I’ve got the best job in the video game industry.
I’ll admit, when I started writing about the business of gaming back in 2007, I had hoped it would lead to a life of reviewing games for a living.
I had joined the UK weekly trade magazine MCV. And from the outside, a life of writing about games retailers, discussing business strategies and analysing charts data didn’t seem like the dream job.
But it was. For starters, there was the people. The industry is full of brilliant, awkward, charming, devoted people. And I don’t just mean the creative leaders and business executives I am lucky enough to interview, but indie retailers, analysts, media, recruitment agents, accessory manufacturers, marketers, event organisers, PRs… I have excellent readers.
And then there’s the subject matter. One minute it’s all about motion controls and the bane of pre-owned, and suddenly it’s building games within Roblox and the bane of live service games sucking all the time out of the market. This industry is forever-shifting, constantly surprising and never boring.
So I never did become a games critic. I stayed with MCV for nine years. I worked on over 450 magazines and hosted numerous awards events and conferences. From there, I took charge of GamesIndustry.biz and started doing those things globally. We launched projects such as the GI 100 and Best Places To Work Awards and established GI as the No.1 game business title in the world.
It’s been a joy. And although the publications have changed, my job has remained largely the same for nearly 18 years, which is to support the people in The Game Business.
That line sounded a little corporate, I know, and I can only apologise for that, but it is how I see my role. There are smart journalists doing important work in uncovering the problems in this industry, and I feel my job is to help find solutions.
A prime example of this is probably my proudest project: The Best Places To Work Awards. There was so much legitimate criticism leveled at game companies for toxicity, crunch and poor diversity, that I wanted to find the businesses that were doing things right, and then have them share their expertise with everyone else. I am grateful to my old bosses for letting me do that.
But increasingly, year-over-year, I have had less time to do those things. And so I’ve taken a risk, walked away from the best job in video games, and started from scratch.
If anything, the need for good business media has never been higher. The seismic shift the industry has endured has been heartbreaking (and it’s not over), and the future remains uncertain. So what can I put together to help video game people navigate these challenges, identify the opportunities (and there are opportunities) and find a way forward? And what even does a next-generation game business publication look like?
What I’ve come up with is The Game Business. A new media outlet that will meet game professionals where they are. And we’re not just talking about studio and publishing bosses, but everyone working across the industry (and even those outside of it who want to understand a bit more about what makes this business tick).
We’ll be covering what’s selling, what’s trending and what’s struggling, we’ll be analysing established and emerging platforms, distribution channels, monetisation practices, new markets, policy changes, shifting player behaviours, the battle for time in a world without any, and so much more.
And we’ll be doing that in two main ways. The first is The Game Business Show, which are effectively video podcasts and interviews that are roughly 30 – 45 minutes in length. These Shows take place twice a week (with the occasional bonus episode) every Tuesday and Thursday. We will have a ‘feature’ Show, which could be an interview or a deep dive into a specific topic. And then you’ll receive our ‘news and analysis’ program, which focuses on the latest developments, trends and data, complete with exclusive stories and insight you won’t find anywhere else.
Those Shows can be downloaded as a podcast, watched on YouTube, and we’ll also post insightful segments on social channels.
The second part of TGB is our Newsletter. Alongside both Shows, we’ll be delivering the same insight (and occasionally a bit more) directly into your inbox. Of course, if you prefer, you can read it on a website (as you’re probably reading this), and we’ll be sharing written information via social media such as LinkedIn, too.
It’s pretty simple. TGB will deliver focused information, insight and analysis in whatever form that suits you. You can read it in your inbox, on our website and on social media, you can listen to it via whatever podcasting platform you use, and you can watch it on YouTube, TikTok, Instagram and so on.
I sent this concept around to hear what the industry thought. Lots of people offered me excellent advice, but one person who was particularly encouraging was Geoff Keighley (he of The Game Awards fame). Geoff didn’t just like the idea, he asked if he could fund the project. I’ve known Geoff for a few years, his enthusiasm for this industry is infectious and I jumped at the offer.
Geoff may be backing it, but TGB is not part of The Game Awards (despite the acronym). This is a separate entity that I’m responsible for. But Geoff’s support does mean we can go faster, I can make most of it free, and it means we can put on our first event: The Game Business Live, which takes place alongside Summer Game Fest in June.
If all that sounds intriguing, then I hope you’ll join us. Subscribe to our newsletter, or to our podcast, or YouTube channel (or all three). And follow us on whatever social media platform you find least offensive.
But most of all, please take part. This is your publication after all. What do you like? Where are we going wrong? Who should we be talking to? What areas do you feel need covering? I want to hear it. I am not particularly hard to find, but if all else fails, you can reach me via chris@thegamebusiness.com.
Now, I best get back to the best job in video games.
So looking forward to this!
Awesome news! Video games are the only art medium where unit sales/revenue is actively hidden. We can see how movies gross. We can see how much albums sells and how many streams a track gets. We rarely see individual game sales/revenue. We can even see how many views TV shows get.
The industry desperately needs open transparency for its own good.