Player Driven

Greg

Welcome to Player Driven, the hub where gaming insights and community collide.We believe that behind every great game is a thriving community and an unforgettable player experience. Whether it’s building inclusive environments, exploring the latest tech, or diving into the art of storytelling, our mission is simple: to empower the creators, communities, and players that make the gaming world extraordinary.What We’re About:🎮 Insightful Conversations – Through our podcast and community clubhouse, we bring industry leaders, creators, and innovators together to explore the cutting-edge of gaming.🌍 Player-Centric Focus – From accessibility to trust and safety, we champion the initiatives that keep players at the heart of the industry.📈 Data Meets Creativity – With a knack for combining KPIs with compelling narratives, we highlight strategies that don’t just work but resonate.🤝 Community Building – We celebrate what makes the gaming community special: its people. From indie developers to AAA veterans, every voice matters here.Join us as we explore what drives games, empowers communities, and defines success in the ever-evolving gaming landscape.Your Game. Your Story. Your Community.

  1. 4d ago

    Nobody was on the hook for fourteen years of Halo

    A game takes four to five years to build. A vesting schedule takes four to five years to finish. So the people who greenlit it have been paid and moved on before anyone finds out whether it worked. Colan Neese said that about forty minutes into this episode and it reframed the whole hour. Microsoft moved Halo to Activision, cut 268 more roles and set five studios loose. Bungie started giving back the Destiny content it deleted six years ago. A game from 1996 made sixty million dollars at the box office. Underneath all three is the same question nobody in the industry likes asking out loud: when the person who decides is never in the room for the outcome, who is actually on the hook? Greg Posner is joined by Colan Neese of ScreenEngine ASI, Simon Pulman of Pryor Cashman and Justin Ruiss of BWG Global. IN THIS EPISODE - Why fourteen years and four declining Halo games produced no consequence - The opportunity cost problem: why Activision will always make another Call   of Duty map instead of reviving Spyro - Whether Halo's DNA was ever the campaign, and why the remake shipped   without multiplayer - Simon on the five divested studios: "imagine Adidas buys a t-shirt company" - What a private equity buyer would actually own if they bought one - Why subscription funding divorces a studio from cause and effect - The engineering reason Bungie vaulted Destiny content in the first place - The rule nobody states about video game adaptations, and why Resident Evil   worked where a Dead Space film would not A correction we made after recording: Ninja Theory was not sold. Microsoft could not find a buyer, two deals fell through, and a proposed closure was confirmed the same day we recorded. Never Entertained is live every Friday at 10:00 a.m. Eastern. Read the full write-up: https://playerdriven.io/live/never-entertained-nobody-is-on-the-hook The Operator's Briefing, every Tuesday: https://playerdriven.io/newsletter Join the Discord: https://discord.gg/zdwAqvgvfy Colan Neese writes Patch Notes: https://patchnotesgaming.substack.com/

  2. Sep 22

    Game Pass bought installs, not players: what actually brings someone back

    Microsoft is reportedly ending day-one first-party releases on Game Pass and capping cloud gaming hours. Most people read that as a subscription story. On this episode it turns into a much bigger one. Greg Posner is joined by Simon Pulman, Justin Ruiss and Colan Neese for an hour that opens on Control Resonant shipping eight weeks before GTA 6 and closes on Blizzard reopening a twenty year old back catalogue. Four separate stories, one argument underneath all of them: almost every way this industry gets a player in front of a game is a cheque somebody else can stop writing. In this episode: Control Resonant landed at 84 on OpenCritic with a 6 and a 10 in the same week, and why the spread is more interesting than the average Why review scores arrive too late in the funnel to move units, and what a strong score actually buys you The release-date rule almost nobody follows: do not ship the same day as EA FC What success even looks like for Remedy, and why that question cannot be answered without knowing the budget Everyone's top three game trailers of all time, including one a panellist can still quote thirteen years later from a game he did not like The leaked Game Pass changes, and why two million players on a free tier is not two million players The case for advertising inside games, argued by the people who would get blamed for it Blizzard, BlizzCon, and the millennial nostalgia wave landing inside a single month Never Entertained is live every Friday at 10am ET. Full written recap: https://playerdriven.io/live/never-entertained-why-players-come-back The Operator's Briefing, every Tuesday: https://playerdriven.io/newsletter Join the Discord: https://discord.gg/zdwAqvgvfy

  3. Sep 15

    Never Entertained: GTA 6 versus Zelda is the wrong fight

    The internet spent the week arguing about which game wins the holiday. We think that is the wrong question, and the right one is which brand still has your attention after the controller goes down. This is the first episode of Never Entertained, a new show we do live every Friday at 10am ET. Four of us argue about the week in games, media and IP: Greg Posner on live games, Simon Pulman on IP and media, Justin Ruiss on advertising and the business, and Colan Neese on the news and the numbers. Three arguments in this one. Nintendo is taking the shelf space Sony and Xbox are giving up, and doing it on purpose. A Wolverine game built for everybody landed for nobody, and the panel splits on whether that is a design problem or a culture one. And Netflix is reaching for cinemas while the person already paying for it every month cannot name a single thing on the service. CHAPTERS 00:00 Intro 01:30 The internet is asking the wrong question 01:56 Meet the panel 03:04 Nintendo's foil box and the shelf everyone else left 06:21 Going outward versus going inward 07:38 What the new Zelda actually sells 10:32 Nintendo's real problem is the Switch 2 transition 12:57 Nostalgia as a purchase driver: the Costco napkin 14:27 "I don't know who Sony is aiming at" 18:29 The barbell: aggregators, IP, and the middle you die in 24:32 Sony's risk is becoming a machine, not a brand 25:01 Wolverine lands, and the discourse is not about the score 28:40 A culture where games must be for everybody 31:02 Discovery, mastery, and what a guidance line costs 34:24 Six-year dev cycles aimed at a moving culture 36:48 Everyone gets one strike 39:31 What Marvel actually cares about 42:38 "94% of the market hasn't played your game" 45:20 Netflix wants cinemas, and is reporting box office 47:02 Why Netflix's hand was forced 52:04 "A midlife crisis company" 55:14 You can license the show, you cannot own the creator 57:08 Last words 59:03 What we are working on, and where to find it WATCH IT INSTEAD https://youtu.be/bTgaleZwS5I THE WRITTEN VERSION The arguments laid out properly, with the quotes and the numbers attributed: https://playerdriven.io/live/never-entertained-gta-6-vs-zelda-wrong-fight IF YOU RUN A COMMUNITY Community Driven is a three part series that gives you a method rather than a think piece. You start with the game rather than the channel, work out where your players already gather, and build a hunt map as you read. It hands you into a free Academy pack at the end. Part one: https://playerdriven.io/blog/start-with-the-game-not-the-channel The pack: https://academy.playerdriven.io/packs/find-where-your-players-gather THE REST OF THE WEEK Tuesdays: this podcast Wednesdays: Design Desk with Lewis, on systems, player psychology and game design Thursdays: live with Colan Fridays: Never Entertained, live at 10am ET MORE FROM PLAYER DRIVEN The Operator's Briefing, every Tuesday: https://playerdriven.io Join the Discord: https://discord.gg/GC5PkbKFH Player Driven is the learning network for the people who design, run and rebuild live games.

  4. Sep 8

    GTA 6 has not started marketing yet: the two billion question and the fall nobody can schedule around

    GTA 6 is already the biggest launch Colan Neese's team has tracked since they started measuring in 2019, and it is on pace to pass Call of Duty: Modern Warfare's peak roughly two months before it ships. Here is the part nobody is pricing in. The marketing has not started. Everything the industry has reacted to so far was aimed at the industry. The campaign built for people who have never watched a games showcase in their lives begins at NFL kickoff. Greg Posner and Colan Neese, SVP of gaming at Screen Engine/ASI, spend the hour on what that does to everyone else. Whether the number in the launch press release is one billion or two. Why every other fall release is losing oxygen rather than losing on quality, including a Call of Duty that Greg played and liked. And the thing Rockstar is quietly doing to protect the players it already has, which is the only defense on the table that does not require a marketing budget to run. They also get into why Sony's Tokyo Game Show State of Play reads as a completely different show depending on which continent you are watching from, why consoles took hold in the West for reasons that turn out to be mostly about living room square footage, and how Guitar Hero used to turn songs into hits before games traded the needle drop for interchangeable orchestral filler. Then they argue about Weezer. (00:00) Show open (00:45) Sony's State of Play, and who it was actually for (09:47) Why your game does not travel: China, mobile, and the space a console needs (17:15) The billion dollar question is already stale (21:02) The bite GTA 6 takes out of the box office (25:36) The marketing has not started yet (27:58) Call of Duty is not losing on quality (32:29) What Rockstar is doing to protect the players it already has (39:20) Stage Tour, and the return of the rhythm game (40:17) The ideal set list, and an argument about Weezer (48:09) How games forgot to use a song (51:20) Wrap Full write-up and notes from this episode: https://playerdriven.io/live/gta-6-has-not-started-marketing-yet The Operator's Briefing, every Tuesday. One email: the best thing we published, the next thing we are doing, and one open argument. https://playerdriven.io Bring your own read to the room. Colan takes questions in the Discord, and genuinely wants the argument. https://discord.gg/GC5PkbKFH Colan Neese writes Patch Notes: https://patchnotesgaming.substack.com

  5. Sep 1

    Gaming is a lifeline: why the number one Make-A-Wish request type is video games

    Make-A-Wish sorts every wish into four kinds: to go, to meet, to be, or to have. Travel is still the biggest category overall, but when a child anywhere in the world asks to have something, the number one request is gaming. April Stallings runs charitable gaming fundraising for Make-A-Wish International, the arm of the organization covering 43 countries with more than 650,000 wishes granted. She joins Greg and Lewis to explain why kids in treatment wish for games (her word is "lifeline"), what a gaming wish actually looks like, and why even Make-A-Wish hears no from game studios more than yes. In this conversation: Why gaming tops the "to have" category worldwide, and why the Nintendo Switch is the most-wished-for consoleThe wish stories: a day at Mojang's Stockholm HQ, a Brawl Stars wish built around vision loss, and Arrowhead's dev team spending a day with a Helldivers superfanThe research: measured wish outcomes in the high-90th percentile, now presented at pediatric oncology conferencesHow studios of any size can help: the giving program starts at $5,000, and codes, studio days, dev time, and introductions count tooHow New Blood Interactive became Make-A-Wish International's biggest gaming donor at $100,000The John Cena playbook: what 650+ wishes of preparation looks like up closeRoll for Wishes, the TTRPG fundraising month running all of OctoberLearn more or start the conversation: https://worldwish.org (the wish impact research is under Our Impact)Find April Stallings on LinkedIn. Player Driven is the learning network for the people who design, run, and rebuild live games. Get The Operator's Briefing, our weekly newsletter: https://playerdriven.io/Join the community on Discord: https://discord.gg/GC5PkbKFH

  6. Aug 18

    The Hidden Creator Economy Built on Top of Games, with Nathan Lindberg of Overwolf

    If George Clooney walks into a coffee shop, everyone looks up. If Banksy walks in without the mask, nobody does, and the work outside is worth millions.That's  Nathan Lindberg's description of the gaming creator economy, and he's spent twenty years inside it. GamePro through the print-to-digital collapse. Curse, before it became CurseForge. Seven years at Twitch convincing people that watching someone else play was a real business. Epic, building the NFL zone inside Fortnite. Now VP of Global Brand Partnerships at Overwolf. His argument is that the creator economy we photograph is the smaller one. Sixty-six games account for more than eighty percent of all the time people spend playing, most of them are a decade old, and what keeps them there isn't the publisher's roadmap. It's thousands of people whose names nobody knows, building mods, add-ons, wikis and private servers on top of games they didn't make. We get into what the ladder from first dollar to first million actually looks like, why advertising stopped being a toll, and the single sentence that finally moved publishers after years of losing the argument. In this episode 00:00  Intro 02:19  Nathan Lindberg 02:34  GamePro, Curse, Twitch: what changes and what never does 10:24  Triple-A, indie, and where a creator lands after building something good 11:15  George Clooney walks into a coffee shop. So does Banksy. 13:59  The ladder from first dollar to first million 15:37  Rev share, and the tax problem nobody warns you about 18:21  Do CurseForge, Tebex and the ads actually connect? 20:09  The one number every team is judged on 26:06  The case for advertising, made by the ad guy 31:26  The generational split on ad tolerance 33:14  "What am I getting in return?" 36:49  66 games hold 80% of all playtime 38:07  The wiki maintainers nobody credits, and why tools outlive personalities 40:47  "Like allowing someone to take a highlighter to a Rembrandt" 44:11  PUBG, Hytale, and why indie studios said yes first 45:26  Why "good for the community" never gets past the CFO 47:27  Spotting Arc Raiders before anyone was talking about it 50:24  What GTA 6's creator economy could unlock 54:05  Wrap, and if not now, when? Numbers Worth Keeping 66 games account for more than 80% of all time spent in games. Overwolf shares 50 to 70% of revenue with creators, sometimes up to 80%, and its in-app ads carry an on-screen line saying 70% goes to the creator. The largest apps on the platform have sold for over €40 million. Every department in the company is measured against one metric: creator payouts. Guest Nathan Lindberg is VP of Global Brand Partnerships at Overwolf, the tools and services company behind CurseForge and Tebex. Mentioned: Hytale, the Krafton partnership bringing mods to PUBG, Gamer Grid, Arc Raiders, and the proverb Nathan took from his time at Curse: if you want to go fast, go alone, if you want to go far, go together. If the CFO conversation is one you keep losing, we built a free Academy program about exactly that. Three short packs on why safety and community arguments die in front of finance, how to read what a public company actually spends, and how to build the one-page case. academy.playerdriven.io New episodes every Tuesday. Get The Operator's Briefing at playerdriven.io/level-up, or come argue with us in Discord.

  7. Aug 11

    Earnings Everywhere: GTA's Netflix Stunt, Nintendo's Flat 130 Million, and Roblox's Safety Bill

    Three of the biggest names in games reported inside a single week and the headline numbers pointed three different directions. Nintendo's profit nearly doubled. Roblox missed on revenue while its player count rose. Take-Two was hours from reporting a loss. Underneath all of it sat the same question, and it's the one worth asking about your own game: is the pool of players getting bigger, or are you just getting better at extracting from the pool you already have? Greg Posner and Colan Neese are joined by Simeon McMillan, founder of the media and tech stocks newsletter Accrued Interest, who came up through TV, radio and cable ad sales before he started writing about the companies. Plus the debut of Bull or Bear, where we assign the side and make you argue it whether you believe it or not. In this episode 00:00 Cold open and intros 03:05 Rockstar announces a trailer, and premieres it on Netflix 09:27 Greg thinks it's a stunt. Colan doesn't. 12:26 The black hole: why games launching before GTA are already losing share 14:51 Bull or Bear, round one: can GTA 6 hit investor expectations? 18:35 13% attention share against a 2% field 22:16 How to actually read an earnings call, and why EPS is the wrong line 27:51 Nintendo: profit doubled, forecast unchanged, and the tariff asterisk 29:05 The number nobody leads with: 130 million players, flat for three years 37:02 Ocarina of Time, the Zelda film, and Nintendo's two-ponds problem 43:22 How Switch became the value machine by standing still 49:13 Bull or Bear, round two: has Switch 2 already proven itself? 52:35 House notes 53:42 Roblox: what trust and safety actually costs a platform 55:11 Trapped in kid land, and the ad ceiling Roblox can't move 01:00:50 Where to find everyone Numbers worth keeping GTA 6 at roughly 13% demand share against a field where most fall titles sit near 2%. Nintendo's total player relationships flat near 130 million for about three years. Roblox averaging around a minute and a half per experience. Demand-share figures are Colan's own MindGame data at Screen Engine/ASI. Guests Simeon McMillan writes Accrued Interest at accruedint.com, also on Substack. Colan Neese is SVP of Gaming at Screen Engine/ASI and writes Patch Notes on LinkedIn and Substack. Correction: Greg refers to Roblox reporting "yesterday." Roblox reported its Q2 2026 results on July 30, a week before this conversation. Player Driven Live runs every Thursday. Get the week's argument in The Operator's Briefing at playerdriven.io/level-up, or argue it out with us in Discord.

5
out of 5
30 Ratings

About

Welcome to Player Driven, the hub where gaming insights and community collide.We believe that behind every great game is a thriving community and an unforgettable player experience. Whether it’s building inclusive environments, exploring the latest tech, or diving into the art of storytelling, our mission is simple: to empower the creators, communities, and players that make the gaming world extraordinary.What We’re About:🎮 Insightful Conversations – Through our podcast and community clubhouse, we bring industry leaders, creators, and innovators together to explore the cutting-edge of gaming.🌍 Player-Centric Focus – From accessibility to trust and safety, we champion the initiatives that keep players at the heart of the industry.📈 Data Meets Creativity – With a knack for combining KPIs with compelling narratives, we highlight strategies that don’t just work but resonate.🤝 Community Building – We celebrate what makes the gaming community special: its people. From indie developers to AAA veterans, every voice matters here.Join us as we explore what drives games, empowers communities, and defines success in the ever-evolving gaming landscape.Your Game. Your Story. Your Community.