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Video Game Development: The Third Generation. Kevin Bachus Chief Executive Officer Nival Interactive. Video Game Development: The Third Generation. Kevin Bachus Chief Executive Officer Nival Interactive. Извините!. Actual, Unretouched Image!. Actual, Unretouched Image!.
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Video Game Development: The Third Generation Kevin Bachus Chief Executive Officer Nival Interactive
Video Game Development: The Third Generation Kevin Bachus Chief Executive Officer Nival Interactive
Three Generations • United States and Western Europe • Japan • Eastern Europe and Asia Why? – Quality vs. Cost
Perceptions of Russian Developers • Pros: • Very bright, very well educated • Inexpensive, compared to US and Western Europe • Extremely good at certain types of games • Cons: • Difficult to communicate with: distance/language • Concerns about political/legal environment • Limited console experience, limited quality • Extremely good at certain types of games.
Europe 21% USA 40% Japan 39% Why Care? Source: NPD/ChartTrack/Famitsu
Best-Selling Games for 2005: USA Source: NPD
Best-Selling Games for 2005: UK Source: ChartTrack
Best-Selling Games for 2005: Japan Source: Famitsu
Genres Source: NPD/Screen Digest/Famitsu
50% 6% 8% 7% 6% 40% 13% 12% 8% 9% 12% 10% 30% 4% 12% 20% 29% 29% 27% 26% 26% 10% 19% 0% 2000 2001 2002 2003 2004 2005 Top 10 11 to 20 21 to 30 The “80/20 Rule” Percentage of Total US Game Sales Represented by the Top 30 Titles Source: NPD
Four Basic Drives • To Acquire • To Bond • To Learn • To Defend
Relevance! Innovative games tap into an audience’s aspirations to deliver experiences they want to have! Listen to the audience!
The Paradox of Innovation • Innovation is not art … and art is not necessarily innovative. • Different is not the same as innovative. in·no·va·tion (n.)1. The act of introducing something new.2. Something newly introduced.
Five Keys to Successful Title • Quality is evident throughout • Truly differentiated, not just different: consumers see that it’s fresh and unique • Built with a specific audience in mind • Accessible and relevant to that audience: not afraid to take the “right” risks • Delivered “on-time” and “on-budget” • Word of mouth makes it a “must have”
Global Content Checklist • Has a very powerful, very specific vision • Can be described very simply and very clearly • Starts with story, character and action, not with setting • Evokes strong emotions • Steals the tools and grammar of other media to enhance impact • Can be described without reference to other products
Introducing “Nival 2.0” • USA-based company • US management team • US creative talent • US point of contact for publishers • Access to US capital for expansion/acquisition • Russian development talent • High quality, low cost • Extremely talented and experienced • Demonstrated track record and history of production • Scalable to meet production requirements
What Does This Mean? • More responsive to publisher requirements • Studios have more autonomy • Experienced western creative talent helps ensure worldwide commercial appeal • Creative and technical talent integrated with teams to help train and develop production capabilities • Able to raise money outside of CIS
Key Lessons Learned • Experienced management team with industry credibility is critical to get deal flow • Development studio with established track record is essential to satisfy publishers • U.S. game development community has consolidated in California – particularly in L.A. • Company must be able to support higher costs of production and “white” transactions • Must have a unified structure: One happy family!