As a first mover in this space, how do you make sure that you’re investing your time in emerging technologies or formats without just throwing spaghetti at the wall? How do you make sure you’re properly investing in things that have teeth and futureproofing the company?
Ferreira: I think we’re always kind of trying to pay attention to players and not so much scale because, to your point, there might be technologies that don’t have the scale yet – they might be emergent, but are they really engaging players in a meaningful and profound way? I think the best kind of gaming experiences are not pastimes. They are true, emotional, high-intensity experiences and that’s true for a “Fortnite” player or for a Scrabble player or a “Monopoly GO” player or for a “Call of Duty” player.
Do you have any examples of hyped technologies that you kind of explored to see if they would be a viable thing to experiment with, but it sort of fell flat?
Ferreira: The word “hype” can have a negative connotation, which I would want to stay away from because sometimes it’s just a question of timing and platform evolution. I worked on mobile in the very early days before the smartphone. I think it’s similar with VR. I think the idea that VR gaming is going to be a thing, I certainly would bet against that. I would bet against that platform right now, but I don’t think there’s any hype in that idea.
Compared to maybe traditional games that are played on the console, what do you guys have to do differently in order to make live services happen? There are these logistical restrictions on the creativity itself.
Ferreira: I think what is different about the business that we’re in versus traditional console businesses is that the success of our products and the success of the business is built on players that are playing the game for years. Most of our revenue comes from players that have been playing our games for more than one and two years. Generally, the games business has had a lot of early engagement and then a lot of revenue upfront – day one, month one, even year one. The engagement model has been built more around that kind of initial burst whereas our business is really built on engaging with players over and over.
Driver: I think a lot of media businesses historically have been driven by the launch of new content, and this business is driven by the creation of enduring communities.
Are there specific genres that you want to use your tech platform for, that you want to crack that haven’t been cracked yet?
Ferreira: Yes, but mostly things that we cannot talk about right now right now. We are at a moment in the company’s history where we’re really leaning into high risk and high innovation kind of projects.
Well, is there an example you can give of a way you guys are trying to innovate and trying to push the platform to do something different?
Driver: With the acquisition of Pokémon Go, one of the things that’s really unique about that is that it brings people together in both digital and physical worlds. So, there were hundreds of thousands of people that come in person to Pokémon Go Fest. At the same time, there’s a lot that happens in the digital realm there, and we are trying to continue to innovate around how people’s experiences can kind of cross digital and physical boundaries.
O’Brien: I think that’s an important piece, because you’ve got world-class game studios, you’ve (got) this technology stack in Playgami, you’ve got this learning machine on top of it, and then the capability to go out and do at-scale M&A with a lot of capital behind us. We may not be able to build the technology or be ready to invest 10 years in the technology that Niantic had built, but we can definitely partner and acquire and then take those learnings.