PAX 2009-The Future of Games

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    PAX 2009-The Future of Games - Presentation Transcript

    1. The Future of Gaming
      You Don’t Know What You’re Going to Get
    2. 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
    3. The State of the Game
    4. The State of the Game
      Some Assumptions (for the sake of argument)
      Piracy sucks
      DRM sucks
      Piracy and DRM
    5. 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 $$$ when people are paying nothing to play.
      This drives new models.
      Piracy and DRM
    6. The State of the Game
      Many of the innovations that are going to drive “the next generation” are already here.
      It’s no longer about processors and video cards.
      Free games need a much bigger audience.
      Grow your users or die!
      The Future is Now
      New Rules not New Hardware
    7. State of the Game
      But the lines are still blurry.
      And it’s even harder to see when it’s not technology driven.
      But it’s getting clearer every day.
      The Future is Now
      The Pieces are in Place
    8. Where we Play
      Hardcore games are going niche.
      Already seeing a contraction in the market.
      Fewer players grabbing a bigger share.
      More cool “indie titles”.
      Virtual goods and pay to play are taking off.
      And that’s bleeding into the design.
      The Old Games Industry
      What’s Happening to the Hardcore?
    9. The State of the Game
      There’s still $60 hardcore games being made, but there isn’t as much growth.
      Even the old is new.
      Stuff like Nazi Zombies & Fallout downloads
      The big boys want a slice of the tasty new piewith that delicious mainstream audience.
      The Old Games Industry
      Things are changing
    10. The State of the Game
      The foundation of the next hardcore generation
      Turns out WOW really did change everything.
      People are willing to pay (and pay) for these experiences.
      The Old Games Industry
      Just add Co-Op & Multiplayer
    11. The State of the Game
      Twitter, Facebook, Myspace, Kongregate etc.
      Smaller games are making big $$$
      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
    12. 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?
    13. Where We Play
    14. Where we Play
      The PC
      The Entertainment Box
      Portable Devices
      The Basics
      Where Do We Play Video Games?
    15. 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
    16. 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
    17. 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
    18. 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
    19. Price Matters
      Where we Play
      The Entertainment Box
      The Lesson of Nintendo
    20. Where we Play
      Price Matters
      The Entertainment Box
      The Lesson of Sony
    21. 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
    22. 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
    23. Where we Play
      iPhone
      DS
      Many more in the years to come.
      Portables
      Cheap and Easy
    24. 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
    25. 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
    26. The World of Free
    27. 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
    28. 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
    29. The World of Free
      Advertising
      Offers
      Subscriptions
      Making Money
      How do you make money on Free?
    30. 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 $$$
      Advertising
    31. The World of Free
      Sign up/subscribe to something and get in-game currency.
      People pay the developer for bringing you their way.
      Works better than advertising alone, because the advertiser gets something real.
      Three ways to make $$$
      Offers
    32. The World of Free
      This is the big one.
      Three ways to make $$$
      Virtual Goods
    33. The World of Free
      Items or cash that can be bought for real $$$.
      Limited quantities.
      Sometimes
      Better than the free stuff.
      Or at least easier to get.
      Virtual Goods
      What are they?
    34. 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?
    35. 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
    36. 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?
    37. New Ways to Play
    38. 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
    39. 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”?
    40. 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
    41. 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.
    42. 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
    43. 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
    44. 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
    45. 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
    46. 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
    47. 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
    48. Are We Having Fun Yet?
    49. 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
    50. 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?
    51. 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?
    52. 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?
    53. Questions
      Contact:
      andrew@mediashifters.com
      Twitter: @mediashifters
      @andrewmayer
      www.mediashifters.com

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