Finding the 'blue ocean' in 2025's game market...

Publikováno: 14.2.2025

An expansion on Tuesday's breakout theme. Also: lots of news & Steam releases for the week.

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

As we round off the week - and thanks to everyone we ran into at DICE in Las Vegas - we’re revisiting a pretty busy news slate, while at the same time expanding on big picture lessons from Tuesday’s data-packed GDCo newsletter. (It’s all go.)

Before we start, an important update for Souls-like and Hidetaka Miyazaki fans - Elden Ring Nightreign doesn’t have a ‘poison swamp’ level, mainly because the spinoff is led by Miyazaki protege Junya Ishizaki. (Poisonous swamp fans, just ask someone to sit next to you while you play, repeatedly poking you with their finger?)

Game discovery news: Deliverance 2 re-delivers..

The latter half of this week has brought a cornucopia of discovery and platform news, which we’ll deliver to you while spinning several plates on individual sticks:

Finding the ‘blue ocean’ in 2025’s game market…

Pic via this LinkedIn piece on ‘blue ocean’ strategy.

Following Tuesday’s newsletter on mini-strategy game publisher Rogue Duck, some folks cornered me in the GameDiscoverCo Plus Discord, and asked - sure, these folks could be ‘the future’, but what precisely were you saying about trends?

And agreed, you could take a number of diverse strategies away from their approach! But for us, we have a few specific market-driven theories for developing and publishing better-selling games - at least for small and medium devs not making AAA-ish titles - in this super, super-crowded PC and console game market:

  • Keep an eye on trends and try to find under-developed genres vs. 'just put out high quality games'.

  • 'Finding under-developed subgenres/types of games'is fairly different to trend chasing - it's more of a 'blue ocean' tactic.

  • Or more specifically: 'Look at a type of game where people have played a successful one, and don't have any more to play.'

There’s probably one phrase in there you might be a little unfamiliar with, and it’s ‘blue ocean’. If you’ve been around a while in the game industry, you may link it to Nintendo comments made around the launch of the Wii.

According to Nintendo’s Perrin Kaplan, quoted back in 2006: “Inside Nintendo, we call our [Nintendo DS & Wii] strategy “Blue Ocean.” This is in contrast to a “Red Ocean.” Seeing a Blue Ocean is the notion of creating a market where there initially was none - going out where nobody has yet gone.”

Some of the original ‘blue ocean’ theory came from a Harvard Business Review piece from W. Chan Kim and Renée Mauborgne in 2004: “Blue oceans denote all the industries not in existence today - the unknown market space… in blue oceans, demand is created rather than fought over.” They cite Cirque du Soleil as a perfect example of demand creation.

In fact, on PC/console, ‘blue ocean’ originators are relatively rare, and tend to be titles that scratch more casual itches, based on human nature. Examples we can think of:

  • PowerWash Simulator - I’m not sure anybody expected the simple art of cleaning in-game objects to be so relaxing. (It’s so ambiently pleasant that some players use it as a second-screen game while watching TV!)

  • Human Fall Flat - This one’s a little more debatable, but ‘goofing around with physics with your buddies while doing light puzzles and falling off things a lot’ is not a traditional video game genre!

  • Unpacking - again, not really a genre or type of game that you would presume would be a massive hit. But it has a lot of appeal to players who love order (or disorder!) See also: A Little To The Left.

We’re aware that there are some antecedents for each of these titles. But these are the ones that have broken through. And we’re not suggesting that most people can create these ‘blue ocean’-type ‘market maker’ titles from scratch. (In fact, all of these titles were surprise hits, with ‘surprise’ being the key word!)

PowerWash Simulator - you’ve got to spray ‘yes’ to another success?

But what you can do is look at the market these games have created, and think about how big that market is, and if players would like to see twists and evolutions on that title. Over time, trailblazing titles may end up creating genres around themselves. (Ahem, Souls-likes!)

But this is where the ‘blue ocean vs. red ocean’ metaphor gets tricky. You can argue that a ‘blue ocean’ originator is Vampire Survivors, the surprise hit that elegantly simplified the ARPG genre for PC and console players. But GDCo’s recent survey noted that ~600 Survivors-likes launched on Steam in the 3 years after the OG title hit.

So are Survivors-likes a red ocean or a blue ocean, at this point? Is making one now degenerating into red ocean trend chasing? And when did it shift? Answering this comes down to:

  • how big is the market for the initial game?

  • how likely are players to try new games in a similar style?

  • are there 6, 60, or 600 truly competitive games in the same general space?

We think there’s room on the top-end of the Vampire Survivors-like genre, if you make games with the ‘no-shoot x random/cool powerups’ mechanic and interesting twists, maybe improved graphical fidelity. But you could also say: 600 competitors is red ocean territory, man!

To end: we actually have a great example of a ‘blue ocean’ follow-up game in next Tuesday’s newsletter. When I heard it was doing well, it made me go ‘oh, that’s such a good idea, but I never thought of the OG game as a ‘blue ocean’ originator’. So yep, truly perceiving games that deserve this approach is very, very ‘not easy’. Fun times, huh?

Steam debuts: Civilization VII keeps on truckin’

As always, we have a detailed breakdown of the top Steam debuts for the week - with data on CCU highs and conversions - for our Plus/Pro subscribers. And this week, it’s the ‘official’ release of Civilization VII which is dominating matters.

Read more

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