While PlayStation 4 and Xbox One get most of the hype in the console world, a careful observer might see that in the shadows of the upcoming heavy hitters of the 8th generation of consoles there is an underdog patiently waiting to hit Microsoft and Sony below the belt.
The document discusses the history of video game console generations and the deployment strategies used by different companies. It describes how Nintendo was successful in the 8-bit generation by focusing on high-quality games while Sega used less restrictive licensing. In the 16-bit generation, Sega's Genesis was backward compatible and had a large library while Nintendo's system was not compatible. The document then covers strategies in subsequent generations for companies like Sony and Microsoft in launching their consoles.
This document discusses the history and strategy of Microsoft's Xbox video game console. It provides an overview of the company's vision in developing the Xbox, the competitive gaming industry, and Xbox's competitors. The document outlines the development and launches of the original Xbox console, Xbox Live online service, Xbox 360, and later Kinect motion control. It examines Microsoft's research, messaging, acquisition strategy, key success factors of Xbox Live, and how Xbox drove innovation in the gaming industry.
Valve Corporation is a private video game company and digital distributor founded in 1996 and headquartered in Bellevue, Washington. It has over 400 employees and annual revenue of approximately $2.5 billion. Valve is best known for developing games like Half-Life, Left 4 Dead, and Dota 2, and for creating Steam, an online platform used to distribute games. In the future, Valve plans to release the Steam Box, a gaming console that will integrate with Steam and allow streaming and sharing of games.
The Xbox One is an all-in-one home entertainment system that aims to satisfy both television watchers and gamers. It has capabilities like voice commands, an 8-core CPU, 8GB of RAM and apps in addition to being a gaming console. Microsoft sells the Xbox One directly through their website and indirectly through major retailers for $499, aiming to make most of their profits through game sales. Extensive advertising is done through store displays, billboards, and printed ads to promote the Xbox One.
This is a presentation I made as final project for my Account Planning class at OU. It is outdated but it still is a great example of a good argument in a presentation.
Valve Corporation is a video game development and digital distribution company founded in 1996. It created popular games like Half-Life and Portal as well as Steam, the largest digital distribution platform for PC games. Steam allows users to access their game libraries across devices and includes social features like chat, profiles, and workshops for user-created content. It has over 125 million active users per month and hosts major sales events that are very popular with customers.
The Xbox is a video gaming brand series created by Microsoft.
in the sixth to eighth generations, as well as applications , streaming services, and the online service.
Microsoft is developing the Xbox 720 as the successor to the Xbox 360. The Xbox 720 is expected to launch in June 2013 and will compete with the PlayStation 4 and Wii U. It is speculated that the Xbox 720 will include an Blu-Ray drive, support up to 8GB of RAM, improved Kinect 2.0 technology, and AMD CPU and GPU components. The Xbox 720 aims to provide an enhanced gaming experience over previous Xbox consoles.
The document discusses the history of video game console generations and the deployment strategies used by different companies. It describes how Nintendo was successful in the 8-bit generation by focusing on high-quality games while Sega used less restrictive licensing. In the 16-bit generation, Sega's Genesis was backward compatible and had a large library while Nintendo's system was not compatible. The document then covers strategies in subsequent generations for companies like Sony and Microsoft in launching their consoles.
This document discusses the history and strategy of Microsoft's Xbox video game console. It provides an overview of the company's vision in developing the Xbox, the competitive gaming industry, and Xbox's competitors. The document outlines the development and launches of the original Xbox console, Xbox Live online service, Xbox 360, and later Kinect motion control. It examines Microsoft's research, messaging, acquisition strategy, key success factors of Xbox Live, and how Xbox drove innovation in the gaming industry.
Valve Corporation is a private video game company and digital distributor founded in 1996 and headquartered in Bellevue, Washington. It has over 400 employees and annual revenue of approximately $2.5 billion. Valve is best known for developing games like Half-Life, Left 4 Dead, and Dota 2, and for creating Steam, an online platform used to distribute games. In the future, Valve plans to release the Steam Box, a gaming console that will integrate with Steam and allow streaming and sharing of games.
The Xbox One is an all-in-one home entertainment system that aims to satisfy both television watchers and gamers. It has capabilities like voice commands, an 8-core CPU, 8GB of RAM and apps in addition to being a gaming console. Microsoft sells the Xbox One directly through their website and indirectly through major retailers for $499, aiming to make most of their profits through game sales. Extensive advertising is done through store displays, billboards, and printed ads to promote the Xbox One.
This is a presentation I made as final project for my Account Planning class at OU. It is outdated but it still is a great example of a good argument in a presentation.
Valve Corporation is a video game development and digital distribution company founded in 1996. It created popular games like Half-Life and Portal as well as Steam, the largest digital distribution platform for PC games. Steam allows users to access their game libraries across devices and includes social features like chat, profiles, and workshops for user-created content. It has over 125 million active users per month and hosts major sales events that are very popular with customers.
The Xbox is a video gaming brand series created by Microsoft.
in the sixth to eighth generations, as well as applications , streaming services, and the online service.
Microsoft is developing the Xbox 720 as the successor to the Xbox 360. The Xbox 720 is expected to launch in June 2013 and will compete with the PlayStation 4 and Wii U. It is speculated that the Xbox 720 will include an Blu-Ray drive, support up to 8GB of RAM, improved Kinect 2.0 technology, and AMD CPU and GPU components. The Xbox 720 aims to provide an enhanced gaming experience over previous Xbox consoles.
Valve Corporation is an American video game developer and digital distribution company headquartered in Bellevue, Washington. It was founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington. Valve is known for popular game franchises like Half-Life, Portal, Counter-Strike, and Team Fortress, and has developed the Source game engine and Steam digital distribution platform. By 2011, Steam controlled over half of the digital PC game market and Valve was the most profitable company per employee in the US. Valve continues to develop games, engines, and Steam, which had over 75 million active users by 2014.
Valve Corporation is a famous game development company known for developing popular game franchises like Half-Life, Team Fortress, Portal, and Counter-Strike. They created the Source game engine to power first-person shooters and other genres. Valve values community input, with some of their most successful games originating from community ideas. They released The Orange Box compilation in 2007 across multiple platforms and developed Steam as a social platform for gamers. More recently, Valve launched the SteamOS operating system to expand into living room gaming.
The Xbox is a video game console series created by Microsoft, with the original Xbox released in 2001. It was Microsoft's first entry into the home console market and competed with the PlayStation 2 and Nintendo GameCube. The Xbox was a commercial success and led to the release of the Xbox 360 in 2005 and Xbox One in 2013. The Xbox series emphasized online multiplayer through its Xbox Live service.
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. This is the detailed presentation on xbox 360.
Valve Corporation is a video game development and digital distribution company. It produces games like Half-Life and Portal, and created the Steam platform in 2002 which allows users to digitally distribute, download, and manage their game libraries. Steam has over 125 million users, facilitates social networking and user-generated content through features like profiles, groups, and the Steam Workshop. Valve aims to expand into the living room with Steam Machines, customizable PCs designed for gaming on TVs and integrated with SteamOS.
In summer 2013, Sony will introduce its new PlayStation 4 (PS4) console with innovations focused on being simple, immediate, social, integrated, and personalized. To compete with smartphones increasingly used for gaming, Sony installs giant screens in major cities transmitting WiFi signals detectable by smartphones. Users can then download a PS4 controller app to remotely play PS4 games on the big screens, such as a fighting game, experiencing the gameplay as if it were happening in front of them. Sony challenges smartphone users to try the pleasure of gaming with a PS4 controller.
Strategy Analysis on DotA2’s success as an RTS.
Valve Corp. as a multiplayer game developer, owner of digital market (Steam™) utilizes
cohesive strategy to generate profitable business by combining the Star (DotA2) and Cow
(Steam™) products.
The Xbox is a sixth-generation video game console released by Microsoft in 2001. It competed with Sony's PlayStation 2, Sega's Dreamcast, and Nintendo's GameCube. The Xbox featured the integrated Xbox Live online gaming service and was a success for Microsoft, overtaking Nintendo as the second best-selling console in North America in 2002. Support for the original Xbox ended in 2010 when Xbox Live services were discontinued.
The document discusses the history and features of the Xbox 360 gaming console. It describes how the Xbox 360 was developed by Microsoft to succeed the original Xbox and compete with the PlayStation 3 and Wii. The Xbox 360 launched in 2005 and was a major success, selling over 10 million units by the end of 2006. It featured an improved design over the original Xbox and introduced users to Xbox Live online multiplayer gaming.
The document provides an overview of the Xbox 360 video game console. It discusses the history and components of the Xbox 360, including its controller, Kinect motion sensor camera, and headset peripheral devices. It also briefly compares the Xbox 360 to the PlayStation and Wii consoles from Sony and Nintendo, respectively, and outlines some advantages and disadvantages of the Xbox 360.
The document discusses the Xbox Development Kit (XDK), which is a software development kit created by Microsoft to allow developers to write software for the Xbox gaming system. The XDK includes tools, libraries and a compiler. It can be integrated with Microsoft Visual Studio and includes a tool for recording in-game footage. Different types of Xbox development kits are discussed, including demo kits, reviewer kits, test kits and development kits, each with different capabilities for developing and testing Xbox games. Key features of the Xbox One such as Kinect, cloud storage, and independent developer support are also summarized.
The Xbox 360 is a video game and entertainment console released by Microsoft in November 2005 as the successor to the original Xbox. It had several technical issues at launch, including the "Red Ring of Death" that cost Microsoft $1 billion to fix. The Xbox 360 features Xbox Live online multiplayer gaming and an app store and is able to play popular games like Halo 3 and DiRT.
In the next year, Valve Software will enter the console market. The two main goals will be to interact with the community in order to gain the awareness and support, and to successfully introduce the new product.
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Microsoft began developing their first game console, the Xbox, in 1998. The Xbox was the first console to include a built-in hard drive for game saves and downloadable content. Its successor, the Xbox 360, was conceived in 2003 and improved on the Xbox by addressing issues like loud fan noise based on user feedback. The Xbox 360 was released in 2005 and sold over 70 million units. It included accessories like wireless controllers and the Kinect motion controller. Rumors suggest the next Xbox console, the Xbox 720, will include an updated Kinect, Blu-ray drive, and TV integration capabilities, though details remain unconfirmed.
John Rabideau presented on Valve Corporation. Some key points: Valve is a privately held company founded in 1996 estimated to be worth $2.5 billion in 2012 with around 400 employees. It is best known for games like Half-Life and Steam, which has over 54 million user accounts. Recent projects include SteamOS, Steam Machines, and Steam Greenlight. Valve's success is attributed to customer loyalty through frequent game updates and Steam sales. While Steam Machines are an interesting idea, they are unlikely to gain a large user base. Overall, Valve is predicted to remain strong for years to come.
Nvidia’s much anticipated, Shield has come a long way since it was first introduced at CES early 2013. After many alterations and changes NVidia are finally satisfied with the product and are supposed to ship it by July. This infographic aims to highlight early impressions of the console and identify the possible impact it may have on NVidia’s business.
Valhalla Gaming Hub presents their weekly gaming content, including a game review of Dota 2, the latest gaming news about an upcoming Battlefield 4 patch, a feature on the badass character Piranha Plant from Super Mario, and a fun fact about Parasect in Pokemon. The document provides details on Dota 2 gameplay, its professional esports scene and tournaments, news about new content coming to Battlefield 4, descriptions of Piranha Plant and its abilities, and an interesting tidbit about Parasect being zombified by fungi growing on its back.
Valve Corporation is a video game developer and digital distribution company founded by Gabe Newell and Mike Harrington. Valve is best known for developing games like Half-Life, Portal, Team Fortress, and Dota. They self-publish their games through their digital distribution platform Steam. While Valve started by focusing on PC games, they have since ported some titles to consoles like PlayStation and Xbox through partnerships with publishers. However, Valve now aims to expand their own platform and hardware with the Steam Machine console and Steam OS.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
Valve Corporation is an American video game developer and digital distribution company headquartered in Bellevue, Washington. It was founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington. Valve is known for popular game franchises like Half-Life, Portal, Counter-Strike, and Team Fortress, and has developed the Source game engine and Steam digital distribution platform. By 2011, Steam controlled over half of the digital PC game market and Valve was the most profitable company per employee in the US. Valve continues to develop games, engines, and Steam, which had over 75 million active users by 2014.
Valve Corporation is a famous game development company known for developing popular game franchises like Half-Life, Team Fortress, Portal, and Counter-Strike. They created the Source game engine to power first-person shooters and other genres. Valve values community input, with some of their most successful games originating from community ideas. They released The Orange Box compilation in 2007 across multiple platforms and developed Steam as a social platform for gamers. More recently, Valve launched the SteamOS operating system to expand into living room gaming.
The Xbox is a video game console series created by Microsoft, with the original Xbox released in 2001. It was Microsoft's first entry into the home console market and competed with the PlayStation 2 and Nintendo GameCube. The Xbox was a commercial success and led to the release of the Xbox 360 in 2005 and Xbox One in 2013. The Xbox series emphasized online multiplayer through its Xbox Live service.
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. This is the detailed presentation on xbox 360.
Valve Corporation is a video game development and digital distribution company. It produces games like Half-Life and Portal, and created the Steam platform in 2002 which allows users to digitally distribute, download, and manage their game libraries. Steam has over 125 million users, facilitates social networking and user-generated content through features like profiles, groups, and the Steam Workshop. Valve aims to expand into the living room with Steam Machines, customizable PCs designed for gaming on TVs and integrated with SteamOS.
In summer 2013, Sony will introduce its new PlayStation 4 (PS4) console with innovations focused on being simple, immediate, social, integrated, and personalized. To compete with smartphones increasingly used for gaming, Sony installs giant screens in major cities transmitting WiFi signals detectable by smartphones. Users can then download a PS4 controller app to remotely play PS4 games on the big screens, such as a fighting game, experiencing the gameplay as if it were happening in front of them. Sony challenges smartphone users to try the pleasure of gaming with a PS4 controller.
Strategy Analysis on DotA2’s success as an RTS.
Valve Corp. as a multiplayer game developer, owner of digital market (Steam™) utilizes
cohesive strategy to generate profitable business by combining the Star (DotA2) and Cow
(Steam™) products.
The Xbox is a sixth-generation video game console released by Microsoft in 2001. It competed with Sony's PlayStation 2, Sega's Dreamcast, and Nintendo's GameCube. The Xbox featured the integrated Xbox Live online gaming service and was a success for Microsoft, overtaking Nintendo as the second best-selling console in North America in 2002. Support for the original Xbox ended in 2010 when Xbox Live services were discontinued.
The document discusses the history and features of the Xbox 360 gaming console. It describes how the Xbox 360 was developed by Microsoft to succeed the original Xbox and compete with the PlayStation 3 and Wii. The Xbox 360 launched in 2005 and was a major success, selling over 10 million units by the end of 2006. It featured an improved design over the original Xbox and introduced users to Xbox Live online multiplayer gaming.
The document provides an overview of the Xbox 360 video game console. It discusses the history and components of the Xbox 360, including its controller, Kinect motion sensor camera, and headset peripheral devices. It also briefly compares the Xbox 360 to the PlayStation and Wii consoles from Sony and Nintendo, respectively, and outlines some advantages and disadvantages of the Xbox 360.
The document discusses the Xbox Development Kit (XDK), which is a software development kit created by Microsoft to allow developers to write software for the Xbox gaming system. The XDK includes tools, libraries and a compiler. It can be integrated with Microsoft Visual Studio and includes a tool for recording in-game footage. Different types of Xbox development kits are discussed, including demo kits, reviewer kits, test kits and development kits, each with different capabilities for developing and testing Xbox games. Key features of the Xbox One such as Kinect, cloud storage, and independent developer support are also summarized.
The Xbox 360 is a video game and entertainment console released by Microsoft in November 2005 as the successor to the original Xbox. It had several technical issues at launch, including the "Red Ring of Death" that cost Microsoft $1 billion to fix. The Xbox 360 features Xbox Live online multiplayer gaming and an app store and is able to play popular games like Halo 3 and DiRT.
In the next year, Valve Software will enter the console market. The two main goals will be to interact with the community in order to gain the awareness and support, and to successfully introduce the new product.
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Microsoft began developing their first game console, the Xbox, in 1998. The Xbox was the first console to include a built-in hard drive for game saves and downloadable content. Its successor, the Xbox 360, was conceived in 2003 and improved on the Xbox by addressing issues like loud fan noise based on user feedback. The Xbox 360 was released in 2005 and sold over 70 million units. It included accessories like wireless controllers and the Kinect motion controller. Rumors suggest the next Xbox console, the Xbox 720, will include an updated Kinect, Blu-ray drive, and TV integration capabilities, though details remain unconfirmed.
John Rabideau presented on Valve Corporation. Some key points: Valve is a privately held company founded in 1996 estimated to be worth $2.5 billion in 2012 with around 400 employees. It is best known for games like Half-Life and Steam, which has over 54 million user accounts. Recent projects include SteamOS, Steam Machines, and Steam Greenlight. Valve's success is attributed to customer loyalty through frequent game updates and Steam sales. While Steam Machines are an interesting idea, they are unlikely to gain a large user base. Overall, Valve is predicted to remain strong for years to come.
Nvidia’s much anticipated, Shield has come a long way since it was first introduced at CES early 2013. After many alterations and changes NVidia are finally satisfied with the product and are supposed to ship it by July. This infographic aims to highlight early impressions of the console and identify the possible impact it may have on NVidia’s business.
Valhalla Gaming Hub presents their weekly gaming content, including a game review of Dota 2, the latest gaming news about an upcoming Battlefield 4 patch, a feature on the badass character Piranha Plant from Super Mario, and a fun fact about Parasect in Pokemon. The document provides details on Dota 2 gameplay, its professional esports scene and tournaments, news about new content coming to Battlefield 4, descriptions of Piranha Plant and its abilities, and an interesting tidbit about Parasect being zombified by fungi growing on its back.
Valve Corporation is a video game developer and digital distribution company founded by Gabe Newell and Mike Harrington. Valve is best known for developing games like Half-Life, Portal, Team Fortress, and Dota. They self-publish their games through their digital distribution platform Steam. While Valve started by focusing on PC games, they have since ported some titles to consoles like PlayStation and Xbox through partnerships with publishers. However, Valve now aims to expand their own platform and hardware with the Steam Machine console and Steam OS.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
OnLive is a new online video game distribution platform that aims to stream high-quality games directly to computers and televisions without requiring powerful hardware or long downloads. It could disrupt the traditional video game industry by eliminating the need for game consoles and allowing people to access a wide selection of games through an online subscription service.
Oculus Rift was recently announced at a higher than expected price of $600. The required PC specs are also more expensive than most gamers can afford. While Oculus founder Palmer Luckey acknowledged the miscommunication around pricing, some feel virtual reality is now priced out of most consumers' reach. However, the Rift is expected to have over 100 game titles by the end of 2016.
Steam remains the leading PC gaming platform but lacks communication through social media. While Steam does not need to be perfect, its billion dollar annual revenue could fund better public relations to update users of issues. If Steam does not improve communication, its competitors may gain an advantage.
The future of communication technology in 2023bdsfalcon
The document discusses the future of communication technology in 2023. It covers the future of smartphones, next generation gaming, and television. For smartphones, it predicts further improvements in voice recognition, flexible screens, built-in projectors, 3D screens, and holograms. For gaming, it sees the PC becoming the dominant platform, with innovations like Steam OS and Steam Machines bringing PC gaming to the living room. Television is predicted to have 3D and holographic screens, with on-demand viewing replacing traditional channels.
The document discusses Microsoft's Xbox 360 video game console. It was released between 2005-2006 and aimed to provide a more realistic gaming experience by enhancing interaction with the console. The Xbox 360 competed against the PlayStation 3 and Wii, and allowed players from different countries to connect and play games simultaneously from different locations. Key features included downloading games and media, compatibility with USB devices, and the ability to function as a computer.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
Unit 14 pr1 development of gaming platformsKielRogero
The first arcade game was Galaxy in 1971. Popular arcade games of the 1970s included Pac-Man, Galaga, and Pong. While arcade games still exist today, they have evolved from joystick controls to wireless controllers and more advanced technology.
The Xbox 360 was released in 2005 as Microsoft's successor to the original Xbox. It competes with the PlayStation 3 and has exclusive games like Halo, Left 4 Dead, and Need for Speed. The Xbox 360 features an internal fan, larger memory, and a more advanced controller compared to early joysticks.
The PlayStation 3 was first announced in 2005 and released in 2006. It was the first console to use Blu-Ray discs and featured memory sizes up to
The document provides a summary of the 2011 E3 gaming conference, including:
- 3D and motion control technologies showed promise but did not see major innovations. The Kinect showed the most motion control progress.
- Sony unveiled the PlayStation Vita, a powerful portable gaming device.
- Nintendo announced the Wii U as the successor to the Wii, featuring an iPad-like tablet controller and innovative dual-screen gameplay.
- Casual and mobile gaming continued to grow but had little presence at E3.
The document discusses the history and evolution of the video game industry from the 1990s to present day. It describes how gaming transitioned from arcades and home consoles to include handheld, mobile, and online/internet-based gaming. The rise of digital distribution platforms like Steam increased online multiplayer gaming and microtransactions. The future of gaming is focused on continued growth of online/mobile gaming as internet access expands globally.
Technological convergence is merging different media into new technologies. The main game consoles - PS3, Xbox 360, and Wii - can now play DVDs, stream media online, and access apps beyond just games. This positions consoles as family entertainment centers rather than just for gaming. It also expands the market by appealing to those who want a media device and encourages family gaming. Digital games on phones and tablets also open a huge new market as nearly everyone owns these devices and are willing to pay less for short, fun games. It also allows independent developers to self-publish.
Technological convergence allows gaming consoles to take on multiple functions beyond gaming. The PS3, Xbox 360, and Wii all allow playing games while also functioning as DVD/Blu-Ray players, digital media hubs, and access points for online streaming and social media. This wider appeal broadens the potential market and positions consoles in family rooms rather than just bedrooms. A key aspect of convergence is online connectivity across all consoles, enabling online multiplayer, content sharing, and game/media downloads. Mobile gaming on devices like phones and tablets also expands the market and allows indie developers to self-publish smaller games globally through digital storefronts.
Developing games for consoles as an indie in 2019David Voyles
I've given this talk several times across the world, and it's largely about the intricate parts of releasing a title in 2019. It covers everything from engines/tools, ESRB & PEGI certifications, and how to build a brand.
The E3 2016 event saw over 200 announcements from keynotes by companies like EA, Bethesda, Microsoft, Ubisoft and Sony. Hardware was a major focus, with Microsoft announcing Project Scorpio, a more powerful Xbox One, and Sony discussing an upgraded PS4. Virtual reality also had a large presence with announcements of games and pricing for headsets like PSVR. Publishers also engaged consumers directly through fan events and giveaways.
In the 1970s and 1980s:
- The first coin-operated video game was created in 1971, and the first mass-produced video game was released in 1971.
- The video game industry crashed in 1977 due to overproduction.
- Handheld gaming began in 1989 with the release of the Game Boy.
In the 1990s and 2000s:
- Video gaming transitioned to 3D graphics and new genres emerged.
- Cloud gaming services were announced in 2009 that allowed rendering games remotely.
Looking to the future:
- New consoles and ways to play games are being developed, moving us closer to a future where all games can be played on new machines.
Steam is an online gaming platform and digital distribution service created by Valve that allows users to purchase and play computer games without physical disks. It launched in 2002 and has grown significantly, reaching over 132 million users and offering over 11,000 games by 2021. Steam earns revenue through commissions of 30-20% on game sales over $10-50 million, hardware sales, developer fees, and licensing fees for Steam cafes. While it faces competition, Steam remains the largest PC gaming platform due to its large user base and catalog of games.
The document discusses the video game console industry and compares the Nintendo Wii and Sony PlayStation 3. It analyzes the industry using Porter's 5 Forces model. It notes that the threat of substitutes is high as consoles increasingly have similar features. Entry barriers are high due to technological and financial requirements. Exit barriers are also high due to significant investments in R&D. Buyer power is high while supplier power is reduced due to standard console components. It then provides background on Sony and its various PlayStation consoles.
Xbox 360 Emulator software is used to play xbox 360 games in pc without having an xbox 360 console. download the latest version of xbox 360 emulator. http://xbox360emulatorx.com/
Similar to Steam Box – The New Prodigy or the New Prodigal Son of the Gaming Industry? (20)
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
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Steam Box – The New Prodigy or the New Prodigal Son of the Gaming Industry?
1. Steam Box – The New Prodigy or the New Prodigal Son of the Gaming Industry?
While PlayStation 4 and Xbox One get most of the hype in the console world, a careful observer might
see that in the shadows of the upcoming heavy hitters of the 8th generation of consoles there is an
underdog patiently waiting to hit Microsoft and Sony below the belt.
Throughout the early months of 2013, some wondrous rumors spread among the gamers – strange tales
of controllers that measure your reactions while playing, allowing the action to be tailored accordingly,
machines offering simultaneous play on multiple TVs, and games that allow you to create content or
even make money while doing so. These are the things that can change the gaming market on a level
that motion controllers, share buttons, and smart cameras can only dream about.
Intrigued? Read on…
VALVES, PISTONS, STEAM, AND THE DIGITAL RAILWAY OF THE FUTURE
This mythical new hardware will be prepared by Valve Corporation, a gaming company owning the
digital distributions platform Steam. It is difficult to present any concrete facts about Steam Box as, due
to the lack of official statements from Valve, the only available information comes from interviews given
by the company’s director Gabe Newell and other Valve employees. The release date remains a mystery,
as well as the technical specifications or exact software strategies employed. Also, no official name has
been announced so far, but the journalists and the community alike dubbed the console ‘Steam Box’.
The scarcity of concrete data combined with Valve’s reputation for creativity, as well as intriguing
remarks made by Newell, sparks wild speculation in the community. One thing is sure: this product will
be unique. However due to this uniqueness, it will either be an immense success or it will share the fate
of failed gaming projects such us Atari Jaguar, Nokia N-Gage and Dreamcast.
To better understand the nature of the upcoming console, it is worth taking a very brief look at Steam as
it is certain that that the product will be centered around this system.
GAINING PRESSURE
Steam was launched on September 12, 2003, as a way of distributing updates for the company’s
products. After battling some initial problems, the platform has matured. Today it is the biggest
downloadable games provider with over 50 million users (for comparison, Xbox 360 and PS3 sold around
77 million units each), and a catalogue of nearly 2000 games. In 2011, Forbes estimated that Steam
holds 50 to 70% of the downloadable PC games market, which in case you are still buying your software
2. in brick and mortar shops and don’t know the scale of the phenomenon, was worth $4 billion at the
time.
NOOKS AND CRANKSHAFTS
Steam is something more than a tool for buying and downloading games. Among its features one can
find cloud saving of game progress, cross platform games (currently for Microsoft Windows, OS X and
Linux), ‘Steamworks’ tool, for unified matchmaking, achievements and in-game micro transactions, as
well various community features, including groups, forums, voice-chat, easily-accessible cross-game chat
and a Facebook-like friends news feed. Although these seem pretty common today, many of them were
practically unheard of at the time of their inclusion on Steam.
Among the more recent and innovative features we can find, the ‘Big Picture’ mode – an effort to make
PC gaming on TV screens more accessible, and ‘Greenlight ‘, which allows users to choose community-
submitted games to be sold on Steam.
These additions concentrating on TV gaming and community features foreshadow the coming of Steam
Box, but Valve has much bigger plans for the new console. Let us sum up what is already known about
the project and see the fabled revolutionary features that may either be a selling points, or reasons for
its demise.
WHAT DOES THE BOX HOLD?
Although Valve is working hard to keep the project secret, some extremely important details have been
disclosed: Steam Box is envisioned to be a platform for gaming hardware and software rather than a
single machine. Also, the company wants to have a twofold solution: physical ‘consoles’ – silent and
attractive-looking devices that can be put in the living room next to a hi-fi set or a PlayStation, and
streaming solutions that will connect the home PCs with TV sets.
THE PHYSICAL CONSOLE
Valve is going to release the ‘default’ machine, internally called ‘bigfoot’, nonetheless, the company
wants PC manufacturers to produce their own ‘consoles’ with different configurations.
Despite hardware diversity, user experience will be unified – possibly by a set of hardware
requirements, such as a dedicated CPU and GPU (no further details have been disclosed). These
requirements are not going to be very limiting, for example, even though Valve’s machine will not have
an optical drive, the manufacturers can include one in their machine. One of the more interesting
examples of the 3rd party Steam Box is Xi3 Corporation’s Piston, which for a long time was suspected to
be Valve’s actual Steam Box.
3. We will soon learn more about Valve’s hardware, as the prototypes are to be handed out for testing in
the very near future.
STREAMING
The Streaming system will be the cheapest option for getting a Steam Box. During his DICE 2013
keynote, Gabe Newell noted that such a device should cost 100.00 USD or less. Miracast and Nvidia Grid
are among the considered solutions. The default Steam Box console will offer streaming. Newell
discussed the possibility of playing games on multiple screens during his interview with ‘The Verge’ in
January 2013:
‘‘The Steam Box will also be a server. Any PC can serve multiple monitors, so over time, the next-
generation (post-Kepler) you can have one GPU that’s serving up eight simultaneous game calls. So you
could have one PC and eight televisions and eight controllers and everybody getting great performance
out of it.’’
THE CONTROLLER
To improve gaming experiences and garner the interest of gamers, Valve is also working on a new
controller. In November 2012 it was reported that three different prototypes were being tested. It
seems that the company wants to appeal to hard-core gamers, as it wants to concentrate on improving
precision and reducing latency.
However, another feature to be included in the controller may indeed be a true revolution. Valve has
admitted that it is testing controllers that gather biometric data. The company has even employed an
experimental psychologist to help explore the possibilities of using such feedback to enhance gameplay.
Additionally, the use of eye tracking for control input, and hardware such as Oculus Rift have been
researched.
SOFTWARE
Dissatisfied with Windows 8, the company has chosen to employ a Linux distribution in the ‘default’
Steam Box. There is no word on how customized the build is going to be. However, gamers and
hardware manufacturers will be free to install Windows on their machines.
THE NEED TO FOLLOW CONVENTIONS AND TRANSLATE SPECIALIZED TERMINOLOGY
However the customized build may look and act, the new console ecosystem will be more closed than
the PC environment. This will obviously apply to the Steam software, and its ever growing list of
specialized and unique features, but it might also refer to the specialized hardware that will be part of
4. the said ecosystem, be it optional or not (think new biometric controller, screencast devices). This in
turn will create the need for unified translation of terminology connected to such features. It is yet
unknown how this will be handled and if Valve will release guidelines and glossaries, mimicking the
approach of Sony and Microsoft who demand the publishers to conform to given conventions, before
allowing them to release a game on their platform, or assume a more liberal approach.
WHAT TO EXPECT?
A HIT…
Of course one might say ‘All this is very nice, but even if it’s set to use straight out of the box with pre-
installed Steam, Steam Box is basically going to be PC. What’s the big deal?’
Here are the main reasons why Steam Box could be a game changer:
A COMPLETELY NEW APPROACH TO LIVING ROOM PC GAMING
Rather than making a console, Valve is trying to create an ecosystem that aims to simplify the use of PCs
on a TV screen by providing a streamlined user interface. It is meant to be elegant, easy to use with a
gamepad, and offering quick access to games, including a 10-foot design, so you don’t have to get up
from the couch to read in-game text smaller than the fine print on a bank contract.
AN OPEN STANDARD
By not imposing strict hardware limitations, Valve sets up an open standard. This will result in
manufacturers making products aimed at different consumers. Such a non-discriminating hardware
approach ensured the success for standards such as Android OS and PC architecture in the past.
—
INNOVATIONS IN GAME CONTROLS AND COMMUNITY INTERACTIONS
This topic has already been partially covered, but it deserves further attention.
Biofeedback data gathered by the controller will help the game to modify the action according to the
emotional input. Positive reactions can be rewarded with more of the same, while negative with the
change of action. This is a fundamental shift in game-design, as it involves game responding to what is
happening with the player, rather than the traditional – player responding to what is happening within
the game.
5. A similar shift in approach can be seen with user shops and content creation. In his keynote for DICE
2013 Newell also talked about cross-game purchases and users who want to stop using a given game
being able to selling the content created while playing.
ENORMOUS NUMBER OF LAUNCH TITLES
As Steam Box will employ Steam, we might expect a machine with 2,000 launch titles. If you add full
backwards compatibility for future machines, presence of practically every new major PC release and
users having access to their existing libraries, the new platform may be immensely appealing.
AGGRESSIVE PRICING
PC games are cheaper than console titles in general and Steam is well known for its many sales. What is
more, Valve has relatively low fees, offering publishers a gross margin of 70% compared to 30% at
retailstores. This is sure to encourage both users and developers to choose Steam Box.
…OR A MISS?
So, judging from all the wonderful things written above, the consumers will get the best thing since
sliced bread, right?
Not necessarily, here are the possible issues (some might even seem familiar):
A COMPLETELY NEW APPROACH TO CONSOLE GAMING
Steam Box will not be a real console but the consumers are likely to treat it as one – after all, the
product will compete with consoles. There might be some confusion when one discovers that their new
console will require installing games and, additionally, needs to wait until the games are downloaded –
not ideal if you suffer from a poor quality internet connection. Until recently, console titles also did not
require installation, all you needed to do was insert the disc.
AN OPEN STANDARD
This issue overlaps with the previous point. Consoles offer simple solutions – you don’t have to buy new
GPUs, you don’t have to update drivers and there are only slight variations between console versions,
like disk size or color. In contrast, Steam Boxes are likely to have different CPUs and GPUs. It’s hard to
imagine a mother checking benchmarks on AnandTech to see what version of that ‘Steam Box’ she
should buy her son for Christmas.
6. Also, despite Valve including some hardware requirements, the hardware diversity might result in a
situation in which programming for Steam Box will not be much different from programming for regular
PCs. Needless to say, this does not leave much room for optimizing the code on the console level.
UNDERWHELMING NUMBER OF LAUNCH TITLES
A vast majority of those 2000 games available at launch will not be optimized for the big screen, and a
great many will require the use of a mouse and keyboard. Also, the action in games such as first person
shooters will be suited to the use of mouse and keyboard, not a gamepad.
LINUX
The ‘default’ Steam Box is supposed to use Linux. Currently, Steam offers over 160 Linux games,
including a large number of interesting, but not high profile, indie titles. We have yet to see what kind of
solution Valve has in store for bringing a large number of titles to Linux.
LACK OF EXCLUSIVE TITLES
Exclusive titles are one of the highlights of console gaming. In the case of Steam Box we are not likely to
get anything like God of War or Halo (with the possible exception of the elusive beast known as Half Life
3). Of course there are some PC only titles, but they are not exclusives per se, and, again, they are not
designed with TV gaming in mind.
DIFFERENT TARGET DEMOGRAPHICS AND REGIONS – MORE CLIENTS, BIGGER NEED FOR VIDEO GAME
LOCALIZATION
As console gaming is widely regarded as more accessible than computer gaming, it is very possible that
there will be a shift in demographics of Steam players; with more children and teenage gamers as well
as casual gamers attracted by the streamlined approach of consoles. Such clients are also more likely to
demand a localized product.
Thanks to the cheaper solutions, such as streaming dongles, Steambox is likely to be popular in PC-
centric emerging markets. Higher demand in those regions might in turn convince publishers to localize
their games. Gabe Newell himself commented that releasing a localized product on emerging markets
such as Russia helps to boost sales and reduce piracy.
Surprisingly, the wide selection of free-to-play titles on Steam might also induce the need for quality
localization as well as video game community management. With the gradually saturating market, only
the titles that stand out from the competition will be able to grab the attention of fussy gamers.
7. INTERESTING TIMES AHEAD
It is difficult to predict how the market will receive this product. Steam Box is one of those few devices
that are meant to create a new niche in the market – it is more of an iPad than an Xbox. Whether this is
going to be the true paradigm shift or not, one thing is certain: Valve is making a fairly safe bet from a
financial point of view. By making an open platform based on a tried architecture, it does not have to
invest in new hardware or subsidize the cost of its products at launch.
Valve Corporation has proven its competence when it comes to introducing groundbreaking features
and innovation – first with games, then with digital distribution. Time will tell if it can also do that with
hardware. However, even if the new console will not take the place of Xbox or PlayStation, it is possible
that in one form or another, it will find itself a new, cozy place – right between those consoles and the
TV set in your living room.
WojciechBrudzioski, MO Group International.
WHAT WAS CHANGED IN THIS ARTICLE?
The consoles have now been released, so any mention of excitement prior to release have been
changed.
More techy information about Steam Box, PS4 and One due to more recent leaking of info from
developers.
Difficult to pinpoint changes in this article!! It’s more of a general tone that implies it was written a
while back!