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Gaming at the Margins

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... their kids find games so compelling. They look at games and what they see ... Online and mobile games are important, from a creative and business standpoint ... – PowerPoint PPT presentation

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Title: Gaming at the Margins


1
Gaming at the Margins
  • Warren Spector
  • Montreal International Game Summit
  • November 2, 2005

2
Potential Unlimited
  • Take players places theyve never been before
  • Allow them to do things they couldnt do in any
    other way
  • Walk a mile in someone elses shoes

3
Yet, I Despair
  • Players settle
  • for the mediocre
  • for the rehashed
  • for the non-interactive experience masquerading
    as interactivity
  • And developers and publishers?
  • We give players what they seem to want

4
But this isnt a rant
  • Things arent all bad
  • Just partly bad
  • Okay, maybe mostly bad
  • We live in the Best and Worst of Times

5
Best
  • Powerful new hardware
  • Sky high sales
  • New business models
  • Notably subscription based MMOG's
  • Big media interest
  • Audience diversification
  • Double digit growth projections
  • Cultural cred

6
Worst
  • Powerful new hardware
  • Skyrocketing development costs
  • Rising marketing costs
  • Glut of product
  • Sales not keeping pace in most cases
  • Big media interest
  • Developers are older than our audience
  • Poor quality of life
  • Jobs being sent overseas

7
Mainstream or Marginal
  • Best of times or worst of times?
  • Futures in our control
  • Depends on how we answer critical questions
  • Answers?
  • I dont have them
  • But I do want to talk about questions and choices

8
Critical Questions Ahead
  • How will we deal with the upcoming explosion of
    platforms?
  • What sort of content will we provide our changing
    audience?
  • What will we learn from the business success of
    online multiplayer gaming?
  • Will we even bother to address gender, legal and
    generational issues?
  • What is our place in world culture?

9
Crossroads
  • Heaven or Hell?
  • Mainstream or Margins?

10
This is a joke, right?
  • Vaudeville
  • Broadway theatre
  • Radio drama
  • Sunday funnies
  • Video arcades
  • Comic books

11
What Kind of Crossroads
  • Cultural Crossroad
  • Generational Crossroad
  • Gender Crossroad
  • Hardware Crossroad
  • Regional Crossroad
  • Social or Solitary Crossroad
  • Business Crossroad

12
Culture
  • The world is paying attention
  • Articles and reviews in mainstream press
  • Games become movies, movies become games
  • Teen violence
  • Its all good, right?

13
Baby Boomers Who Dont Get Games
  • The cultural gate-keepers fear us
  • They dont understand what we do
  • They dont understand why their kids find games
    so compelling
  • They look at games and what they see shocks them
  • (Which is of course one reason why their kids
    love games so much)

14
The Choices
  • Should we worry about parents who dont get it?
  • Should we fear government or judicial
    intervention?
  • Should we do things differently to mollify the
    worry-warts of the world?
  • Or should we just hunker down and keep doing what
    were doing?

15
The Outcome
  • Continue as we are
  • Contribute to coarsening of culture
  • Possibility of government intervention
  • Cultural irrelevance
  • Knuckle under
  • Sillly rabbitgames are for kids!
  • See comic books pre-1954 and post-1955
  • Third way
  • Broaden range of content, game styles

16
Diversification
  • Age
  • Older gamers
  • Older developers
  • Gender
  • More women playing?
  • More women in development?
  • Ethnicity
  • Were failing

17
The Choices
  • Should we reach out to older gamers and older
    developers?
  • Should we reach out to women gamers and
    developers?
  • Should we reach out to Asian, African-American
    (and African!), Hispanic, Indian, Middle-Eastern
    gamers and developers?

18
The Outcome
  • Continue as we have
  • OIder gamers go away
  • Games really ARE for kids
  • Women go away
  • Games really ARE for boys
  • Non-white/anglo/North American people go away
  • We ignore a huge potential audience
  • We miss out on potential new game styles
  • Honestly, though, outreach is hard and I dont
    see an easy alternative other than

19
Internationalization
  • Sales
  • Development
  • Off-shoring of jobs

20
The Choices
  • Should we ignore the problems off-shoring causes?
  • Should we make local games for local people?
  • Should we ignore foreign development competition?
  • Strangely, maybe we should

21
The Outcome
  • No downside to internationalization?
  • Bring it on. Competition makes us stronger.
  • Maybe we even change the way we operate

22
Social vs Solitary
  • Massively Multiplayer Online Games
  • Here to stay
  • Revenue, revenue, revenue
  • Mini Multiplayer Online Games
  • Alternatives to traditional dev models

23
The Choices
  • What can singleplayer/small-group games learn
    from MMOs?
  • Can we tap into MMO delivery systems?
  • Can we tap into MMO billing systems?
  • Can we find new game styles that lend themselves
    to online distribution and new billing models?

24
The Outcome
  • Two separate businesses
  • Boxed retail gets crushed (eventually) by direct
    distribution
  • Only by embracing both online and retail
    distribution do we succeed.

25
Hardware
  • Powerful new consoles
  • Prettier pictures
  • Interesting experiments? Please
  • Even bigger teams, longer timelines, more
    expensive games
  • Dont forget about handhelds, PDAs, cell phones

26
The Choices
  • There are none.
  • One funding source
  • One distribution system
  • Spend what it takes to be competitive
  • Or dont play in the big leagues

27
The Outcome
  • Rich get richer
  • Prettier games
  • MAYBE some interesting experiments
  • Im not holding my breath
  • Tough(er) times for independent developers
  • Mid-Pack and marginal publishers will go away
  • This is going to get ugly

28
The Crux of the Biscuit
  • ITS ALL ABOUT THE CONTENT!

29
Self-Imposed Constraints
  • We limit ourselves in content we provide
  • Gameplay
  • Genres
  • Visual styles
  • Thematic approaches
  • Sequels, Licenses, Me Toos
  • At least we offer players a LOT of the same old
    thing!
  • Apologies to Katamari, Parappa, Vib Ribbon, the
    Nintendo DS and Will Wright

30
The Choices
  • Stick with the tried and true
  • GTA clones are making money hand over fistall
    we have to do is keep making them until players
    tell us to stop.
  • Try something new. Anything. Please.
  • Theres PLENTY of room for innovation!
  • New fictional contexts that imply new gameplay
  • Tough AI problems, collaborative storytelling
    problems

31
The Outcome
  • Short-term success leads to long-term failure
  • Stagnation is not our friend
  • By the time we realize gamers are sick of GTA
    clones itll be too late
  • All you guys with money (EA) take some chances,
    will ya?
  • Our future depends on you!

32
Solving the Best/Worst Dilemma
  • Find a way to encourage a true indie movement
  • We went from ALL indie to NO indie in just 15
    years
  • We need new ways of funding games
  • We need new ways of reaching players
  • We need to support games in the no-mans land of
    2-10 million

33
Indulge the Crotchety Industry Veteran
  • In which I rant for a while about The Good Old
    Days
  • See, if I really wanted you to read this I
    wouldnt have made it so dark against the dark
    background

34
Almost done now
  • The game industry is totally broken. Were doing
    everything wrong
  • Me, at the Rant Panel, GDC 2005
  • For our future to be secure, we MUST
  • Find alternative funding and distribution models
    that allow innovation and narrowcasting
  • We have to embrace RD, rather than squash it.
  • We have to allow more people, with more varied
    interests, to participate in game creation
  • We have to broaden the range of acceptable game
    content
  • All of which adds up to appealing to a more
    diverse audience.

35
Not Just Business as Usual
  • The old ways aren't working.
  • Online and mobile games are important, from a
    creative and business standpoint
  • New hardware is going to shake things up
  • We have to rethink development methodologies
  • People are going to want to play games on more
    than one platform
  • Boxed games sold at retail cant be the only way
    we reach players.
  • Our audience is changing and we WANT that

36
Endgame 1
  • You. Are. Artists.
  • Artists ask different questions than business
    people
  • Thats a good thing
  • Ask more questions

37
Endgame 2
  • No one knows what theyre doing
  • Thats why we have conferences like this one

38
Endgame 3
  • The Mayan calendar ends in 2012. The world is
    coming to an end in seven years!
  • --Walton Simons
  • (http//www.waltonsimons.com/)
  • What do you want games to become in the last
    seven years of their existence?
  • No, not the FEMA guy from Deus Ex

39
Demand More
  • From yourselves
  • From the people you work for
  • From the games you make
  • From the games you play
  • Lets pick the right paths at the crossroads and
    ensure ourselves the brightest of futures.

40
Questions/Comments?
  • wspector_at_junctionpoint.com
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