State Of The Industry
summary
Panel lays out concrete shifts: publishers cut output from 60 titles in 2008 to 8 in 2016, crowdfunding platforms (notably crowdfunding via Fig) let audiences validate projects early, Kim’s and Castles doubles investor returns and raises ~$2M after a $15k goal, Steam Direct’s paid gate and new influencer/wishlist rules change discoverability, so paid Facebook/Google ads and streamer-driven awareness become crucial, VR looks arcade-first with no home install base yet and forces 90fps engineering.
AI-written summary · about
chapters (20)
- 0:00Introduction
- 1:29Industry challenges
- 3:14Fan engagement
- 5:00Gaming culture politics
- 7:08Game financing control
- 9:14Film lessons for games
- 11:21Marketing in indie games
- 13:50Community outreach
- 15:15Steam policy impact
- 16:17Streamers paid marketing
- 18:04Publishing distribution innovation
- 20:36Q&A VR market
- 23:31Console wars partnerships
- 26:45Game dev challenges
- 29:42Travel career growth
- 32:12Game journalism impact
- 34:23Career outside Norway
- 38:00Future goals skills
- 41:55Indie from film TV
- 48:56Closing
related talks
37mPanel: The Next Big Thing? Global Publishing & Business Trends
20mState of the Game: Multi-talent Panel pt.1
35mPanel: The investment trends power panel
20mState of the Game: Multi-talent Panel pt.2
41mWhat will Inspire the Next Big Thing in Games?
54mMoney Talks - Publishing and Investment
55mMoney Talks - Publishing and Investment
43mThe future of games publishing
