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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 “AAA is not dead because some exec says so”
55 min
The Game Business55 min

“AAA is not dead because some exec says so”

The narrative suggesting that AAA gaming is in a state of terminal decline is fundamentally flawed, as large-scale projects remain the primary engine for technological innovation and the establishment of new console standards.

  • The current financial instability in AAA gaming is primarily driven by excessive corporate overhead and inefficient production models rather than a lack of consumer demand for premium experiences.
  • Developers can maintain commercial viability and high-quality output by shifting toward focused design models that keep production budgets below the $100 million threshold.
  • Artificial intelligence serves as a catalyst for industry recovery by enabling smaller, agile teams to achieve high-fidelity production standards with greater efficiency.
The Game BusinessAug 2025
Cover of Here's The Dring: Battlefield 6's Challenges
Article

Here's The Dring: Battlefield 6's Challenges

The competitive landscape between the Battlefield and Call of Duty franchises remains a central point of tension within the first-person shooter market.

  • Battlefield 6 has demonstrated a strong market entry with a peak player count of over 520,000 on Steam, surpassing the 490,000 peak achieved by Call of Duty.
  • While Battlefield 6 has seen high pre-order and wishlist figures, the primary challenge for EA remains long-term player retention in a market where users are deeply entrenched in existing live-service ecosystems.
  • The historical failure of Ubisoft’s XDefiant serves as a cautionary tale; despite an initial launch month of 7.58 million players, the game’s monthly user base collapsed to under 50,000 before its closure in June 2025.
The Game BusinessAug 2025
Cover of Gamescom: E3’s demise has been good and bad for us
55 min
The Game Business55 min

Gamescom: E3’s demise has been good and bad for us

Gamescom has emerged as the preeminent global gaming event, successfully bucking industry trends of declining attendance by hosting 1,500 exhibitors from 72 countries.

  • Gamescom has solidified its position as the leading global gaming event by hosting 1,500 exhibitors from 72 countries, successfully blending B2B networking with a consumer-facing festival model.
  • The industry is shifting from hardware-centric models to community-based engagement, with publishers prioritizing multi-platform releases and mobile accessibility on platforms like Roblox to reach younger demographics.
  • While Gamescom has filled the void left by E3, it no longer serves as the primary venue for major global announcements, a role now largely occupied by platforms like The Game Awards.
The Game BusinessAug 2025
Cover of Wizards of the Coast will bet on new talent for future D&D and Magic video games
22 min
The Game Business22 min

Wizards of the Coast will bet on new talent for future D&D and Magic video games

Wizards of the Coast is strategically pivoting toward becoming a major publisher of premium video games by leveraging its core intellectual properties, Dungeons & Dragons and Magic: The Gathering.

  • Wizards of the Coast is pivoting to become a major publisher of premium video games by leveraging its Dungeons & Dragons and Magic: The Gathering intellectual properties.
  • The company has partnered with the newly formed studio Giant Skull, led by industry veteran Stig Asmussen, to develop a new Dungeons & Dragons title.
  • Wizards of the Coast is establishing a centralized content creation team to support studios with fantasy-focused art and world-building for projects developed in Unreal Engine 5.
The Game BusinessAug 2025
Cover of Take-Two Q1 Results: Strauss Zelnick Interview
Article

Take-Two Q1 Results: Strauss Zelnick Interview

Take-Two Interactive reported strong financial results for the first quarter of the 2025 fiscal year, exceeding expectations with $1.42 billion in bookings against a guidance range of $1.25 billion to $1.3 billion.

  • Take-Two reported Q1 bookings of $1.42 billion, exceeding guidance of $1.25–$1.3 billion, and raised its full-year sales forecast to a range of $6.1–$6.2 billion.
  • The company has a robust pipeline of 25 titles scheduled for the 2027 and 2028 fiscal years, including 17 'core' releases such as GTA VI, five sports titles, four mobile games, and four remasters.
  • Performance is strong across all divisions, with NBA 2K25 selling 11.5 million units and seeing a 48% year-over-year increase in recurrent consumer spending.
The Game BusinessAug 2025
Cover of Are guitar games coming back? The story of RedOctane's return
68 min
The Game Business68 min

Are guitar games coming back? The story of RedOctane's return

The gaming industry is currently undergoing a period of significant structural transformation, characterized by both corporate consolidation and a strategic pivot toward sustainable, community-driven development models.

  • Embracer Group is reviving the RedOctane brand by merging original staff with open-source rhythm game developers to move away from the annual release model that previously caused market oversaturation.
  • The new rhythm game strategy shifts toward a 'forever game' model, prioritizing long-term content updates and direct-to-consumer engagement over traditional retail cycles.
  • Publishers are increasingly utilizing game bundles as a strategic tool to extend the lifecycle and reach of titles after initial launch momentum declines.
The Game BusinessAug 2025
Cover of Digital Foundry Leaves IGN
Article

Digital Foundry Leaves IGN

Digital Foundry, a prominent specialist publication focused on technical analysis of gaming hardware and software, has officially transitioned to a fully independent business model.

  • Technical analysis specialist Digital Foundry has become a fully independent entity, separating from IGN.
  • Digital Foundry was previously part-owned by IGN following IGN's 2024 acquisition of Gamer Network.
  • Owner Richard Leadbetter stated that the team had sought to return to independence since the brand's time under ReedPop ownership.
The Game BusinessAug 2025
Cover of Major AAA start-up ProbablyMonsters has revealed its first games… and none of them are AAA
33 min
The Game Business33 min

Major AAA start-up ProbablyMonsters has revealed its first games… and none of them are AAA

ProbablyMonsters is fundamentally restructuring its operations after nine years, moving away from a primary focus on AAA development to embrace a more agile, diversified business model.

  • ProbablyMonsters is abandoning its original AAA-centric business model after nine years to pivot toward a more agile, diversified strategy.
  • The company is shifting its development focus to a mix of short, mid, and long-term projects to mitigate the financial risks associated with long, high-budget development cycles.
  • The studio's new portfolio includes a roguelike action game for Nintendo Switch and a psychological horror title for PC, marking a clear departure from large-scale AAA productions.
The Game BusinessAug 2025
Cover of "We didn't believe Space Marine 2 could hit seven million unique players"
29 min
The Game Business29 min

"We didn't believe Space Marine 2 could hit seven million unique players"

Pullup Entertainment, a European-based federation of studios and publishers, has achieved significant financial growth by focusing on the AA and indie game segments rather than the AAA market.

  • Pullup Entertainment reported annual revenue of 390 million euros, a 100% year-over-year increase, with an EBIT of 60.3 million euros.
  • Warhammer 40,000: Space Marine 2 exceeded 7 million unique players, validating the company's strategy of scaling niche titles through high-quality execution.
  • The company manages a pipeline of 50 projects, split between 20 owned or co-owned intellectual properties and 30 licensed or third-party titles.
The Game BusinessJul 2025
Cover of "Bringing your games to other platforms is how you’re going to win"
64 min
The Game Business64 min

"Bringing your games to other platforms is how you’re going to win"

The global gaming industry is currently defined by a strategic pivot toward multiplatform accessibility as the primary driver of commercial viability.

  • Multiplatform accessibility has replaced hardware exclusivity as the primary strategy for commercial viability in the current gaming market.
  • The industry is experiencing a shift toward ubiquity, as publishers increasingly rely on cross-platform releases and remasters to reach players within their existing ecosystems.
  • Long development cycles, often spanning four years, are causing major publishers to struggle with adapting to rapidly shifting player habits, leading to frequent title unlaunches.
The Game BusinessJul 2025
Cover of “It was amazing to have PlayStation behind us”
45 min
The Game Business45 min

“It was amazing to have PlayStation behind us”

Innovation and team culture serve as the primary drivers of success in the gaming industry, outweighing the influence of rigid business models or hardware specifications.

  • The gaming industry should shift from a AAA-focused model toward a double-A development approach, prioritizing small, agile teams to foster innovation and creative ownership.
  • Studio closures are frequently caused by a misalignment between a team's creative identity and the shifting strategic demands of large corporate partners like PlayStation and Meta.
  • The industry's reliance on hire-fire staffing models and commoditized development cycles is actively undermining the collaborative environments required for long-term stability and genuine innovation.
The Game BusinessJul 2025
Cover of Ru Weerasuriya Looks Back at Ready at Dawn’s History and Discusses His New Studio: Atlantis
Article

Ru Weerasuriya Looks Back at Ready at Dawn’s History and Discusses His New Studio: Atlantis

Ru Weerasuriya, co-founder of the former studio Ready at Dawn, reflects on his career trajectory, the closure of his previous company under Meta, and the launch of his new venture, Atlantis Studio.

  • Ru Weerasuriya, co-founder of Ready at Dawn, argues that the VR industry is currently failing to innovate because developers are prioritizing short-term player demands over pushing the boundaries of what the technology can achieve.
  • Ready at Dawn was acquired by Meta in 2020 to focus on long-term VR innovation, but the studio was shut down four years later due to a lack of alignment between the studio's creative DNA and Meta’s shifting strategic priorities.
  • Development of the 2015 title 'The Order: 1886' was constrained by a three-and-a-half-year development cycle, leading to the removal of 30% of the game's content and the cancellation of a functional multiplayer mode to meet release deadlines.
The Game BusinessJul 2025