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What Are We Missing?

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Title: What Are We Missing?


1
What Are We Missing?
  • Raph Koster
  • President, Areae, Inc.

2
Who 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

3
This talk is basically about trends represented
by these four people.
4
Some starting premises
5
The shape of markets
  • A bunch of buzzwords
  • Scale-free networks
  • Power laws
  • Long tails
  • A bunch of assumed concepts
  • Branding
  • Lovemarks
  • Service

6
City sizes
  • This curve is basically invariant across decades.
  • This is a healthy distribution.

7
NPD also follows this pattern (2003)
8
NPD, 2006
9
Monopoly
  • A monopoly shows a kinked curve

10
Drivers of monopoly
Similar goods
Custom services
11
FPS, 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.

12
FPS, 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

15
1982 game team
16
  • 2005.

17
AAA budgets
18
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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

20
Our 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.

21
Lets 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
  • Zero.

24
  • If theres one thing the Web makes possible, it
    is enough content to make the typical content
    creator superfluous.

25
All games are services now
  • And that means
  • Branding
  • Celebrity
  • Lifestyle marketing
  • Upsell-driven revenues

26
One result is a new kind of publisher
27
One with far less revenue but much stronger
emotional connection to its consumers
28
Adventures 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.

30
Some Alternate Reality Game stats
31
Compared to YTD retail top ten games
32
Oops, I forgot the actual big hit.
33
ARGs are just part of a larger trend
  • Brain Age

34
Of massively broad market entertainment
experiences
  • Line Rider

35
Some of which seem not like us
  • Bar trivia

36
But most of which are clearly video games
  • PHP-driven turn-based massively multiplayer web
    games

37
Or leverage similar tech
  • Fantasy football

38
And garner enormous audiences
  • Facebook zombies and vampires and and and
  • 27m person audience?

39
But we dont see them as us
40
In part because of visuals
  • Club Penguin

41
And partly because we have a narrow definition of
interactive entertainment
  • Hot or Not
  • 10 virtual roses!

42
That doesnt include things out of snobbery
  • Travian

43
Or misguided focus on pro level content
44
This is our industry
  • LOLCatz

45
  • This is the complete instructions to Pong
  • AND the strategy guide to boot.
  • 79 bytes including carriage returns

46
1574912 bytes
262000 words
Over 1400 pages
47
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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

49
Successful 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

50
Myers-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

51
Those types represent only 19 of women.
  • Which brings us to Jade Raymond

52
Who gets treated poorly
53
In very large part
54
  • Because of the culture that we have created and
    reinforce

55
Because it is us.
56
The 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.

59
Googles fastest growing keywords for 2007
  1. iphone
  2. webkinz
  3. tmz
  4. transformers
  5. youtube
  6. club penguin
  7. myspace
  8. heroes
  9. facebook
  10. anna nicole smith

60
Yahoos top searches for 2007
  • Britney Spears
  • WWE
  • Paris Hilton
  • Naruto
  • Beyonce
  • Lindsay Lohan
  • Runescape
  • Fantasy Football
  • Fergie
  • Jessica Alba

61
The 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

63
Millsberry
64
Nexon 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

65
Movie theater in Faketown
  • Thats videos streaming from YouTube.

66
Media 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.

67
MMO publishing activity
  • NCSoft 1 (plus shuttered Auto Assault)
  • EA 0
  • Vivendi 0
  • Midway 1
  • Disney 3
  • MTV 5

68
Meanwhile, our core audience is telling us give
us more casual stuff to do!
  • And writing checkers mods for World of Warcraft.

69
Talking transmedia
  • Aka, if we are a content business, we should
    learn how its really done.

70
We 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

75
Open to viewpoint reversals, parody
76
Radically 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?

79
Heres a recent example
  • First a book

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

81
Lets pick something closer to our industry
culture
82
Rendering agnostic
83
Radical reinterpretation
84
Co-optable
85
Merchandisable
86
Capable of addressing different psychographics
87
Cross-cultural
88
  • Emotionally connected to consumers.

89
Transmedia
  • 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!

90
The Web
  • Or, some minor pimpage

91
The 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

92
The Web Is
  1. The replacement for consoles.
  2. The new default medium for entertainment.
  3. A radically different platform than any we are
    used to.
  4. Eating every content industrys lunch.

93
The 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

95
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99
If 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

101
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