~/talk

The future of games publishing

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Publishers report concrete shifts: average mobile development budgets rise from half a million to $3–5M, live ops run for years and portfolios enable cross-promotion where about 20% of users play a second game, Tapas brings 2.1M MAU / 160k DAU as a built-in audience for IP tie‑ins, and some publishers routinely integrate 26 SDKs into one build. Three business tracks—co‑publish, accelerator (MVP driven), and China localization—drive which projects get support and revenue‑share deals.

AI-written summary · about

  1. 0:00Introduction to panel
  2. 1:10Panelist introductions
  3. 3:39Traditional vs modern publishing
  4. 8:59Community-driven IP collaboration
  5. 12:13Publisher selection criteria
  6. 15:43Co-publishing vs accelerator model
  7. 18:56Sustaining live-service games
  8. 24:18IP ownership and revenue sharing
  9. 26:47Funding and publisher choice
  10. 30:20Do games need publishers?
  11. 33:07Early audience engagement
  12. 34:53Global market localization
  13. 38:06What publishers look for
  14. 40:13Investment philosophy
  15. 42:30Closing remarks
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