gamescom Steps Up After E3's End
With the permanent closure of E3 in 2023, gamescom has not only gained new opportunities but also taken on significant new responsibilities. This was highlighted by Felix Falk, managing director of Game – Verband der deutschen Games-Branche, the German games industry association that organizes gamescom, in an interview with The Game Business.
For many years, a mutually beneficial partnership existed between the two major gaming expos. E3 traditionally served as the venue for major announcements, while gamescom was the place where gamers and the press could get their first hands-on experience with new titles. Falk elaborated on this synergy: “For many years we had a great partnership with E3, and we never competed. It was more like: announce your game at E3, and you can play it at gamescom. In a sense, it was convenient because people expected us to become the main global gaming week with maximum visibility for everyone. That’s why we feel a responsibility to provide the industry with such a stage.”
Navigating a New Landscape
The absence of E3 has brought other implications. gamescom now has to align with companies' international calendars, negotiate with their global headquarters, and adapt to worldwide marketing plans. In previous years, this often led to lengthy negotiations, but the situation has since changed. “In recent years, it was not easy to convince some participants to return, and we had many negotiations. However, if you look at the current list of participants, you can see that almost everyone is here. So we managed to bring, well, almost everyone back to gamescom,” Falk emphasized.
Prioritizing Digital Reach Over Physical Expansion
The primary goal for gamescom in the coming years is not to expand its physical audience but to grow its international reach through digital channels. Offline, gamescom typically draws around 350,000 attendees annually, and even adding new halls is unlikely to push that number beyond 400,000 without compromising comfort. Instead, online presence and collaborations with content creators, media, and partners offer far greater potential. This means a stronger focus on digital initiatives and broadcasts, bringing the gamescom experience to a much wider global audience.
Welcoming New Industry Players
Another notable trend is the increasing interest from companies not traditionally associated with video games. Streaming giants like Netflix, along with Paramount and Disney, are making more frequent appearances at gamescom. Falk noted, “It’s interesting to see how non-gaming companies come to gamescom, for example, streaming services like Netflix, who want to participate in the exhibition. At the same time, we must ensure that it remains a gaming event. We need to select the right partners who truly fit so that the ecosystems and cultures combine organically. Games are the greatest force in pop culture, and at gamescom, this will be visible. There will be partners like Paramount, Disney, and Netflix. They are part of gaming culture, as Netflix has a lot of content directly related to games.”
Falk also stated, “I always say: if you are a market leader, and we are happy that gamescom is the largest event in the world, then you are obligated to lead the way. We promote new formats and opportunities that can be realized. This is our responsibility for the coming years.”
gamescom 2025 Sees Significant Growth
For gamescom 2025, the exhibition has expanded modestly but significantly. The number of participating companies has reached 1,500, an increase of 40 from last year. Geographic representation has also broadened, with exhibitors from 72 countries, up from 64 previously. Gamescom 2025 is set to take place from August 20 to August 24. Attendees can look forward to potential demos for anticipated titles like *Hollow Knight: Silksong* and presentations for games like *The Outer Worlds 2*. Furthermore, reports indicate that the next *Lords of the Fallen* will be announced during the opening ceremony, highlighting gamescom's new role as a major announcement hub.
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