At the finish of the Develop:Brighton discuss ‘Product/Market Match – What Does it Imply and How Do We Obtain it?’, there was a query from the viewers for speaker Martin Wein from GameFlex Consultants.
They requested whether or not he may describe a time when a growth staff had veered away from the design imaginative and prescient, and whether or not market or participant analysis had helped to convey the staff again on monitor.
“I can truly offer you an instance the place myself and the product staff induced about an eight-year product delay,” replied Wein.
Again in 2014, Wein was head of communications for Deep Silver, the writer behind collection like Saints Row, Dead Island and Metro. Techland, the unique developer of Dead Island, had moved over to work on Dying Gentle at Warner Bros., so Deep Silver had introduced in Yager (the developer behind Spec Ops: The Line) to work on a sequel.
At E3 2014, Deep Silver launched the eye-catching and superbly produced ‘Jogger’ trailer for Dead Island 2, a sport that was because of be launched the following yr.
“I used to be engaged on that with the inventive staff, and we have been mightily proud of that [trailer],” recalled Wein. “However then, about 3 to 4 weeks later, we had a serious milestone with the growth studio that was in cost at the moment. And boy, that sport sucked.”
“It had nothing to do with what [made] the unique Dead Island […] actually enjoyable,” he defined. “So we commissioned a play take a look at and received horrific suggestions. And we sat down with the growth staff and mentioned, ‘Okay, what’s the course of motion?’ And so they mentioned, ‘Yeah, depart it with us’.”
However two or three months later, at the subsequent milestone, the sport was the identical, mentioned Wein. “And we clearly had participant suggestions that mentioned, ‘this isn’t enjoyable, this isn’t partaking, this doesn’t really feel like the Dead Island that I performed’. So at the finish of the day, we needed to take the sport away from that exterior developer, discover a new studio, and that put the sport on a journey of… properly, it was presupposed to launch in 2015. When did it come out? 2023?”
“It’d have made some cash, but it surely would have killed the franchise”
Martin Wein, GameFlex Consultants
Initially growth was taken over by Sumo Digital, however in 2019 growth duties switched once more to Deep Silver’s inner staff, Dambuster Studios. Dead Island 2 was lastly launched in April 2023, and by Might 2024 it had offered over 3 million copies.
“Typically you have to make laborious choices,” mentioned Wein. “As a result of we may have, at that time, put out a shit sport. It’d have made some cash, but it surely would have killed the franchise.”
“I feel at that time Deep Silver did the proper factor, and Dead Island 2 was a industrial success in the finish,” he concludes. “As a result of they took that step, they usually mentioned that we have to make a sport that matches for the participant.”
When GamesIndustry.biz caught up with Wein after the discuss, he elaborated a bit of about what occurred following the launch of that Dead Island 2 trailer.
“After the announcement and a few inner discussions, we (inner Deep Silver manufacturing and advertising and marketing groups) carried out a number of closed and public playtests, did some in-depth neighborhood sentiment evaluation, and noticed a transparent divide between participant expectation and motivation and the path that sport growth had taken,” he mentioned over e-mail.
“I can not actually converse to the dialog between the manufacturing staff and the growth companion as I used to be not half of these, however as the developer wished to pursue their imaginative and prescient quite than comply with participant suggestions, the final determination was made to half methods.”
Again in 2015, Yager managing director Timo Ullmann mentioned that “Yager and Deep Silver’s respective visions of the undertaking fell out of alignment”, which Wein confirms.
“The visions didn’t align,” mentioned Wein. “The Deep Silver imaginative and prescient was influenced by the participant and due to this fact I applaud the management again then to approve and assist the determination to reset the undertaking.”

Wein’s discuss supplied some fascinating insights into the idea of product/market match – one thing he says that has been a key half of luxurious items and vogue since the fifties and sixties, however that has solely lately been utilized to video games. “The video games trade is all the time a bit of bit slower,” he mentioned.
In a nutshell, product/market match is about on the lookout for classes that your sport may match into, then researching the measurement of the potential viewers, which in flip will dictate measurement of the price range and growth scope. If the potential market measurement does not match with the potential growth price of the product, then the undertaking must be rethought early on.
“At the finish of the day,” he mentioned, “in case your complete addressable market is £5 million and also you’re investing £10 million kilos in growth, do not begin.”
“You have to know related and up to date information”
Martin Wein, GameFlex Consultants
It sounds easy sufficient, however Wein listed some ways during which it may well go improper. One of the chief causes was animosity between the advertising and marketing and creating departments, who find yourself “working towards one another quite than with one another,” he mentioned. Echoing Sam Lake’s name for unity in his Develop Star Award speech, Wein insisted that the course of ought to be about “collaborating and trusting and respecting one another”.
“You have to know related and up to date information as properly,” he continued. “So expertise is nice, intestine feeling is nice, however you want the related and up to date information.” Wein emphasised the significance of doing thorough viewers and market evaluation, suggesting that 10% of the advertising and marketing price range ought to be reserved for analysis utilizing providers akin to Video Game Insights.
A key takeaway was that this analysis ought to proceed proper all through the growth of the sport, and that the product ought to be tailor-made in response to modifications in the market over the a few years between preliminary idea and launch.
“We lose monitor of the market realities when growth cycles get longer and longer and longer,” he mentioned, giving the instance of initiatives which may have began throughout the COVID pandemic that at the moment are launching into a really totally different market.
There’s additionally the proven fact that the sport must be good. “You possibly can argue that, for instance, MindsEye, on paper, most likely has respectable product market match, however the execution in that case, most likely simply did not work out 100%,” mentioned Wein.
One instance he gave of glorious execution and product/market match was Clair Obscur: Expedition 33, which he famous discovered an unmet market want for turn-based RPGs, and which had a laser-focused advertising and marketing marketing campaign that honed in on an older audience and followers of basic JRPGs. “It was such a good looking factor,” he mentioned.
In conclusion, Wein emphasised that the most necessary ingredient of reaching product/market match was retaining all components of the enterprise aligned on the identical imaginative and prescient. “We regularly do not converse the identical language internally,” he mentioned. “Improvement has one imaginative and prescient, advertising and marketing has one other imaginative and prescient, and often […] the management staff has a totally totally different imaginative and prescient.”
“Improvement is a staff effort. All people must work collectively on this course of to essentially make it work.”