The 2019 Gaming Gaming Conference (GDC) released the results of the seventh annual study on the state of the industry, revealing trends in the gaming industry ahead of the GDC 2019 in March.
The survey compiles responses from nearly 4,000 game developers and reflects that nearly half of the developers support the industry's game syndication, as well as the uncertainty over the Steam revenue sharing model and the insight into the number of times developers spend overtime hours in t .n. "Crisis".
Industry Industry Survey is the seventh entry in the current series of annual reports and serves as an image of the gaming industry, illustrating the industry's trends ahead of the GDC 2019. Organized by UBM, the GDC 2019 is held from 18 to 22 March at the Moscone Convention Center in San Francisco, California.
Almost half of gaming industry professionals think that the game industry should join together
Oenization is a hot topic in the game industry these days, and almost half of industry professionals professionals surveyed that it is a good idea. Asked if they thought workers in the game industry should come together, 47 percent said yes. 26 percent said that perhaps 16 percent said they did not, and 11 percent said they did not know.
However, on the question of whether they think that video game workers will actually unite, only 21 percent said yes. The highest share (39 percent) gave an uncertain "perhaps". 24 per cent of the respondents said they did not think it would happen, and 15 per cent said they did not know.
"It is crucial that people who work in games can maintain a healthy lifestyle, live in a normal life, and enjoy a high quality of life that will work well for their spouses and families," one respondent wrote .
But: "There is too much supply: too many people want in the industry," claims another. "Those who associate will be deleted from the way companies employ those with fewer demands."
Steam is a shop to beat the computer, but some Devs are advancing to smaller competitors
This year, the respondents had the opportunity to find out which PC / Mac games stores sell their games, and how much of their platform sales came from each.
As expected, the most popular response was Steam, with about 47 percent of those who responded to this question saying they were selling games at the Valve Store.
Of the respondents who said they sold their games to Steam, the majority (54 percent) said Steam participated with 75-100 percent of their sales revenue – and another 17 percent say it makes up 50-74 percent of their total revenue. By contrast, GOG, Humble and Discord each participated with less than 10 percent of the revenue generated by a substantial majority of respondents selling games there.
Interestingly, while the indie-centric Itch shop had a similar relationship (52 percent of devs using it say they generate less than 10 percent of their earnings), there were also surprisingly large respondents (28 percent) who said Itch 75-100 percent of their earnings. This shows that the open access of IT is likely to attract smaller Indies, which sell exclusively on it.
Most players are not sure Steam still justifies its 30% reduction
In the context of how competition is heating up for computer games, the Survey also asked the respondents whether they believe that Steam – in its current form – justifies a 30 percent reduction in the revenue of their game, which it is currently taking.
Only 6% said yes, and 17% said they might. The rest or said it was not or not sure, with the largest share (32 percent) saying Steam does not currently justify Valve's revenue share. 27 percent say that such a large imprint is probably not justified, and 17 percent said they simply do not know.
"Get less revenue from sales and keep your store better for visibility for real games," is what one respondent wrote when we asked what features the respondents thought Steam could add better to serving developers.
"Better support for amateurs, hobbyists and independent creators," wrote another. "More nourishing things like jams and genuine development communities that need to be created on the platform."
Almost half of the players work more than 40 hours per week on games
To get a sense of the current conditions for work in the gaming industry, the State Industry Inspectorate includes questions that the game developers require – from corporate to indie – to share their average working hours in a week in the past twelve months.
Including all respondents, the results seem to be fairly balanced, as half of respondents (44 percent) say they spend more than 40 hours per week working on games, and 56 percent say they worked 40 hours or less. The most common working week was found to be 36-40 hours a week, with 24 percent of respondents saying it was their average.
21 percent of the respondents said they worked on games 41-45 hours a week on average, and 17 percent said that they played 0-20 hours a week on games (with many of these, most likely, were part-time workers or workers with hobby). However, 3 percent of respondents said that over 60 hours a week work on games, and 5 percent said they average 51-60 hours.
The survey also looked for maximum weekly time worked over a week in the last 12 months. While the biggest response was 51-60 hours per week, the responses ranged to over 110 hours a week (1.4 percent), with a low jump of 76-80 hours per week (6 percent), suggesting that the short-term a crisis can go beyond normal working hours.
With new console rumors, some devs make games for unannounced platforms
With the current generation of now several years in their cycle, the research in 2019 now includes questions posed by the respondents whether or not they are developing their next game for upcoming, unannounced platforms.
Predictably, very few (under a hundred, or less than 2 percent) the respondents said that their next game was designed exclusively for an unannounced platform. 16% said their next game is developing for existing and upcoming, unannounced platforms and the biggest share (46 percent) said their next game comes only on existing platforms. 36% said they do not know at that time.
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