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The Game Business

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

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Cover of Retailer warns of GTA console stock shock. Plus, why is Russian propaganda still on Steam?
62 min
The Game Business62 min

Retailer warns of GTA console stock shock. Plus, why is Russian propaganda still on Steam?

The global gaming industry is currently navigating a period of significant structural transition, characterized by supply chain volatility and a fundamental shift in investment philosophy.

  • Retailers anticipate severe hardware shortages during the launch of Grand Theft Auto 6, reflecting a broader industry shift toward digital-only distribution and premium pricing models.
  • State actors including Russia, China, and Saudi Arabia are increasingly using gaming ecosystems as geopolitical tools to exert soft power and influence international narratives.
  • Russia is actively utilizing the limited moderation policies on platforms like Steam to disseminate state-backed propaganda to vulnerable user demographics.
The Game BusinessJun 2026
Cover of EA Boss Laura Miele Recalls the Stories Behind Battlefield 6, Skate and More
Article

EA Boss Laura Miele Recalls the Stories Behind Battlefield 6, Skate and More

Electronic Arts Enterprise President Laura Miele outlines a strategic shift in the company’s development philosophy, emphasizing the necessity of prioritizing core fan expectations when expanding franchises into new platforms or formats.

  • EA's approach to game development was significantly influenced by negative fan reception to a Command & Conquer mobile game announced at E3 2018, leading them to prioritize core fan expectations for established IPs.
  • Following the Command & Conquer mobile game backlash, EA greenlit remasters and open-source code for the franchise, and applied this lesson to subsequent releases like Battlefield 6 and the new free-to-play Skate, ensuring core experiences were delivered first.
  • EA's Head of Studios, Laura Miele, directly responded to fan feedback in an E3 meeting, leading to the immediate greenlighting of fan-requested titles like Skate, EA Sports College Football, and Dead Space.
The Game BusinessJun 2026
Cover of EA's Laura Miele on Command & Conquer mistakes, resurrecting Skate and Dead Space, and Battlefield 6
35 min
The Game Business35 min

EA's Laura Miele on Command & Conquer mistakes, resurrecting Skate and Dead Space, and Battlefield 6

Electronic Arts is currently prioritizing a fan-centric development strategy that focuses on reviving legacy intellectual properties and fostering deep social engagement.

  • EA is prioritizing a fan-centric strategy that revives dormant intellectual properties like Skate, Dead Space, and EA College Football to meet demand from Gen Z and millennial demographics.
  • Development for Battlefield 6 utilized 92 million hours of gameplay and 30 distinct builds through 'Battlefield Labs' to ensure iterative, community-driven refinement before launch.
  • EA is shifting toward a platform-based model for major titles, integrating single-player, multiplayer, and free-to-play modes to accommodate diverse player motivations.
The Game BusinessJun 2026
Cover of Epic: “We’re Going to All Need to Change the Way We Build Things”
Article

Epic: “We’re Going to All Need to Change the Way We Build Things”

The State of Unreal address, delivered in June 2026, centers on the thesis that the video game industry must fundamentally restructure its development and economic models to remain competitive against centralized platforms like Roblox.

  • Epic's CEO, Tim Sweeney, warned the game industry about the growth of centralized platforms like Roblox, which he claims commoditize content and take over 70% of revenue from 450 million users, urging a shift in game development.
  • Epic announced Unreal Engine 6 (UE6), designed to allow developers to create games for various platforms, including Fortnite, and integrate assets like Fortnite skins into other UE6 games via 'Smart Assets'.
  • Unreal Engine 6 will incorporate AI tools such as Claude and Gemini to enhance creativity and productivity, and will transition the gameplay programming model to Verse.
The Game BusinessJun 2026
Cover of Why Does Xbox Need a Brutal Reset?
Article

Why Does Xbox Need a Brutal Reset?

The global video game industry is currently navigating a period of intense volatility, characterized by a saturation of content and shifting monetization models.

  • Xbox's acquisition strategy, culminating in the 2023 Activision Blizzard purchase, aimed to bolster Game Pass content due to third-party reluctance, establish a mobile business, and expand its PC and game streaming presence.
  • The strategy of making Xbox fight on multiple fronts (streaming, mobile, PC) has led to the division becoming stretched and overly complex, with Game Pass not reaching its wider audience expectations.
  • Asha Sharma, the new head, is tasked with refocusing Xbox, potentially making 'brutal decisions' to streamline the organization, as Microsoft is unlikely to be satisfied with just a third-party publisher role.
The Game BusinessJun 2026
Cover of Why does Xbox need to make a brutal reset?
51 min
The Game Business51 min

Why does Xbox need to make a brutal reset?

The gaming industry is currently navigating a period of intense volatility, characterized by a disconnect between the high volume of marketing activity and the underlying financial health of major publishers.

  • Xbox’s aggressive acquisition strategy, including Bethesda and Activision Blizzard, has failed to deliver sufficient profit margins, leaving the division overextended and in need of a strategic reset.
  • The gaming industry is experiencing a disconnect between marketing visibility and financial health, evidenced by a 14% increase in game announcements and 15.2% rise in press coverage during Summer Game Fest 2026 despite ongoing instability.
  • Major publishers are facing significant workforce reductions, highlighted by Ubisoft’s decision to cut 1,500 employees throughout 2025 alongside the departure of key leadership across the sector.
The Game BusinessJun 2026
Cover of Can PlayStation’s Housemarque Repeat the FromSoftware Story?
Article

Can PlayStation’s Housemarque Repeat the FromSoftware Story?

The Finnish developer Housemarque is currently navigating a strategic transition following its 2021 acquisition by Sony, aiming to evolve from a niche creator of challenging, high-intensity action games into a more prominent fixture within the PlayStation first-party ecosystem.

  • Housemarque, a PlayStation first-party studio, released its new IP, Saros, in April 2026. Saros is described as a challenging, uncompromising third-person, bullet hell, action game with roguelite elements, similar to their previous game, Returnal.
  • Housemarque aims to emulate FromSoftware's success by building a dedicated fanbase for their niche, hardcore games through continued 'education' of the market, despite not expecting to reach the same scale.
  • Housemarque has significantly grown its team from 40-50 employees around the 2017 release of Nex Machina to nearly 120 employees currently, all focused on one game.
The Game BusinessJun 2026
Cover of Can PlayStation’s Housemarque repeat the FromSoftware story?
32 min
The Game Business32 min

Can PlayStation’s Housemarque repeat the FromSoftware story?

Housemarque is currently navigating a strategic evolution as a first-party PlayStation studio, aiming to elevate its historically niche, arcade-inspired design philosophy into the realm of major, top-tier gaming franchises.

  • Housemarque is transitioning from a niche arcade developer to a major first-party PlayStation studio by scaling its high-intensity, flow-state gameplay for a broader, mainstream audience.
  • The studio currently employs approximately 120 people and is leveraging Sony’s internal resources, user testing, and collaborative infrastructure to support this growth.
  • Housemarque aims to replicate the success trajectories of established studios like Naughty Dog and Insomniac Games by treating new intellectual properties as long-term foundations for player engagement.
The Game BusinessJun 2026
Cover of Xbox Game Studios Boss Craig Duncan Steps Down
Article

Xbox Game Studios Boss Craig Duncan Steps Down

Craig Duncan has stepped down as the head of Xbox Game Studios after serving in the role for approximately 18 months.

  • Craig Duncan has stepped down as the head of Xbox Game Studios after more than 18 months in the role, having replaced Alan Hartman in November 2024.
  • Duncan oversaw 14 studios including Halo Studios, The Coalition, and Rare, and his studios will now report to Xbox Chief Content Officer Matt Booty until a replacement is found.
  • Louise O’Connor, Xbox Game Studios chief of staff, is also departing the company; she joined Rare in 1999 and became chief of staff in September 2025 after leaving Rare following the cancellation of Everwild.
The Game BusinessJun 2026
Cover of The Big Xbox Matthew Ball Interview: “The console market is not dying”
41 min
The Game Business41 min

The Big Xbox Matthew Ball Interview: “The console market is not dying”

The console gaming market remains a robust and durable sector, currently valued between $40 billion and $45 billion.

  • The console gaming market remains a robust sector valued between $40 billion and $45 billion, showing continued growth in global player counts and engagement hours.
  • A supply chain crisis has caused a 30% to 40% undersupply of critical memory components, forcing the industry to navigate significant hardware production headwinds.
  • Xbox is adopting a dual strategy that balances exclusive titles to build brand identity with multi-platform support for major live-service franchises like Call of Duty.
The Game BusinessJun 2026
Cover of Ubisoft to Close Winnipeg and Belgrade Studios: 380 Roles at Risk
Article

Ubisoft to Close Winnipeg and Belgrade Studios: 380 Roles at Risk

Ubisoft is implementing a significant restructuring plan, resulting in the closure of its Winnipeg and Belgrade studios and the reduction of its global publishing team. These actions place 380 roles at risk.

  • Ubisoft is closing its Winnipeg and Belgrade studios and restructuring its Barcelona team, putting a total of 380 roles at risk.
  • The company is reducing its global publishing operations as part of a broader strategy to cut fixed costs by €500 million, aiming to lower them from $1.75 billion in March 2023 to $1.25 billion by March 2028.
  • The Barcelona studio restructuring will narrow its focus exclusively to 'Tom Clancy’s Rainbow Six: Siege', though its separate mobile studio in the city remains unaffected.
The Game BusinessJun 2026
Cover of The new Paramount Games: 'We are not looking to chase GTA'
40 min
The Game Business40 min

The new Paramount Games: 'We are not looking to chase GTA'

Paramount Games has established an integrated business unit designed to transform the company’s intellectual property into a cornerstone of its broader entertainment strategy.

  • Paramount Games has launched an integrated business unit that combines internal studios and a dedicated publishing arm to transition from traditional licensing to a sustainable, high-quality production model.
  • The company is pursuing a 'responsible ambition' strategy that prioritizes narrative-driven AAA experiences over the high-risk, massive-budget development models used by industry giants like Rockstar Games.
  • Creative authenticity is maintained by pairing specific intellectual properties with developers who have a genuine passion for the source material, exemplified by the partnership with PlatinumGames for 'Teenage Mutant Ninja Turtles: The Last Ronin'.
The Game BusinessJun 2026