Chris Cocks
๐ค SpeakerAppearances Over Time
Podcast Appearances
We're not doing a whole bunch of complex battle pass or free to play economics.
We're doing it more like, hey, here's price for your game.
You get 40, 50 hours of content.
You have a lot of fun.
And then hopefully you want to go buy the sequel.
Um, and we think that works with our brands and, you know, based on the economics that we have in the studios that we have, like I said, the first couple games are going to cover up a bunch of cover, a bunch of startup costs.
And so.
Those might not be as profitable as we want, but we think over time, as we start to optimize those studios, figure out how we leverage great talent spots like Eastern Europe and markets like Montreal, where we have one of our biggest offices, we think we can get profitable at that over time and delight a lot of people in the process.
I think the fandoms have a lot of authority over our brands and what we make.
Anyone who makes a great game that endures or a great IP that endures has to listen to their fans.
They have to be able to figure out the signal through the noise.
But that's always been the case.
My view on AI and user generated content is as owners of multiple brands, you can't ignore it.
You can't stick your head in the sand and just it's not a game you're going to win if you just play defense.
You've got to figure out a way to engage the fans.
You've got to figure out a way to engage the platform and hopefully empower people to use your brands and use your content responsibly and hopefully figure out a way that you can make an ecosystem
Where everyone wins from the voice talent and the writers and the creators behind the properties to the fans who just want to have some fun with their friends and share cool things with each other.
Is it going to be disruptive?
Yeah.
Are people have people figured out the business model yet?