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The Games Industry And ATVI - Page 83

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JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
June 17 2026 16:36 GMT
#1641
Ubisoft has 17,000 employees down from 19,500 a couple of years ago. Nintendo has 8,250 employees and Steam has 350 employees.

Ubisoft is so bloated and so reliant on government money they deserve to go down.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Uldridge
Profile Blog Joined January 2011
Belgium5222 Posts
Last Edited: 2026-06-17 16:46:46
June 17 2026 16:40 GMT
#1642
Why?
I'm starting to become jaded with the inefficiency/bloated metrics. Companies should be rewarded for hiring people, for creating a social layer. Granted, many don't do it the correct way, but patting yourself on the back because you can increase your profit due to cutting out humans is not something you should be very proud of.
Let people do something and give them stuff in return so they can live. Simple concept. I'm so exhausted of hearing the need to be innovating yourself or pushing the envelope or being hypercompetitive, or otherwise you're cut out of deserving to earn a living wage. It's disgusting.
Taxes are for Terrans
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
Last Edited: 2026-06-17 16:45:11
June 17 2026 16:42 GMT
#1643
On June 18 2026 01:40 Uldridge wrote:
Why?

Life quality in Canada is falling like a rock. Governments need to devote themselves to the basics and stop worrying about making video games.
Please note, I live in New York. So my critique not coming from some personal animous.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Uldridge
Profile Blog Joined January 2011
Belgium5222 Posts
June 17 2026 16:47 GMT
#1644
I'm quite sure the Canadian government has much more money to dole around than just for Ubisoft.
Taxes are for Terrans
Harris1st
Profile Blog Joined May 2010
Germany7410 Posts
June 18 2026 09:29 GMT
#1645
On June 18 2026 00:34 Simberto wrote:
Show nested quote +
On June 18 2026 00:19 Yurie wrote:
I honestly think the competition is harder than it has ever been as well. Anybody buying an indie procedural game is a lost sale on a AAA game. They come out of the same time budget for the player. Aggregated over many many games this shrinks the market.

On top of that you have the multiplayer area where any new title is going to struggle even if it is decent. The incumbents aren't going away unless you can beat a game that was in development as long as yours and has had 5+ years of more development post release.


Competition really is heavy. I game a lot. How much do i spend on games? Maybe 20 bucks a month. Between replaying older games i already own, cheap indies, bundles, and discounts, the games i need to spend my day gaming and want to play are simply not that expensive.

I am rarely interested in buying a completely new title, despite basically identifying as a core gamer. I assume a lot of people feel the same considering just how many awesome games came out in the last decade that even i as a really major gamer haven't gotten around to playing yet.


Same. And even from those 20 bucks, at least 5 are for a pile of shame game that I'll never play.
Go Serral! GG EZ for Ence. Flashbang dance FTW
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
Last Edited: 2026-06-26 18:28:12
June 26 2026 17:34 GMT
#1646
"competition" appears to be heavy because it is easier than ever to make a game. Just look at Rogue Command. A very solid RTS title made by two guys in their spare time. That was not possible in 1995, 2005 or even 2015.

In 2026, it is not very hard to get good at C# and learn the Unity engine. Compare that to MS C++ in 2000. We're living in a different world. Its probably about as big a difference as building Atari and Intellivision games in 6502 Assembly language versus MS C++ 6.

Skyrocketing Hardware Prices

The skyrocketing hardware prices have made for a fascinating time in the video game industry. XBOX has raised prices three times. Nintendo introduced a brand new console and was forced to employ a modest price increase. The Steam Machine price is sky high and hte Steam Deck went up huge.

So far, I'd say Nintendo has handled the skyrocketing prices in hardware the best. I think Nintendo has handled it the best and 2nd place is not close.

People whine about Nintendo's lack of creativity in moving their main line series forward. Perhaps that perspective has some merit. Seeing Starfox "64" and Super Mario World I can see where these people are coming from. However, there are aspects of the video game business where Nintendo remains #1 without question. On the business side of things I'm super impressed with Nintendo these past two years. And to quote Jesse "The Body" Ventura, former Governor of Minnesota: "I Don't Impress Easy".
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Fleetfeet
Profile Blog Joined May 2014
Canada2835 Posts
June 26 2026 19:24 GMT
#1647
Worth noting that steam hardware's prices may always be a bit fucky, because steam has had years and years of people dumping 'value' into CSGO and other skins with no (proper, legal) way for people to convert that into cash. Steam hardware allows you to sell your $200 CSGO knife for a steam controller, and then (fb marketplace / ebay / whatever) sell your hardware for cash.

You'll need someone smarter than I am to tell you how much, how long, and in what way that impacts Valve's pricing, but it seems extremely intuitive to me that Valve is aware they have several million dollars in a protected digital bubble, and they really won't want to make it too appealing for people to pull their money out of that market.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
June 26 2026 21:22 GMT
#1648
Why wouldn't that emptying have occurred when the 512 GB LCD Steamdeck was $320?

I think Steam's hardware pricing only went sideways this year.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Fleetfeet
Profile Blog Joined May 2014
Canada2835 Posts
June 26 2026 21:35 GMT
#1649
On June 27 2026 06:22 JimmyJRaynor wrote:
Why wouldn't that emptying have occurred when the 512 GB LCD Steamdeck was $320?

I think Steam's hardware pricing only went sideways this year.


I don't think we have exposure to the data to say it did/didn't. It could have happened on a small scale limited by the availability of steamdecks at that price and not fully crashed the market.

I'm just saying Valve knows they have a market of 20m dollars of CSGO skins in circulation (or whatever the numbers may be) and they make 15% off each transaction, so they'll want to protect that economy.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
June 27 2026 00:09 GMT
#1650
On June 27 2026 06:35 Fleetfeet wrote:
Show nested quote +
On June 27 2026 06:22 JimmyJRaynor wrote:
Why wouldn't that emptying have occurred when the 512 GB LCD Steamdeck was $320?

I think Steam's hardware pricing only went sideways this year.


I don't think we have exposure to the data to say it did/didn't. It could have happened on a small scale limited by the availability of steamdecks at that price and not fully crashed the market.

I'm just saying Valve knows they have a market of 20m dollars of CSGO skins in circulation (or whatever the numbers may be) and they make 15% off each transaction, so they'll want to protect that economy.

A real human customer buys a skin and gives STeam ~$23 in cash. ~$20 in Steam Wallet money is passed on to the seller. Steam is up $1 in cash. The game vendor is up $2 in cash. It is not like Steam is "down" $20. The customer is "down" $23 cash.

None of this impacts any hardware purchases on Steam. There is nothing to "protect". Steam has banked the $1.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Fleetfeet
Profile Blog Joined May 2014
Canada2835 Posts
Last Edited: 2026-06-27 05:48:55
June 27 2026 05:48 GMT
#1651
Every time a $1000 dollar skin is sold on the steam marketplace, Valve 'makes' 15% of that transaction.

If Valve offered an out of $100 steam dollars for $100 USD, people could/would liquidate their inventories and the entire market of steam dollar things will restabilize at their value of actual-dollar things, which is some percentage lower than their current value in steam dollars. There would be a short-term increase in volume of sales but an overall deflation of the entire market (Unless you believe the CS2 skin market is actually worth somewhere north of 2 billion real USD).

The only way to create steam dollars is by purchasing them at a rate of $1 steam dollar to $1 USD (or currency equivalent.)

The only way to convert your steam dollars into USD (within the scope of their ToS, without risk) is to sell physical merchandise purchased with steam dollars.

The closer Valve gets to letting people 'buy USD for steam dollars' this way at a 1:1 ratio, the worse it is for Valve as it deflates the value of the market, and they profit off the value of active trading in that market.

Therefore, I would expect Valve not to price their hardware competitively/aggressively.

Anyone -not- JJR willing to sanity check me here? I assume I'm a dumbass, because this is certainly not my wheelhouse, but it... seems intuitive, to me?
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
Last Edited: 2026-06-27 06:47:04
June 27 2026 06:45 GMT
#1652
right after i compliment Nintendo's business practices ... and ... they increase the pay for their employees. LOL.
On June 27 2026 14:48 Fleetfeet wrote:
Therefore, I would expect Valve not to price their hardware competitively/aggressively.

Valve's hardware has been competitively priced for years. For years, the Steamdeck was a reasonably priced and sold millions. Their new controller is worth $100 USD. It sold out instantly.

Several times the 512GB LCD was $320 USD. A great deal for a PC handheld.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Simberto
Profile Blog Joined July 2010
Germany12004 Posts
June 27 2026 07:10 GMT
#1653
On June 27 2026 09:09 JimmyJRaynor wrote:
Show nested quote +
On June 27 2026 06:35 Fleetfeet wrote:
On June 27 2026 06:22 JimmyJRaynor wrote:
Why wouldn't that emptying have occurred when the 512 GB LCD Steamdeck was $320?

I think Steam's hardware pricing only went sideways this year.


I don't think we have exposure to the data to say it did/didn't. It could have happened on a small scale limited by the availability of steamdecks at that price and not fully crashed the market.

I'm just saying Valve knows they have a market of 20m dollars of CSGO skins in circulation (or whatever the numbers may be) and they make 15% off each transaction, so they'll want to protect that economy.

A real human customer buys a skin and gives STeam ~$23 in cash. ~$20 in Steam Wallet money is passed on to the seller. Steam is up $1 in cash. The game vendor is up $2 in cash. It is not like Steam is "down" $20. The customer is "down" $23 cash.

None of this impacts any hardware purchases on Steam. There is nothing to "protect". Steam has banked the $1.



I think the situation is a bit more complex in general, because steam wallet is not completely cash, and that difference probably matters.

If we track real cash, the human customer has given $21 to steam and $2 to the game seller (if your numbers are correct). Meanwhile, Steam has given S$ 20 to the seller, which they promise the seller can use to buy whatever he wants on the platform. Which means that steam probably eventually has to give some part of that $21 in real money they currently have to someone else when the customer uses that money to buy something else. I assume steam would like to keep more of the $21 if possible (and in fact some of it is certainly theirs with the platform duties they charge)

The fact that steam dollars are locked to the platform also means that steam dollars are worth less that real dollars, which you can spend everywhere.

I don't know exactly where all of this leads to in detail.
Yurie
Profile Blog Joined August 2010
12171 Posts
Last Edited: 2026-06-27 08:33:14
June 27 2026 08:31 GMT
#1654
I don't know enough about finance to say if having 20$ locked up inside your company is better for the company than having 2$ in profit that is free to do whatever with right now.

If they are willing to act like banks and leverage the money in accounts they could use 18$ of those 20$ for anything really. Assuming they can pull that money back in a decent time in case there ever would be a bank run.

Making it more complex from the outside is that the money might not actually be in steam. People assume it has a value but the money is in the outside bank system until somebody puts it in. So then you have no money inside the company to play around with. You instead need to consider a sale once right now vs the same sale multiple times in the future.

Steam does seem to care about the marketplace, the CS2 loot box changes to drop prices of knives probably moved more sales into their marketplace and out of third party sites.
Fleetfeet
Profile Blog Joined May 2014
Canada2835 Posts
June 27 2026 20:51 GMT
#1655
Thanks Simberto and Yurie!

I think my conclusion is that it's a lever they CAN use to control their own market, not a valve (pun intended) they MUST use, and it's gonna be basically impossible for anyone but Valve insiders to comment on their market strategies.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
Last Edited: 2026-06-28 02:32:08
June 28 2026 00:35 GMT
#1656
While USA and Western based studios lay people off and get a temporary bump in their stock price...
Nintendo says.. screw that and raises the base salary of their employees in the face of a 40% stock price decrease.
https://mynintendonews.com/2026/06/26/nintendo-has-raised-its-employees-base-salary-by-10/

Bungie is done like dinner. 'member when Bungie had 1,600 employees? 'member when Bungie had massive support studios within Activision helping them create Destiny 2 expansions? 'member when everything wrong at Bungie was all Activision's fault? Well, its over. Bungie can blame Micorosoft, Activision, and Sony all it wants.. its over.

Some are complaining about the celebrating going on as Bungie sinks into the ocean and hundreds lose their jobs. This is a company that on 5 occasions ripped off independent artists and plagiarized their work. The 5th one was the worst.. it was stolen art work on a massive scale. Bungie got caught 5 times ... how many times did they actually steal the work of others? When you do stuff like this so often and you market to 10s of millions of people you will inevitably incubate and grow an audience of people that will cheer your demise.

On June 27 2026 16:10 Simberto wrote:
Show nested quote +
On June 27 2026 09:09 JimmyJRaynor wrote:
On June 27 2026 06:35 Fleetfeet wrote:
On June 27 2026 06:22 JimmyJRaynor wrote:
Why wouldn't that emptying have occurred when the 512 GB LCD Steamdeck was $320?

I think Steam's hardware pricing only went sideways this year.


I don't think we have exposure to the data to say it did/didn't. It could have happened on a small scale limited by the availability of steamdecks at that price and not fully crashed the market.

I'm just saying Valve knows they have a market of 20m dollars of CSGO skins in circulation (or whatever the numbers may be) and they make 15% off each transaction, so they'll want to protect that economy.

A real human customer buys a skin and gives STeam ~$23 in cash. ~$20 in Steam Wallet money is passed on to the seller. Steam is up $1 in cash. The game vendor is up $2 in cash. It is not like Steam is "down" $20. The customer is "down" $23 cash.

None of this impacts any hardware purchases on Steam. There is nothing to "protect". Steam has banked the $1.



I think the situation is a bit more complex in general, because steam wallet is not completely cash, and that difference probably matters.

If we track real cash, the human customer has given $21 to steam and $2 to the game seller (if your numbers are correct). Meanwhile, Steam has given S$ 20 to the seller, which they promise the seller can use to buy whatever he wants on the platform. Which means that steam probably eventually has to give some part of that $21 in real money they currently have to someone else when the customer uses that money to buy something else. I assume steam would like to keep more of the $21 if possible (and in fact some of it is certainly theirs with the platform duties they charge)

The fact that steam dollars are locked to the platform also means that steam dollars are worth less that real dollars, which you can spend everywhere.

I don't know exactly where all of this leads to in detail.

Steam takes in more in real cash than they give back in Steam Wallet funds. So Steam ends up with extra cash. From Steam's perspective that wallet money represents LESS than what they took in ... in cash.

The Steam Controller from 10 years ago, the current Steam controller, the Steam Deck, Steam Link etc etc etc .. Steam hardware in aggregate have all been aggressively priced for a decade. The current Steam Controller, for $100, is amazing. Its only been in the last few months where AMD has been getting euchred in the memory marketplace that Steam has had to back away from great pricing.
On June 28 2026 05:51 Fleetfeet wrote:
Thanks Simberto and Yurie!
I think my conclusion is that it's a lever they CAN use to control their own market, not a valve (pun intended) they MUST use, and it's gonna be basically impossible for anyone but Valve insiders to comment on their market strategies.

Steam's hardware prices have been great for 10 years. They went up for the same reasons the hardware prices went up for Nintendo, Microsoft, and Sony. Valve is a much smaller hardware vendor and can never get the quantity deals the other 3 companies i named get. Thus, Valve is more sensitive to hardware component costs. This is why the Steam Machine is at a high price AND why all their other hardware had low prices for 10 years.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Fleetfeet
Profile Blog Joined May 2014
Canada2835 Posts
Last Edited: 2026-06-29 01:05:32
June 29 2026 01:05 GMT
#1657
On June 28 2026 09:35 JimmyJRaynor wrote:
Steam's hardware prices have been great for 10 years. They went up for the same reasons the hardware prices went up for Nintendo, Microsoft, and Sony. Valve is a much smaller hardware vendor and can never get the quantity deals the other 3 companies i named get. Thus, Valve is more sensitive to hardware component costs. This is why the Steam Machine is at a high price AND why all their other hardware had low prices for 10 years.

Sure. Doesn't disagree with or really address my conclusion at all. Feels a bit like you're talking to yourself.
Harris1st
Profile Blog Joined May 2010
Germany7410 Posts
June 29 2026 10:00 GMT
#1658
I am not to big on invest and stuff but I always assumed steam works just like any other bank: The money you put in isn't really there but will be immediately invested by the bank/ steam into ETFs and shares and whatnot and steam just shows you numbers.
Go Serral! GG EZ for Ence. Flashbang dance FTW
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4454 Posts
July 02 2026 10:57 GMT
#1659
PS5 being more expensive now, over 5 years after it came out is insane.And here not by a small amount, actually 30-40% more expensive.Hardware market is completely cooked.
https://www.youtube.com/watch?v=e7PvoI6gvQs
JimmyJRaynor
Profile Blog Joined April 2010
Canada17869 Posts
Last Edited: 2026-07-17 15:43:46
July 17 2026 14:00 GMT
#1660
it is pretty easy to make a video game these days...
another part time guy makes a game as a side hustle.


a lot of personal stories in there so i asked CHatGPT to cut through that and give a summary of non-personal details.
+ Show Spoiler +
1. Start by proving demand before writing much code

One of the smartest things he did was not programming.

Instead he:

created a website
posted on wrestling forums
announced the project publicly
watched whether people cared

That told him there was actually an audience.

Lesson:

Before building a game for five years, make sure people actually want it.


2. Build the smallest possible version first

Originally the project wasn't RetroMania.

It was simply:

"Can I remake WrestleFest?"

A very narrow goal.

He didn't begin by saying:

I'm going to build the greatest wrestling game ever.

He copied a proven design first.

This dramatically reduced complexity.

3. Programming experience transfers...but only partly

He already had

SQL
accounting software
database programming

He says that experience helped...

...but only a little.

Game programming is very different.

Examples:

Database programming:

Read record
Update record
Save record

Game programming:

60 FPS loop

Input

Physics

Animation

Collision

AI

Audio

Rendering

Repeat forever

Different mindset.

4. Engines are the biggest decision

He mentions how today you'd choose between

Unity
Unreal
GameMaker
Godot

instead of writing an engine.

That's probably the single biggest technical decision today.

Notice he eventually chose GameMaker.

That surprised me a little because RetroMania feels much more sophisticated than many GameMaker games.

5. Learn enough programming to understand developers

One thing I liked:

He didn't become the world's greatest programmer.

He learned enough to understand

C
C++
Hello World
basic coding

That made him a much better project leader.

He could communicate intelligently with programmers.

That's huge.

6. Prototype with placeholder assets

This is one of the best technical ideas in the interview.

He says they:

ripped existing sprites
used them only as placeholders
rapidly prototyped gameplay

Then replaced everything later.

That is exactly how many commercial games are built.

Nobody wants artists waiting six months while programmers build combat.

7. Gameplay first

Notice the order.

They weren't worried about

music
polish
menus

First they wanted

"Is this fun?"

That's the correct order.

8. The first code usually gets thrown away

He laughs about finding his original code.

Apparently the hired developer basically said

"We're not using any of this."

This is extremely common.

Professional software often rewrites Version 1 almost entirely.

9. Expect terrible time estimates

One of the best quotes:

Game development is terrible at estimating completion dates.

Reasons include:

bug fixing
QA
edge cases
balancing
unexpected problems

He specifically compares this to GTA 6.

This is one of the hardest parts of software engineering.

10. Never rush a patch

He says they delayed a patch because they kept finding bugs.

That is exactly right.

A buggy patch usually creates more work than delaying a week.

11. QA takes much longer than beginners expect

One thing beginners underestimate:

Programming

≠

Finished game.

You still need

testing
regression testing
compatibility
bug fixing

That can easily equal the original programming effort.

12. Community feedback is valuable

He repeatedly mentions:

reading forums
reading criticism
reading emails

Even hate mail sometimes exposed real problems.

Good developers separate emotion from useful feedback.

13. Reach out to experienced developers

He contacted:

other indie wrestling developers hackers programmers
people who understood sprite extraction

He didn't try to reinvent everything.

This probably saved years.

14. Budgeting matters

One thing I'm looking forward to hearing later:

He says he'll reveal

Original budget
vs.
Actual spending.

Every software project I've ever seen dramatically underestimates cost.

15. Documentation is incredibly valuable

He still has

emails journals prototypes budgets development logs

Fifteen years later.
This is gold.\
Many studios lose their history.

16. Public accountability helps

Once he announced the project publicly...

he couldn't quietly abandon it.
That external pressure helped keep the project alive.

17. Keep your day job

He says something important:

RetroMania didn't make him rich.
He never quit his accounting career.
That reduced financial pressure enormously.
Many indie developers fail because they need the game to pay next month's rent.

18. Don't build everything yourself

One sentence really stood out.

He says: I probably did the least amount of work besides funding it.
That's actually a sign of good leadership.

The job of a producer isn't to write every line of code.

It's to assemble the right team.

19. Wrestling games are an underserved niche

His reasoning was interesting.
Instead of trying to compete with every video game...
he competed inside a niche.

Large enough:
Millions of wrestling fans.

Small enough:
Very little competition.

That's often where successful indie games come from.

20. The technical lesson that impressed me most

The biggest takeaway for me wasn't a programming trick.

It was this development philosophy:

Build something small.

Validate that people want it.

Prototype quickly with temporary assets.

Learn enough technology to communicate effectively.

Ask experts for help.

Rewrite when necessary.

Polish only after the gameplay is already fun.

That sequence explains why RetroMania eventually shipped after such a long development cycle.

How this relates to your own projects

Overall, I'd give this first episode 8.5/10 for developers. There isn't a lot of deep programming yet, but there are many practical lessons about how an indie game actually gets started. If the later episodes get into architecture, animation systems, AI, asset pipelines, or engine-specific decisions, I think they'll be even more valuable.


today's engines make the game development process 1000X easier than it was 20,30, 40 years ago. So it should be easy for these newly unemployed hardworking geniuses to annihilate Retromania Wrestling. This was a game made part time as a side hustle by an aging Accountant whose biggest technical accomplishment was memorizing the 1992 ANSI SQL Syntax.

All this whining by industry people about how "the market is saturated" occurs precisely because it is so easy to make a game in 2026.

Video Game employees are protesting in the streets folks!

On June 29 2026 10:05 Fleetfeet wrote:
Show nested quote +
On June 28 2026 09:35 JimmyJRaynor wrote:
Steam's hardware prices have been great for 10 years. They went up for the same reasons the hardware prices went up for Nintendo, Microsoft, and Sony. Valve is a much smaller hardware vendor and can never get the quantity deals the other 3 companies i named get. Thus, Valve is more sensitive to hardware component costs. This is why the Steam Machine is at a high price AND why all their other hardware had low prices for 10 years.

Sure. Doesn't disagree with or really address my conclusion at all. Feels a bit like you're talking to yourself.

the price is competitive. their hardware has not been influenced by in game economies for many, many years including 2026.
On July 02 2026 19:57 iPlaY.NettleS wrote:
PS5 being more expensive now, over 5 years after it came out is insane.And here not by a small amount, actually 30-40% more expensive.Hardware market is completely cooked.

you're paying for all of Sony's big bets that went bad. You're paying for Concord and Bungie. Nintendo has been correctly criticized for its lack of innovation the past few years. It is a criticism Nintendo deserves. However, it is worse to spend many Billions trying to be "innovative" and failing as Sony has.

Nintendo and Gabe are quite good at doing nothing and winning. That said, they deserve credit for putting themselves in that position.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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