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The Game Business

Organization167 videos · 119 articles

Games industry business news and analysis by Christopher Dring (ex-GamesIndustry.biz).

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Cover of Interview: Edmund McMillen and Tyler Glaiel on the remarkable success of Mewgenics
48 min
The Game Business48 min

Interview: Edmund McMillen and Tyler Glaiel on the remarkable success of Mewgenics

Mewgenics, a tactical roguelike strategy game, achieved significant commercial success by selling one million copies within its first week of release.

  • Mewgenics achieved significant commercial success by selling one million copies within its first week of release.
  • Self-publishing allowed the developers to maintain complete creative control and avoid the misaligned incentives often associated with traditional corporate publishing structures.
  • The project successfully evolved from a simple cat-breeding simulation into a complex, turn-based strategy title, sustaining high concurrent player counts post-launch.
The Game BusinessMar 2026
Cover of “I’m pretty frightened by the DRAM crisis” – Matthew Ball Part Two
42 min
The Game Business42 min

“I’m pretty frightened by the DRAM crisis” – Matthew Ball Part Two

The gaming industry is currently navigating a period of profound structural transformation characterized by leadership transitions, corporate retrenchment, and a strategic realignment of labor.

  • The gaming industry is facing a critical economic threat from a looming DRAM crisis, which is inflating hardware costs and undermining the viability of traditional hardware-subsidy business models.
  • Companies are shifting away from direct consumer spending toward advertising as a primary growth engine, with projections indicating that ad-supported revenue will eventually surpass direct sales.
  • The industry is undergoing a geographic pivot in hiring, moving away from traditional North American hubs to align operational footprints with global revenue distribution and emerging market growth.
The Game BusinessFeb 2026
Cover of Amazon Abandons Its Open World Driving Game with Maverick Games
Article

Amazon Abandons Its Open World Driving Game with Maverick Games

Amazon has officially terminated its publishing agreement with UK-based developer Maverick Games for an unannounced open-world driving title.

  • Amazon has terminated its publishing agreement with UK-based developer Maverick Games for their upcoming AAA narrative-led open world driving game.
  • Maverick Games, founded in 2022 by former Forza Horizon creative director Mike Brown, confirmed that development of the title remains ongoing as they seek a new publishing partner.
  • This move is part of a broader strategic contraction at Amazon Game Studios, which has recently cut MMO development staff, ceased operations on the title 'King of Meat,' and sold the MOBA 'March of Giants' to Ubisoft.
The Game BusinessFeb 2026
Cover of How come Fuse Games gets to make a Star Wars racing game?
28 min
The Game Business28 min

How come Fuse Games gets to make a Star Wars racing game?

Fuse Games, a UK-based independent studio founded three years ago by former leaders from EA’s Criterion Games, is currently developing Star Wars: Galactic Racer.

  • Fuse Games, a 75-person independent studio founded by former Criterion Games leaders, is developing 'Star Wars: Galactic Racer' using Unreal Engine.
  • The studio employs a distributed development model, partnering with other UK studios to scale capacity and avoid the industry's traditional cycle of project-based hiring and layoffs.
  • The game aims to revitalize the racing genre by blending 4K 60fps visuals with 'racing adventure' elements that allow players to inhabit canonical Star Wars characters.
The Game BusinessFeb 2026
Cover of Xbox Chief Phil Spencer to Retire
Article

Xbox Chief Phil Spencer to Retire

Microsoft has announced a major leadership transition within its gaming division, confirming the retirement of long-time CEO for Gaming, Phil Spencer.

  • Phil Spencer is retiring as CEO of Microsoft Gaming after 12 years in the role and 38 years at the company, with plans to remain in an advisory capacity until summer 2026.
  • Asha Sharma, formerly Microsoft's head of coreAI and COO of Instacart, has been appointed as the new CEO of Microsoft Gaming.
  • Sarah Bond is departing her role as president and COO of Xbox, while Matt Booty will transition into a new position as chief content officer.
The Game BusinessFeb 2026
Cover of The state of video games with Matthew Ball – Part One
65 min
The Game Business65 min

The state of video games with Matthew Ball – Part One

The global video game industry currently exists in a state of paradox, characterized by record-high consumer spending alongside widespread studio instability, mass layoffs, and a contraction in venture capital.

  • The video game industry faces a paradox of record consumer spending coupled with widespread studio instability, mass layoffs, and a contraction in venture capital.
  • The U.S. market is projected to see only 3% growth by 2026, a figure heavily reliant on major hardware cycles and tentpole releases like Grand Theft Auto 6.
  • Surging demand for AI data center components is creating supply chain shortages for essential hardware like RAM and storage, threatening to increase production costs and delay future console generations.
The Game BusinessFeb 2026
Cover of Peter Molyneux and friends tell us how it feels to reunite for one final game
56 min
The Game Business56 min

Peter Molyneux and friends tell us how it feels to reunite for one final game

The development of Masters of Albion marks a significant creative reunion for Peter Molyneux and his core team of industry veterans, including Mark Healey, Kareem Ettouney, Ian Wright, and Russell Shaw.

  • Peter Molyneux has reunited with core industry veterans from the Bullfrog and Lionhead eras—including Mark Healey, Kareem Ettouney, Ian Wright, and Russell Shaw—at 22Cans to develop a new god game titled Masters of Albion.
  • The gameplay of Masters of Albion synthesizes mechanics from the team's legacy titles, specifically Dungeon Keeper, Black & White, and Fable, by featuring a cycle of daytime city-building and nighttime survival.
  • The project is structured as the first of three planned chapters, though the team has not committed to the full series due to the intense resource demands of independent development.
The Game BusinessFeb 2026
Cover of Highguard’s High Risk Strategy Fails to Pay Off
Article

Highguard’s High Risk Strategy Fails to Pay Off

The recent failure of the live-service title Highguard serves as a cautionary tale regarding modern game development and release strategies.

  • Wildlight's game Highguard failed due to a lack of public playtesting or beta phases, highlighting the industry risk of relying on internal hype rather than player feedback to course-correct before launch.
  • Nintendo's Switch 2 is currently lacking major system-selling exclusives, but the upcoming Pokémon spin-off Pokopia is generating significant positive pre-release buzz and strong purchase intent, potentially serving as a key driver for hardware adoption.
  • Krafton reported record-breaking 2025 financial results with over $2 billion in revenue, a 22.8% year-over-year increase driven by the growth of the PUBG franchise.
The Game BusinessFeb 2026
Cover of Interview: How the Fallout TV show transformed Fallout 76
26 min
The Game Business26 min

Interview: How the Fallout TV show transformed Fallout 76

The Fallout television series has served as a significant catalyst for the growth of the online RPG Fallout 76, driving over one million new players to the game in a single month following the show's debut.

  • The Fallout television series drove over one million new players to Fallout 76 within a single month of the show's debut.
  • Development strategy focused on thematic alignment by integrating show-inspired gear and tonally consistent expansions like Burning Springs to capitalize on the influx of interest.
  • The development team manages player onboarding by leveraging the existing veteran community to assist newcomers, maintaining a collaborative environment rather than relying on intrusive messaging.
The Game BusinessFeb 2026
Cover of What will be the biggest video games of 2026 (not called Grand Theft Auto 6)
62 min
The Game Business62 min

What will be the biggest video games of 2026 (not called Grand Theft Auto 6)

The video game industry faces a period of significant transition as it approaches 2026, characterized by stagnant growth in the United States market and shifting consumer spending habits.

  • The video game industry is experiencing stagnant growth in the U.S. market, driven by lower-income consumers reducing spending and shifting toward subscription services as a value-based alternative to full-priced games.
  • Major hardware manufacturers, including Nintendo, Sony, and Valve, are facing financial instability due to rising component costs and ongoing supply chain constraints.
  • Long-standing market dominance is eroding, as evidenced by the displacement of Call of Duty by competitors such as Battlefield and NBA 2K.
The Game BusinessFeb 2026
Cover of Take-Two CEO: ‘Google’s Project Genie AI is a great sign of things to come’
Article

Take-Two CEO: ‘Google’s Project Genie AI is a great sign of things to come’

Take-Two Interactive CEO Strauss Zelnick recently addressed the industry impact of Google’s Project Genie, framing the generative AI technology as a significant opportunity for game development rather than a threat.

  • Take-Two CEO Strauss Zelnick views Google’s Project Genie as a positive technological advancement for the industry, despite a 12% drop in Take-Two's share price following the AI's release.
  • Take-Two reported strong financial performance with $1.6 billion in revenue, driven by a 19% increase in Zynga mobile revenue, 27% growth in GTA Online, and a 30% jump in NBA 2K.
  • Grand Theft Auto 6 remains on track for its scheduled release on November 19, 2026.
The Game BusinessFeb 2026
Cover of Five Things I Learned From My World of Warcraft Interview
Article

Five Things I Learned From My World of Warcraft Interview

Blizzard Entertainment is evolving the long-running World of Warcraft franchise to maintain relevance for an aging player base while simultaneously attracting new generations.

  • Blizzard is shifting World of Warcraft's design to accommodate an aging player base by offering shorter, more accessible content updates every eight weeks alongside traditional long-form gameplay.
  • To eliminate the historical six-month content droughts between expansions, Blizzard has moved to a model of empowered, decentralized leadership to enable parallel development across multiple teams.
  • The development team is currently working on three expansions simultaneously, with the 12th (Last Titan) and 13th expansions already in active planning stages.
The Game BusinessFeb 2026