PAX 2009-The Future of Games - Presentation Transcript
The Future of Gaming You Don’t Know What You’re Going to Get
Who Am I? Andrew Mayer 17 Years in the industry:
Original Producer/Designer on Petz
Senior Designer at Psygnosis San Francisco
Creative Director at Cartoon Network Online
Casual Games developer at Playfirst
Social Games Consultant
The State of the Game
The State of the Game Some Assumptions (for the sake of argument) Piracy sucks DRM sucks Piracy and DRM
The State of the Game For better and worse Piracy and DRM have killed the PC gaming market as we once knew (and loved) it. No DRM means you need to find ways to make $$$ when people are paying nothing to play. This drives new models. Piracy and DRM
The State of the Game Many of the innovations that are going to drive “the next generation” are already here. It’s no longer about processors and video cards. Free games need a much bigger audience. Grow your users or die! The Future is Now New Rules not New Hardware
State of the Game But the lines are still blurry. And it’s even harder to see when it’s not technology driven. But it’s getting clearer every day. The Future is Now The Pieces are in Place
Where we Play Hardcore games are going niche. Already seeing a contraction in the market. Fewer players grabbing a bigger share. More cool “indie titles”. Virtual goods and pay to play are taking off. And that’s bleeding into the design. The Old Games Industry What’s Happening to the Hardcore?
The State of the Game There’s still $60 hardcore games being made, but there isn’t as much growth. Even the old is new. Stuff like Nazi Zombies & Fallout downloads The big boys want a slice of the tasty new piewith that delicious mainstream audience. The Old Games Industry Things are changing
The State of the Game The foundation of the next hardcore generation Turns out WOW really did change everything. People are willing to pay (and pay) for these experiences. The Old Games Industry Just add Co-Op & Multiplayer
The State of the Game Twitter, Facebook, Myspace, Kongregate etc. Smaller games are making big $$$ Virtual goods alone will be $1.8 Billion this year. Small companies are making real money. You may not love the games, but developers are lovable again. The New Games Industry Small is the new BIG
State of the Game Hardcore games go niche. Already seeing a contraction in the market. Fewer publishers grabbing a bigger share. More cool “indie titles”. More event titles. Virtual goods, co-op and pay-to-play take off. The New Games Industry So what happens to the Hardcore?
Where We Play
Where we Play The PC The Entertainment Box Portable Devices The Basics Where Do We Play Video Games?
Where we Play Notebooks and Netbooks are now appliances. Huge monitors cost less every day. Even low end machines have pretty decent 3D graphics. Developers are much better at hiding scaling issues in the software. The PC Computers are Cheaper Than Ever
Where we Play Machines that just work. (Even windows). The technology curve is slowing down so things are more stable and/or better built. Users no longer have a big wish list of innovations. The PC User Friendlier
Where we Play The PC is still the home of the most popular games in the world. Still proving ground for new ideas. Still the home of the truly hardcore. The PC Everything DOMED is New Again
Where we Play Dedicated Closed (mostly) Most people don’t pirate. Allows you to make deals with big licensors across all mediums. (Games, TV, Music, etc.) In the living room. Led by Guitar Hero/Rock Band The Entertainment Box The Console
Price Matters Where we Play The Entertainment Box The Lesson of Nintendo
Where we Play Price Matters The Entertainment Box The Lesson of Sony
Where we Play Whether your opponent is busy making a killing or killing themselvesALWAYS PAY ATTENTION. The 360 is a fundamentally different platform from the one it started out as, and it ain’t over yet. Portables The Lesson of the 360
Where we Play The console isn’t just for games anymore. Now users want: Games Downloadable content Movies on Demand Twitter, Facebook, and more. The Entertainment Box The New Rules
Where we Play iPhone DS Many more in the years to come. Portables Cheap and Easy
Where we Play Followers, not leaders. Sort of like consoles. But easier to pirate. Sort of like PCs But not really open or as innovative. It’s also hard to make money if you’re not Nintendo or Apple. Portables Handhelds are Hybrids
Where we Play Works on everything from your phone to your tower. Games don’t become obsolete. You can still easily play 10 year old flash games. Getting more sophisticated. Flash becoming mature Cloud computing is interesting, if not quite there yet. The Browser Everything Everywhere—All The Time
The World of Free
The World of Free Free games need hundreds of thousands of people, maybe millions coming every day. There is always some limit on the amount you can consume. The player is the primary method of advertising. Why Free? The Best Way to Build a Social Audience
The World of Free Your info has value. Online games are one big endless focus test. They’re desperate to try and make the games more addictive. Metrics “They” want to know
The World of Free Advertising Offers Subscriptions Making Money How do you make money on Free?
The World of Free This works, but only if you have really big numbers and a really big audience. But everyone does it, if they can get away with it. At worst it’s something you’ll pay to get rid of. Three ways to make $$$ Advertising
The World of Free Sign up/subscribe to something and get in-game currency. People pay the developer for bringing you their way. Works better than advertising alone, because the advertiser gets something real. Three ways to make $$$ Offers
The World of Free This is the big one. Three ways to make $$$ Virtual Goods
The World of Free Items or cash that can be bought for real $$$. Limited quantities. Sometimes Better than the free stuff. Or at least easier to get. Virtual Goods What are they?
The World of Free Anyone here ever buy a Magic card? D&D 4th edition is the same model. Free to play with your friends. Low initial investments. Then you start emptying your wallet to get more. OM NOM NOMNOM! Virtual Goods Will they work?
The World of Free Over $1B in virtual goods will be sold in the US this year. Games are easier to upgrade. Balance become less important. Virtual Goods All Your Money $1.00 at a Time
The World of Free Designs have to make you an offer you cant refuse. Balance become less important. Games are more responsive to the player’s needs. Virtual Goods How do this change the game?
New Ways to Play
New Ways to Play I call this the “Farmpocalypse” Tremble before it. The Future is Farming In the Future There Will Be Only Farming Games
New Ways to Play Everybody else is making content for ME I’m making content for everybody else. Getting Social What makes a game “social”?
New Ways to Play Repetitive and simple. Played on an existing platform. A lot of people might not even call them games. Like it or not, it’s going to show up in a lot. Getting Social Gameplay Goes Beyond Casual
New Ways to Play Not a lot of pain You don’t “fail”, you just win slower. Your friends are valuable resources that you need to collect and exploit. Getting Social No pain, slow gain.
New Ways to Play You can grind, but you can’t catass. Important actions are limited by energy points. Replenished over time—or with money. Prizes for showing up every day. Getting Social The Bite-Sized Grind
New Ways to Play You can grind, but you can’t catass. Important actions are limited by energy points. Replenished over time—or with money. Do the basic action (missions, farming, etc.) over an over again. Getting Social The Bite-Sized Grind
New Ways to Play Daily prizes for showing up. In farming especially, you’re given a window of opportunity to “reap” rewards. Getting Social Checking In
New Ways to Play You can buy stuff that has no in-game effect. Hats for your avatar! Pets are especially popular for this. But there’s always a reason to dress up your farm, buy more guns, or whatever. Makes it easier to sell cool stuff for real $. Getting Social Collecting is Good
New Ways to Play It’s more about status and showing off than it is about personal achievement. In the world of social everyone is an achievement whore. But unclear goals aren’t so great for hardcore gamers. Getting Social Winning is Relative
New Ways to Play Social games will get more complex. But only as much as the metrics allow. Popular titles get more MMO like. Check out Mafia Wars to see this in action. Action Gameplay will show up. But probably be more similar to old-style arcade gaming. Games of the Near Future Social: The Next Generation
Are We Having Fun Yet?
Are We Having Fun Yet? The hardcore audience is pretty-much maxed out. Retail prices are pretty-much maxed. Box sales are down. Dealing with Change The Current Problems with Hardcore
New Ways to Play Most devs love the new models. Or at least they love the iPhone You can invest less in the beginning The games are smaller Build the title as you go along. More money goes directly to the devs. Dealing with Change What do the Developers think?
Are We Having Fun Yet? Still learning the ropes Some are sad, because the old “tricks” aren’t working the way they used to. But you can try a lot of new things. We’re only at the beginning. Dealing with Change What do the Designers think?
New Ways to Play The old guard may be bummed. But there’s Lots of new Players are showing up. Millions of them. They will get more sophisticated, but they will be a new breed of gamer. The hardcore gamer is going to get some benefits, but won’t be the same world it was before. Dealing with Change What does the Audience think?
The success of the Wii, the iPhone, and the rise of more
The success of the Wii, the iPhone, and the rise of social gaming are already turning the entire video game industry on its head. Are you ready? Following up on last year's standing-room-only talk on how developers really see their gamer audience, Andrew Mayer will explain to you why the next five years in gaming are going to bring massive changes to the industry, including what games we play, where we play them, and how we play. He'll also take a look at the big issues: Is this really the last console generation? Why are your favorite developers already making games for Facebook and the iPhone? And he'll show you how you'll end up paying more to play your favorite games once everything is free. In this fast and furious look at the near future, Andrew will cover where things are going, how we're going to get there, and what that's going to mean to you as a gamer, whether you like it or not. less
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