Christopher Dring
Head of Games B2B
Tuesday 22nd March 2022
Let me set the scene.
The premium new games market has had a difficult few years.
Last year across Europe, new game releases (so titles actually launched in 2021) accounted for less than 30% of all games sold.
There are numerous drivers around this. First, it's been a relatively quiet couple of years for new titles, partially because of COVID-related delays.
Then there's the continued lack of PS5 and Xbox Series X stock, which has at least delayed buying intentions from some players.
"The age of engagement is increasingly at odds with the business of selling new $70 games"
Game prices have also risen significantly, and during uncertain times. Not all publishers have increased their prices, but discounting has reduced -- the days of retail competition driving down costs are long gone.
The pricing situation has become more noticeable with the decline in the pre-owned and trade-in market, which was an inevitable consequence of fewer games coming out, and the rise of downloading.
The dominance of service-based games -- GTA Online, Fortnite, Destiny and the like -- means gamers are spending months, even years, within one title. Many of these games are even free-to-play.
Now there are subscriptions, too. Xbox Game Pass is the most famous example. But even on PS5, every PlayStation Plus subscriber has access to 20 of the biggest PS4 games to play at no additional cost.
On top of that, games companies starting giving away big titles during the COVID-19 lockdowns. Sony's Play At Home Initative saw the platform holder hand out AAA games to millions of its players.
With so many excellent free games and live service titles to play, is
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