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The%20Game%20Industry

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30 years in the game industry(ies) 30 commercially published titles ... Rev share with portals like Miniclips, Addictinggames.com, Kongregate.com ... – PowerPoint PPT presentation

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Title: The%20Game%20Industry


1
The Game Industry
Greg Costikyan CEO, Manifesto Games 10/21/08
2
Me
  • 30 years in the game industry(ies)
  • 30 commercially published titles
  • Adventure Gaming Hall of Fame, 5 Origins Awards,
    Maverick Award
  • Manifesto Games
  • Play This Thing!

3
Huge Growth
4
But the Business Model is Broken
5
Moores Wall and the Decline of the 3rd Party
Developer
  • Spiralling hardware capabilities
  • competitive pressure to take advantage of them
  • spiralling budgets
  • What Raph Koster calls Moores Wall
  • 15m now minimum buy-in for AAA title
  • 15 years ago 200,000

6
Moores Wall (cont)
  • Art assets the main cost driver
  • A Doom level took one man-day to build a Doom
    III level takes 2 man weeks.
  • You have no choice audience expectations,
    marketing demands
  • Narrowness of retail channel lt200 SKUs, 2 week
    on-sale window

7
Basic Problem
  • Sales increase linearly
  • Development costs increase exponentially
  • Console model is broken

8
Average game loses more and more money
9
Conventional Business Model
x15 3.75 to developer
8 retail cut
7 platform royalty
25 to publisher
40 retail price
10
Why Developers are Screwed
  • 3.75/game dev needs 4m unit sales to recoup
    advance (very rare)
  • Publisher breaks even at 800k unit sales
    (assuming another 5m on marketing)
  • Once upon a time, a hit game made the dev lot of
    money.
  • Vanishingly small chance today

11
Result The End of the Independent Developer
  • Staying independent unprofitable treadmill
  • Have to land next development deal or die
  • No upside
  • Selling out only logical path
  • Assured access to dev funding
  • Only way for founders to cash out

12
Market Implications
  • Field more and more hit-driven
  • Few hits have to carry 90 of games that lose
    money
  • At any time, 80 of sales generated by top 10
    games

13
Implications for Publishers
  • Consolidation
  • All Games Should Be Like Sports Games
  • Licensed crap franchise extentions
  • Everything has to be AAA
  • Gameplay innovation is too risky!

14
Innovation is Driven by Discovering New Genres
  • c. 2000BC Track game with blocking (Royal Game
    of Ur gt Backgammon)
  • c. 800AD Game of Replacement Capture (Shaturanga
    gt Chess, Shogi)
  • c. 1200AD Game of Leaping Capture (Alquerque gt
    Checkers)
  • 1756 Thematic track game (A Journey Through
    Europe gt Candyland)

15
New Game Styles (cont)
  • c. 1850 Trivia Game (Grandmamas Game of Useful
    Knowledge gt Trivial Pursuit)
  • 1856 Word Interpolation Game (Komikal
    Konversation Kards gt Mad Libs)
  • c. 1890 Fishing Game (Fish Pond gt Operation)
  • 1910 Military Miniatures (Little Wars gt
    Warhammer)
  • 1953 Board Wargame (Tactics)

16
New Game Styles (70s)
  • 1972 Adventure Game (Colossal Cave)
  • 1973 RPG (Dungeons Dragons)
  • 1974 Vehicle Sim (Atari Tank)
  • 1977 LARP (Dragohir)
  • 1978 MUD
  • 1979 Flight Sim (Sub-Logic Flight Simulator)

17
New Game Styles (80s)
  • 1981 Platformer (Donkey Kong)
  • 1981 Computer RPG (Ultima 1)
  • 1984 Graphic Adventure (Kings Quest)
  • 1985 Dynamic Puzzle (Tetris)

18
New Game Styles (90s)
  • 1991 First MMOG (AOL Neverwinter Nights)
  • 1992 RTS (Dune II)
  • 1993 FPS (Doom)
  • 1994 TCG (Magic The Gathering)
  • 1996 Rhythm Game (Parappa the Rapper)

19
New Game Styles (00s)
  • 2001 Collectible Miniatures Game (Hero Clix)
  • 2003 Big Urban Games (BUG gt ConQwest)
  • 2004 Alternative Reality Game (The Beast)
  • ....NONE OUT OF OUR INDUSTRY SINCE 1996

20
Scratchware Manifesto
  • An industry that was once the most innovative
    and exciting artistic field on the planet has
    become a morass of drudgery and imitation.
  • --Scratchware Manifesto, 2000

21
GDC Rant
  • You can go work for the machine, work mandatory
    eighty hour weeks in a massive sweatshop
    publisher-owned studio with hundreds of other
    drones, laboring to build the new, compelling
    photorealistic driving game-- with the same basic
    gameplay as Pole Position -- Or you can defy the
    machine.
  • -- Game Developers Rant, GDC, 2005

22
So Find Another Way
  • The Internet Changes Everything
  • Major impact on industries from music to
    telephony
  • We sell bits. Why put them in a box when the net
    is designed to transmit bits?
  • But so far the impact on the game industry is
    marginal.

23
1993
  • All told, 15m shareware copies of Doom were
    downloaded across the world... Doom was a
    watershed event... Because it changed the way
    videogames circulate and reproduce.
  • -- JC Herz, Joystick Nation

24
Doom was an Aberration
  • It didnt change the way games are distributed,
    because
  • CD-ROMs came along, apps bloated by an order of
    magnitude
  • Internet users were stuck with dialup
  • Hours-long downloads for apps of any size.
  • The shareware model ruled for about 6 minutes.

25
Web 1.0 (circa 2000)
  • Free Internet play bolted on to RTS and FPS games
  • MMOs adopt hybrid model (retail distribution of
    apps, but play solely online, with subscription)
  • Ad-supported play of classic card board games
    attract tens of millions of monthly uniques
    (unprofitably)

26
Web 2.0 (today)
  • Were back in 1993, in terms of app
    size/bandwidth ratio
  • A success like ids is again feasible
  • The market is about to be disrupted
  • Cui bono?
  • Consumers greater choice, lower costs
  • (Some) creators instant fame, but hard to make a
    buck

27
Casual Game Market
  • 0 to 700m (US domestic only) between 2000 and
    2007
  • 60 min demo, 20 purchase price
  • Portal distribution
  • 250-500k budgets
  • Middle-aged women

28
Match 3 Games
29
Hidden Object Games
Mystery Case Files
30
Time Management Games
Diner Dash
31
Casual Game Economics 2003
2008
80
4
60 to portal 12
16
8 to developer
20 retail price
250k budget 32k unit sales for breakeven
500k
125k
32
Not a Panacea
  • But a sign post showing the potential.
  • Its possible to create whole new game markets on
    the Net.
  • But as usual, the game industry has learned the
    wrong lessons

33
Casual Games Lesson 1
Everyone, even a demographic like middle-aged
women who historically are NOT major purchasers
of games
  • Middle-aged women will buy games on the Internet
    if theyre designed to appeal to them.

cater to their interests
34
Casual Games Lesson 2
at the right level of difficulty
  • Online, games need to be dirt simple to appeal to
    the casual game market

intended audience
35
Casual Games Lesson 3
  • A 20 price point with a 60 minute limited demo
    is a great way to monetize online gameplay

lousy
...only 1.2 of downloaders convert to
purchase...
36
Casual Games Lesson 5
are one way
  • You need deals with portals to achieve a large
    enough audience to generate enough sales for
    profitability

transactions
37
Casual Games Lesson 6
  • The success of Xbox Live Arcade shows that casual
    games work on consoles too!

hardcore
What, you call Geometry Wars a Casual game? Crap.
Its a shmup, A genre for geeks if ever there was
one.
38
Free MMOs
  • The logic of the conventional MMO market
  • 8-figure budgets
  • Monthly subscriptions
  • Multi-year development times
  • Enormous technical complexity

39
Free MMOs
  • The logic of light-weight MMOs
  • 6 or 7 figure budgets (initially)
  • Free to play, upsell with status items (clothing,
    leaderboards, furniture, etc.)
  • Far shorter development times
  • Modest technical complexity
  • 10-20 of your audience will pay

40
Runescape
41
Runescape
  • Browser-playable, traditional fantasy MMO
  • 9m active players
  • Of which 1m pay 5/month for premium services
  • Plus advertising revenue
  • Player acquisition largely by word of mouth

42
Club Penguin
43
Club Penguin
  • Flash minigames aimed at kids held together with
    a virtual world metaphor
  • Free to play
  • 6/month premium membership for status items

44
Club Penguin (cont)
  • Key distribution arrangement with Miniclips
  • 1 free game site on the Internet, gt40m monthly
    uniques
  • Receives 50 of lifetime revenue from users who
    join CP via Miniclips
  • Sold to Disney for 350m
  • Screw console gaming

45
Webkinz
46
Webkinz
  • Plush toys with codes that allow you to adopt
    the critter as a Tamagotchi-like pet in an online
    virtual world
  • Clearly inspired by Neopets
  • Free to play online
  • 45m in retail sales (06)

47
Social Networking Games
  • Games built on APIs provided by social networks
  • Facebook, MySpace today
  • OpenSocial tomorrow
  • The average Facebook game has gt2.5m installed
    users
  • Multiplayer ones see 11 of them active each day

48
Mobsters
49
Social Networking Games
  • Social networks designed for virality
  • Minimal marketing/distribution costs
  • Turn-based, web pages
  • Straightforward (and cheap) web development
  • Free, Micropayments Cost per action
    advertising
  • Zynga rumored to make 1m per day (36m in
    venture capital)

50
Social Networking Games
  • Many seeing tens of millions of daily page views
  • Already seeing VC interest
  • Conduit Labs (5.5m Series A)
  • Zynga (36m in two rounds, latest against a
    100m valuation)

51
Micropayments
  • Common in free MMOs, of course
  • A way to monetize gameplay short of the 20
    purchase
  • High proportion of casual gameplayers run up
    against the 60 minute limit

52
Double Trump
53
Micropayments
  • DoubleTrump
  • 60 minutes free, pay 1 cent/minute thereafter
  • After 2000 minutes, you own the game outright
  • Playonarcade.com as tech demo

54
Wild Tangent
55
Micropayments
  • Wild Tangent
  • Token model 1 token allows unlimited play
    until you quit from the application
  • 25 cents/token
  • Or watch ads to get tokens
  • Advertisers can sponsor play of games
  • Credit toward purchase

56
Micropayments
  • These are models built for casual games
  • But expect to see free web games start to use
    micropayments
  • E.g., first 12 levels free, another 12 for 3
  • Some of this already on Kongregate Miniclips

57
Ad-Supported Web Games
  • Contract development for sites like Nickelodeon,
    Adult Swim
  • Not just crap any more some of the Adult Swim
    stuff is actually good
  • Rev share with portals like Miniclips,
    Addictinggames.com, Kongregate.com
  • Kongregate VC-funded startup to encourage this

58
Kongregate
59
Ad-supported Web Games
  • Problem is that per-user revenues are small
  • Hit games can get millions of plays
  • But figure a few cents per play
  • Possible to support a small team, but not a path
    to riches
  • Does micropayment upsell change the picture?

60
Second-Tier Genres...
  • Conventional retail channel not friendly to games
    that have no chance of selling 1m units
  • Yet there are genres that have passionate fans
    but not enough
  • Computer wargames
  • Graphic adventures
  • 4X
  • Etc.

61
...Migrate Online
  • Now sold primarily as online downloads
  • Often with a retail SKU but the bulk of sales
    online
  • Matrix Games
  • Computer wargames
  • Stardock
  • 4X (Galactic Civilizations), RTS (Sins of a Solar
    Empire, currently 4 on the NPD PC Games
    best-sellers list)

62
Gary Grigsbys World at War
63
Galactic Civilizations II
64
Secondary Genres (cont)
  • Can sell in excess of 100,000 units
  • Galactic Civilizations
  • Gary Grigsbys World at War
  • Retailer disintermediation
  • Real (if modest) profitability
  • Opportunity for aggregation
  • Slitherines Play History

65
Serious Games
  • Yes, there can be serious money here
  • Forterra
  • Spin-off from There.com
  • Virtual worlds as training environments for
    military, medical, transportation customers
  • Second Life may get the press, but this is where
    to look for actual success

66
Serious Games
  • Peacemaker
  • Began as a student project at Carnegie Mellon
  • Modest VC investment, grants from non-profits
  • Major press attention
  • 100,000 copies distributed in Israel Palestine
    by the Peres Center for Peace

67
Peacemaker
68
Re-Mission
  • Funded by Hope Lab, a medical non-profit
  • Rather high budget FPS (shoot the cancer)
  • Clinically shown that players are better about
    taking their meds

69
Re-Mission
70
Serious Games
  • Increasing amounts of money available from
    government, non-profits
  • Most developers in the space have no clue
  • Clear opportunity for those who focus on it
  • Mostly contract work little to no upside...
  • But psychic rewards, surely

71
Indie Games
  • Ill-defined, but usually means casual game-like
    business model, but not casual games
  • Some indie developers have supported themselves
    for years at a modest level (ApeZone, Spiderweb,
    Chronic Logic)

72
Increasing Attention
  • Both print and online media increasingly willing
    to cover indie games
  • High-volume sites like Fileplanet feature indie
    game demos
  • Playfirst deal for Dave Gilbert graphic
    adventures.

73
Emerging Distribution Channels
  • Steam first really successful distribution
    channels (can generate sales of tens of
    thousands)
  • Gleemax/WOTC
  • Penny Arcade/Greenhouse

74
Indie Games (cont)
  • Still a small market by comparison to, say,
    casual games
  • But why should middle-aged women have all the
    fun?
  • Critical factor establishing the indie is good
    meme in the minds of gamers
  • Relentless PR critical
  • The lesson of Uplink

75
Indie Games (cont)
  • IGF
  • Possibility of upsell to XBLA, Nintendo Virtual
    Console, etc.
  • Blue ocean dont try to compete with big
    budget titles
  • Bandwidth problem
  • Some casual channels open (e.g., Oberon)
  • But sucky margins

76
Braid
77
Defcon
78
The Shivah
79
Immortal Defense
80
Audiosurf
81
Ten Years from Now...
  • The retail channel will be minor
  • Console titles will be sold via download
  • The hardware manufacturers will be the key
    gatekeepers
  • PC gaming, broadly defined, will see an enormous
    resurgence, all online
  • There will be vast diversity in successful game
    styles

82
Ten Years from Now...
  • There will still be multi-million unit hits...
  • But a huge midlist of games that sell far fewer
    numbers, profitably, will exist
  • Application sale will be only one of many
    successful business models
  • Conventional wisdom will have reversed major
    publishers are dinosaurs

83
The Independent Developer Shall Rise Again
  • The futures so bright you gotta wear shades

84
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