Front cover pictures: Fingersoft \\ Hill Climb Racing Futureplay \\ Merge Gardens Housemarque \\ Returnal Metacore \\ Merge Mansion Remedy Entertainment \\ Control Rovio Entertainment \\ Angry Birds Seriously Digital Entertainment \\ Best Fiends Small Giant Games \\ Empires & Puzzles Supercell \\ Brawl Stars
Picture: Nolla Games \\ Noita INDEX
4 \\ Introduction 7 \\ The History of the Finnish Game Industry - From Telmac to Stock Markets 16 \\ The State of the Finnish Game Industry 20 \\ Studios 22 \\ Location of Companies and Clusters 24 \\ Platforms 26 \\ Developers & Diversity 30 \\ Financial Outlook 32 \\ Impacts of COVID-19 38 \\ Financial Support and Funding 42 \\ Strengths and Challenges 46 \\ Game Industry Support Organizations 46 \\ Lessons Learned – Visions of the Future 62 \\ Studio Profiles
Picture: Redhill Games \\ Nine to Five 3 INTRODUCTION
ABOUT THIS REPORT the spark of creativity carried out from October which helped to start 2020 to February 2021 ■ In 2020 the Finnish the industry is still and augmented by data Game Industry celebrated burning bright. Despite from other sources. This its 25th anniversary. the financial success, the study is a continuation of The two oldest studios, Finnish Game Industry similar studies conducted Housemarque and has not stagnated. in 2004, 2008, 2010, 2012, Remedy, turned 25 years Creativity and passion for 2014, 2016 and 2018. old and the founding making good games are Altogether 70 game of those studios marks still very much present. companies, members of the starting point of the This publication Suomen Pelinkehittäjät Finnish Game Industry as aims to provide a ry (Finnish Game we know it today. During holistic overview of the Developers Association), those 25 years many Finnish Game Industry are introduced in the things have changed and in 2020. The data and Studio Profiles section, as the Finnish Game Industry information presented well as the most relevant has transformed from a in the following pages is game support industry hobby for recreational based on interviewing 134 organizations. enthusiasts to the biggest key studios from about We wish to thank cultural export industry 200 game developers in everyone who has in Finland. However, Finland. Interviews were participated in this 4 process. Special thanks to Suomen Pelinkehittäjät ry (Finnish Game Developers Association), Business Finland, City of Helsinki and all the interviewed game studios for their support.
TEAM NEOGAMES KooPee Hiltunen Suvi Latva J-P Kaleva Elina Tyynelä
Picture: Cornfox & Brothers \\ Oceanhorn 2 5 6 HISTORY
The History of the Finnish Game The first game to be distributed Industry - From Telmac to Stock internationally was Sanxion, which debuted in 1986. Markets 1987 to 1995 - Professionalism 1979 to 1986 - The Beginning FROM INDIVIDUAL DEVELOPERS TO FROM FINLAND TO THE GAME DEVELOPMENT TEAMS INTERNATIONAL MARKET Up until the early 1980s, games were The first known Finnish digital game typically innovations led by a single was released as early as 1979: Chesmac, developer. However, towards the end of a chess game designed by Raimo Suonio. the decade, game developers begun to However, serious game development cooperate, giving rise to the first game efforts did not begin until home development teams. computers gained popularity in the A major boost came from game beginning of the following decade. developer events, including the notable At first, game development was Assembly, which was first organised mostly a hobby, but in the mid-1980s, in 1992 and continues to date. These developers released the first commercial gaming teams, i.e., demo groups, also games. These early game releases gave rise to the first Finnish game targeted the domestic market. studios.
Picture: Sulake \\ Habbo Hotel 7 HISTORY
The oldest Finnish gaming companies studios of the first wave. Successes, still in operation, Housemarque and though, were had on other fronts. In Remedy Entertainment, are strongly PC and console games, Housemarque’s rooted in these demo groups. Supreme Snowboarding and Remedy’s Max Payne proved big hits, and Sulake’s 1996 to 2000 - First Wave Hotel Goldfish (later Habbo Hotel) THE FIRST SUCCESS STORIES AND became an internet sensation. MOBILE GAME STUDIOS 2001 to 2004 - The Difficult Years In the mid-’90s, games were mostly FLYING HIGH AFTER developed for home computers. HITTING ROCK BOTTOM However, 1999 saw a major shift when Nokia introduced the WAP standard, Despite a few successes, the early 2000s which seemed like a promising platform were a difficult period for the Finnish in terms of game development. Several Game Industry. Risky investments game studios were set up in its wake, in gaming were halted, and despite and the Finnish Game Industry saw its a promising start, mobile game first boom. development also ground to a halt. WAP did not, however, meet Publisher-driven PC and console game expectations, and with the downfall development was too challenging for of WAP down went the mobile game most small game studios. 8 HISTORY
Luckily Nokia saw a business the handset, including investments in opportunity in mobile games. Nokia Finnish companies and their games. was confident that its N-Gage PDA, The N-Gage failed. The device was launched in 2003, would revolutionize expensive to manufacture, clumsy to mobile gaming and therefore invested play on and games were distributed only in the development of game content for in traditional brick-and-mortar stores. Still, the foundation for the mobile game ecosystem had been laid, and a number of new game studios were established in 2003–2005, including Sumea (later known as Digital Chocolate) Mr. Goodliving and Universomo.
2005 to 2009 - Moderate Growth THE ERA OF A MATURE MARKET
Towards the end of the 2000s, the Finnish Game Industry ecosystem continued to grow steadily. What was once a hobby had finally transformed into a serious sector of its own.
Picture: Rovio \\ Angry Birds 9 HISTORY
However, growth was relatively slow. The turnover of the game industry grew from around 40 million euros in 2004 to approximately 87 million euros in 2009. The relatively slow growth is explained by the value chain of the distribution of the games, which was functional but not particularly profitable for the game developer. But change was coming.
2010 to 2011 - A System in Turmoil BALANCE OF POWER REVOLUTIONISED BY MOBILE DIGITAL DISTRIBUTION
The digital distribution of games became the true driver of change in the gaming industry. Digital distribution first began on a PC platform but later expanded to consoles and smartphones through Apple’s App Store and Google Play.
10 Picture: Nitro Games \\ Heroes of Warland HISTORY
The new distribution methods 2012 to 2016 - The Perfect Storm represented a change in the balance of MICROPAYMENT MODEL power within the industry. With digital distribution and app stores, game Supercell was the first mobile gaming developers were able to reap 70 % company to successfully apply the profits instead of the former 15–25 %. micropayment model to a mobile game, This made a huge difference, and Rovio’s skyrocketing Hay Day and Clash of Angry Birds and its sequels were among Clans to the top of the most profitable the first to benefit from these new games list, where they stayed for several opportunities. years. As markets opened and international Supercell’s success further increased investors started to take interest and international interest in Finnish gaming, make investments in Finnish companies, and both investments and the industry the number of game studios blew up. The turnover surged in 2012–2015. In 2015, turnover of the industry almost doubled the Finnish Game Industry reached in just two years, from approximately the milestone of two billion euros in 87 million euros in 2009 to 165 million turnover. euros in 2011. Despite the strong focus on mobile games, Finnish companies continued to design games for other platforms, too. 11 HISTORY
Remedy’s success stories Alan Wake, than 50 people and have a turnover Quantum Break and Control, and of more than 10 million continued to Colossal Order’s success story Cities: increase. In 2019 four companies reached Skylines are excellent examples of the €100 million mark in their turnover. Finnish competence in design for non- The number of employees in the mobile platforms. industry grew to 3 200 by the end of 2018. In international comparison, Finland 2017 to 2019 - The Years of Establishment was placed within the top three game STABILISATION AND ENTRY TO developer countries in Europe. 2019 STOCK MARKET can be summarized simply as business as usual. The turnover of the industry 2017 was a year of stabilisation for the remained over the €2 Billion mark, the Finnish Game Industry. The listing of total turnover being €2,2 Billion for that four Finnish gaming companies was a year. key milestone – and a sign of a new level of maturity in the business. 2020 – Towards the New Normal From 2017 to 2019 the industry also EMERGING MARKET DISRUPTIONS AND went through structural development, COVID-19 and the “prosperous middle class” of gaming studios grew significantly. The In early 2020 COVID-19 hit the world. number of companies that employ more The global pandemic changed many 12 HISTORY things also in the game industry. Game Industry seemed to be ready to Events and gatherings were postponed, change and somewhat resilient against cancelled or moved online. Game the financial impact of the pandemic. companies went to remote working Lockdowns and curfews increased game mode and many previous practices e.g., downloads and gaming in general, and recruiting employees abroad, became the industry’s turnover increased also in more difficult. However, the Finnish Finland. At the same time, global regulatory fragmentation and increasing tensions between leading games industry value chain platforms and service providers made markets much more unpredictable. In the end of 2020, there were 46 established studios across Finland with over €1 million turnover. On the other hand, for some of the start-ups and non-established companies COVID-19 has been a death blow due to the cancellation of events and the difficulties in finding an investor or publisher.
Picture: Psyon Games \\ Concept Art 13 HISTORY
First Game domestic developers commercial start to games team up - WAP & releases Demo- first mobile skene studios The beginning First still existing of 80s: home First computers & game game international companies Dot.com development commercial First as a hobby are founded & mobile games Assembly hype releases event
Chesmac Sanxion Death Rally
Alien Incident
Supreme Snowboarding
Picture:14 EA Tracktwenty \\ SimCity BuildIt Gungho & HISTORY Softbank acquired Four game 2004-2007 2012-2015 Big companies First big international 51% of COVID-19 Supercell were listed mobile game investments on stock studio to Finnish Game acquisitions Angry Investment Companies F2P Birds recession mobile Movie Digital mobile 2018- distribution Era of Con- First solidation; N-Gage & expands (app stores) Finnish 2012-2014 Tencent Several big Growth of Game aqcuires Acquisitions Nokia and 2nd round Jams studio 80% of mobile Supercell games boom
Max Payne Flat Out Angry Birds Hill Climb Racing Quantum Break
Habbo hotel Glimmerati Trine HayDay & Clash of Clans Empires & Puzzles
Trials Super Stardust HD SimCity BuildIt Clash Royale Control
Trials 2 Shadow Cities Best Fiends Brawl Stars Alan Wake Cities: Skylines Legend of Grimrock The Walking Dead: No Man’s Land15 STATE OF THE INDUSTRY
The Industry in a Nutshell reflected in the number of companies with a turnover of more than €1 million. THE STABILIZATION and maturing In 2020, there were 46 studios across process of the game industry that Finland in that category (34 in 2018). 2019 started already in 2017 and 2018 and saw the first occurrence of 4 studios with has been covered in a previous study, an annual turnover of more than €100 continued in 2019 and 2020. The turnover million. remained stable, and 2020 was the sixth The decline in the number of studios consecutive year when the Finnish Game continued in 2019–2020. At the end Industry surpassed the €2 Billion mark. of 2020, there were around 200 active Perhaps the biggest news of 2019 studios (220 at the end of 2018). This is and 2020 was Israel-based Playtika’s partly due to intensified competition acquisition of mobile game developer in global markets, but also due to cuts Seriously Digital Entertainment in in Finnish regional support for game August 2019. The price of the deal has developer studios, with those cuts not been disclosed, but it has been hitting early-stage start-ups (0-2 years of estimated to be well over €250 million. age) and start-up companies (2-5 years of All in all, Finnish game developer age) the hardest. COVID-19 is also likely companies received over €100 million to hinder the launch of new companies, worth of investments in 2019–2020. The and its long-term impact on the Finnish financial success of the industry is also start-up ecosystem will be addressed in
16 Picture: Small Giant Games \\ Empires & Puzzles 17 STATE OF THE INDUSTRY
our next study, to be published in 2023. under 100 games per year. The number The short-term COVID-19 consequences is smaller than it was in the mid-2010s, are covered separately in this study. but there seems to be an observable Although the number of studios is divide between studios. Some studios now smaller, the Finnish Game Industry are clearly striving for a brisk publishing employs more people (3 600) than it did pace, while others, mainly the larger at the end of 2018 (3 200), and in the next studios, work in a game as service model couple of years, Finnish game studios expect to open 400–1 000 new positions. The share of non-Finnish employees has remained almost the same as it was in our previous study, 28 % in 2020 (27 % in 2018). The slow increase can be attributed to restrictions caused by COVID-19 and general issues with recruiting and immigration processes. The number of women working in the industry has grown 2 percentage points from 20 % in 2018 to 22 % in 2020. In 2019–2020, all Finnish game studios combined published a little
18 Picture: Traplight \\ Battle Legion STATE OF THE INDUSTRY
and concentrate on developing their existing games rather than on launching new ones. It remains to be seen if the hyper casual, fast publishing pace model will challenge the game as service model in the future. Also notable in 2019 and 2020 were the launches of some very successful and critically acclaimed indie titles such as Baba is You, Noita and Space Haven. Diversity, equality and inclusivity have been one of the hot topics in the Finnish Game Industry over the past two years. All these have already been present in the industry before, but industry organizations and companies are committed to continue developing the Finnish Game Industry as the best working environment in the world in order to have the best people making the best games also in the future.
Picture: JetDogs \\ 12 Labours of Hercules 19 STUDIOS
Studios Terramarque, a game studio established in 1993, is still listed as active in the THE AIM OF THIS STUDY is to provide business register, though it merged with an overview, as accurate as possible, of Bloodhouse already in 1995 to form the Finnish Game Industry. To serve that Housemarque, the oldest Finnish game aim, the Neogames´ database, used as studio still operating. background material when compiling According to estimates by Neogames, this study, contains only the studios from 1995 to 2018 there have been over that are active in game development. 600 Finnish game studios, 200 of which However, keeping up an entirely accurate were active in game development at database of all active game companies is the end of year 2020. For comparison, virtually impossible for multiple reasons: Neogames’ first study about the Finnish Statistics Finland has no definitive Game Industry covers the year 2004 and classification for game developer includes 40 active game studios. Out of studios, setting up a new game studio those 40 studios, 11 (28 %) are still active is relatively easy, and game developers in game development. can sometimes be in stealth mode for The listing on next page, indicating years before going public, and quite often the number of active studios, clearly studios just discontinue their active shows that the growth spurt of the business but remain still on active status Finnish Game Industry started after 2010 in the business register. As an anecdote, following the rise of mobile gaming. 20 STUDIOS
In the top year of 2014, there were 260 Since then, the number of active studios active studios, vast majority of them has steadily decreased, mainly because developing mobile games. competing on global markets has become more difficult and the threshold for setting up a new studio is higher. However, M&A and the availability of public support for launching new start- ups regionally also plays a role in the decrease in the number of studios. In 2020, the short-term impacts of COVID-19 also influenced the number of studios. In majority of these cases, it is likely that COVID-19 was not the direct cause of a studio shutting down, but it made finding new funding and partners 70 45 40 harder for studios that were already in 180 220 260 250 2002020 trouble. A comprehensive, up to date list 2012 2008 2010 2014 2016 2004 2018 of active Finnish game studios can be found on the Neogames website. Number of active studios 2004–2020 21 LOCATION
Location of Companies In terms of economic significance and Clusters and financial value, the Capital Region is still well ahead of other areas. 96 % of the industry’s turnover is generated FOR THE FIRST TIME since the early 00s, by companies located in Helsinki, more than 50 % of Finnish game studios Espoo and Vantaa (97 % in 2018). are again located in the Capital Region. However, all major industry hubs The major game industry hubs outside have companies making more than the Capital Region (by headcount) are €1 million annual turnover and all the Tampere, Oulu, Turku and Kajaani. regions have one or several examples There are vibrant industry hubs also in of successful game studios. Jyväskylä, Kotka and Kuopio. The number of people employed Outside the Capital Region, regional has increased slightly in almost all capitals seem to be hotspots of the game regions since the last study. Around industry in their respective regions. 79 % of all employees work in the This reflects the general development of Capital Region (75 % in 2018), and all Finnish society. Cities with educational large companies employing more than opportunities like universities and 250 people are located in Helsinki or universities of applied sciences are Espoo. The biggest studio by headcount attractive, especially for a younger, more outside the Capital Region is Oulu- game-oriented generation. based Fingersoft. 22 LOCATION
Location of the companies N:200
North 11 16 18 18 Central 20 21 18 26 East 5 7 9 10 West 9 11 13 8 Capital 55 46 42 38 2020 2018 2016 2014
%
Location of companies making at least EUR 1M turnover in 2020
3 North 5 Central 2 East 3 West 33 Capital Region 23 PLATFORMS
Platforms
FINLAND IS KNOWN for its strong mobile game development. Even though we are still strong in mobile, it is no longer as dominating a platform as it used to be. According to interviews conducted for this study, 62 % of companies are developing games on the Apple iOS and 65 % on the Android platform. The share of the still emerging mobile platform, Huawei, remains small. As already for years, multiplatform development is very common, and most companies develop the same game for several platforms. All the console platforms have gained some popularity, while PC development has a little surprisingly slightly decreased. The biggest drop in comparison to our previous study can be seen in AR
24 Picture: Remedy Entertainment \\ Control PLATFORMS
2017–18 | 2019–20 development, though there are also some strong AR game developers, such iOS 71% 62% as Next Games. Android 75% 65% The new category ”Other” includes e.g., HTML 5 games, games made for Huawei – 4% dedicated platforms such as different PC 50% 46% types of exergames and some hard to define browser games. Nintendo 20% 23% All in all, the landscape of favoured Playstation 16% 21% development platforms seems quite similar to what has been observed in our x-box 18% 21% previous studies. VR 10% 9% AR 36% 7% Chat 5%5% Other – 8%
Popularity of the platforms among Finnish game studios N:124
Picture: Dodreams \\ Drive Ahead! 25 DEVELOPERS & DIVERSITY
Developers & Diversity roughly estimated, 3 600 (FTE) people. This is 400 more than at the end of 2018 OVER THE COURSE of this study, (3 200) and 850 more than at the end of Neogames interviewed 134 game 2016 (2 750). Like in our previous studies, developer studios. Those studios these figures include entrepreneurs and represent 67 % of all Finnish studios approximately 250 persons employed (out of a total of approximately 200), abroad by Finnish studios. and since all the major studios were The median number of persons interviewed, it can be safely estimated employed in the 134 companies that the interviewed studios represent interviewed is 8, and the average 25. The well over 90 % of the employment of the median number in 2018 was 7 and the industry and almost all of its turnover. average 20, so there has been a slight As some companies did not answer every increase in both indicators. question, the number of answers given to During the year 2020, there were 182 the questions presented below may vary. interns working in 129 companies, which The 134 companies interviewed for is only 15 internships less than in 2019. this study employed 3 327 people full- The reduction is surprisingly small, since time at the end of 2020. 2020 was not too favourable for having Information from other available interns due to COVID-19. sources confirms that at the end of 2020, Altogether 129 companies provided the Finnish Game Industry employed, us with information about their 26 DEVELOPERS & DIVERSITY
recruitment needs. 107 companies (83 % of the companies answering to questions about recruitment needs) estimated that they are going to hire at least one new employee within the next 12 months. Altogether, these companies are expecting to hire 400–1000 new game industry professionals during the next 12–18 months. Due to the volatile nature of the industry, the actual demand for new employees is difficult to estimate, but these figures confirm, that Finnish game developers are still looking for growth, and the lack of employees is still a challenge to the industry. 600 1150 1100 1800 2500 2750 3200 3600 According to the survey, the number of female employees in the 134 2010 2012 2014 2016 2018 2020 2008 2004 companies surveyed has increased from 569 to 755 from 2018 to 2020. In the 134 Number of people employed Finnish companies interviewed, the share of Game Industry 2004–2020 women was 22,7 %. 27 DEVELOPERS & DIVERSITY
Based on these figures, and considering survey made by Neogames’ member the companies not interviewed for this We in Games in 2020, suggests that study, it is safe to assume, that the 4,5 % of game industry employees total share of women in the industry identify as non-binary, although survey is a little lower, approximately 22 %. is not directly comparable to this study The overall share of female employees due to its different methodology. is 2 percentage points more than it was in 2018 (a little over 20 % then). In comparison to when Neogames first surveyed the share of women in the industry (2010), it was 10 %. In 10 years, the growth has been 12 percentage points. Neogames also asked about the share of other genders in the workforce, but there were only a couple of companies that had this information or were able to share it. The amount of data was not sufficient to estimate the share of non-binary people in the Finnish Game Industry. However, a questionnaire
28 Picture: Next Games \\ Stranger Things The share of non-Finnish employees restrictions allowed people with Finnish has also been rising. The increase from residence permit to enter the country, 2018 to 2020 was much smaller than travel restrictions for EU/ETA nationals from 2016 to 2018. One reason might be were occasionally stricter. the COVID-19 pandemic, which caused The majority of non-Finnish significant difficulties for international employees work in the mature recruitment in 2020. companies (65 %) and the established According to the present survey companies (20 %) and in companies interviews (134), the total share of non- with more than 50 employees (78 %). Finnish employees working in Finnish However, there is a significant amount studios in Finland was 28 %, remaining of non-Finnish employees in the small almost on the same level as in 2018 companies and in the early-stage start- (27 %). ups and start-ups also. The ten biggest Altogether, 449 employees, 13 % companies within this survey employed of the employees of the companies 68 % of the non-Finnish employees. interviewed, came from outside the A little more than 40 of the smallest EU/ETA area (10 % in 2018). Despite the companies did not employ non-Finnish pandemic in 2020, the share of non- persons. EU/ETA employees has increased in 2019–2020. This might be partly due to the fact that while COVID-19 travel 29 FINANCIAL OUTLOOK
Financial Outlook When it comes to financial performance, perhaps the most significant change over THE TURNOVER of the Finnish Game the last years has been the decrease of Industry in 2020 was €2,4 Billion. This Supercell’s weight in the Finnish Game represents 9 % growth compared to the Industry portfolio. In 2015, Supercell’s share previous year and over 12 % growth in of the total turnover was almost 88 %. comparison to the previous study from In 2018, the company’s share was 2018. It seems that so far COVID-19 has 65 % and in 2020 around 54 %. This is not negatively affected the financial side further proof that the Finnish Game of the Finnish Game Industry. According Industry is not by any means a one hit to some statistics, the situation is the wonder. same globally, and the game industry The change in the structure of the has been resilient against the financial industry can also be seen in the statistics. consequences of the pandemic. The number of studios making more than The statistics show clearly that a €100 million turnover has increased from the Finnish Game Industry has been 2 in 2018 to 4 already in 2019. At the end of financially successful over the whole 2020, there were 46 studios with an annual past decade. The growth spurt started turnover of more than €1 million. This is 12 in 2012 with the success of Rovio and more than in our previous study from 2018 Supercell, and the industry reached its (34). The median turnover of the 134 Finnish peak turnover so far, €2,5 Billion, in 2016. game studios participating in this survey 30 FINANCIAL OUTLOOK was €360 000, which is substantially In 2019–2020 Finnish game studios higher than in our previous studies received almost €100 million in (€135 000 in 2018 and €95 000 in 2016). investments. The Seriously / Playtika Unlike in some statistics, investments acquisition is excluded from this or other similar transactions are not calculation. The net profit of the industry included here in the turnover figures. All was well over €500 million in 2020, these figures together are further proof which means that the game industry’s that the ”prosperous middle class” of contribution to the national economy via Finnish game studios has grown more taxation will be substantial also in 2020. substantial in 2019–2020. 872008 872009 1052010 165 320 900 1800 2400 2500 2350 2100 2200 40 2400 Million € Million 2011 2012 2013 2014 2015 2016 2017 2018 2019 2004 2020 Turnover of the Finnish Game Industry 2004–2020 31 IMPACTS OF COVID-19
Impacts of COVID-19 publisher and investor meetings and relations. Young start-ups with no existing THOUGH the Finnish Game Industry has networks have suffered the most, while survived the pandemic better than most more experienced studios with their wide creative industries, COVID-19 has been networks and solid track record have challenging. These challenges can be been better positioned due to their better divided into following categories: connections to potential partners. From the point of view of publicity, not being • Problems in reaching out to partners, able to meet the press is an issue for investors and colleagues many developers. However, the problem is • Delay in deals and development mutual, as also the press suffers from not • Communication and remote work having opportunities to meet developers. • Psychological fatigue and indisposition Restrictions on physical meetups • Increase in work load have complicated the Finnish game developer community’s best practice 1. PROBLEMS IN REACHING OUT TO sharing and decreased introductions PARTNERS, INVESTORS AND COLLEAGUES to partners and investors. Fortunately, some of these activities can take place Travel restrictions, cancellations of via digital channels and digital meetings onsite events and oversupply of online can compensate for the lack of physical events have had a big effect on partner, meetups to a certain extent.
32 Picture: Bugbyte \\ Space Haven Picture: Small Giant \\ Empires & Puzzles 33 IMPACTS OF COVID-19
2. DELAY IN DEALS AND DEVELOPMENT
Uncertainty has delayed decision making in all business relations. Delays in deals and cancellations of projects have affected the financial stability of some developers. Especially work- for-hire companies are suffering from cancelled and fragmented projects. However, after the initial shock of COVID-19 in spring 2020, investors and publisher have become more active again and the deal flow is returning back to normal. Remote work also affects development. Although game development is relatively easily done remotely, new working methods are required in order to do development effectively. Especially the creative processes in the early stages of game development are more difficult than
34 Picture: 10tons \\ DYSMANTLE game art IMPACTS OF COVID-19 under normal circumstances and cause though the number of game studios delays in development projects. applying for these funds has been COVID-19 is, therefore, likely to relatively small. hinder the launch of new companies and its long-term impacts on the Finnish 3. COMMUNICATION AND REMOTE WORK start-up ecosystem will be addressed in our next study, to be published in Even though time is not spent traveling 2023. However, in the short term its anymore, digital communication impact on a number of newly founded channels are flooded, while the ability studios has been surprisingly small. In to work and respond efficiently has 2020 there were more bankruptcies or not increased. Work from home, which planned shutdowns of Finnish game companies have been practicing since developer studios (39) than ever before. March 2020, requires independence and For some studios, COVID-19 and its good self-governance. Fortunately, in the consequences have been just the final game industry in general, and in Finland nail in the coffin. However, a majority of especially, company organizations are the studios that have shut down have flat and employees are well trusted. been inactive for several years. Business Managing and organizing Finland financial support and other development remotely presents new public funding tools have been crucial challenges. for some game developers to survive, 35 IMPACTS OF COVID-19
Many of the interviewed companies resiliency and situation in general, mentioned issues in communication on some of the developers were suffering several levels, both between and inside from more fatigue and depression teams. Starting new creative projects, which was reducing their well-being setting up new business, and building and efficiency. Some of the developers up team spirit are especially challenging experienced loneliness, and especially while working remotely. In addition to foreign employees were missing their these, there are significant regulatory families and relatives. Many companies obstacles for cross-border remote work were actively looking for solutions to (e.g., taxation) which complicate remote enhance and support well-being and the work between countries. mental health of their employees. Virtual coffee rooms and virtual after works 4. PSYCHOLOGICAL FATIGUE AND with digital board games and offering a INDISPOSITION wider range of mental health services via occupational health care was a common Opinions about remote work vary a lot. practice in many companies. The crucial Some of the developers were grateful for questions seem to be: How can we be the opportunity to work from home and happy making games at home? How were able to concentrate and focus even fast and how well can we adjust to better, while others would prefer working working from home? How do we nurture at the office. Depending on personal creativity under these circumstances? 36 IMPACTS OF COVID-19
In the end, many employees considered themselves privileged to be able to work in an industry that has been doing well compared to other industries.
5. INCREASE IN WORK LOAD
COVID-19 has increased the number of players and time spent on games. However, it has also brought in new, not always easy to identify, users into user groups previously familiar to developers. It is worth noting that the increased number of players does not always correlate with increased income or resources. This is the case especially in F2P games. According to some reports, COVID-19 has also had a negative impact on the well-being of gamer communities and this has increased the workload of community managers.
Picture: Big Ear Games \\ Big Ear 37 FINANCIAL SUPPORT AND FUNDING
Financial Support and Funding loan. None of the funding instruments mentioned below is game industry FINNISH PUBLIC FUNDING for the game specific. All the funding mentioned industry is mostly business oriented, below is also available through Business and cultural funding schemes, present Finland’s Entertainment Finland in many other European countries, are program, which supports Finnish game, almost non-existent. The Digidemo music and audio visual companies in funding has been an exception to the developing new business and growing rule, but at the moment its future is very global. unclear due to budget cuts. In business The first step in funding offered by funding the main public source for Business Finland is TEMPO. TEMPO is Finnish studios is Business Finland, for planning international growth and formerly known as Tekes, which has to study, investigate and test. It has a been funding the Finnish Game Industry maximum grant of 50 000 euros and it through various instruments and covers 75 % of the costs the funding is funding schemes since the late 90s. applied for. TEMPO is granted to 500– Business Finland funding is divided 1 000 companies every year. into many instruments, based on the The next step in Business Finland’s size, maturity and financial capability funding is R&D funding. R&D is for of the company applying. Business developing a service, a product, a process Finland funding is typically a grant or a or a business model.
38 Picture: Traplight \\ Battle Legion 39 FINANCIAL SUPPORT AND FUNDING
It is partly a grant (max. 50 %) and partly The financing company Finnvera a loan (50–70 %). R&D funding is granted provides financing for companies from to about 300 companies per year small micro enterprises to SMEs aiming to For scaling up, Business Finland grow via export and internationalisation. has the Young Innovative Company Finnvera provides and guarantees loans funding. It is for growing rapidly on a for companies looking for financing in global scale. The funding is granted in different situations. For more information, 3–4 phases. The grant is max. 500 000 visit Finnvera’s website. euros and the loan max. 750 000 euros. Business Finland funds 75 % of project Play Ventures and Sisu Game Ventures costs. have both been founded by Finnish All these fundings are collected on Game Industry veterans. Nordic Game Business Finland’s website. Ventures, investing exclusively in Business Finland offers also other unlisted early-stage game development financial support, such as the Explorer and games ecosystem SME companies – support to look into multiple different in the Nordic region, operates also in situations companies might want to Finland. explore. Angel investors with game industry knowledge and interest can be found via FiBAN. 40 FINANCIAL SUPPORT AND FUNDING
Another interesting funding opportunity is Finnish Cultural Foundation (Suomen kulttuurirahasto). The foundation supports cultural projects, also games, with grants. A grant can be applied for towards the artistic design or the implementation of games, and, for a game to receive funding, it is required to have artistic, cultural, or social goals. A grant can be applied for and received by an individual or a group working together. The grants can be applied for from both the Central Fund and the Regional Funds. Finnish Cultural Foundation has four application periods overall. For more information about grants and application periods, please visit the foundation’s website.
Picture: Boom Corp \\ Boom Slingers 41 STRENGTHS AND CHALLENGES
Strengths * Home of one of the leading mobile games hubs globally: Finland was * Finland’s secure and stable society and seen as the place to be when it successful COVID-19 counter measures comes to mobile game are seen as a good environment/basis development. for developing games now and in the * €1 million studios across the future. In addition to decent salaries, country: The individual success many public services including day care, stories of game companies in local education and health care are free or game clusters (outside of the Capital low-cost. Region) have been a big * Business Finland’s (formerly known as encouragement to other developers Tekes) financial support is well in the same area. One leading studio appreciated among the Finnish game can elevate the whole ecosystem to developers, especially by the early-stage a higher stage in its respective area. start-ups. * Strong gaming culture and active * Access to international risk funding: game developer communities: Despite the pandemic, the availability of Active game developer communities private funding has been good and in have always been a distinctive 2019–2020 Finnish game studios have feature of the Finnish Game received over €100 million in private Industry ecosystem and their funding. importance is well recognized.
42 Picture: Forbidden Studios \\ Among The Trolls 43 STRENGTHS AND CHALLENGES
Challenges has become even more difficult and is currently seriously slowing down the * Fragmentation of the industry: The growth of the games industry dichotomy between big successful game companies. Lack of marketing expertise developers and small indies is a growing and marketing professionals in risk for the Finnish Game Industry particular is hindering the growth of ecosystem. It is very important to take Finnish companies. care of the next generation of game * Education of local talent: The young developers and make sure that they are generation, graduates from game well integrated into the industry. education, seem to ease the need for * Consolidating ecosystem: During the employees, but juniors require more last two years both the number of new mentoring and support from the start-ups and the number of new game company they are working with. To releases have decreased. utilize the full potential of new junior * Access to international talent: The game developers, there should better global games industry senior talent structures and practises for education shortage was a challenge already before and guidance within companies. the pandemic. Due to travel restrictions Furthermore, cooperation between the and the limitations to online interviews game companies and educational only set by COVID-19 pandemic, the institutions should be strengthened. recruitment of leading industry talents 44 STRENGTHS AND CHALLENGES
* Increasing market uncertainty: Choosing a game engine is a long-term Constant regulatory changes and relationship for the developer and trust increased tensions between technology and predictability are a necessity. Even giants are a headache for many game though there is a lot of uncertainty developers, and developers’ about the future, disruptions have opportunities to influence them are always been seen also as an opportunity. scarce. In particular, Finnish game * Looming economic downturn after the developers were alarmed by the pandemic: A significant drop in skirmish between Apple and Epic that purchasing power in the main market had escalated speculations of the areas would be a challenge for the game possible banning of Unreal Engine at the industry as well. time of the interviews. At the same time * Access to local risk capital: As COVID-19 Unity has had problems providing has made access to international promised updates on schedule. funding more challenging, many game developers have contacted local private investors. Unfortunately, private funding in Finland is seen to favour mostly mobile game developers and big AAA PC & console developers, while PC and smaller console developers with smaller productions are neglected.
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can be part of the growth when scaling your business, and our global expert network is at your service. Funding can be used e.g. for the testing the viability of business concept, enabling the development and piloting of new products, services and business BUSINESS FINLAND models or rapid scaling to international Government organization for markets. innovation funding and trade, About Business Finland travel and investment promotion. Business Finland is the Finnish government organization for innovation Ideas to success - supporting the Finnish funding and trade, travel and investment Game Business Growth promotion. Business Finland’s 600 Have a good idea, a promising team experts work in 40 offices globally and and will to grow your game business in 16 regional offices around Finland. globally? Business Finland can fund Business Finland is part of the Team your company to get off to a fast start. Finland network. Companies registered and operating in Since 1995 we have been working Finland can apply for our funding. We in close collaboration with the best 46 GAME INDUSTRY SUPPORT ORGANIZATIONS
Finnish game companies, research organizations and private investors. Our customers include companies like Small Giant Games, Colossal Order, Remedy, Seriously, Supercell and Rovio. Our funding for the Finnish game industry has been over 150 million euros. This has contributed to the growth of the game industry and private investments.
CONTACTS Kari Korhonen Senior Advisor +358 44 2464 673 ari orhonen u ine fin an fi Olli Sinerma Senior Advisor o i inerma u ine fin an fi www.businessfinland.fi
Picture: Reworks \\ Redecor - Home Design Game 47 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
is the fastest channel to information and contacts within the Finnish Game Industry. Our services include organizing trade missions to international events, coordination of cross-industry NEOGAMES FINLAND development projects, cooperation Hub of the Finnish Game Industry with ministries and the political sector, organizing domestic networking events Neogames Finland is a member-based and promoting media relations both non-profit game industry association domestically and internationally. established in 2003. Neogames´ mission Neogames Finland also produces various is to accelerate, coordinate and support surveys and reports related to the the development of the Finnish game Finnish Games Industry. ecosystem. Neogames’ members Neogames Finland is the represent all sectors of the game representative of Suomen pelinkehittäjät industry from business to education ry in EGDF taking care of lobbying and research. Neogames is an impartial activities on the EU-level. umbrella association and serves the shared interests of all industry players. As the hub of the industry, Neogames 48 GAME INDUSTRY SUPPORT ORGANIZATIONS
CONTACTS KooPee Hiltunen Director +358 40 532 4176 oo ee neogame fi Suvi Latva Chief Business Advisor +358 40 592 4018 u i at a neogame fi J-P Kaleva Chief Policy Advisor +358 40 716 3640 ari e a a e a neogame fi Elina Tyynelä Coordinator e ina neogame fi www.neogames.fi
Picture: Small Giant Games \\ Puzzle Combat 49 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
Suomen Pelinkehittäjät is committed Suomen to improving diversity and equality ry within the game industry and it works Pelinkehittäjät in close co-operation with other FINNISH GAME DEVELOPER STUDIOS ASSN. industry networks. It has 80 members including all of the major studios in Finland. Suomen Pelinkehittäjät ry is a SUOMEN PELINKEHITTÄJÄT founding member in EGDF, (European Games Developer Federation) which Finnish Game Developer represents games studios based in 15 Studios Association European countries.
Finnish game developer studios CONTACT association, Suomen Pelinkehittäjät ry, Jussi Loukiainen is an amalgamation of game developer Chair of the Board studios. The main mission of the [email protected] association is to act as a guardian www.pelinkehittajat.fi of interests for game studios, and to advance the political and economic interests of the Finnish Game Industry on both national and global level. 50 GAME INDUSTRY SUPPORT ORGANIZATIONS
from programmers to producers, from designers to testers. Not only does IGDA Finland help keep the people in the industry stay in touch, but also helps developers from students to indies and promotes the Finnish game industry both on a national and international IGDA FINLAND level. The local Finnish chapter of Monthly meetups are what IGDA Finland is best known for. Meetups IGDA, the International Game take place all around Finland but also Developers Association online these days. Anyone is more than welcome to join us and our events! As a part of the largest nonprofit organization for game creators in CONTACT the world, IGDA (International Game Joonas Häll Developers Association) is there for Chairperson of the Board any- and everybody who wants to make oona ha ig a fi games. IGDA Finland does just that by www.igda.fi helping and promoting Finnish game developers from writers to artists, 51 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
changed its name from Women In Games to We In Games. The association is for anyone and everyone who believes in diversity and inclusion. WiGfi organizes workshops, seminars, surveys and networking events for supporting their members career, runs WE IN GAMES FINLAND projects related to diversity and inclusion in games, and maintains the speakers list Promoting Diversity and in order to get more diverse speakers in Inclusiveness in the gaming industry events For public, WIGFI Games Industry shares knowledge about the diversity in the gaming industry, and participates We in Games Finland is a non-profit in different actions, forums, and events organization improving diversity and supporting diversity and inclusion in inclusiveness within the Finnish gaming general. industry. WiGfi was spun from a network of more than a thousand individuals CONTACT Taina Myöhänen initially formed in 2011, and in 2019 the President organization was founded to support the in o eingame fi mission fully. In 2020 the organisation www.weingames.fi 52 GAME INDUSTRY SUPPORT ORGANIZATIONS
jams and events, both online and offline - and even hybrids of these two! The annual main event, participation in the Global Game Jam, gathers around 1000 organizers and jammers throughout the country. The annual Finnish Game Jam Awards honors jam games, jammers and the supporters of the Finnish game jam scene. FINNISH GAME JAM Supporting game CONTACT development as a hobby Teemu Kokkonen President Finnish Game Jam is a non-profit finni hgame am gmai om organization founded to support game www.finnishgamejam.com development as a hobby in Finland. The main objectives of FGJ are to run game jams, unify jam organizers and provide information on game development events. FGJ organizes multiple game 53 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
GAME MAKERS OF FINLAND Labour Union for game industry
Game Makers of Finland is the world’s first labour union for the people who work or study in the game industry. Their mission is to help to create, develop and implement the best practices together CONTACT with the people in the industry. Milla Pennanen Game Makers of Finland wants to Executive Director promote the general well-being and Game Makers of Finland growth of game companies and listen to mi a e ia a fi the voices of employees. www.peliala.fi 54 GAME INDUSTRY SUPPORT ORGANIZATIONS
the Nordics´ leading start-up campus and Helsinki Games Capital, the showroom and first stop to anyone looking to get access to the industry. Newco Helsinki provides start-up services from ideation to the validation phase.
CONTACTS HELSINKI Vesa Raudasoja Helsinki is a world leader in mobile +358 40 658 3058 e a rau a o a he fi game development and the home of the Finnish game industry with almost www.newcohelsinki.fi/en 90 companies, 1 900 employees (28 % Antti Salomaa non Finnish), and €2 billion total +358 40 823 5375 turnover (2020) of which well over 95 % antti a omaa he in igame a ita fi comes from export. For decades, Helsinki www.helsinkigamescapital.fi/ has hosted a flourishing game culture Ville Simola that forms the basis for this success. +358 44 070 0520 In the heart of Helsinki game [email protected] ecosystem operates Maria 01, www.maria.io 55 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
of Turku in the Centre of Excellence program in Game Culture. JAMK University of Applied Sciences provides a new international Bachelor JYVÄSKYLÄ Degree in Business Information Technology in Game Production. Expa Game Business Co-operative / IGDA The esport scene is also active in the Finland Jyväskylä Hub is one of most Jyväskylä region. active game industry hubs in Finland. Digi & Game Center - Co-Development CONTACTS Ecosystem established 2020 is operated Suvi Vuojolainen by Expa and acts as hotspot for the +358 50 311 8820 game industry in Central Finland. u i uo o ainen fi Business Jyväskylä by City of Jyväskylä www.businessjyvaskyla.fi/en brings together Jyväskylä success stories Tuomas Roininen and development projects. Business +358 50 3800 991 Jyväskylä provides information about tuoma roininen e a fi services to help expand business www.expa.fi operations and helps start-ups. Digi & Game Center - University of Jyväskylä co-operates Co-Development Ecosystem with University of Tampere & University in the Heart of Finland 56 www.digigamecenter.org GAME INDUSTRY SUPPORT ORGANIZATIONS
the connections between education and businesses, and helping aspiring gaming entrepreneurs and early-stage startups get off the ground. Xamk is also actively developing game technologies and enabling their KOTKA & PLAYA adoption. In addition, we have built an e-sports community with a novel PLAYA Game Industry Hub was founded training program starting soon at the in Kotka back in 2012, when mobile local sports academy. gaming started to grow, and new gaming Xamk has a strong emphasis on startups emerged. Business services developing digital economy and and other activities around Playa are business, and offering support for currently operated by Xamk University companies in the region with their of Applied Sciences, the largest research product and business development, and development UAS in Finland with networking, funding, and trade missions. campuses in Kotka, Kouvola, Mikkeli and Savonlinna. CONTACT Teemu Saarelainen Initiatives focus on running an +358 44 702 8555 international mentoring and acceleration teemu aare ainen am fi program for game studios, improving www.xamk.fi/en/frontpage 57 GAME INDUSTRY SUPPORT ORGANIZATIONS GAME INDUSTRY SUPPORT ORGANIZATIONS
OULU
Oulu is the center of the northern game industry and home of several game companies with almost €30 million combined turnover. The unique gaming ecosystem in Oulu is creating the conditions for predictable and repeatable success from first demo to global market. The key players are neatly settled at the brand new Game Campus CONTACT Oulu in the city center. The campus is Hannu Hiltunen led by Fingersoft, the biggest company in +358 44 703 1394 the area. Oulu Game Lab, an innovative [email protected] education and incubation program is www.businessoulu.com another important occupant. www.apaja.com 58 GAME INDUSTRY SUPPORT ORGANIZATIONS
Finland with 30 established companies and several start-ups, employing well over 200 game industry professionals. Game research is one of the strengths of TAMPERE the Tampere region - the Game Research Lab at Tampere University is one of the Tampere Game Hub is the regional most well-known game research units in hub for game developers in Tampere, Europe. joining together game companies, educational institutes, regional start- CONTACT Tomi Toikka up hubs, associations, mentors and +358 45 846 1006 investors. Tampere Game Hub also hosts [email protected] the Finnish Game Incubator program www.tampere.games that helps out starting game teams form their studios all across Finland. Tampere Game Hub works in close cooperation with Business Tampere and City of Tampere in order to grow the Tampere game development scene. Tampere region hosts, by headcount, the second largest game cluster in 59 GAME INDUSTRY SUPPORT ORGANIZATIONS
the IGDA Turku chapter. Turku as a game industry region is constantly growing with support offered by The Hive - Turku Game Hub and Turku Science Park and the goal is to make Turku even more attractive place for game companies.
CONTACTS Jami Andersson TURKU +358408613500 Turku is the hometown of nearly 20 [email protected] established game companies such as www.turkugamehub.com TicBits, Tribeflame, Snowfall, FakeFish, Michael Lindholm Flatfish Games and MiTale. In Turku +358405020089 there are two higher education institutes [email protected] delivering a programming-focused degree in game development. The education produces 50-60 graduates per year. Game research in Turku Game Lab is active and the passionate game developer community is supported by
60 Picture: Supercell \\ Brawl Stars 61 LESSONS LEARNED – VISIONS OF THE FUTURE
Lessons Learned – TECHNOLOGICAL TRENDS Visions of the Future * Towards post-mobile: Mobile became IN GENERAL, all the interviewed the biggest platform for games during companies, even the very indie-minded the 2010s and it is likely to remain the ones, saw their future as bright. The leading platform at least for the first half level of professionalism has increased, of 2020s. In other market segments, old and most developers understand that market leaders like Steam (PC) and a viable business plan and cashflow Nintendo eShop (consoles) and are a necessity, even though creativity underdogs like GoG (PC) and Epic Game is essential to game development. Store (PC) are still doing well. Combining an indie spirit with business * Cross-platform games and cross- thinking is not easy, but it seems that platform stores are here: Over the past to a certain extent, Finnish studios have few years, the processing power of been able to do so. However, the future smartphones has reached the level of brings both new challenges and new some laptops and consoles. As a result, opportunities. Based on the company game genres that were once exclusive to interviews and together with its PC or console are now exclusive on European umbrella organisation EGDF, certain (cross-platform) stores like Neogames has identified the following Microsoft Store (Xbox console + PC) or key trends. Google Play (mobile + PC).
62 Picture: Futureplay \\ Merge Gardens LESSONS LEARNED – VISIONS OF THE FUTURE
63 LESSONS LEARNED – VISIONS OF THE FUTURE LESSONS LEARNED – VISIONS OF THE FUTURE
Apple is rumoured to start merging its iPad AppStore and Mac AppStore during 2021. Apple’s subscription service, Arcade, is already available on mobile and Mac. * Cloud gaming services are here: Alongside the traditional storefronts, game distribution platforms are developing their cloud gaming services like PS Now (PlayStation console) and Xbox Gamepass Ultimate (Xbox console + PC) and Google Stadia (mobile + PC). It will be increasingly difficult for alternative cloud service providers to compete against them. A bigger transition is coming with the next generation of cloud-based consoles that allow players to play their console and PC games on their mobile devices. Mobile-first cloud gaming is not likely to challenge other cloud gaming platforms
64 Picture: Dazzle Rocks \\ Concept art LESSONS LEARNED – VISIONS OF THE FUTURE LESSONS LEARNED – VISIONS OF THE FUTURE
before 5G and 5G based mobile cloud COVID-19-related manufacturing and gaming platforms like the Finnish Hatch distribution delays, second-hand market go mainstream. speculators and suddenly increased * Faster and better infrastructure and demand lead to a slower market uptake more affordable data: The growth of of the latest console generation and mobile and cloud games, in particular, cutting edge PC graphic grads. relies on constantly improving global telecommunication network BUSINESS MODEL TRENDS infrastructure (e.g., the availability of 5G) and increased availability of cheap * Premium - pay per download: access to unlimited data. The wide-scale Sustainable success in premium games collapse of digital infrastructure due to, markets is increasingly based on games for example, natural disasters like tech that stand out with their high quality destroying solar flares, terrorist attacks and strong brands and create long term on electricity networks or hostile value for the players. hackers attacking telecommunication infrastructures would have a devastating * Games as a service – the rise of impact on the game industry. freemium: The F2P gaming business is * Increasingly unreliable manufacturing still growing through continuously chains and games hardware updating and improving key live games speculators: Supply chain roadblocks, as well as by developing and releasing 65 LESSONS LEARNED – VISIONS OF THE FUTURE
new games. Companies strive to release with new in-game subscription models games that become long-lasting digital like season passes. hobbies through continuously * Short & fast development (and introducing new features, new business maintaining) cycles support the growing models, and in-game events that trend of hyper casual. increase player engagement and * From ads to smart playable ads: Playable monetization. At the same time, the ads specifically have become an players’ expectations for leading F2P increasingly popular ad format, as they games are constantly increasing and provide players the chance to experience a some of them are becoming closer to game before downloading. AAA productions. * From onsite eSports to online: Mass * Subscription renaissance: New gathering based eSports business models subscription-based services like Apple were seriously damaged by COVID-19 and Arcade and Google Stadia are becoming the global pandemic is likely to increasingly interesting publishing significantly slow down the development channels for premium game developers. of physical eSport infrastructure (like However, the limited access to player eSports arenas). However, as the pandemic data might become a serious roadblock closed down traditional sports, it for game developers operating via those turbocharged the growth of eSports platforms. At the same time, a number popularity and has attracted traditional of game developers are experimenting sports actors into eSports markets.
66 Picture: Critical Force \\ Critical Ops LESSONS LEARNED – VISIONS OF THE FUTURE
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* Rise of followers and influencers as marketing channels: The COVID-19 pandemic has only accelerated growth in the numbers of new streamers, other content creators and their followers. This has placed new pressures on game developers to create content that maximises the marketing potential of streaming. * Blockchain-based business models: Due to significant regulatory uncertainty, the uptake of blockchain- based content as in-game assets has been slower than expected. However, blockchain-based technologies will be an interesting way to address a number of other industry challenges like copyright management. * Platform featuring in i.e., Apple Store, is estimated to have less impact than it used to have.
68 Picture: Superplus Games \\ Hills of Steel and Hills of Steel 2 LESSONS LEARNED – VISIONS OF THE FUTURE LESSONS LEARNED – VISIONS OF THE FUTURE
* Cooperation projects between particular, game design is increasing companies are now more common based on risk-avoidance, trust, than some years ago. Cooperation transparency, ethics, fairness, projects lower the risk and investment interpretability, accountability, safety of an individual studio, but also offer a and regulatory compliance from possibility to learn from the diversity, data protection, consumer development partner over the course of protection, protection of minors and AI the project. self-regulation perspectives. Through their games, European game SI S development studios play a role in the lives of hundreds of millions of people * More responsible game design and globally every day. working environment: European * Green game design: The most studios have increasingly focused on significant environmental impacts of the safe and responsible gaming for players gaming industry are related to energy of every age and background. Other consumption, both in the game main focus areas include, but are not development stage and while gaming, limited to, the sustainability of licensed and the manufacturing of gaming products, employee well-being, equality hardware. The reduction and and diversity, responsible operating compensation of CO2 emissions caused methods and the environment. In by gaming is one of the key emerging 69 LESSONS LEARNED – VISIONS OF THE FUTURE LESSONS LEARNED – VISIONS OF THE FUTURE
industry transformations in the early Player data has become the key route to 2020s. player-centric improvements in * AI-driven game design and content: gameplay, identifying bugs, building less Shared tools and best practices across toxic online communities and improving games are essential to carry out efficient monetisation and marketing of games. live operations. Game developer studios * Early access continues to gain are investigating opportunities for the popularity: Early access is becoming an utilization of machine learning and increasingly important way for game artificial intelligence. AI tools are developers to co-develop their game increasingly embedded in games and together with their fan community. game development tools. Step by step, AI * From multiplayer to metaverse – the will take over other parts of game design rise of shared digital events and other like coding. Hyper casual will be among social features: One of the most the first genres to face a wave of AI- significant drivers of success in the generated games. At the same time, biggest games in recent years has been thanks to AI and big data, games will the efforts made by game developers to become even more personally tailored. make it easy for old and new friends to * Data-driven game design: Especially play games together. This has turned freemium game developers are games into key online gathering points increasingly investing in both tools for for people to socialise and experience data analytics and data-analyst talent. live events in, which also means that 70 LESSONS LEARNED – VISIONS OF THE FUTURE LESSONS LEARNED – VISIONS OF THE FUTURE
players are increasingly expecting more (social) content from their games. At the same time, improving access to the internet makes global player communities increasingly diverse and multinational. * Emerging AR games: Although Pokémon GO brought a number of handheld AR games to markets after 2016, none of them has been able to repeat its success. Head-mounted AR- games currently mainly exist as early B2B products. With head-mounted AR displays combined with mobile 3D scanners, they are likely to slowly enter B2C markets during the second half of the decade. * Emerging VR ecosystem: Virtual reality B2C markets are slowly growing, thanks to more and more affordable consumer devices (e.g., PlayStation VR and Oculus