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