Title: Online Games: The Transformation of Gaming from Products to Services
1Online GamesThe Transformation of Gaming from
Products to Services
- World CyberGames Conference, 2002
- Erik Bethke
- CEO Taldren, Inc.
2Erik Bethke
- CEO of Taldren, Inc. with eight years of
experience developing games. - Taldren is an independent game development studio
employing 25 developers in Southern California. - Taldren is best known for the Starfleet Command
series of Real-Time Tactical Starship Simulation
3Overview
- Alternative persistent online game architecture
- Discuss Taldrens TOGA approach to online meta
games
- The world-wide future of games will be dominated
by PC-based online services rather than retail
products
4Games are supposed to be Multiplayer
- To play a game invokes images of children
playing outside together in a game of dodge ball,
or perhaps two people battling each other in a
game of Go or Chess at the park, or perhaps even
a smoke-filled casino with folks playing a heavy
game of poker.
5Solitaire or Poker?
- Multi-player games may be competitive,
cooperative, or both! - Multi-player games have a a much deeper sense of
consequence. - Single-player games are more akin to cross-word
puzzles, more of a diversion than a game. - What would you rather see on ESPN2 The World
Series of Solitaire or The World Series of Poker!
6Ah, Solitaire
7Taking Turns at the Arcade
- For most of the past 30 years of electronic
games, games have been a single player experience - Early electronic games like Zork were single
player text adventures - Even Pac-Man when played in two-player mode was
only a single-player experience where each player
took turns at the arcade machine - Later games like Joust and Gauntlet became hits
due to their multiplayer play modes
8ZORK!
9Multiplayer has been evolving
- Empire in 1972 later evolved into Net Trek in
1982 - M.U.L.E. 4 player real-time action 1983
- DOOM in 1993
- Lineage in 1996
- Ultima Online 1997
- World of Warcraft
- EQ2
- Star Wars Galaxies
10Star Wars Galaxies
11Lineage
12Why does online make it better?
- Despite all of these great multiplayer games
having been made, there are still many, many
games that are crying out to become online hits. - However there is a great momentum built in the
traditional business model in North America,
Europe and Japan to purchase console games in the
store.
13Offline Consoles
- Up until the Dreamcast consoles have been gaming
appliances that plug into the living room
television. - The console has been a great platform for
multiplayer gaming via split-screen, four-way
split screens or linked consoles. - However, the PC with the modem and keyboard has
been the king of online gaming
14Consoles dominate NA, Europe and Japanese markets
- Console games outsell PC games roughly 3 to 1 in
dollars in the US market as of August 2002 - New game development in NA, Europe and Japan is
heavily skewed towards the dollars in the console
market
15Consoles are now Online
- The Dreamcast was first with Phantasy Star Online
- The Xbox has been heavily marketed with Xbox Live
- The PlayStation2 is already delivering with
SOCOM, Madden NFL and Tony Hawk Pro Skater3
16I would kill for a PS2 Network Adapter!
- As of September 2002, SONY Network Adapters are
sold out of retailers and can only be found for
150 of the MSRP for a new adapter in a box on
eBay - All of the 3rd-party approved USB Network
Adapters are sold out in the Orange County area
of Southern California as of the week of
September 16th, 2002
17Online ? MMORPGs w/Orcs
- The most successful massively multiplayer
subscription games to date are typically
massively multiplayer role-playing games set in a
westernized fantasy environment pitting Good vs.
Evil with classic show downs such as the fabled
Barbarian vs. Orc and Knight vs. Dragon
18Online is a major entertainment medium
- There are countless games that have been created
in the past that would be more compelling in an
persistent online format - Take any game, simulation or story and then
imagine how to share that experience beyond the
single player or 2 to 3 players and design a
structure for a community of players with a
greater context for the game to play out.
19Imagine Gran Turismo Online
- Gran Turismo series as great as it is it would
be far more compelling as a persistent online
racing world - - Each race packed with human players true
victories - - Every car part priced as per supply and demand
- - Each license earned in a relative rating system
20Offline
21Online please?!
22Imagine Grand Theft Auto Online
- Compete with other gangsters for jobs inside the
gang - Have fights against other real gangs instead of
AI gangs - Car chases using real human players
- Gun fights involving human players
- Shared economy for cars and weapons
23Make Online!
24TOGA
- Our four-letter acronym for a collection of
tools, APIs and server bits used to create online
games with alternative architectures to a classic
monolithic MMORPG architecture -
25Client Server vs. Peer-to-Peer
26Client Server vs. Peer-to-Peer
- Peer to Peer is simple, but expensive in
bandwidth - Client-server is complex, but cheap in bandwidth
- Peer-to-Peer trusts clients
- Client-server does not trust clients
27MMORGs are Client-Server
- Full client-server games such as Everquest
require massive server farms and large amounts of
bandwidth pipe to update the thousands of players
on the state of the game.
28Action Titles are often Peer-To-Peer
- DOOM was a peer to peer game with awesome LAN
play - Later action titles were re-written to have
dedicated server support for better performance
for all clients - Now, with host migration we are back to a kind of
peer to peer model for many action titles
29TOGA is Both
- TOGA is both a client-server approach to online
gaming as well as a peer-to-peer approach to
gaming - TOGA is client-server for the big picture,
strategic, meta, campaign-wide game information - TOGA is peer-to-peer for the action, tactical
game information
30Starfleet Command Tactical
31Starfleet Command Strategic
32TOGA Gameplay Dynaverse
- SFC Dynaverse is really chat lobby where people
take breaks between chatting to fight a starship
duel
33Match Chat with Context
- Players are automatically matched by game
context, not by rules arbitration - Each mission affects the state of the galactic
map and the empires economy
34Online and Persistent
- Shared economy players bid on ships
- Game data is persistent, ship damage, prestige
earned, etc. - Campaigns rage for months at a time
35Low cost to serve
- Bandwidth Used
- Team chatting
- Global Chat
- Sector movement
- Political News
- Game mission matching data
36CPU Memory used
- Simple economic calculations
- Simple galactic news
- Moderate strategic AI behavior
- Complex mission matching rules but ultimately
not so many calculations
37User extensible? Yes.
- Costs so low, we not only allow fans to run
Dynaverse servers we depend on the fan servers to
handle games much like a first person shooter or
a real-time strategy game - Just need a regular Windows machine with a decent
processor, RAM, HD and a broadband network
connection
38Dynaverse Server Overview
- Character
- Map
- Ship
- Mission
- Goal
- Economy
- Score
- AI
- Database
- Time
- Info
- Notify
- Messenger
- Chat
39TOGA Components
- Switch
- IPL
- Server SDK
- PuppetMaster
- AccessServer
- Remote Process Sentinel
- DB API
40Online games are a service
- An ongoing experience provided by a game company
is a service - Many games are sold for a fixed price in the
retail sector yet expose the game publisher and
developer to open-ended costs - Madden NFL for the PS2 declares on the box that
the online service will expire in August 2003
41Korean Consumers Lead
- Koreans have avoided importing consoles from
Japan - As a world leader in computer components PC
compatible computers are very inexpensive (Taiwan
and China too) - CD-R burners and media are readily available
- Single-player content is too easily pirated and
has become very common among the young world wide
42Internet Cafes
- Internet Cafes change the way consumers buy
software - Observe what others are playing
- Rent time playing the same game
- If they really like the game, then they purchase
a copy / subscription for the home machine if
they have one
43Convenience
- Consumer does not need to lay down a lot of money
to begin playing - Consumer does not need to upgrade the machine
constantly - Consumer does not need to maintain the drivers
and such for the game - Consumer does not even need to install the games
44Consoles are becoming PCs
- The PlayStation2 is even called the Sony Computer
Entertainment System - Hard drive
- Keyboard
45PS2 Powered Linux Desktop
46Console Titles are of Higher Quality
- Generally speaking console titles have fewer bugs
- Strong hardware manufacturer approval standards
ensure that the software functions as advertised - Results in much fewer competition thus more
money for the publishers with the resources to
make AAA console titles
47The Hard drive
- PS2 hard drive optional
- XBox hard drive standard
- Hard drives will be used for advanced data
streaming - Hard drives are designed for incremental content
updates for online titles - This will lead to patches being created for the
console games
48Keyboard Chat
- Despite many clever headset solutions chatting by
keyboard will be a dominate form of chatting
online for the foreseeable future - Keyboards provide anonymity of voice
- Keyboards allow innuendo, smilies
- Headsets are great for action titles in
coordinating squads
49Consoles are Proprietary PCs
- With the addition of online, the hard drive and
the keyboard we have a PC - Game developers and game publishers must expend
huge efforts to obtain approvals resulting in
much greater development costs - Game publishers must pay significant royalty fees
for duplication and distribution
50Music
- The MP3 vs. the CD
- CD sales are falling for the last 5 to 7 years
- Napster was a distraction for the music industry
- Consumers are now disillusioned with the music
industry - Artists have been disillusioned for a long time
- Where are the new great bands? No Elvis, Beatles,
Michael Jackson in a long, long time
51Movies
- Movies make 50 of their box office money in the
first weekend in North America - Movies are heavily pirated pre-release, during
theatrical release, and after DVD/VHS release - Consumers are being trained that electronic
entertainment bits are just bits not worth
paying for
52Going to the Movie Theatre
- Movies will always be protected by going to the
theatre - Go with a date
- Enjoy Popcorn and a Soda
- Relatively cheap at 8 a ticket
53Internet Cafes are like a Theatre
- Internet Cafes provide a service for games that
will always be relevant - Get together with other folks
- See what is the latest games
- Friendly (and sometimes not so friendly)
competitive atmosphere - Stage at COEX Internet Cafe
54Internet Cafes are slow in NA
- Relatively low population densities in North
America leading to most players playing from home