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Published · transcript-backed

Speaker unverified: belief

26 Apr 2023 Acquired Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

“I think you can expect to spend as much or more on an annual basis than you were spending in development in live ops.”

— Speaker unverified

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Everything needed to verify it.

Speaker
Speaker unverified
Attribution
Not verified from this transcript
Claim type
belief
Recorded
26 Apr 2023
Publisher
Acquired

Transcript context

…How does the level and capital intensity of reinvestment in fresh content for forever games compare to the old world of building new package games for a studio or a publisher? It is fast becoming an annual amount, equivalent to what an annual amount during production was. I don't know if that makes any sense. Let's say that you're spending $50 million to build a game. Let's say it took you three years. You're spending roughly $15 million a year. I think you can expect to spend as much or more on an annual basis than you were spending in development in live ops. That can cover anything from the support side of this when people report toxic users. But really, you see it a lot in the events of, oh, I need to make new skins, or I need a new champion in League of Legends. When you think about League of Legends, so much of that game is actually run balancing. You're investing all this time in QA testing, balancing, and making sure things don't break. Riot updates League of Legends every two weeks. Every two weeks, they're putting out new content. They're balancing everything. That's pretty much the entire P&L of that game. At this point, it's just keeping it fresh. Plus story content, too. People have realized the IPs for this have become incredibly valuable.…

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