![]() ![]() That’s very likely to change, thanks to companies like Microsoft’s ( MSFT) upcoming xCloud service, and Google ( GOOG, GOOGL), which is developing Project Stream, the latter of which could let testers play “Assassin’s Creed Odyssey” through the Chrome browser on their laptops and desktops. On Monday, game publisher Deep Silver announced its survival shooter “Metro Exodus” won’t launch on Steam, as its two predecessors have, and will launch on Epic’s game store instead. (Epic takes a 12% cut of a game’s sales versus the standard 30%.) That’s making some waves. Late last year, for instance, Epic launched its online PC game store - a direct shot at services like Steam - with more generous revenue terms. Online distribution for games has become more competitive over the last 18 months. For publishers, those features translate to revenue stability over a longer, more sustained period of time - a significant change from just a decade ago, when the majority of gamers spent the vast majority of their money on games upfront to purchase content. Morgan Stanley estimates that such features constituted roughly 25% to 45% of total console and PC spending since 2012 and will grow to nearly 70% of total console and PC spending by 2025. Over the last five years, game publishers have doubled-down on in-game purchases, online multiplayer services, and game subscriptions as a significant revenue stream, regardless of whether they’re a traditional game publisher and hit-maker like EA ( EA) and Activision Blizzard or newer mobile-focused outfits such as Playlab Games, maker of games such as “Super Slam,” and “Cut the Rope” publisher ZeptoLab. Recurring revenue streams will see steady growth ![]() To that end, here are six positive gaming industry trends Nowak sees playing out this year and beyond: “There are no more ‘B’ titles - gaming is now a world of ‘As’ and ‘Ds,’” wrote Morgan Stanley ( MS) Equity Analyst Brian Nowak, who points out that only the best content will prove successful. ![]()
0 Comments
Leave a Reply. |