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Overview of the Interactive Entertainment Industry. Ernest W. Adams ewadams@designersnotebook.com http://www.designersnotebook.com +44-1483-237599. First, A Little History. The game industry grew out of two branches Personal computer games Arcade games Other branches arrived later
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Overview of the Interactive Entertainment Industry Ernest W. Adams ewadams@designersnotebook.com http://www.designersnotebook.com +44-1483-237599
First, A Little History • The game industry grew out of two branches • Personal computer games • Arcade games • Other branches arrived later • Home consoles • Online games • Gambling machines • Location-based entertainment
Segments of the Game Industry • Arcade (coin-operated) games • Home console video games (Nintendo, etc.) • Personal computer games • (And on-line games) • Smaller segments: • Gambling machines, handheld games, cell-phone games, ride simulators (LBE)
Arcade (Coin-op) Machines • Entirely closed systems • Game designs limited by time • Possible to have specialized hardware • Expense of manufacture limits entry to market • Not exactly a retail product
The Home Console System • Advantages • Enables hardware to be sold very cheaply • No matter who builds the software, the hardware manufacturer gets a royalty • Guarantees product quality • Disadvantages • Limits creativity • Limits entrepreneurship and competition • Potential conflict of interest when hardware manufacturer also sells software
The Personal Computer • Powerful processors for better games • Excellent video resolution & color depth • Excellent sound reproduction • Keyboard permits complex games • Multipurpose device • Education; home office; reference; on-line • Still an open system! • (But also much more expensive)
On-Line Games • Many early problems • Complexity of setting up a modem • Low transmission speeds • High hourly charges • Large growth potential • Most problems above addressed • Internet standardizes transmission protocols • Multi-player play offers a richer experience • Customer service is still a problem
Interactive Television • Family-oriented • TV as output device • Education + entertainment • Unproven concept • TV a poor device for text • Is this an activity families want?
Gambling Machines • Very different design issues • Not a retail industry • Heavily regulated • Adults only • Included because it IS interactive entertainment
Culture - Video Game Development • Founded by business people • Expensive development systems • Expensive manufacturing: cartridges or special CDs • Risk-averse; little design experimentation • Difficult for newcomers to enter • Hard to learn the tools • Secretive • Much larger market
Culture - Computer Game Development • Grew out of homebrew clubs and user groups • Anyone can do it without a license • Shareware! • No expensive development stations needed • More experimentation, unusual games • Friendly, open, many resources to help
The Marketing IssuesWhat makes people want to buy interactive entertainment?What determines if they will or not? • Risk Analysis • Comparable Prices of Other Equipment • “Household Use” Theory
Risk Analysis The purchase decision is based on the amount of money lost if the consumer does not like the product. This amount of money consists of: Initial (equipment) costs Price per hour of play
Risk Analysis Cost to Buy/PlayUp-front costCost per UnitPlay LifeCost/Hour Playing cards$2 $0 $0 Board game$25 $0 $0 Broadcast TV$250 (TV) $0 $0 MMORPG$40 (install)$10/month 120/month $0.08 (assume PC) (4 hours a day) Cable TV$0 $40/month 120/month $0.33 (assume TV) (4 hours a day) Paperback book$5 $0 5 $1.00 Video game$250 (console)$40 40 $1.00 Computer game$700 (PC) $40 40 $1.00 Movie rental$250 (VCR) $2 2 $1.00 Movie at cinema$0 $8.50/ticket 2 $4.25 Baseball game$0 $20/ticket 3 $6.67 Arcade game$0$0.50/play 0.05/play $10.00 (3 minutes) Live theater$0 $20/ticket 2 $10.00 Slot machine$0 $0.01/play 0.0008 $12.50 (adjusted for winnings) (3 seconds) Pro football game$0 $50/ticket 3 $16.67 Opera$0 $100/ticket 3 $33.33
“Comparable Price” TheoryThe purchase decision may be affected by the price relative to other household equipment. • Washing machine: $350 • Microwave oven: $300 • Vacuum cleaner: $200 • VCR: $250 • Video game console: $200 • 3DO Multiplayer at release: $799?
“Household Use” TheoryThe location of the device in the house determines who will use it, when, and how. • Personal Computer • The family office; Adults and older children; Generally alone. Optimized for single-player use. • Video Game Console • Living room or child’s room; Attached to a TV; Young adults and children; Generally in groups • Interactive Television/Set-Top Boxes • The living room, attached to the family TV; Adults and children; Family group, together
How Games are Built and Sold • The Publishing Company • Pays for games to be developed(Sometimes develops the game itself “in-house”) • Owns the completed game • Advertises the game to the public • Sells the game to retailers (or through distributors) • The Development Company • Has a contract with the publishing company • Builds the content: software, pictures, and sound • Earns royalties on the wholesale sales
This Creates 3 Career Tracks • Production Track • At the publisher • Mostly administrative, partly creative • Development Track • At the developer • Mostly creative • Game Design Track • Can be in either place • Almost entirely creative
The Production Track • Function is to assist and oversee thedevelopment process for the publisher • Primary talent required is “product sense” • Ability to know when a game is good(and how to fix it when it is not good!) • Don’t have to be a programmer, artist, etc. • Can start at the very bottom • Can go to the very top!
The Development Track • Function is to build the game • Divided into specialties based on skills • Programming – the software • Graphics, artificial intelligence, physics, etc. • Art and animation – the pictures • 2D art & animation, 3D modelling and animation • Audio engineering & music – the sound • Recording, editing, music composition
More on the Development Track • Can learn skills at university • Can start at a good salary • Promotion is limited unless you change track • If you are a great programmer... • The company will only want you to program!
The Game Design Track • Game design can be at publisher OR developer • Three levels of design • Lead game designer (only 1 per game) • Defines the general nature of the game, player’s role • Game designer • Fills in the details about the game • Level designer • Creates scenarios (“levels”) that the player will play
CareerTracks Warning: Job titles are not standardized in the industry and vary from company to company!
We Aren’t a High-Tech Industry! • Electronics, biotech industries work differently • Very expensive products ($100,000 or more) • Direct contact with small numbers of customers • No “shopping season” to dictate schedule • Games are a consumer product • Products must cost $60 or less • Indirect contact with millions of customers • Schedule dictated by Christmas shopping season
We Aren’t Hollywood! • Filmmaking is well-understood • 70 years of experience • Most people in film are subcontractors • Unions define job roles • Game development requires engineering • You cannot make a game without it • Each game is a unique piece of software • Engineering is problem-solving in new ways, so... • Engineering is not predictable
Interactive Entertainment is Unique • Like high tech industries, we have engineering • Like movies, we have aesthetic content • Our audience is active, not passive • We must create a living world for the player • We entertain in many ways • Challenging the player to think and to act • Pleasing her senses with pictures and sound • Immersing her in linear and non-linear stories
Some Bad News • Game companies don’t buy ideas • Everyone in the industry already has many ideas • You cannot patent an idea alone • Don’t get into the industry for the money! • Game programming pays 25% less than others • You may not get a chance to make your game • It is your job to make the game the company needs • The work can be very long and very hard! • Schedules are always unpredictable
Some Game Industry Trends • New hardware is always coming • Game richness and detail is improving • Development costs are rising • 20-50 times what they were 15 years ago • Much competition for space in retail shops • Forces prices down • Games only stay on shelves a short time • Must sell hundreds of thousands to succeed • All this produces publisher conservatism!
Limitations of Retail Distribution • Retail distribution is like TV before cable • Before cable, 3 big TV networks dominated the USA • Amount of content limited by transmission bandwidth • No concept of market niches • All shows had to appeal to all people (all equally stupid!) • After cable, many channels, many interests • History, sport, drama, music, news, etc. etc. • Retail game distribution forces all games throughthe narrow bandwidth of store shelves!
Benefits of Electronic Distribution • No goods to manufacture • No shipping, no warehouses, no retailers • Shelf space on the Internet is infinite! • Small publishers can distribute as easily as big ones • Piracy is less of a problem • Game can be verified by a secure server each time • Can sell using many different payment models • Flat fee, monthly subscription, per-hour charges
Problems of Electronic Distribution • Don’t yet have enough speed • Must be able to download 650 MB in 10 min • Not enough people have broadband yet • We don’t understand the psychology of thegame buyer • How important is the “shopping experience”? • Do retail stores offer something valuable? • People like to see boxes under the Christmastree, not just a URL!
A View of the Future • Electronic distribution is inevitable • The cost-reduction benefits will be unanswerable. • The bandwidth will permit us to serve niche markets. • Graphics are no longer our primary selling point • We need to concentrate on new genres and worlds. • “Interactive Entertainment” won’t only mean games. • Microsoft is already researching non-competitive play. • Academic research holds great promise. • Will help the interactivity/narrative problem. • Will help the artificial intelligence problem. • Doesn’t have to be commercially viable.
Overview of the Interactive Entertainment Industry Ernest W. Adams ewadams@designersnotebook.com http://www.designersnotebook.com +44-1483-237599