Title: What Are We Missing?
1What Are We Missing?
- Raph Koster
- President, Areae, Inc.
2Who am I?
- Im a game designer, not a businessperson
- Despite my current title and job
- Ultima Online, Star Wars Galaxies, A Theory of
Fun for Game Design, CCO at SOE - Running a VC-backed startup to reinvent MMOs
- Which I will talk about a bit at the end
3This talk is basically about trends represented
by these four people.
4Some starting premises
5The shape of markets
- A bunch of buzzwords
- Scale-free networks
- Power laws
- Long tails
- A bunch of assumed concepts
- Branding
- Lovemarks
- Service
6City sizes
- This curve is basically invariant across decades.
- This is a healthy distribution.
7NPD also follows this pattern (2003)
8NPD, 2006
9Monopoly
- A monopoly shows a kinked curve
10Drivers of monopoly
Similar goods
Custom services
11FPS, 2003
- The more similar the goods on offer, the more
likely you are to get a monopolistic situation,
because we buy what our friends have.
12FPS, 2006
- We create game systems (aka genres) and then make
them more baroque over time, appealing only to
aficionados.
13- Evolution is not progress
- It is adaptation to a niche.
14- Typical KB of data for a AAA game
151982 game team
16 17AAA budgets
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19- Budgets have gone up by a factor of _22_.
- We make _40-150__ times more data.
- And weve gotten only _6__ times better at making
content. - in just the last 12 years, and thats adjusted
for inflation
20Our industry premises
- Budgets dictate audience size.
- There is little correlation between quality and
day one sales. - We create genres and then spend them to death.
- Budgets breed conservatism even a vertical
slice is larger than last gens whole game.
21Lets compare
- In practical terms, the strike is about money
how much, if anything, writers get as the
Internet and DVDs replace TV reruns, for which
they get better residuals.
22- But in a larger sense, the studios and writers
are forcing a question that every other form of
media is facing How much is content worth in the
digital age?
23 24- If theres one thing the Web makes possible, it
is enough content to make the typical content
creator superfluous.
25All games are services now
- And that means
- Branding
- Celebrity
- Lifestyle marketing
- Upsell-driven revenues
26One result is a new kind of publisher
27One with far less revenue but much stronger
emotional connection to its consumers
28Adventures in ARGs
- and other mammals in the dinosaur world
29- Jane McGonigal
- One of the most important designers in the last
ten years and yet, at the edge of our
(supposed) industry.
30Some Alternate Reality Game stats
31Compared to YTD retail top ten games
32Oops, I forgot the actual big hit.
33ARGs are just part of a larger trend
34Of massively broad market entertainment
experiences
35Some of which seem not like us
36But most of which are clearly video games
- PHP-driven turn-based massively multiplayer web
games
37Or leverage similar tech
38And garner enormous audiences
- Facebook zombies and vampires and and and
- 27m person audience?
39But we dont see them as us
40In part because of visuals
41And partly because we have a narrow definition of
interactive entertainment
- Hot or Not
- 10 virtual roses!
42That doesnt include things out of snobbery
43Or misguided focus on pro level content
44This is our industry
45- This is the complete instructions to Pong
- AND the strategy guide to boot.
- 79 bytes including carriage returns
461574912 bytes
262000 words
Over 1400 pages
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48- Interfaces have been a huge barrier for users
- 1972 Pong. One analog.
- 1979 Atari. 3 binary.
- 1985 Mac. 2 analog and one binary.
- 1985 NES. 6 binary.
- 1994 PS1. 14 binary, 4 analog.
- 1997 Dual shock 12 analog, 8 binary
49Successful mass market interactive entertainment
Model first The system is the game
Universal inputs Any button will do
Long phases Take your time
Short decisions Be done fast
Massively parallel Side by side
Extended accumulated state Save your profile
No roles Classless
Representation agnostic Draw it however
Open data Change it however
- Asynchronicity
- Indifference to rendering
- Minimal controls
- Platform agnostic
50Myers-Briggs
- The core gamer market is mostly INTJ, ISTJ, INTP
and ISTP in the Myers-Briggs typology. - Programmers tend to be of the first two.
- Core games tend to be hardcore conqueror type
games. - Book 21st Century Game Design
51Those types represent only 19 of women.
- Which brings us to Jade Raymond
52Who gets treated poorly
53In very large part
54- Because of the culture that we have created and
reinforce
55Because it is us.
56The MMO mistake
- Or, other people are stealing our thunder
57- This guy is more important to the future of
virtual worlds than Mike Morhaime or Rob Pardo.
58- His name is Gene Endrody, and he made this MMO in
his basement, and has 1.2m monthly unique users,
running in a browser in Shockwave.
59Googles fastest growing keywords for 2007
- iphone
- webkinz
- tmz
- transformers
- youtube
- club penguin
- myspace
- heroes
- facebook
- anna nicole smith
60Yahoos top searches for 2007
- Britney Spears
- WWE
- Paris Hilton
- Naruto
- Beyonce
- Lindsay Lohan
- Runescape
- Fantasy Football
- Fergie
- Jessica Alba
61The industry thinks that this the MMO market
- Check out the kinked monopoly curve!
- BTW, this is older data
62- But this is more accurate.
- Notice that all the mainstream MMOs are
actually too small to show up. - I used to say that MMOs will be mainstream when
theres one based on a breakfast cereal Well
63Millsberry
64Nexon stats for Maple Story
- 1.6m in sales in March, growth of 60 to July
- Est 1st year at 40m
- 3 million users in NA in a few months
65Movie theater in Faketown
- Thats videos streaming from YouTube.
66Media companies have moved on convergence
- But our industry hasnt.
- Laguna Beach episodes premiere in a virtual
worlds first, then on TV - Basically, we thought we owned this space, but
really, outsiders have quietly taken it from us
and are driving the agenda.
67MMO publishing activity
- NCSoft 1 (plus shuttered Auto Assault)
- EA 0
- Vivendi 0
- Midway 1
- Disney 3
- MTV 5
68Meanwhile, our core audience is telling us give
us more casual stuff to do!
- And writing checkers mods for World of Warcraft.
69Talking transmedia
- Aka, if we are a content business, we should
learn how its really done.
70We feel good about this.
- 1 in Sep 07 HALO 3, moving 394,548 units
71- But Harry Potter is a REAL transmedia IP.
- And dont tell me but nobody makes money from
this. - J. K. Rowling does. Warner does. Its marketing.
72- A totally invidious and unfair comparison my
monthly unique blog visits vs sales of The Orange
Box. - The point is not that this is a fair comparison,
the point is that we compete for eyeballs across
the entire media landscape.
73- TRANSMEDIA ENTERTAINMENT allows me to reach a
massive global audience. By making creative use
of multiple platforms, I can now entertain the
world via broadcast, broadband, cellphones, game
consoles, publishing, etc. As a content creator,
I am no longer restricted to just one platform
and its limited install base, but can now make
use of every available platform, and use them all
to reach an almost unlimited number of content
consumers. - Jesse Alexander
- Notice that our entire industry is bracketed
within a couple commas on his list. That is a
very different level of ambition from what we
generally pursue.
74- Based on a book, of course
- 1 movie ever
75Open to viewpoint reversals, parody
76Radically different sequels
77- Nor does the source material necessarily limit
the potential
78- After all, this story of the little womens
missing father won the Pulitzer Prize for fiction
last year. - And who is the missing father in Halo who
deserves a book? In fact, who is the second most
interesting character in Halo, the Warthog?
79Heres a recent example
80- Then a musical, movie coming.
- Perhaps one test of whether youve created a
strong IP is can you picture the musical
version? - Bioshock the musical? Uh
81Lets pick something closer to our industry
culture
82Rendering agnostic
83Radical reinterpretation
84Co-optable
85Merchandisable
86Capable of addressing different psychographics
87Cross-cultural
88- Emotionally connected to consumers.
89Transmedia
- is not characters alone
- is not milieu alone
- can be rendered in many ways
- allows and encourages remix
- is open to many sorts of narratives
- is really not like how we make games at all!
90The Web
91The Web Is
- Based on users doing stuff, not pros
- Premised on really rapid development
- Small pieces loosely joined
- Long tails and lots of tagging
- Aggregation and remix, not exclusivity
- Infinite shelf and diversity, not lock-in
- Platform agnostic
92The Web Is
- The replacement for consoles.
- The new default medium for entertainment.
- A radically different platform than any we are
used to. - Eating every content industrys lunch.
93The game has changed
- The hot platform is the net
- The hot audience is the non-gamer
- The hot feature is other players
- The hot technology is connectivity
- The hot game is a mini-game
94- A markup language that describes games
- Anyone can write a client
- Client can be on any device ours is Flash
- A generic server that handles Tetris or WoW
- Standard language for content development
- Stylesheets are world-in-a-box
- Modules are snap-together systems
- Aggregator/index site for every world
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99If I were Sony, MS, or Nintendo
- Id be asking what is the common platform
installed in the homes of 100 of our target
audience? - The answer is Flash. It is the next-gen console.
- (BTW, Flash will be 3d in the next year, and
there will be an OpenGL context in a browser in
Firefox next year too).
100- No other medium uses total platform lock-in.
- The question is whether the current console
industry is destined to be this
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