Top 10 Gaming Predictions for 2025: What to Expect by John Wright

35m

In this episode, our friend John Wright discusses his predictions for the gaming industry in 2025, covering a range of topics from the rise of anime games to the impact of AI on game development. He emphasizes the importance of direct-to-consumer models and alternative stores while also addressing the challenges of privacy and user acquisition.




He highlights the evolving gaming landscape and the strategies developers will need to adopt to succeed in the coming years.




This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.


Panelist: John Wright


Youtube: https://youtu.be/UHDcP1jdYIk




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Chapters


00:00 Introduction to Gaming Trends and Predictions


02:44 The Rise of Anime Games


05:11 Big Publishers vs. Small Studios


08:59 The Evolution of Hybrid Casual Games


11:53 Transmedia and Intellectual Property in Gaming


16:08 The Impact of AI on Game Development


20:43 The Future of Walled Gardens in Gaming


23:25 Privacy Challenges in User Acquisition


25:51 Direct-to-Consumer and Web Stores


28:10 The Emergence of Alternative Stores


31:31 The Potential of HTML5 Games




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Matej Lancaric


User Acquisition & Creatives Consultant


⁠https://lancaric.me


Felix Braberg


Ad monetization consultant


⁠https://www.felixbraberg.com


Jakub Remiar


Game design consultant


⁠https://www.linkedin.com/in/jakubremiar


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Takeaways




Anime games are experiencing a cultural shift and growing popularity.




Big publishers are likely to dominate the market, pushing small studios to adapt.




Hybrid casual games are evolving towards a more casual model.




Transmedia and IP integration are becoming crucial for game success.




AI is set to revolutionize game development processes.




Walled gardens in gaming are becoming more prevalent and successful.




Privacy concerns will continue to impact user acquisition strategies.




Direct-to-consumer models are essential for profitability in gaming.




Alternative app stores are gaining traction and offering new opportunities.




HTML5 games present a significant opportunity for developers to reach new audiences.


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Press play and read along

Runtime: 35m

Transcript

Speaker 1 Number three,

Speaker 1 direct-to-consumer and web stores. So

Speaker 1 look, if you haven't seen at least a dozen articles talking about D2C and web stores by

Speaker 1 five to ten different companies, then you know you I don't know where you've been, you've been under a rock.

Speaker 1 Even companies like AppCharge recently just raised, I think it was 23 million off the back of this whole thing.

Speaker 1 Stash has been all over the press with, you know, with Justin being the ex-founder of Twitch.

Speaker 2 This is a no bullshit gaming show where we talk about games and their revenue in great detail, powered by our ad monetization, game design, and user acquisition triple threat expertise.

Speaker 2 Welcome to the two and a half gamers, the unfiltered truth, served with a side of giggles.

Speaker 2 Let's not forget this is a 4am conference discussion vibe, so let's not take it too seriously. Tune in now and stay two and a half steps ahead of the gaming industry.

Speaker 1 Hello everyone,

Speaker 1 this is Two and a Half Gamers and I am your host, Matei Lantricic.

Speaker 1 No, not really.

Speaker 1 Don't ask me why, but the wonderful team of Matei, Jakob and Felix, have asked me to do a one-off monologue of

Speaker 1 my,

Speaker 1 who I am, John Wright, I'm VP of Mobile Games Aqually.

Speaker 1 So my predictions for twenty twenty five.

Speaker 1 So

Speaker 1 let's see if I'm trustworthy or not. Let's see if I know what I'm talking about.
It's you know a real privilege for the team to allow me my opportunity today to talk over this stuff.

Speaker 1 And I'm really thankful for everyone who tunes in. And again, this is Two and a Half Gamers with your host today, John Wright.

Speaker 1 So let's kick off. And I'm going to explain very briefly what I'm going to be talking about today.
So

Speaker 1 it's officially the Christmas season. December is here.
And that means that

Speaker 1 equally... It's the time of the year when people start putting out their predictions for next year.

Speaker 1 Obviously, our industry industry is one that is ever changing ever growing there is new things coming up every day and that's one of the things that I think I like and everyone else likes about the space we work in.

Speaker 1 But today I'm going to pick out my top 10 sort of predictions and upcoming trends for 2025.

Speaker 1 So starting off at number 10.

Speaker 1 So number 10 for me is anime games. So anime games are not something that's new.
You know, we've been having anime games in gaming for, God knows, the last 20 years. Naruto, Dragon Ball Z,

Speaker 1 Dragon Ball Z, which I'm obviously a huge fan, have of had console games coming out from the anime for a very long time. However, what I'm seeing in particular in mobile is

Speaker 1 there is a cultural shift, which anime has been a huge thing for the last again 30 years 40 years in in Asia I think in the West in France and the UK maybe for the last 20 30 years it also had a niche following which I'm definitely part of one of those people the early adopters

Speaker 1 but we are seeing now the west including in the US really really start gravitating towards anime

Speaker 1 we've seen that with the adoption of Netflix with you know series like one piece you know doing extremely well on both the animation and the

Speaker 1 live person version. And equally, Disney Plus picking up things like Bleach Thousand Year Blood War.

Speaker 1 But so there is definitely a cultural shift, and people it's becoming more cool and trendy to like anime, play anime games, and watch and read manga.

Speaker 1 So, what we've seen this year is we saw the launch of games like Solo Leveling Rise, which Jakob, Matei, and I did a podcast earlier in the year about.

Speaker 1 We've also seen other games coming through, like Dungeon and Fighter Mobile reportedly made

Speaker 1 800 million in its first month alone. And I think that anime is going to be one of the quickest growing, year-over-year-growing areas for mobile.

Speaker 1 A few things I like are really is that the production quality is very, very high. These games cost tens of millions, if not more, to build.

Speaker 1 And normally they're cross-platform which gives an ability to go play with your mobile as well as playing on PC for a much better experience which a lot of mobile games still haven't haven't cracked that cross-promote that cross-platform play yet.

Speaker 1 So yeah

Speaker 1 Prediction number 10 anime games are going to grow by double digits this year

Speaker 1 So moving on to my next point.

Speaker 1 So

Speaker 1 prediction number nine is big publishers will dominate and small studios will pivot to Steam.

Speaker 1 So, I was recently at Mob Adictum, I also was at Nordic Games Festival, and equally, even at PGC at the start of the year, we have seen traditionally conferences that were very dominant for mobile start to

Speaker 1 show a lot more PC and console. And

Speaker 1 what I believe, very simply, is that mobile is becoming ever more a sort of a red ocean. And a lot of small developers are trying to self-publish.

Speaker 1 But because of the current challenges in the market, post-ATT and everything else,

Speaker 1 it's just meant that it's really hard for small studios to self-publish and succeed on their own. So what happens is the big publishers who have these huge

Speaker 1 growth teams and technology and resources and tools and money, all of these guys essentially, you know, partner with all the smaller studios and kind of gobble them up.

Speaker 1 And the ones who are not willing

Speaker 1 to allow that and work in a developer-publisher format,

Speaker 1 these are the ones that I'm seeing start shifting to PCC and predominantly Steam. And like I said,

Speaker 1 I've seen it as a trend across this year at different events where

Speaker 1 people are doing this. And I think there's an attractive option in the fact that there's been a couple of solo devs this year that produced games on Steam, which made millions of dollars.

Speaker 1 And I think that is a very attractive

Speaker 1 potential for small developers. However,

Speaker 1 my personal opinion is that Steam is even harder to crack than mobile. So, if you're thinking about it, I would say do not think that it's a complete blue ocean.

Speaker 1 More games get launched on Steam than mobile per day.

Speaker 1 And yeah, it's a much more complex

Speaker 1 production cycle to produce

Speaker 1 a game that's good enough for console PCC, in my opinion, versus mobile. So, yeah, one to watch out for, but think about it before what you're going to do.

Speaker 1 Going into number eight.

Speaker 1 hybrid casual evolves into casual.

Speaker 1 So this is a controversial one, but one that I stand behind. So, if you remember at Pocket Game in January this year, we did a live two and a half gamers episode where

Speaker 1 Matei, Felix, Jakob, and I were recording below a venue where we were having a PGC after party.

Speaker 1 And, you know, we were having a good time, having a few drinks, you know, letting loose. And we spoke about what exactly is hybrid, right?

Speaker 1 So, this is nearly 12 months ago, and hybrid still does not have a very distinct, or depending on who you ask,

Speaker 1 you know, it's not a very distinct definition, it really is dependent on who you ask and what they think of it.

Speaker 1 But you know, hybrid itself, in terms of the way I look at it, has always been to do with the hybrid monetization model.

Speaker 1 So, it's you know, 30 to 50 percent IAP and you know, 50 to 70 percent ads, um, and it's a hybrid monetization model. That's the way I've always looked at it.

Speaker 1 But what I've seen personally from my experiences at Kuali and what I'm seeing in the rest of the market is

Speaker 1 hybrid originally

Speaker 1 people expected it to be say 50% between

Speaker 1 or halfway between hyper and casual. So dead in the middle.
What I think I've seen and what people have realized is that hybrid is not halfway between hyper and casual. It's 90% towards casual.

Speaker 1 And if anything, I would say it's more like casual light.

Speaker 1 There's a few sort of features, or maybe like P versus P or, you know, some sort of advanced sort of clan-based systems or something like that, which detracts it really from being a full casual game in this current state.

Speaker 1 And I think all of the hybrid or the big hybrid casual games that are doing well are focusing on them becoming more casual in nature, ensuring things like their you know players can stay around for you know a year plus whereas I think originally hybrid was like oh okay if we keep them for a month then we can make loads of money and then if they churn great but I think that that mindset has shifted and changed um

Speaker 1 and yeah, I think look if you if you look at the the actual TAMs of the total addressable market of um hybrid as it is per sort of any of the big reports. It's saying it's about one to two billion,

Speaker 1 which is actually not a huge, you know, a huge amount of money to go after, especially for the amount of developers trying to crack hybrid. So

Speaker 1 if we compare that to casual, which sits at about 40 billion, or even more,

Speaker 1 some people are saying it's more like 50 billion.

Speaker 1 There is a lot more to play for in the casual space if you can crack it correctly. So yeah,

Speaker 1 I think you know, hybrid was a stepping stone. People have realized the extra complexity which comes with it, and realizing it's very close to casual.

Speaker 1 And developers over the last 12 to 18 months have really done well learning how to succeed in you know building um economies, understanding IAPS, you know, ensuring

Speaker 1 that they have a much more casual um sort of framework for their production,

Speaker 1 the level of polish required, the amount of meta, and essentially just

Speaker 1 having a lot more stuff in there rather than just focusing on the core loop. So, yeah, my opinion next year, hybrid just becomes casual, but maybe in a slightly casual, light frame.

Speaker 1 Cool, moving on. So, number seven,

Speaker 1 transmedia and IP.

Speaker 1 So, this was was also something that I spoke about in my 2024 predictions. It's something that I still very much believe in.
And I think there has been

Speaker 1 a number of notable examples over the last 12 months where IP has been successful.

Speaker 1 You know,

Speaker 1 talking about

Speaker 1 another podcast that Two and Half Games and I did recently, which was the Pokemon Company's Pokemon TCGP. So, trading card game Pocket launch that has generated about 140 million in the first month.

Speaker 1 Pokemon is by far the number one IP in the world.

Speaker 1 And, you know, to utilize that IP, which is based on a, you know, an animation and a movie series, but one that has been sort of you know interlinked and very successful with games in the past, but still nonetheless, still based off of an animation.

Speaker 1 You know, this launch, purely off the back of its IP and relatively low user acquisition,

Speaker 1 has done nine figures in the opening month and has been only 10% below what Pokemon Go was, which is we all know is one of the best successes of recent year.

Speaker 1 So

Speaker 1 we've also seen

Speaker 1 a huge rise in integration. So integrations very simply is when we take an IP that's not associated with our game and integrate it into our game as a limited time experience.

Speaker 1 So we've seen Supercell do this a lot recently. You know, they did,

Speaker 1 was it Godzilla was integrated there. Also Harland was integrated as a playable character.

Speaker 1 And a lot of the time what happens is these developers are working with these big IP companies or the owners like Hasbro, like Mattel. They're paying

Speaker 1 either a fixed sum of money or giving a large percentage of a unique in-app purchase that's associated to getting that special character right so another good example i saw recently was teenager inheriturals and you could you know effectively buy and use leonardo as the as your sort of protagonist character in the game so Yeah, there's been lots of lots of, and equally voodoo just did this for the first time in hybrid with Transformers, which also was a big up big success.

Speaker 1 And what we see is these, you know, spikes of interest and downloads because people who like the brand want to play the game with the brand in it, right? So, Transformers in Voodoo created a spark

Speaker 1 off the back of brand recognition and increased installs off the back of that. Also, that brand recognition piece is also important because of marketing.
So, what we notice is

Speaker 1 CPIs normally drop when you have an IP or you're advertising, marketing, something that has something that's recognizable so yeah if you're using something that is cultural pop culture sort of trend or something that is easily recognizable like Optimus Prime then of course people are going to be more inclined to click on it and then download the game off the back of that so yeah the the IP definitely allows

Speaker 1 you know increased marketing by lower CPIs it also brings organics because of the brand recognition and loyalty built by its audience. It also allows,

Speaker 1 or transmedia in general, allows cross promotion between the different mediums. So, you know, once someone's hooked on the show, you can push them the game or vice versa.

Speaker 1 And overall, if you look at that as a transmedia LTV, then obviously the value of your user goes up dramatically if they're playing on more than one medium or engaging in more than one medium, i.e.

Speaker 1 you know, paying for netflix, watching the show, going to the cinema, watching the movie, and then downloading the game and spending money, right?

Speaker 1 If you look at that user in all those different points, it's obviously very, very, very, very, very valuable to whoever it is, the developer, the IP holder, whoever. So yeah, transmedia and IP

Speaker 1 continuing to succeed in 2025.

Speaker 1 Number six, AI. So definitely the buzzword of the moment.

Speaker 1 We're seeing this

Speaker 1 literally everywhere.

Speaker 1 I think if you look at the the bulk of gaming VCs in Europe, especially right now, and also the US, you'll see that most of the money raised lately has been either AI-centric companies, tech that uses AI, or even developers using AI in game production.

Speaker 1 So

Speaker 1 we know there is a huge trend when it comes down to AI and its adoption. You know, I use ChatGPT every day, and I have done for a very long time.

Speaker 1 I know a lot of other people in our industry also do the same. But

Speaker 1 up to yet, the real

Speaker 1 traction that AI has had within gaming has been around marketing, creative, and asset production.

Speaker 1 If you read Matei's blog, you'll see he did a really, really good article recently about how very quickly a layman like him or me could actually use a bunch of different AI tools and create

Speaker 1 a really successful, very quickly to produce

Speaker 1 asset that you could run on TikTok. And it was, you know, using a Halloween vibe theme and it had like Grim Reaper, long form content, which is trending very well on TikTok.

Speaker 1 And he did all of this himself without the need of

Speaker 1 artists, of designers, of motion designers, of whoever. He did this himself using AI.

Speaker 1 And that ad went on to be fairly successful. So, you know, we've seen marketing have high adoption, even UGC actors, which has become a thing, right? You know, training

Speaker 1 an AI to pretend to be a certain type of user who looks like a certain way that talks to your audience about something like this is this without having to pay like a real person the amount of money we normally do.

Speaker 1 So that's obviously a cost-saving aspect. But all in all,

Speaker 1 that is gone very well. We've also seen the adoption of AI in mimicking user behavior for QA.
So QA engineers are now building AI

Speaker 1 sort of plug-ins, you know, to the game or in the level design to really kind of focus on mimicking user behavior so that an actual QA person doesn't need to go through and play the game or play the level to do that.

Speaker 1 The AI can mimic the behavior and then it can report back all of that information and then

Speaker 1 the developers can then fix or change or whatever based on the churn analysis they would they would see from that level so that's where we've seen the two big adoptions but my

Speaker 1 um prediction for 2025 is that we'll see the first successful game where over 50 of its foundation

Speaker 1 you know such as the core loop or the base code for the game mechanic or the initial documentation like gdd all of that will be generated by by AI.

Speaker 1 So what that means is someone will train a model to create a market-leading game. And again, this could be purely creating different core loops in a prototype format.

Speaker 1 So training an AI to create a large amount of prototypes.

Speaker 1 I think that that is completely possible.

Speaker 1 And then what I expect to happen is for that prototype, once it's successful and we've tested it and markability is good and you know day day one retention etc or session time is is session length is uh is good then I expect

Speaker 1 the developer to then throw real people at it so use AI to help with the initial conception and the foundation and then when you want to make a really well polished game with lots of content and throwing again things like meta

Speaker 1 into it that's when you get your team of developers to work on it and execute on the best game possible. So,

Speaker 1 that's my prediction. AI will help create core loops and initial prototypes, and then strong teams will help finish them.

Speaker 1 Number five, walled gardens continue to win. So, again, something that's been well documented.
Eric Suford has been speaking about this for a very long time.

Speaker 1 And

Speaker 1 I think

Speaker 1 essentially he's been knocking on the right door. I think there's another way to approach this.
There's

Speaker 1 the aspect of

Speaker 1 Apple and Google losing with the DMA. So in Europe, the DMA has destabled the monopoly or duopoly that these two platforms have within gaming.
So we're starting to see the

Speaker 1 rise of that.

Speaker 1 you know, direct-to-consumer stores, et cetera, we'll talk about later in one of our other trends.

Speaker 1 But equally, we've seen you know another big example of this, which is the recent example of app loving versus unity.

Speaker 1 And app loving, as of the last time I checked, was about four dollars, sorry, $412 per share, which compared to a couple of months ago, where it was about 150, 180, has grown dramatically.

Speaker 1 and is now, I think, 12, 13 times bigger than Unity.

Speaker 1 And there was a point where Unity was bigger than app loving in the not so distant future, not so distant past so you know the the fact that these big

Speaker 1 you know successful companies with with large large large data pools have been able to corner off and create these walled gardens of their users

Speaker 1 And they've been able to do that very successfully.

Speaker 1 And I think once you create these walled gardens, once you've corner off those users, you've been able to, you know, keep that user within your ecosystem.

Speaker 1 And look, if we look at App Loving, they did the the mobub acquisition they did the adjust acquisition they did a number of studio acquisitions they have you know the max acquisition you know because max obviously wasn't originally um a product they developed they acquired it and then you know built that in so they've been great at buying different companies that have lots of different data points and stitching all those users together and building you know, an incredible sort of environment.

Speaker 1 That's that's, you know, that has become the most successful tech company of the year

Speaker 1 by establishing those sort of walled gardens. And I think once users are now in

Speaker 1 that environment, it's very hard for them to get out.

Speaker 1 And I think, yeah, other tech companies like Unity are going to struggle to compete against App Lubbin until some form of innovation comes along and can hopefully re-stabilize or give a bit of fair competition.

Speaker 1 Number four, privacy will worsen before it gets better.

Speaker 1 So

Speaker 1 one of my 2024 predictions was that Google Sandbox slash privacy would

Speaker 1 start to really affect user acquisition on Android the same way that IDFA deprecation and ATT did for iOS a couple of years ago.

Speaker 1 That doesn't seem to have happened. However,

Speaker 1 depending on who you speak to at Google, you know, it's already underway or it's not really, really fully there yet

Speaker 1 or it hasn't started. It really is hard to kind of get a clear answer.
But I think if it's going to happen,

Speaker 1 it's going to happen in 2025. So I do think that privacy will become, again, Google will start moving towards more of this direction.

Speaker 1 And with IDF-AI deprecation, we saw what industry average of around 30% drop in iOS

Speaker 1 user acquisition through

Speaker 1 CPIs becoming more expensive expensive and quality of targeting so CPMs going down so what we were hit with a double negative right we saw higher CAC and lower LTV which made things worse and ultimately why launching games has never been more difficult on iOS I do think that there's going to be a similar trend in Android however I don't think it will be as much because Apple are a privacy first business as part of their marketing strategy

Speaker 1 Google are an ads first business and that's where they get the bulk of their revenue. So, I don't think they would be as aggressive.

Speaker 1 So, I do think there'll be some downturn, but I don't think you'll be as much as what iOS was. I think probably somewhere in like the range of 15-20% rather than 30%.

Speaker 1 So, let's see.

Speaker 1 But, good news: companies like Apps Flyer and Geek Lab are developing technology now to better help you target users, which will hopefully try and again rebalance that sort of hard times of the last few years.

Speaker 1 So, definitely definitely check out what those two are doing right now.

Speaker 1 Right, going into the top three, and hopefully, the three that I think are going to be the most impactful are the ones that ideally you've already heard about, but maybe you haven't gone into too much detail yet.

Speaker 1 So, number three, direct-to-consumer and web stores. So,

Speaker 1 look, if you haven't seen at least a dozen articles talking about D2C and web stores by, I don't know five to 10 different companies, then

Speaker 1 I don't know where you've been. You've been under a rock.

Speaker 1 Even companies like AppCharge recently just raised, I think it was 23 million off the back of this whole thing.

Speaker 1 Stash has been all over the press with, you know, with Justin being the ex-founder of Twitch

Speaker 1 and, you know, a number of other, you know, big companies really sort of trying to hammer this home.

Speaker 1 But obviously, it all comes off the back of the dma and the success of the dma and apple being sued for a you know x number of billion um and look what's hard to understand if

Speaker 1 if by integrating a direct-to-consumer store off the app

Speaker 1 allows you to reduce the amount of fees you pay for IAPs, especially if you're an IAP-centric game.

Speaker 1 And as we were talking about earlier with hybrids' evolution into casual, if we're going to start seeing 50-50s, even hybrid developers will start to look to implement or, you know, to these type of stores because, look, 50% of revenue and where you can save maybe 10, you know, 20%,

Speaker 1 that starts equating to millions of dollars of profit. And, you know, studios right now need to need to focus on Abidda.
It's about, you know, becoming profitable, it's about being self-sustained.

Speaker 1 And yeah, it's just

Speaker 1 really important that people start to focus on this. And I think, again, even hybrid developers in the next 12 months will start to have this strategy.

Speaker 1 We've already seen mid-core and traditional puzzle

Speaker 1 games companies start actually generating more revenue and profit from these timer stores versus actually through Apple or Google.

Speaker 1 So, you know, we are seeing those early adopters in mid-core and strategy have real success. And I think the rest of the industry will start following.
It's definitely one of the big ones to watch.

Speaker 1 Number two, alternative stores. So

Speaker 1 this is another one which is kind of coming off the back of the DMA. So alternative stores, you know, historically, and again, if we look at things like the Epic Games win

Speaker 1 against Apple,

Speaker 1 we're seeing the

Speaker 1 grip loosen across that duopoly of Apple and Google. We are starting to see other stores

Speaker 1 scale up and find success. And look at a great one and an observation that I saw recently was Amazon.

Speaker 1 Amazon's LTV or the user LTV for games in general is anywhere between 20 and 40% higher iOS and Google.

Speaker 1 It's not hard to work out why, because, you know, with Amazon, you need to have, you know, Amazon Prime account.

Speaker 1 And, you know, if you're going to spend £100 a year on, you know, something like a free delivery service, like Amazon Prime is, and then obviously like the TV and the music and all of that stuff, like you have to have disposable cash, right?

Speaker 1 You have to have more, you know, have money to be able to do that, to warrant that.

Speaker 1 So, you know, the fact is you're going to get higher LTV users because the user's been somewhat validated by their purchase behaviour and being able to afford a nicety like Prime. So that makes sense.

Speaker 1 But equally, it's a really good thing to do,

Speaker 1 good thing to observe and good thing to test out.

Speaker 1 Equally, there's been a huge sort of expansion by people like Samsung, people like Halaway.

Speaker 1 One store

Speaker 1 and there's even technology out there in the market like Kiln that actually aggregates all of this for you and allows you to basically push out your games onto multiple stores.

Speaker 1 And look, if you look at the Android ecosystem in China, there's I think around 300 alternative stores.

Speaker 1 So, you know, being able to tap into all of this, it gives you incremental users, it gives you incremental revenues, it gives you, you know, a real ability to start making more money.

Speaker 1 And normally these stores take a smaller percentage. So

Speaker 1 if you say Apple and Google take 30%,

Speaker 1 I think the alternative stores normally take anywhere between 12 and 20%.

Speaker 1 So, in some areas, you might be halving that cost component from paying Apple and Google. So, it's a real good thing to do.

Speaker 1 And look, I want to give a special shout-out to Epic Games and Sarah, who's their director of BizDev. She's doing some fantastic work on getting

Speaker 1 developers on boarded and ready to launch. And look, Epic are doing some great stuff on PCC, have done for a long time.

Speaker 1 And I think there's a real chance that Epic could come to mobile and do something really well.

Speaker 1 And then

Speaker 1 finally, my

Speaker 1 number one trend for next year is HTML5 games.

Speaker 1 So, again, something that is not new. This is something that's over a decade old.

Speaker 1 But I think people have started to leverage it as a strategy

Speaker 1 to help with the fact that we have seen this decline in Apple and Google,

Speaker 1 this increased costs from everything that we're paying for IAPS.

Speaker 1 And

Speaker 1 look,

Speaker 1 if you're able to port

Speaker 1 a WebGL version of the game and then convert it to HTML5 from Unity, which is not the most difficult thing to do, you know, and there's plenty of porting companies out there who can do this for X number of thousand dollars.

Speaker 1 If you're able to then have something that is compatible in this format, you can then take it to platforms like WeChat,

Speaker 1 like Telegram,

Speaker 1 which are growing massively. And again, if you look at some of the two and a half gamers website

Speaker 1 episodes which focus on Telegram and sorry, WeChat in particular, you know, WeChat games are generating millions a day.

Speaker 1 So there's a massive, massive massive opportunity and, you know, in the ecosystem there that's kind of been untapped by the Western world, which the Asian developers are really

Speaker 1 finding success on.

Speaker 1 And I would definitely suggest looking at those two in particular because they've already got very large, engaged audiences, right? These are messaging services. People use them on a day-to-day basis.

Speaker 1 They're living in that environment. If they then get to see a game, then they're going to play it and then they're going to stay there.
It just makes a lot of sense.

Speaker 1 Equally, we just saw, you know, Meta Insta Games on iOS allow integrations for iApps for the first time, which is new.

Speaker 1 And we've also seen double-digit growth by companies like Pokey and Crazy Games, which again are doing great work. They're establishing ecosystems.

Speaker 1 It reminds me very much like what mini click.com was for me when I was growing up.

Speaker 1 And it allows developers again other places to target users to get ad revenue to get IAT revenue which without paying you know the same amount of money to to Apple and Google and I just think it's it's low penetration because you've already got the games and you can just port them to WebGL and then HTML5.

Speaker 1 There's already established platforms so you can push it out to large audiences. So you're not having a scaling issue.
The scale's already there.

Speaker 1 You're paying less overall because again, the cost component and what they charge is much less than the traditional providers and Apple and Google. And overall, it's just an area where

Speaker 1 you can really just start generating more money and finding success. And that is ultimately why I think it's my number one prediction for this year:

Speaker 1 more and more studios will start adopting H5, more and more studios will start seeing bigger percentages of their revenue breakdown from H5.

Speaker 1 And I think it's going to continue. So, yeah, I am bullish on that.
And these were

Speaker 1 my 10 predictions and trends for 2025. So, I just want to thank everyone who

Speaker 1 sat here for the entirety of this hearing me talk. Hopefully, you found it interesting, and I was able to say some stuff that

Speaker 1 rings home and rings true to the audience. And yeah, look, I'd really like to thank Matej, Jakob, and Felix for allowing me the opportunity to do this.
So, thank you for listening and have a good day.

Speaker 1 Bye.