Netflix is seriously ramping its games division. As of February 2022, I scrapped ~25 game or game-related titles on Linkedin. Excluding Night School (+15) or Next Game (+125), Netflix Games probably approaches an internal headcount of ~50-60. With both studios, ~150-200 Netflix Game or Games related employees. At 14 titles, we’ve seen of things like Dungeon Dwarves and Krispee Street, highlighting small indie-based narrative adventures rather than big-budget AAA affairs. On the contrary, I’ve yet to see a pundit to suggest Netflix get involved in the recent game M&A spree. However, in an industry turning hard right on live service, Netflix is justified in turning left.
(more…)to
know
Recent Posts
In 1989, political scientist Francis Fukuyama wrote an essay asking if we’ve reached The End of History? Often mischaracterized, the essay argues democracy and free markets represent the last evolution of political-economic systems. Fukuyama writes:
What we may be witnessing is not just the end of the Cold War or the passing of a particular period of post-war history; that is the end point of mankind’s ideological evolution and the universalization of Western liberal democracy as the final form of human government.
Blockchain may well represent game monetization’s End of History.
(more…)There’s been recent enthusiasm about the need for “Game Economists.” I guess good things come in packages!
(more…)Take a stroll through a blockchain game website – they are all lovely; remember that’s their UA funnel! – and a standard set of phrases appear: “ownership,” “true ownership,” “truly owning.”
But blockchain warps the traditional meaning of ownership into a ship of Theseus problem; each blockchain-based game can define ownership in its context. Suddenly, ownership becomes a design space in itself, making it all that much more crucial to dissect and analyze.
There are three stylized notions worth exploring:
- Ownership versus Licensing
- Item Possession versus Key Possession
- Obligation to Honor
Sorry readers, I caught the blockchain bug. When 30-person firms get $4.5B valuations, it’s time to pay attention, regardless of one’s priors. Everyone seems to have a Blockchain hot-take, but I’ve found most to fall short of ruthlessly integrating the implications and design space of the technology. Blockchain players (who are also, by definition, investors) insist, at every turn, that it’s so obvious blockchain gaming is the future. Advocates cite specific benefits – true ownership, play-to-earn, “aligning incentives between players and developers,” and decentralization. A smaller crowd expresses skepticism about what blockchain solves for gamers, and if blockchain has the implications, advocates think it does. This mounts a normative and positive element to discussions of blockchain. On cue, Benedict Evans offered a measured assessment of the situation:
(more…)A good deal of odd and folk-lore design priors float around gaming; my two favorites are free hard currency and time-limited cosmetics predicated on FOMO or fear of missing out. The FOMO model suggests developers ought to stuff their game with time-limited content, once the timer is expired the content is gone forever (or for a long time – a year or more). I’ve argued paper-thin theory holds up free hard currency, but small revenue stakes drape it as a marginal issue, whereas the FOMO model has a far more significant impact on the bottom line. High-stakes decisions demand more substantial evidence than low-stakes decisions, and we don’t yet have one for the FOMO model beyond “Fortnite does it.” Is there a persuasive and substantial case for FOMO?
(more…)subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog
subscribe to the blog subscribe to the blog