inclusion.
  • Niche titles with high price points and minimal discounting experience significantly lower long-tail performance, as seen with Melty Blood: Type Lumina’s 2.16x multiplier.
GameDiscoverCoSep 2021
Article

Plus: Back 4 Blood's Beta & a New Switch Lens

This analysis examines current market trends and sales performance across Steam and Nintendo Switch platforms during early August 2021.

  • Back 4 Blood secured a top-grossing position on Steam months ahead of its October 2021 release by utilizing an early August beta as a pre-order incentive.
  • New Steam releases showed varied performance: Grime exceeded expectations with 2,000 concurrent users (CCU), while Death Trash reached 1,000 CCU, and Starmancer struggled due to 'Mixed' early access reviews.
  • Niche genres, specifically anatomical horror and simulation titles, are effectively driving discoverability and sustained sales in a saturated market.
GameDiscoverCoAug 2021
Cover of Strong Increase in FY 2020/21 Annual Results
Financial report2 pages

Strong Increase in FY 2020/21 Annual Results

Nacon reports a significant increase in financial performance for the fiscal year 2020/21, ending March 31, 2021. Sales reached 177.8 million euros, representing a 37.4% increase over the previous year.

  • Nacon achieved 177.8 million euros in sales for FY 2020/21, a 37.4% increase driven by U.S. market expansion, premium accessory demand, and a tripling of back-catalogue software sales.
  • Current operating income grew 43.8% to 32.5 million euros, resulting in an 18.3% operating margin, while net profit rose 19.6% to 18.2 million euros.
  • Management raised the FY 2021/22 sales target to 180–200 million euros with a 20% operating margin, and increased the FY 2022/23 guidance to 230–260 million euros.
NaconMay 2021
Cover of Plus: Two Weeks of Steam Madness in One!
Article

Plus: Two Weeks of Steam Madness in One!

This analysis provides a comprehensive overview of the PC and console gaming market during late September and early October 2021, focusing on Steam, Epic Games Store, Nintendo Switch, and Xbox.

  • Amazon Games’ New World achieved a major market entry with over 800,000 concurrent users at launch.
  • Back 4 Blood is positioned for a strong release with nearly 2 million wishlists, while The Riftbreaker demonstrates the efficacy of strategic wishlist accumulation.
  • Diablo II: Resurrected established itself as a dominant commercial force across both Nintendo Switch and Xbox platforms.
GameDiscoverCoAug 2020
Cover of The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps
27 min
Game Developers Conference27 min

The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps

The design of multiplayer maps requires balancing the distinct needs of casual and competitive players, a challenge often referred to as the pursuit of a "holy grail" map.

  • Successful multiplayer map design requires balancing the needs of casual players, who seek recreational play, with competitive esports players who prioritize strategic depth and tournament viability.
  • Designers should categorize player skill progression into layers: basic mechanical movement and shooting, map-specific tactical knowledge, and high-level meta-game strategy such as character bans and team compositions.
  • Casual-friendly maps often rely on 'single-scan' layouts that allow players to process the entire environment quickly, whereas competitive maps require complex, multi-option layouts that prevent stale gameplay.
Game Developers ConferenceJul 2020
Cover of VR Lessons Learned in the Level Design of 'Blood & Truth'
25 min
Game Developers Conference25 min

VR Lessons Learned in the Level Design of 'Blood & Truth'

The development of virtual reality (VR) action-adventure titles requires a specialized approach to level design that prioritizes player comfort, spatial awareness, and intuitive interaction.

  • To minimize motion sickness, implement easing in and out for movement and vary speed based on distance, as moving short distances quickly is a common comfort trigger.
  • Establish strict cover metrics to ensure players can comfortably see over cover, duck to feel safe, and reach interactable items like ammo or weapons.
  • Utilize a rail-based traversal system with 'snap zones' to automate approximately 90% of movement, which helps maintain a consistent, comfortable experience for the player.
Game Developers ConferenceMay 2020
Cover of Panel: Fantasy Pitching
34 min
PocketGamer.biz34 min

Panel: Fantasy Pitching

The creative process of game design relies heavily on the ability to synthesize disparate themes into cohesive, engaging mechanics.

  • Successful game ideation often relies on pairing high-concept or absurd narrative hooks with established, robust management systems.
  • Rapid iteration and the ability to synthesize disparate themes into cohesive mechanics are essential skills for developers navigating the competitive indie landscape.
  • Innovation in the indie sector frequently emerges from unconventional premises, as demonstrated by titles like God of Gym, Cutie-Wootie, Pets Attention, and Adorable Home.
PocketGamer.bizMar 2020
Cover of World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters) - Extra Credits
8 min
Extra Credits8 min

World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters) - Extra Credits

The 2005 Corrupted Blood incident in the massively multiplayer online game World of Warcraft serves as a significant case study in epidemiology and human behavior during a pandemic.

  • The 2005 World of Warcraft 'Corrupted Blood' incident serves as a critical case study for epidemiologists because it provided rare, observable data on human social behavior during a large-scale contagion.
  • The outbreak was triggered by a programming oversight in the Zul'Gurub raid zone, allowing a lethal contagion to escape containment via player pets and spread into major virtual population hubs.
  • The simulation revealed a spectrum of human responses to pandemics, ranging from altruistic efforts like establishing healing stations and informal quarantines to malicious intentional spreading of the disease.
Extra CreditsOct 2018
Cover of How an Outbreak in WoW is Helping Epidemiologists Create Better Disease Models
28 min
Game Developers Conference28 min

How an Outbreak in WoW is Helping Epidemiologists Create Better Disease Models

The 2005 Corrupted Blood plague in World of Warcraft serves as a foundational case study for modern epidemiological research, demonstrating how virtual environments can provide unique insights into human behavior during public health crises.

  • The 2005 'Corrupted Blood' plague in World of Warcraft, caused by a design flaw in the Zul'Gurub raid, provided epidemiologists with a unique, real-world dataset to study human behavior during an infectious disease outbreak.
  • Traditional epidemiological models often fail because they rely on static assumptions about human behavior, such as how individuals will react to quarantine orders or emergency information.
  • Virtual environments like World of Warcraft allow researchers to observe diverse, unscripted human responses to a crisis, including altruism, curiosity-driven risk-taking, malicious griefing, and the spread of misinformation.
Game Developers ConferenceAug 2018
Cover of Raport Bieżący nr 88/2017
Regulatory notice2 pages

Raport Bieżący nr 88/2017

PlayWay S.A. formalized a strategic expansion of its development portfolio through the execution of an investment agreement and the subsequent establishment of Duality S.A. on December 11, 2017.

  • PlayWay S.A. established a new PC game development studio, Duality S.A., on December 11, 2017, with an initial share capital of 320,000 PLN.
  • PlayWay S.A. holds a 50% controlling stake in Duality S.A. after contributing 992,000 PLN for 1.6 million shares.
  • The remaining 50% equity in Duality S.A. is held by Tomasz Strzałkowski (17.5%), Piotr Strzałkowski (7.5%), and a group of six individual investors (25%).
PlayWayDec 2017
Cover of Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine
55 min
Game Developers Conference55 min

Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine

The development of Beauclair for The Witcher 3: Blood and Wine centered on creating a dense, vacation-inspired urban environment that balanced high visual fidelity with rigorous technical performance constraints.

  • To manage performance in the dense city of Beauclair, the team used Umbra to optimize rendering by limiting the number of visible meshes based on the player's line of sight, significantly reducing triangle counts for complex structures.
  • The development team implemented a custom blend shader that used monochromatic textures combined with color tints and pattern overlays to create unique visual variations for assets while minimizing memory usage.
  • Designers controlled player navigation and visibility by bending streets and using landmarks like the Gorgon Mountain and the palace to break lines of sight, which helped hide asset popping and streaming latency.
Game Developers ConferenceMay 2017
Cover of CD Projekt Group Results in 3Q 2016
Financial report14 pages

CD Projekt Group Results in 3Q 2016

The CD Projekt Group’s financial results for the third quarter of 2016 reflect a period of strategic transition and continued investment following the successful release of The Witcher 3.

  • CD Projekt Group reported 100.9 million PLN in sales revenue for 3Q 2016, an 11% decrease year-over-year, and a 9% decline in net profit to 36.6 million PLN.
  • The company maintained a strong financial position with 552.2 million PLN in cash and cash equivalents and a total equity base of 691.8 million PLN.
  • Development expenditures reached 46.5 million PLN in fixed assets as the company prioritized long-term investment in Cyberpunk 2077 and the Gwent card game.
CD ProjektNov 2016