search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
MCV/DEVELOP gives industry professionals a platform for their views. Do you have a burning hot take for the world of games? Get in touch!


WHAT GAMING STUDIOS CAN LEARN FROM


HOLLYWOOD’S PLAYBOOK


THE GAMING INDUSTRY TODAY finds itself at a crossroads, not unlike Hollywood. A space where creative ambition meets commercial reality. Both industries rely on a winning formula. Sequels are stretched. Success gets replicated. Originality often takes a back seat.


By Adam Smart, Director of Product, Gaming, Appsflyer


But gaming has something Hollywood does not. Real-time feedback. Studios can see what is working and what is not as it happens. That kind of insight can sharpen decisions and fuel growth. But it can also risk flattening the creative edge if it becomes the only driver.


PREDICTABILITY THROUGH DATA Mobile gaming figured out the growth formula early. From first concept to global launch, every step is mapped around KPIs – retention, monetisation, ROAS. Studios like Supercell and King did not just make hits, they built scalable machines.


It is all about iteration. Early testing. Fast feedback. Everything from creative to monetisation gets tuned to maximise results. That kind of precision works. But often at the cost of diversity. A lot of mobile games look and feel the same, and that is not by accident. Hollywood has its version of this. Studios build sequels, cinematic universes, and spin-offs because they are reliable. The Marvel Cinematic Universe has been meticulously planned, with character arcs and release schedules mapped out over a decade or more. Yet, Marvel has seen signs of fatigue. Familiarity sells, but only up to a point. We have seen how this risk-averse approach can backfire. Disney’s Solo: A Star Wars Story*,


52 | MCV/DEVELOP June/July 2025


for example, did not perform to expectations. Not because it was poorly made, but because audiences were oversaturated. When every release is engineered to hit the same beats, even the most beloved franchises can lose their magic.


CREATIVITY MEETS BUSINESS REALITIES Traditionally, PC and console games were built from a different mindset. More vision. More story. More passion. More experimentation. Titles like The Last of Us, Baldur’s Gate 3, or Elden Ring were not just hits, they helped define the medium. Those boundaries are shifting. As budgets rise and timelines stretch, even AAA teams are leaning into the tools of mobile: earlier marketing input, deeper data use, performance metrics guiding design. Business fundamentals are meeting creative ambition earlier in the process. In film, we have seen similar shifts. Directors once hailed for auteur-style storytelling – like Christopher Nolan or Denis Villeneuve – now work within massive commercial expectations. They still push boundaries, but marketing and data play a much bigger role in how their work is released and monetised. Even passion projects need a box office strategy. The success of Dune: Part Two or Oppenheimer


proves that you can balance scale and substance. But it is not easy. These films were supported by strong creative leadership and clear marketing alignment. That is the formula game studios are starting to follow.


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56