Warner Bros talked a lot about service games in a new interview with VentureBeat, and while we've noticed the following from their job postings and LinkedIn notes, I thought it'd be worth a thread given that they've seemingly confirmed it.
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GamesBeat: Take-Two's Hangar 13 opened an office there too recently.
Haddad: Yeah, we find that there's a pool of development talent there. One of those studios is a sort of studio that helps enable our back end. They're not a content studio in the traditional way. But more than ever, the tech stack, whether it's for publishing or BI or marketing, that you build and serve these games on—as we increasingly move everything to games as a service, the kind of enabling technology you need to keep them hyper-social, to keep them serving well, to keep them engaged, to take the innovations of game makers and deliver them, like the Nemesis system—you'll see a lot of our investment not just in classic development, designers and engineers and artists, but increasingly in the teams that end up serving live games.
A few other snippets:
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GamesBeat: Take-Two's Hangar 13 opened an office there too recently.
Haddad: Yeah, we find that there's a pool of development talent there. One of those studios is a sort of studio that helps enable our back end. They're not a content studio in the traditional way. But more than ever, the tech stack, whether it's for publishing or BI or marketing, that you build and serve these games on—as we increasingly move everything to games as a service, the kind of enabling technology you need to keep them hyper-social, to keep them serving well, to keep them engaged, to take the innovations of game makers and deliver them, like the Nemesis system—you'll see a lot of our investment not just in classic development, designers and engineers and artists, but increasingly in the teams that end up serving live games.
A few other snippets:
Haddad: That's true for gaming in general. These great games, mobile and console, are built for long-term engagement. The greatest games continue to be played. Trying to be a new entrant, a new release in that environment, where gamers are so invested already, either with their friends or with a virtual currency or just with their time and expertise—finding a way to grab a share of their time is one of the biggest publishing challenges all companies have today.
Haddad: Yeah, I guess? Not exactly the words we would use, but—we don't have any annualized franchises in our slate on the console side. What we do focus on, in mobile or console, is just launching a game and then having a long tail of engagement, content that continues to release.
Haddad: The long horizon games — investing for longer periods to make them great – it's something you have to pay attention to as we invest time and capital. But as I said, the market – having a great game, having a top 10 game, having a long-term relationship with a fanbase, delivering new content on top of that that continues to delight them – it's a very good business.
Source: https://venturebeat.com/2018/06/19/why-warner-bros-keeps-picking-up-new-games-and-studios/view-all/Haddad: It may sound too much like an investment theme, but building a great game is a long-term asset. There's lots of ways to be able to have that delighting gamers for years and years in the new delivery systems, the new ecosystems of gaming.