Bossa Studios' Strategic Shift: Embracing Co-op PvE

In a significant strategic move, Bossa Studios sold its portfolio of internally developed IPs, including Surgeon Simulator, I am Bread, and I am Fish, to TinyBuild last year. This decision marked a shift towards focusing on cooperative PvE games. GamesIndustry.biz had the opportunity to discuss this change with Bossa CEO Henrique Olifiers at the Game Developers Conference. According to Olifiers, the studio decided to pivot its strategy about two years ago, driven in part by its previous game development approach. Prior to this, Bossa's titles emerged from open-ended internal game jams, which, although fostering creativity, resulted in a diverse array of games with limited technological and knowledge transfer between projects. Olifiers explained that the studio opted to concentrate on a specific niche to enhance its expertise and technology. The choice of co-op PvE games was influenced by the team's capabilities, market considerations, and the potential for creative expression. Olifiers noted that the PvP and battle royale markets are characterized by high production values and large teams, whereas the PvE arena offers opportunities for smaller teams to succeed with more original and creative games. He cited examples such as Deep Rock Galactic, Marauders, and Valheim. Bossa's experience with co-op PvE games is not entirely new, as the studio's Apple Arcade launch title Hogwash demonstrated its proficiency in this area. Many team members also have prior experience with multiplayer-focused titles. The studio produces around 100 playable prototypes annually, with the majority of recent prototypes focusing on co-op PvE. Olifiers emphasized the importance of creating games that are social and meaningful to play with friends, highlighting the depth of cooperation as a key aspect. The current PvE project builds upon user-generated content elements from Surgeon Simulator 2, which allowed players to create new levels with friends. Olifiers believes that user-generated content (UGC) has immense potential, citing the success of games like Roblox and the origins of popular titles such as Counter-Strike, DayZ, and Dota 2 as user-made mods. The issue of compensation for UGC creators was also discussed, with Olifiers suggesting that there should be a space for creators to monetize their work. While the intention to enable creator monetization was present in Surgeon Simulator 2, it was not fully realized. The next Bossa title may incorporate a way for creators to monetize their content from the outset. When asked about the potential use of blockchain technology, Olifiers stated that it would not be used in the new PvE project, as no design justification has been found. Regarding the decision to sell its old IP, Olifiers explained that the primary concern was to find a suitable party to take over and breathe new life into these beloved franchises, rather than letting them fade away. The sale of the IP also provides a financial benefit, allowing the studio to focus on its new project without the burden of community management and game maintenance.