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Online Games: The Transformation of Gaming from Products to Services

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Empire in 1972 later evolved into Net Trek in 1982. M.U.L.E. 4 player real-time action 1983 ... The Dreamcast was first with Phantasy Star Online ... – PowerPoint PPT presentation

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Title: Online Games: The Transformation of Gaming from Products to Services


1
Online GamesThe Transformation of Gaming from
Products to Services
  • World CyberGames Conference, 2002
  • Erik Bethke
  • CEO Taldren, Inc.

2
Erik 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

3
Overview
  • 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

4
Games 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.

5
Solitaire 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!

6
Ah, Solitaire
7
Taking 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

8
ZORK!
9
Multiplayer 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

10
Star Wars Galaxies
11
Lineage
12
Why 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.

13
Offline 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

14
Consoles 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

15
Consoles 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

16
I 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

17
Online ? 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

18
Online 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.

19
Imagine 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

20
Offline
21
Online please?!
22
Imagine 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

23
Make Online!
24
TOGA
  • 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

25
Client Server vs. Peer-to-Peer
26
Client 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

27
MMORGs 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.

28
Action 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

29
TOGA 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

30
Starfleet Command Tactical
31
Starfleet Command Strategic
32
TOGA Gameplay Dynaverse
  • SFC Dynaverse is really chat lobby where people
    take breaks between chatting to fight a starship
    duel

33
Match 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

34
Online and Persistent
  • Shared economy players bid on ships
  • Game data is persistent, ship damage, prestige
    earned, etc.
  • Campaigns rage for months at a time

35
Low cost to serve
  • Bandwidth Used
  • Team chatting
  • Global Chat
  • Sector movement
  • Political News
  • Game mission matching data

36
CPU Memory used
  • Simple economic calculations
  • Simple galactic news
  • Moderate strategic AI behavior
  • Complex mission matching rules but ultimately
    not so many calculations

37
User 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

38
Dynaverse Server Overview
  • Character
  • Map
  • Ship
  • Mission
  • Goal
  • Economy
  • Score
  • AI
  • Database
  • Time
  • Info
  • Notify
  • Messenger
  • Chat

39
TOGA Components
  • Switch
  • IPL
  • Server SDK
  • PuppetMaster
  • AccessServer
  • Remote Process Sentinel
  • DB API

40
Online 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

41
Korean 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

42
Internet 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

43
Convenience
  • 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

44
Consoles are becoming PCs
  • The PlayStation2 is even called the Sony Computer
    Entertainment System
  • Hard drive
  • Keyboard

45
PS2 Powered Linux Desktop
46
Console 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

47
The 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

48
Keyboard 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

49
Consoles 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

50
Music
  • 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

51
Movies
  • 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

52
Going 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

53
Internet 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

54
Internet Cafes are slow in NA
  • Relatively low population densities in North
    America leading to most players playing from home
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