MCV935 May 2018

Page 52

T

he ID@Xbox self-publishing platform continues to go from strength to strength. More games, more developers and, perhaps most importantly, more success for everyone involved. At a presentation in central London, the European regional lead for the platform, Agostino Simonetta, walked through a lot of big numbers which continue to increase at an exponential rate. If numbers aren’t your bag, don’t fret. Simonetta also had plenty to say about the role of independent developers, alongside some advice for those looking to get the most out of the platform. “This has been another year of growth for ID@Xbox,” Simonetta says. “We’ve talked about the nearly 800 games launching from 477 partners in the program today. Last year at Gamescom we were talking about 600 games, so there’s been a growth of titles. And also in terms of customer engagement, I just revealed that 450,000 years have been spent playing games on Xbox by players. At Gamescom 2017, we announced that we broke $500m (£358m) of revenue lifetime to date. At GDC we announced $1bn of revenue. That’s been an exponential growth for the program and, most importantly, for our partners.” Delving deeper into the numbers, it’s clear that this success isn’t just for the top one per cent. Partners across the board are experiencing better sales and income than last year. “When we compare the performance of the titles of the Top 20 this financial year to the same period in the previous year there is a massive growth,” Simonetta explains. “All the titles from No. 1 to No. 20 have been outperforming the titles that where there last year. We’re comparing apples and pears in the sense that the titles are not the same, but we’re still comparing the Top 20 best performing titles. “When we analyse data we have packets of performances. So we look at how many titles have generated half a million in a single financial year, how many titles have done one million and how many titles have done one to five million, and so on. In some of those categories, we have seen an over 300 per cent increase in the number of games. What it means is that there are more titles making substantial amounts of money year-on-year. More and more, we are learning that there is a very, very long tail. So even if your title

doesn’t launch in the Top 20 there is a big opportunity to keep the game selling through discounts, platform initiatives and DLC releases for a long time.” MAKING LIFE EASIER The success of ID@Xbox titles comes not just from the strength of the games themselves, but the way Xbox can make development smoother, both when it comes to promoting the games but also assisting during the development process. “In general our focus is always ‘how can we make developers’ lives easier’,” Simonetta says. “That’s one of our pillars. How we can help our partners promote their games? “We always say to everybody ‘You are the publisher, ultimately you will do your marketing, you’ll do your PR, but what can we do as Xbox to help you guys?’ So now there are various things that we can do.” “We run monthly promotions, highlighting ID@Xbox content on the store. It’s also events. At GDC we had 50 games. We were at PAX. We are doing this event here today. In Europe we’re going to do about seven or eight of these events, PR events, to showcase to ID@ Xbox products between now and Gamescom. We are also actively working on E3, where a large ID@Xbox presence can be expected. “We run things in a very democratic way. Before the big events we email everybody that is an ID partner and say ‘Are you interested in being part of these events with us?’. And this goes to everybody. Then we ask them to send a video, we make a shortlist and then we get demos in and we select the final demos. We want to make sure that we give everybody an opportunity to take part. “We get hundreds of applications, we can’t have hundreds of titles on the show floor but we try to support as many partners as we can. When you look at the European events there is always a local slant. So in the UK you might see a few more local developers. When we go to Italy we are going to bring some of the titles that we know the press or influencers want to play. There are headline titles but we always want to support the local development community. “We host the events and they just need to show up. Effectively we leverage our resources to help them, and our gamers get very, very excited because they have all these games that are coming out. Being a platform,

“When you’re doing your PR and you want to go to events, first try to spend somebody else’s money.”

52 | MCV 935 May 2018

50 51 52 53 MCV935 IDXBOX_V5.indd 3

25/04/2018 16:16


Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.