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One other week, one other convention. This week, Pocket Gamer Connects returned as soon as once more to Helsinki. Solely this time, it was a part of a sequence of exhibits to type Finnish Video games Week, which included Management Day by IGDA Finland and W Love Video games – which is going down proper now.
In the meantime we hosted the reveal of the High 50 Cellular Recreation Makers at PGC, which named a couple of of Finland’s best on this yr’s record (extra on that beneath).
The week was a good time to community with the Finnish and wider Nordic video games group whereas additionally welcoming friends from internationally. If there may be one place to take the temperature of how the cellular video games {industry} is doing – it’s Finland.
So, after per week of occasions, insightful periods and loads of networking alternatives, what did we study?
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Finns get actual, Finland fashion
Pocket Gamer Connects Helsinki kicked off with a chat from Neogames Finland director KooPee Hiltunen, diving into the state of the nation’s video games market. Its final report was based mostly on 2022 knowledge, displaying robust development within the sector as turnover reached €3.2 billion, up from €2.4bn in 2020.
However then got here the onerous truths of 2023 and 2024. ATT, inflation, decline in shopper buying energy, lowered financing choices, world instability and elevated competitors have all mixed to various levels to create a tricky video games market.
In the meantime – as we famous in an article earlier this yr on the state of Finland’s cellular video games {industry}, points with new immigration insurance policies and a rollback of presidency incentives in Helsinki are additionally making life troublesome for native studios. And as studios retreat into ‘survive to 2025’ mode, some have resorted to extra service oriented work, which has the potential to outstrip demand.
Hiltunen mentioned these difficulties have led to industry-wide layoffs – which he estimated to have impacted round 25,000 jobs globally, greater than ever earlier than – a discount in working hours at some firms, strategic adjustments in enterprise (just like the aforementioned subcontracting providers), and studio closures.
Finland has seen a few notable closures this yr, together with Lightneer, initially based as an academic video games firm earlier than shifting to hypercasual, and Shipyard Video games, the Supercell-backed studio engaged on geolocation-based AR titles.
There are development indicators coming again to the cellular video games sector, and a few of Finland’s largest and most profitable studios, like Supercell, are even scaling up. However the Finnish sector has received very actual concerning the state of the market.
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A detailed and trustworthy group
It’s virtually cliche at this level when speaking about Finland’s video games {industry} to say the tightness of its group. However it’s price highlighting – builders are prepared to share trustworthy suggestions and classes realized from their successes and failures. Hiltunen may have kicked off the present on a way more constructive beat – however who would that serve? Dealing with the reality with honesty paves a significantly better path ahead.
This week’s PGC additionally jogged my memory of one in all my favorite periods from final yr, wherein Essential Pressure chairman and founder Veli-Pekka Piirainen gave a superb appraisal of the studio’s highs and lows over ten years. You possibly can watch it right here:
It wasn’t simply PGC that offered a platform for networking and sharing insights this week (it is price noting that leaders within the Finnish {industry} meet up usually every month anyway), however Finnish Video games week welcomed extra alternatives for the sector to get collectively throughout all ranges.
PGC Helsinki faucets into a large spectrum of ranges and professions, providing numerous alternatives for enterprise with Investor Connector, Writer SpeedMatch and the assembly system, in addition to periods on developments and numerous areas of growth. Management Day offered an area for – you might have guessed it – {industry} leaders to study from one another, with a variety of focus spent on DEI (Range, Fairness and Inclusion) initiatives.
W Love Video games, in the meantime, targeted on growth insights and an area for indies. It doesn’t take away from all of the challenges of the {industry} – as Hiltunen famous, juniors are discovering it tougher than ever to get employed within the sector.
General, the week offered alternatives for a variety of {industry} friends to come back collectively, community, do enterprise, and study.
Value studying: Former Huuuge Video games VP of product: new video games just lately offered his evaluation on the state of Finland’s video games market on LinkedIn. It’s a basic trustworthy appraisal of the {industry} in Finland – whereas maybe a countenance to simply how ‘trustworthy’ leaders within the sector have actually been over the previous couple of years and the way adaptable builders have been to {industry} developments.
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Direct-to-consumer methods take centre stage (once more)
That is mainly a takeaway I get from each occasion – direct to shopper methods are in vogue proper now. And why not? The chance to interrupt away from the (extraordinarily slowly) crumbling 30% charges and walled gardens of platform holders and generate extra income is an attractive one.
This week, we hosted the Powering Funds observe at PGC Helsinki, welcoming audio system from the likes of FastSpring, Nexus, Rovio, Aghanim, STash and Raptor PR.
Appcharge additionally hosted a session on the subject of internet shops, whereas buyers on my panel entitled ‘Tipping Level: When Will we see the Funding Faucet Circulate?’, which included Agnitio Capital, Sisu Recreation VEntures and PLay Ventures, additionally mentioned the constructive change DTC methods carry.
In a session alongside FastSpring CMO David Vogelpohl, Nexus CEO Justin Sacks mentioned publishers don’t have to drive all of their gamers to the online retailer for it to have a considerable impression on profitability. He claimed that if publishers can convert 25% of cellular income to DTC platforms, this might result in as a lot as an 8% enhance in profitability.
His high suggestions for getting gamers to pay via an internet retailer as an alternative of in-app included:
- Higher offers – Reductions / additional content material.
- Exclusivity – Distinctive content material you may’t get every other approach.
- Passing on financial savings you make off the platform to the participant.
- On platform you lose 30%. On D2C it’ll be so much much less. So you may cross on 10% to fifteen% extra content material/foreign money to gamers in your internet store.
- If publishers give attention to VIPs, they’ll make distinctive bundles based mostly on participant exercise and former purchases.
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Finnish affect within the High 50
This week additionally noticed the disclosing of PocketGamer.biz’s High 50 Cellular Recreation Makers 2024, revealed stay on stage at PGC.
We create the record yearly to shine a lightweight on the {industry}’s greatest and brightest. Standards for being within the record expands from the standard of recent video games launched, stay ops success and income efficiency to notable innovation, {industry} impression, enterprise transformation, and future potential.
Finland, as one of many key epicentres of the cellular video games {industry}, in fact, had a couple of mentions. Fingersoft, Metacore, Rovio and Supercell additionally made their approach onto the record, with the latter rating significantly extremely following the big success of Brawl Stars, amongst different causes.
Wanting deeper on the record, you may see Finland’s affect stretching additional, too. EA was named within the High 50, which owns SimCity BuildIt developer Tracktwenty, based mostly in Finland. Netflix, in the meantime, owns Subsequent Video games, Take-Two/Zynga homes Small Big Video games, MTG beforehand acquired Snowprint Studios, and SciPlay has a Finnish workplace.
Playtika owns the Greatest Fiends IP, developed by the now closed studio Critically, and Supercell holds a majority stake in London developer Area Ape Video games. That’s to not point out a sure acquisition by Tencent of Supercell, too.
There’s been some debate about Finland’s prominence in recent times, with the rise of different {industry} hubs like Turkey throughout the hypercasual growth years and its informal sport growth stars Peak Video games, Gram Video games and Peak Video games. However it’s onerous to disclaim simply how influential it stays within the sector.