2023 Game Development Trends
2023 Game Development Trends
In 2023, three powerful forces will shape game development: the solo-to-social trend, the
technologists-to-artists trend, and the games-to-economy trend.
Understanding these patterns is crucial for capitalising on large prospects, but they also provide
new obstacles in game design, client acquisition, development technique, and live operations.
Understanding both the problems and the potential will enable you to develop a long-term game
business.
This essay will help you comprehend this concept as well as some of the actual economics
around networks, games, and communities.
People used to talk about "social games" that were formed on social networks years ago.
Ironically, these games were nearly never social; instead, they benefited from spam and
marketing via an unregulated social media ecosystem at the time (if you were around, you
surely remember all the requests for nails to build barns in Farmville).
To be clear, I'm not referring to that, nor am I advocating a return to "social games."
It is critical to remember that the gaming environment is more linked with communities than ever
before. That often implies that previously alone gaming experiences are becoming social as a
result of the "meta" that surrounds a game — the chat, contests, community, memes, esports,
streaming, modding, and so on.
There are significant consequences for game design, operation, nurturing, and marketing. I'll go
over each one briefly.
Undertale is an example.
Consider the game Undertale. My kids both enjoy Undertale, which has no multiplayer features.
Nonetheless, they are active members of the streaming community and YouTubers. They make
fan games out of it. They disseminated Undertale memes. My son even attends an Outschool
class where kids get together once a week for a show-and-tell about Undertale... he's even
picked up piano solely to learn to play the Undertale soundtrack.
From a business standpoint, what an incredible method to have sustained years of Undertale
sales — and provided the ideal foundation for the debut of Delta Rune.
One set of lessons is to recall what makes a great game in the first place: a fantastic core loop
that players adore. Characters who stick with you and emotional storytelling Wonderful music.
Undertale has all of these, and socialisation would have been ineffective without them.
Because of the gameplay loop's simplicity, gamers were able to construct fan games. To riff on
the experience, no-code/low-code tools such as Clickteam Fusion and Gamemaker Pro could
be utilised. The characters and stories pique the interest of the audience, resulting in animated
series and gameplay variations. One fan even made a game that included PvP and multiplayer
elements that were not present in the original.
It all boils down to community participation: designing a game with the concept that if you
present the correct features to your community, they will build around them. Here are some
examples of how you can include that experience into your game:
A gameplay loop that players will love customising — you can make it even easier than
Undertale did by including modding as a feature of your game from the start, so players don't
have to spin up their own toolchain.
A community infrastructure that allows players to easily connect with one another: a Discord
server is essential these days, and collaborating with some great streamers to help develop
content (beyond marketing the core gameplay itself) is a vast unexplored area.
Game developers frequently consider themselves to be creators in the creator economy. True,
but if you think of your game as a creator economy, you'll tap into one of the metaverse's key
tendencies and establish a far larger business.
The game is a platform for your players to join the different community ecosystems you support,
such as wikis, your Discord server, or anywhere your players hang out. Prepare to discover and
support the places your gamers develop on your own. From within the game, you may discover
information, people, and events in your community.
Idle gaming is one of the gameplay genres that is progressively following the solo-to-social
trend. Consider Cookie Clicker's success with its Discord community (almost 130K members at
the time of writing). Or consider how games like Archer: Danger Phone and the
soon-to-be-released The Office (both from East Side Games/Leaf Mobile) use tournaments,
events, and leaderboards to enhance retention and reengagement.
Idle games, which are often played alone, are adding events and social components to the main
loop.
Communities and Content Fortresses
Advertising performance has worsened since the rise of App Tracking Transparency (ATT). As a
result, major publishers have begun to build "content fortresses" where they may cross-promote
their games (ATT does not limit tracking between games owned by the same company).
Economically, the growth of communities and content fortresses means that a customer's
lifetime value (LTV) for a single game is no longer the most important business indicator. It is
now the total LTVs of all the games (including franchise sequels, such as Delta Rune after
Undertale) that a player will buy or spend money on during the length of their relationship with a
publisher. That statistic is known as Network LTV.
The Network LTV is a "store of value" that can become a hugely valuable (but typically
undervalued, from a balance-sheet standpoint) asset at a game company.
It is more difficult to compete for single-game developers who perform in-house publishing and
client acquisition (many will never be able to bid on advertising at scale, due to the unit
economics)
CACs based on advertising have the potential to climb further in the long run.
There is the potential for shady publishing deals to be made in which a popular game
unknowingly funds a publisher's cross-selling network at the expense of the game's developer.
Keep an eye on your backs, indie developers.
Although I believe advertising is here to stay — it is frequently the most effective method to
scale a game with the appropriate measure – the greatest approach to counteract ad-dependent
strategies is to consider community as a more real alternative to the CACLTV treadmill.
A game's "economy" comprises all of its streaming, esports, community participation, modding,
and so on. In other words, the "solo to social" shift I mentioned earlier has an economic
component. The Network LTV includes not only direct sales of games and things, but also
events and activities, as well as partnership options with modders, streamers, and esports
celebrities. Indeed, current data suggest that when these parts of the gaming economy
(together with hardware) are considered, the market size roughly doubles when compared to
software sales and virtual products alone:
Naavik (https://naavik.co/business-breakdowns/market-sizing)
A consistent supply of content combined with events that reengage your community is the "fuel"
for these economies. Much of this content is available in-game (new items, new stories, new
maps, etc.) You might also consider adding external material (mods, livestreams, social media,
etc.)
I mentioned your "network" before as a type of store of value for the game you're developing.
Savvy game developers, such as Undertale, recognised that they would gain value in this
network even if they invited others to riff on their creations. Axie Infinity discovered that by
having a take rate of 5%, they could achieve enormous retention (day 30 of 90%). (i.e., their
economy, built around NFTs, recycles almost all of the value between the players and
speculators of the game).
Axie Infinity permits 95% of the economy to be recycled among its participants.
Esports, broadcasting, modding, and so on are ways to develop an economy around your
game; as you invest in this store of value, you'll gain by releasing additional content, updates,
sequels, and so on.
Surprising Discovery
Although it comes as no surprise to those who have studied market disruption: the less control
you have and a lower take rate may boost value within the economy of your game.
You may be wondering how you can replicate the success of Axie Infinity or Undertale without
the unique community aspects and market timing that these games benefited from. There are
various things you can immediately incorporate into your game — whether multiplayer or solitary
— to support these player behaviours.
A regular cadence of activities that bring your community together is a fantastic approach to
bind it all together. I've grouped this into the Live Games Trinity, a model for high-voltage game
operation. Create a "content train" that provides updates to your users on a regular basis, and
support it with events that drive players to optimise around specific game features for limited
periods of time.
This is due to the fact that we are moving from the engineering era of game creation to the
creator era. Traditional "artists" who work in 2D and 3D visual media, as well as storytellers,
designers, and world-builders, are among these creators.
This has significant business consequences for anyone developing a game today:
More and more individuals will use no-code/low-code tools and off-the-shelf technology to
create market-competitive games and game features (the most evident example of this is the
vanquishing of a huge amount of graphics programming due to the advantages of 3D Engines
like Unity or Unreal).
Working on truly unique areas of game feature design — items that introduce players to truly
innovative experiences — is where engineering teams can add the greatest value.
Teams who cling to outdated technology — whether an in-house 3D engine or a complex live
server architecture — will be hindered in their competitiveness. They will not be able to maintain
the agility, faster time-to-market, and capital efficiency of smaller, optimised teams.
Aside from the creation of a game, live operations will rely on unblocking artists so that they can
participate in the pipeline without the friction generated by brittle processes and unnecessary
technical hurdles.
Roblox: The Future Is Here
Roblox is one of the tendencies mentioned above.
Many game developers nowadays believe that Roblox is not suitable for professional game
production, despite the fact that many children have become self-made millions in this manner
(compare to similar tales on YouTube). Professionals look at the production values, big money
take-rates, and creative limits and conclude it isn't for them.
In fact, game studios such as Supersocial and Toya are being founded to create content for the
Roblox environment.
Now, I'm not here to tell you that you should create your next game on Roblox. But I'm here to
tell you that this form of game creation (and, more broadly, the creation of metaverse
experiences) is the way of the future, and you should be aware of it.
It is also disruptive since it provides chances to people who previously would not have been
able to create a game or real-time experience. The tools and platform are incredibly capital
efficient, needing virtually minimal initial expenditure.
Every game developer should expect that their competitors will have this degree of simplicity,
agility, and capital efficiency. Those who do not accept this risk their lives. The greatest way to
reduce this danger is to ensure that there are no artificial walls or legacies impeding your speed,
innovation, and agility.
Conclusion
The solo-to-social, technologist-to-artist, and games-to-economy trends are critical for every
game developer to understand, not only because they present opportunities to build better
games for the metaverse's diverse communities, but also because they present risks in terms of
customer acquisition, agility, and efficiency if ignored. I hope you found it useful.
If you notice any other themes or issues that I should include, please let me know!