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Are Fortnite-style branded collaborations the key to Overwatch 2’s future success?

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It’s been a rough month for the launch of Overwatch 2. In the first few days of its release, Blizzard’s long-awaited sequel to the 2016 team-based shooter was plagued with connection issues, leaving millions of players unable to enter matches. While many of the problems relating to server issues have now been addressed, Blizzard now has another challenge on its hands: making enough sales from microtransactions to support the franchise’s move to a free-to-play model.

So far, that’s been pretty difficult. Overwatch 2’s recent Halloween event, Halloween Terror, introduced a variety of themed character and weapon skins into the game for the ‘discounted’ price of 2000 Overwatch Coins each, roughly the equivalent of $20. A legendary skin for the character Kiriko was available for 2600 Overwatch Coins, a discount on the original price of 3700 Overwatch Coins. As you might imagine, this is already causing upset amongst some players, especially as this year’s Halloween update removed the option to earn unlockable skins simply by progressing through the game.

Evidently, some players aren’t willing to spend over $20 for an alternative outfit for their character. However, we do know that players are more than happy to spend roughly the same price in other free-to-play games such as Fortnite to unlock characters from popular franchises, whether that’s Goku from Dragon Ball Z or Marvel’s Spider-Man. This is something that Jon Spector, Overwatch’s commercial leader and vice president at Blizzard, seems well aware of, according to a recent interview with GameInformer.

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In the interview, Spector announced that while he isn’t a Fortnite player, he thinks it’s ‘super cool’ and ‘awesome’ to see branded collaborations such as Naruto appear in Fortnite.
“As we look at the Overwatch 2 space, those are things that we’re interested in exploring,” he says.

So, with Overwatch 2’s current monetisation strategies leaving a lot to be desired, could we see a shift towards branded collaborations as a core monetisation strategy rather than the traditional legendary and epic skins? Dropping the price of skins and embracing Fortnite-style collaborations would make a lot of commercial sense for Overwatch 2, especially as the company still seems torn on its pricing, according to a recent survey sent out to select players.

We know that Fortnite’s collaborations with the likes of Marvel, NFL, Nike and Ferrari have been hugely successful for Epic, largely due to the amount of revenue they generate from the sale of cosmetic items such as skins, emotes, banners and emoticons. As an example, the game’s collaboration with NFL resulted in 3.3 million NFL-themed skins being sold for $15 each in November and December 2018, according to leaked court documents from the Apple v Epic case. That’s nearly $50 million in revenue.

The big question now is how easily Overwatch 2 can replicate Fornite’s primary business model, and how well-suited these collaborations are for the Overwatch brand.

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One of the biggest challenges facing Overwatch 2 is the fact it’s a hero-based shooter, with each hero boasting their own unique set of skills, traits and playstyles. As is often the case with team-based shooters, players often find themselves favouring specific heroes, whether that’s offensive heroes or defensive heroes that suit their preferred styles of playing.

This means Overwatch 2 will have to think carefully about how it rolls out branded collaborations. As an example, will a Marvel collaboration introduce special themed skins for every single hero in the game, or will it introduce a new limited-time character into the game? The introduction of any new character will have to be calculated carefully, so it doesn’t negatively impact the balance of existing characters.

It’s more likely that Overwatch 2 will introduce themed skins rather than new characters such as those seen in Dragon Ball Z. Depending on the popularity of the IP that Overwatch 2 pursues, I suspect players will be more susceptible to investing $15 or $20 into a skin that turns their favourite Overwatch hero into an alternative version of their favourite anime, film, TV or comic book characters, whether that’s Spider-Man, Darth Vader or one of The Transformers.

The hero-based mechanics of Overwatch 2 could also mean skins are only available for specific characters. While this might cause backlash amongst some fans at first, it could also open up alternative revenue streams. As an example, the style and appearance of the tank hero Reinhardt lends itself well to a Transformers skin. Players that don’t typically choose Reinhardt but are huge Transformers fans may be tempted to purchase a Transformers skin for him and start using him more. In turn, this could lead to a knock-on effect for players who go on to purchase Reinhardt’s wider cosmetic items.

There’s no denying that Overwatch 2 is a great game; the reviews have been overwhelmingly positive. If Overwatch 2 continues to struggle with monetisation models, branded collaborations like those in Fortnite might be the answer to its future success. But taking an established franchise that previously carried a full-price retail tag and moving it over to a free-to-play model is no easy task.

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Key considerations when choosing your target IP

If you’re a game developer looking to emulate Fornite’s IP success, there are a few things you need to consider before bringing IP into your game.

  • Don’t pick a target IP just because it’s a really popular brand or character. Look at your game and your players and ask yourself if it’s something that will resonate with them. For example, a clever partnership between The Walking Dead and State of Survival brought 20 million new players to the game. So a good understanding of your player demographics is a must. Be prepared to prove this to the license holders, too, as they’ll be just as interested to know if there’s any audience overlap.
  • It may sound simple, but make sure you do your homework. Different IP rights holders can have very different priorities and strict requirements for usage. Bigger properties, especially ones that are popular with children, can be especially stringent as its in the holders interests to carefully limit their use. So, it’s up to developers to demonstrate their ability to comply with them. Being prepared can give you a huge advantage, and help clear some of the initial screening phases and get in front of the right decision-makers.
  • There are more ways to integrate IP into your game than ever. So think carefully about your main goals, as simpler in-game items, like cosmetics and skins, are often much easier to negotiate with rights holders due to less complicated terms, plus, lighter development and creative costs can make them much quicker to roll out. FIFA 23 recently brought Apple TV’s Ted Lasso as well as Marvel cards to Ultimate Team, with these simple, smart deals opening the door for more collaborations in future.

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Gaming Corps debuts a golf-themed instant win game that puts players in full control of their swing

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Gaming Corps – a publicly-listed game development company based in Sweden, is excited to announce the release of its latest casino title, Golf Champion – a golf-themed game packed with strategic thrills, immersive play, and Gaming Corps’ innovative X-MY-WAY™ mechanic.

Golf Champion invites players to hit the virtual fairway, where every shot could lead to serious rewards. Combining the finesse of golf with the high-stakes energy of casino gaming, the game delivers a fresh and dynamic experience tailored to suit every playing style. Whether players choose to chip it safe or drive it long, every swing offers a chance to win up to 1,000x their bet.

At the core of the experience is the X-MY-WAY™ mechanic, designed to put power directly in the player’s hands. This feature allows users to tailor their risk-and-reward strategy with complete freedom. With a range of bet options players can choose to play it safe, cashing out with smaller multipliers, or push their luck with riskier shots for the chance to land big wins, all the way up to a 1,000x multiplier.

Every shot is a deliberate decision, offering a level of interactivity and personalisation that sets Golf Champion apart from traditional instant win games.

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Alexander Mavroudis, Product Owner at Gaming Corps said: “Golf Champion is all about putting players in control. With the X-MY-WAY™ mechanic, we’re giving them the tools to choose their playstyle, just like reading the green before a big putt. It’s a perfect blend of chance, choice, and excitement—and we think players are going to love every moment.”

Available in 28 languages, with instant win payouts Golf Champion tees up a compelling addition to Gaming Corps’ growing portfolio of player-first, action-driven content.

The post Gaming Corps debuts a golf-themed instant win game that puts players in full control of their swing appeared first on European Gaming Industry News.

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Scotland-Founded AyeGaming Group Debuts as a Home for Industry Collaboration

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A new grassroots digital community initiative, the AyeGaming Group, has been launched on LinkedIn with a clear purpose: to bring people across land-based and online gambling together in an honest, inclusive, and supportive space.

Founded in Scotland by respected industry figures, the AyeGaming Group is already drawing interest from across the iGaming world for its warm approach and people-first mission. The group welcomes professionals from all backgrounds, including operators, suppliers, affiliates, consultants, and creatives, all who believe in shaping a better future for the industry by putting the community at its heart.

The initiative is the brainchild of three passionate advocates for the gambling industry, including co-founders Jennifer Innes, CEO of BettingJobs, and Elaine Gardiner, Managing Director of TAG Media. Together, they’ve created a space where kindred spirits can connect for business and belonging.

“I wanted to be part of driving something locally within the iGaming industry. There truly are so many wonderful people in the sector who either live in Scotland or have relocated to one of the many other global iGaming hubs. Creating a dedicated time and space for us to connect in the form of the AyeGaming meet-up feels important – this is a big, global industry, but it can seem far less imposing when we all come together. It also gives us a chance to reflect on and recognise the impact our Scottish voices have across the iGaming industry as a whole.” said Jennifer Innes.

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Elaine Gardiner added: “Jennifer and I have known each other for over 17 years, just as long as I’ve been in the industry. Back in January, we bumped into each other on a flight from Scotland to Barcelona, heading to ICE with a few other industry folks. That’s when we knew it was time to set the wheels in motion for a Scottish gaming meet-up. I’m excited it’s finally coming together and looking forward to meeting more people from across the industry.”

Built on a foundation of Scottish values of fairness, humour and humility, the AyeGaming Group offers something refreshingly human in an industry dominated by deal-making and fast growth.

The group’s first in-person event, the Wee AyeGaming Meet-Up, will occur on Thursday, June 19, at the National Piping Centre in Glasgow. The event promises informal networking, shared stories, and genuine connection in a setting rich with Scottish tradition.

Attendees can expect:

  • Informal but meaningful conversations
  • Insights from industry leaders across land-based and iGaming
  • A warm, inclusive atmosphere to meet kindred spirits
  • And, of course, a wee dram and the sound of the pipes

The AyeGaming Group is open to anyone who shares its values, whether based in Glasgow, Gibraltar, Buenos Aires, or elsewhere.

The post Scotland-Founded AyeGaming Group Debuts as a Home for Industry Collaboration appeared first on European Gaming Industry News.

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AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan

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The Rajasthan Youth Board (Youth Affairs & Sports Department, Government of Rajasthan), in collaboration with AA Gaming, has officially announced the Rajasthan State Esports Championship (RSEC) – a landmark state-level initiative poised to engage thousands of players from across the state.
The RSEC 2025 will feature top esports titles including Battlegrounds Mobile India (BGMI), CS2, E-Cricket, and E-Football. Spanning over four stages, the championship aims to reach more than 200 colleges across 41 districts in Rajasthan, making it one of the most comprehensive esports tournaments at the state level in India.
The tournament will unfold in the following stages:
  • Open Qualifiers
  • Inter-College Knockout Rounds
  • Semifinals
  • Grand Finals – which will be live-streamed and culminate in a prestigious awards ceremony.
A core highlight of the RSEC 2025 will be a series of esports workshops, organized by AA Gaming during the inter-college knockout rounds held across Rajasthan. These workshops, in
collaboration with industry experts, are designed to educate and empower participants with essential knowledge and skills, positioning Rajasthan’s youth at the forefront of the rapidly growing esports industry.
Recognized now on global platforms like the Olympic Esports Series, the Asian Games, and the Commonwealth Esports Championship, esports has become a legitimate sporting and medal discipline. With this in mind, the RSEC workshops will cover:
  • Gaming techniques and strategic play
  • Game development fundamentals
  • Esports career pathways
  • Mental health and well-being for athletes
  • Team-building and communication
  • Professional conduct in esports
  • In-depth game analysis and review
Speaking about the RSEC, Dr. Neeraj Kumar Pawan (I.A.S) Chairman, Rajasthan Youth Board & Secretary, Youth Affairs & Sports Department, Government Of Rajasthan, said, “I extend my heartfelt best wishes for the upcoming Rajasthan State Esports Championship. As Rajasthan does not yet have an official esports federation, the Youth Affairs & Sports Department of Rajasthan has taken the initiative to support the esports ecosystem by joining hands with passionate youth, many of whom have come forward through the Youth Board. This championship marks a significant first step in promoting esports across the state, and I wholeheartedly commend the young leaders driving this movement.”
Commenting on the tournament, Akash Dhangar, Founder and CEO of AA Gaming, said:
“We are thrilled to partner with the Rajasthan Youth Board for the Rajasthan State Esports Championship — a one-of-a-kind initiative that not only empowers the youth through competitive esports, but also equips them with the knowledge and skills to thrive in this fast-growing industry. Through our comprehensive workshops, we aim to provide in-depth education on the key pillars of the esports ecosystem, enabling Rajasthan’s youth to emerge as innovators and leaders in the gaming and esports space.”
These sessions aim to develop well-rounded esports professionals — from players aiming for international glory to those exploring careers in game development, casting, management, and more.
The Rajasthan State Esports Championship is a pioneering initiative by the Government of Rajasthan to integrate esports into the mainstream sporting ecosystem and harness the power of gaming to inspire, educate, and uplift the state’s youth.
With RSEC 2025, Rajasthan is set to lead by example, creating a blueprint for how regional governments can support and grow the esports ecosystem from the grassroots.

The post AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan appeared first on European Gaming Industry News.

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