Shaking Up Publishing For Living Games
summary
Fundamentally Games reframes publishing around live ops: the company runs a UA testing program, funds user acquisition for those tests, and only greenlights launch when data hits KPI-based milestones (day‑1/day‑7 retention, ROAS, NPS). The workflow ships scouting → screening report → readiness fixes → market tests → launch → scaled live ops; heads of terms are public and transparent. Initial model avoids dev funding, localization and QA, and instead bundles publishing, live ops, community and UA into a flexible full‑service offer.
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chapters (33)
- 0:00Introduction
- 2:10Who are you
- 6:08How we started working together
- 7:51Biggest challenges faced by developers
- 8:59Looking at the market
- 9:45Data is key
- 12:03Solid monetization and economy design
- 14:02Live Ops
- 15:20What is Live Ops
- 18:32What are the problems
- 19:25What a publisher of living games should do
- 21:59Inspiration from other publishers
- 23:23Publishing and User Acquisition
- 27:25Long Term Relationships
- 28:21Sharing Knowledge
- 30:55Supporting Developers
- 33:06Evaluation
- 33:50Readiness
- 36:02UA Testing
- 37:43Launching
- 38:03Scaling
- 39:10Challenges
- 41:36Questions
- 41:50Pitching
- 42:45KPIs
- 45:16Early Access
- 46:35Playable
- 47:06The Report
- 51:15Multiplayer
- 52:20Contacting Publishers
- 53:43Demo Mistakes
- 56:41Prototypes
- 57:41Your game is your game
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