WTF Is Happening To The Video Game Industry?
233 segments
Depending on what you actually count as a video game, the industry is now generating
somewhere between 200 and $350 billion a year in annual revenue, making it by far the largest
entertainment sector in the world. Regardless of whatever your exact definitions may be, more
people are playing video games than ever before. They are playing them for longer. And the notso
secret reality is that video game companies have gotten a lot better at getting money out of them
while they are. The vast vast majority of revenue in this industry now comes from in-game purchases
in advertising, even amongst games that already have an upfront purchase cost or a recurring
subscription. Now, obviously, this hasn't been great for gamers. But at least a growing user
base of people playing longer, spending more, and getting advertised to all across more platforms
has been good for the shareholders, right? Wrong. Some of the largest companies in the industry have
experienced huge stock declines, multiple rounds of restructuring, narrowly avoided bankruptcy,
mass layoffs, and divevestatures. Over what should have been the best half decade in the history of
the industry, the overall market is down by as much as 30% from its peak. In the same time that
the broader market has more than doubled. So, how is it possible that even with record sales,
record new revenue streams, record numbers of new players, and record new opportunities to
monetize that new audience, video game companies have still managed to screw this up so badly.
Video game maker Electronic Arts announcing a $55 billion deal to go private and what is set
to be the largest leverage buyout deal in Wall Street history. More than 150 million Americans
are estimated to play video games. 60% of them do so every [music] day. Xbox is playing with fire,
putting ads, a mobile gaming tactic, into their platform. Electronic Arts and Take 2
Interactive both make a staggering 75% of their money from what's called microtransactions.
Microsoft announcing it is cutting about 4,800 jobs or roughly 2.1% of the company's global
workforce. The layoffs include 1,600 Xbox workers [music] with more expected later this year. So,
like every good shameless business video essaist, I am going to try and make what should be a pretty
basic industry analysis into something bigger and more grandiose than it probably actually is,
including the standard issue commentary on society itself. So, you've been warned, I guess.
But in this case, there genuinely are a few factors beyond just a handful of companies making
a long list of dumb decisions to create the worst of times in what should be the best of times.
So uh the logical place to start is that long list of dumb decisions. Video game companies have seen
that their product involves software people coding and development cycles and concluded that they are
basically just tech companies. They have also seen that they have IP storylines and fans and
have concluded that they are media companies. Conveniently tech companies are worth lots of
money. So a lot of the businesses in this space were happy to go in this direction thinking it
would translate into tech level valuations and for a while it did. But in the end, what they actually
ended up doing was combining the worst lessons of the tech industry with the worst lessons of
the media industry. The first was that they overhired in 2020 and 2021 during lockdowns,
assuming that the pandemic boom in new gamers would go on forever. Examples like Epic Games
swelled to around 5,000 employees along the way. This led to the current wave of layoffs,
especially since layoffs are contagious in tech. Nobody's stock gets punished for cutting staff in
the same quarter that everybody else is cutting staff. Industry trackers count around 45,000
gaming jobs cut between 2022 and the middle of last year, 14,600 of them in 2024 alone,
and the rounds have kept coming through this year. The second problem with trying to emulate
tech companies was the obsession with making acquisitions. Microsoft, in particular, has
gone on a massive spending spree acquiring studios to create the Netflix of gaming. They spent $7.5
billion for Zenax and then $68.7 billion for Activision Blizzard, the largest acquisition
in the history of the industry alongside a bunch of smaller studios to build out their Game Pass
offering. Now, even regular streaming services outside of Netflix have struggled with financial
viability. And the same kind of model applied to video games struggled particularly hard for
reasons we will get into soon. The point for now is that by the time this shopping spree wrapped
up, Microsoft's gaming division alone stood at 22,000 people as they started struggling with
returns and questions from their corporate overlords. They also followed the same model
of product and shitification, especially amongst games with a lockedin audience. Game Pass Ultimate
got a 50% price hike in a single announcement late last year, and Xbox itself has now announced three
separate console price rises in 15 months, which I am told will be devastating for the three people
still looking to buy one. Beyond just Microsoft, the whole industry is playing a game of eat or be
eaten with 189 M&A deals in the industry in 2025 alone, according to the investment bank Drake,
worth a record 161 billion, around 14 times the deal value of the year before. To be fair,
this was pushed up considerably by the $55 billion electronic arts buyout led by the Saudi public
investment fund, which is the largest allcash leverage buyout ever recorded in any industry,
assuming regulators actually let it close, which uh [music] well, they probably will.
More acquisitions have also furthered the trend of layoffs as a lot of the time these companies
are just interested in the IP, not the development teams themselves. Embracer Group, an investment
and holding company, rolled up more than 130 studios before their money ran out. The resulting
unwind involved cutting around 4,500 employees and closing 44 studios. Around 80 projects just got
cancelled outright, while the surviving franchises got packaged into a new company for a fresh stock
listing. In such a rapidly growing space, they assumed the Silicon Valley spend money and they
will come up mindset would work here as well. In hindsight, it clearly hasn't worked out. But well,
why were they wrong? Well, a few reasons. The first is that a lot of gamers aren't actually
gamers. They are just people who happen to play a video game, which might sound like the world's
sweatiest gatekeeping, but I am certainly in this category as well. In the early 2000s, gaming was
still a fairly niche hobby, particularly focused on younger people, primarily men,
on gaming consoles, and an even more niche group that played on their PCs. In this time,
online gaming was still in its infancy. And most people had a drawer full of titles they would
play through depending on what they felt like. The primary content of these games was a campaign or a
simple gameplay loop. That has obviously changed over the past 20 years. Even though the number of
titles and players kept going up, the number of games people actually spend their time in
went down. While making this video, I looked back through my old binder, and there were at least 20
games that I would play on any given year in rotation. Today, I play two games. And while
I would like to make an excuse like I am getting old and just have more responsibility these days,
the truth is I probably spend longer playing these games in any given week than I did playing all of
these. Beyond the personal anecdote, this is a documented trend across the wider industry.
Unlike other media like music or movies, people can commit far far more time to consuming a video
game. And live service games and a multiplayer focus can extend that time commitment to basically
infinite. The only real limitation is the number of hours people have in a day. And an increasing
share of those hours are being spent on forever games. Despite recent trends and understandable
complaints, video gaming is still largely a very cost-effective form of entertainment. But the
limit new games are running into is not that their customers are running out of money to spend. It's
that they are running out of time to spend as most of their hours are already accounted for.
According to Nuzu's Playtime Tracking, in 2024, 57% of total play time was spent on games 6 or
more years old, a further 32% on games 1 to 5 years old, and only 12% on games released that
year. Back in 2021, those older games were only taking 39% of play time. That share has climbed
18 points in three years. For PC, this trend is even more concentrated amongst older gamers
with 67% of play time going to six-year-old games, even though they theoretically have a
wider selection of independent new releases at significantly lower prices than console games.
An extreme example of this is that one of the writers here at Works Media, not pointing any
fingers, has over 10,000 hours playing League of Legends and an otherwise totally neglected library
full of Steam games. The top five titles on PC accounted for 30.4% of all hours on their own,
and Fortnite by itself was 9.3% of all track play time across PC and console combined. So,
while in theory the total addressable market is better than ever, most of these studios are
actually just fighting over a shrinking pile of scraps. Industry analyst Matthew Ball estimated
that outside of annualized franchises, thousands of games backed by tens of billions of dollars
were competing for around 5.6% 6% of total player hours and four titles won half of it. So yeah,
the industry has basically broken into studios that have managed to create a hit game and they
are just milking it and studios taking huge risks on the hope that they can produce the next one.
It's just simply much much harder to sell a casual $70 game these days which has created
some much more serious downstream problems. So it's time to learn how many works to find
out how the gaming industry is imploding under the weight of its best years ever.
This video is sponsored by Monarch. If you have ever tried to track your money across multiple
apps and accounts, you know how easy it is to lose sight of the big picture. Monarch is a private
ad-free personal finance platform that syncs all your accounts from 13,000 plus institutions into
one clean dashboard. What I like about Monarch is that it does not try to make you obsess over every
transaction. It separates your fixed and flexible spending, shows you your progress on goals,
and lets you know when something unusual happens. All in plain English. you stay aware without being
overwhelmed. My partner and I actually use the shared view for our monthly budget check-ins. We
both see the same dashboard, the same goals, and same recurring bills. It has cut out most of the
awkward money conversations because there are no surprises. Monarch also tracks your net worth over
time and gives you clear timelines for saving and paying down debt, so you can see whether you are
actually making progress instead of just hoping you are. And because you are the customer and
not the product, Monarch is completely adree with bank level encryption. No data selling,
no ads in your financial dashboard. Try Monarch yourself. Start the free trial,
then scan the QR code on screen or use the link in my description for 50% off your first year.
Okay, so gamers are basically barricaded inside the same five games they have been playing for
a decade, which has led many studios to conclude that the only logical move is to
create the next big live service game or die trying. This has created a trend of massive
games with limitless features put together by huge teams with enormous budgets. The problem
is that if these games fail to break through, they become extremely expensive dead weights.
This also means that even at full price, a lot of these titles can't make their money back on
unit sales alone. So, they are leaning more on in-game purchases and in-game advertising.
If these never eventuate because nobody ends up spending that much time in the game, losses can
be devastating even with decent upfront sales. And of course, it's a lot worse without them.
Sony spent eight years and a reported $200 million on developing Concord, their big hero
shooter answer to Overwatch. It sold an estimated 25,000 copies, and the servers were switched off 2
weeks after launch with full refunds all around. Warner Brothers did the same thing with their
Suicide Squad game, which missed so badly that the company disclosed a $200 million hit to earnings.
And then they did it again a few months later with a hund00 million dollar writedown mostly pinned
on multiveres. Now I know it's fun to point and laugh, but it's going to keep happening.
Because of the network effect of these games, the results are increasingly polarized. They
are either a smash hit or a monumental failure. People want to play games with their friends,
so they play the games their friends are playing. And if their friends aren't playing a given game,
they probably won't either. Hell Divers 2 are a Marvel rivals or even something like Among Us and
Mecca Chameleon have broken through and they are printing money from people who want something to
play with their friends. But that self-reinforcing concentration means everything else is running a
greater risk of becoming another Concord. But the problem is now even if they do find a cash cow,
there is an incentive to milk it until it curdles to find the next mega development.
Sony paid $3.6 $6 billion for Bungie in 2022, then tapped Destiny as hard as they could to fund the
development of Marathon, and then Marathon flopped as well. Sony has now written down around $766
million on that studio in a single fiscal year. Destiny 2 got its final content update last month,
and about half of Bungie has been laid off. Even the biggest winner of them all is slowing down.
Fortnite engagement has been falling since 2025. Epic laid off over 1,000 people this year,
saying that they were spending significantly more than they were making, and we have to make major
cuts to keep the company funded. This heavy push towards live service games that dominate people's
time and drive recurring spending also means that people are increasingly treating games as
a social outlet, potentially, you might even say, some modern version of a third place. As such,
and hot take alert, a lot of people don't really want something new. They want something familiar.
Friends like to hang out in common environments, and especially as the average gamer gets older,
now 36 years old in America, that becomes even stronger. This trend of playing fewer games,
but playing them for much longer, also explains the challenges that came with the subscription
services like Game Pass. In theory, a modest monthly subscription for access to a massive
library of games was a great deal and probably more cost-effective than getting a similar
selection of content through something like Steam. The problem was that people were only playing a
small selection of games anyway. So having access to hundreds of titles didn't really mean much when
they were only actually playing two of them. Microsoft reportedly set itself an internal
target of 77 million Game Pass subscribers by this year. Again, assuming that this was just another
streaming service or tech offering, this wasn't completely unreasonable. In reality, it got to
34 million. tried that 50% price hike from earlier to squeeze more out of the subscribers it did have
and promptly lost around 4 million of them. Now, of course, this is a generalization. Everybody
spends their time differently. And if you are personally someone that likes to try a new title
every month, congratulations. You are probably having a lot more fun than everybody else.
But for everybody else, there is one place left to actually find extra hours in people's day. Mobile.
People just spend more time on their phones than sitting down at a dedicated PC or console
to do gaming. This becomes particularly true for the filthy washed masses of more casual gamers.
The share of direct mobile game revenue is now bigger than PC and console combined, $13 billion
last year against 86 billion for the other two put together. Now, you probably already knew all this,
but the point is that this can be a lot more lucrative because mobile games are generally
much simpler in design and development and also have a system more naturally conducive to
microtransactions. Often, payment can be handled through the same phone that people are playing on,
which strips out the transaction friction that games on other platforms have to fight through.
Again, this is well documented. But if studios are going to choose a proper game for real gamers,
there needs to be a very good commercial reason why they wouldn't spend the same resources on
building dozens of games for a much larger, more lucrative market. The only real justification is
the chance at making the next big live services game. On the other end of the development
spectrum, it's never been easier for independent studios or even individual people to create their
own game and publish it thanks to robust game engines in platforms like Steam or even Roblox.
But this means that basic indie games are an incredibly crowded space with immense competition.
More than 19,000 games were released on Steam last year alone, and nearly half of them got fewer than
10 user reviews. To differentiate themselves, game companies have felt the need to create
significantly higher-end titles that wouldn't be possible for smaller teams to put together.
This has created a missing middle of games that are a cut above the indie selection in terms of
features, but aren't monster AAA titles that cost more than Avatar to make. Court documents filed by
Activision revealed that Black Ops Cold War cost around $700 million to develop before marketing.
Despite, well, let's be honest, not really being that much different from any other COD
games released in the last 10 years. In the past, studios could try to create a consistent roster
of decent games. If one of them did well, that was great. If one of them flopped, that wasn't ideal,
but it wasn't crippling. Today, even the biggest studios are kind of going all in on the success
of their next release with very little margin of error if it doesn't work out. Now, to play devil's
advocate a bit here, betting big is not totally irrational when one Fortnite can pay for 20 flops.
But the problem is that everybody is making that same bet at the same time into the same
fixed pool of player hours. The frustrating part is that when anybody actually funds the middle, it
can still work. Expedition 33 was made by a core team of around 30 people for under $10 million,
sold 5 million copies in its first 6 months, and swept the game awards. It obviously can work,
but I guess you also need to actually make a good game, which capital investment alone can't
guarantee, and even if it does, it's probably going to get ripped off anyway. So yeah,
the third big issue is clearly one that is not unique to gaming. If you ever see a YouTube video
that does well, you can be pretty sure that there will be 20 other videos that copy it in the coming
months. Because making an original YouTube video normally takes a fair amount of time and effort,
and if it doesn't do well, it can cause serious problems. Copying a video is easy.
It comes with some guarantee of success. That's the exact reason why I've decided to mix things up
and steal the Smoothie King's talking points and thumbnail for this video. Now, hopefully it goes
without saying that I am joking. I will always leave a link in the description below and we
mostly discuss different things. But the point is this clearly happens everywhere on YouTube
as people just naturally follow basic incentives. The same is true 10 times over for video games.
Any game that does well is going to be copied by dozens of people with tools that make basic
game design relatively simple. This is especially the case with people porting
paid indie games into Roblox for free with inbuilt microtransactions. Last summer,
Peak, one of Steam's bestselling games of the month, got cloned on Roblox almost immediately.
The copy pulled in 6 million visits in about two weeks, monetized with Roblox own microtransaction
system, while the studio that actually made the game got nothing. The game developers said that
they would rather you pirate their game than play the microtransaction riddled Roblox slop ripoff,
which is a sentence an actual game studio felt the need to post in 2025. Roblox is running
132 million daily users and 31 billion hours of engagement every quarter, which the same Matthew
Ball from earlier estimates is about the same engagement as Steam, PlayStation, and Fortnite
combined. Now, obviously, this is bad. But the point is for large studios, it further means that
they need to make games with some kind of mode around them to defend against obvious ripoffs.
And the easiest one is to make something too complex to copy and then integrate recognizable
IP in addition to some guarantee of players being around for consistent online multiplayer.
Now, it sounds bad, but it gets worse because this has literally already happened before.
The last time this industry drowned itself in cheap copies of whatever it was selling,
it was 1983 and the American home video game market fell by around 97% in 2 years. So, yeah,
I'm not exactly going to feel bad for the big gaming companies. They have made plenty of their
own mistakes and have leaned into anti-consumer practices to compensate for their own failing.
But it's not been an easy time to be a game studio either. Now, if you want to see this whole dynamic
play out on a wider scale, go and watch this video next to unpack the uh financial reasons we keep
on making so much junk. And don't forget to like and subscribe to keep on learning how money works.
Ask follow-up questions or revisit key timestamps.
Despite the video game industry generating record-breaking annual revenues, many major companies are experiencing significant financial hardship, including mass layoffs, restructuring, and stock declines. This phenomenon is driven by a combination of factors: industry over-hiring during the pandemic, an obsession with massive acquisitions, and a fundamental shift in how players consume games. Modern gamers are spending more time playing fewer, older titles, which limits the addressable market for new releases. This environment forces studios to bet on high-budget 'live service' games, leading to a polarized market where titles either become massive successes or costly failures, all while smaller developers struggle to differentiate their games in a crowded market prone to cloning.
Videos recently processed by our community