QUOTE | "I think Steam is ... probably the most important thing that's happened to indie games in the last 10 years."—Fullbright Company co-founder Steve Gaynor on reactions to his game Gone Home and how indies must think about sales platforms.
Elsewhere in the business of video games this week ...
QUOTE | "We expect both Sony and Microsoft to be very profitable in the next generation."—Analyst Michael Pachter, discussing the prospects for the console business over the next several years, though he is "skeptical" that Nintendo will turn a profit on the Wii U.
QUOTE | "There's no measuring spoon for love. You can't quantify it. Retention is not the same as happiness."—Laralyn McWilliams, former creative lead on Free Realms, on why metrics can't judge a player's love for a game.
STAT | $77 billion—Worldwide game revenue for 2014, as forecast by analyst firm DFC Intelligence; the firm sees global game revenues reaching $96 billion by 2018.
QUOTE | "We expect that Destiny will become the best-selling new video game IP in history when it launches."—Activision Blizzard CEO Bobby Kotick, expressing his optimism for Bungie's new game launching September 9.
QUOTE | "They want to engage in our console franchises, they want to see them on mobile devices, but we really aren't doing very well at helping them out with that."—Ubisoft VP of digital Chris Early, on the challenge of creating tablet/console crossover titles.
QUOTE | "The fear and trepidation is something I feel like to a large degree we've overcome."—NPD's David McQuillan, on how difficult it's been to get publishers to share data on digital game sales.
STAT | 48%—Amount of PS Vita software sales that are digital downloads, according to Sony; also, so far one-third of PS Vita owners have purchased a PlayStation 4.
STAT | 47%—Amount US video game hardware sales rose in January versus January 2013, once you adjust it for the extra week in January 2013's numbers; by contrast, software revenues dropped by 25% by the same figuring.
QUOTE | "It's a talent business. The office isn't valuable because of the computers, or the kettle, it's the people."—Tony Beckwith of Studio Gobo, on why they are "extremely fussy" when it comes to hiring people.
STAT | $689 million—Revenue that mobile game maker Supercell brought in during 2013; the company brought in a gross profit of $322 million, all on two games: Clash of Clans and Hay Day.
This Week in the Business courtesy of GamesIndustry International