Title: The%20Game%20Industry
1The Game Industry
Greg Costikyan CEO, Manifesto Games 10/21/08
2Me
- 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!
3Huge Growth
4But the Business Model is Broken
5Moores 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
6Moores 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
7Basic Problem
- Sales increase linearly
- Development costs increase exponentially
- Console model is broken
8Average game loses more and more money
9Conventional Business Model
x15 3.75 to developer
8 retail cut
7 platform royalty
25 to publisher
40 retail price
10Why 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
11Result 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
12Market 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
13Implications for Publishers
- Consolidation
- All Games Should Be Like Sports Games
- Licensed crap franchise extentions
- Everything has to be AAA
- Gameplay innovation is too risky!
14Innovation 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)
15New 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)
16New 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)
17New Game Styles (80s)
- 1981 Platformer (Donkey Kong)
- 1981 Computer RPG (Ultima 1)
- 1984 Graphic Adventure (Kings Quest)
- 1985 Dynamic Puzzle (Tetris)
18New 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)
19New 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
20Scratchware 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
21GDC 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
22So 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.
231993
- 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
24Doom 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.
25Web 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)
26Web 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
27Casual 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
28Match 3 Games
29Hidden Object Games
Mystery Case Files
30Time Management Games
Diner Dash
31Casual 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
32Not 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
33Casual 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
34Casual 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
35Casual 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...
36Casual Games Lesson 5
are one way
- You need deals with portals to achieve a large
enough audience to generate enough sales for
profitability
transactions
37Casual 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.
38Free MMOs
- The logic of the conventional MMO market
- 8-figure budgets
- Monthly subscriptions
- Multi-year development times
- Enormous technical complexity
39Free 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
40Runescape
41Runescape
- 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
42Club Penguin
43Club Penguin
- Flash minigames aimed at kids held together with
a virtual world metaphor - Free to play
- 6/month premium membership for status items
44Club 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
45Webkinz
46Webkinz
- 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)
47Social 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
48Mobsters
49Social 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)
50Social 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)
51Micropayments
- 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
52Double Trump
53Micropayments
- DoubleTrump
- 60 minutes free, pay 1 cent/minute thereafter
- After 2000 minutes, you own the game outright
- Playonarcade.com as tech demo
54Wild Tangent
55Micropayments
- 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
56Micropayments
- 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
57Ad-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
58Kongregate
59Ad-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?
60Second-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)
62Gary Grigsbys World at War
63Galactic Civilizations II
64Secondary 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
65Serious 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
66Serious 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
67Peacemaker
68Re-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
69Re-Mission
70Serious 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
71Indie 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)
72Increasing 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.
73Emerging Distribution Channels
- Steam first really successful distribution
channels (can generate sales of tens of
thousands) - Gleemax/WOTC
- Penny Arcade/Greenhouse
74Indie 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
75Indie 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
76Braid
77Defcon
78The Shivah
79Immortal Defense
80Audiosurf
81Ten 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
82Ten 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
83The Independent Developer Shall Rise Again
- The futures so bright you gotta wear shades
84Link