Video Games - PowerPoint PPT Presentation

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Video Games

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Animate Arts at Northwestern. Game Design & Tuning Workshop ... Game Boy: over 100 million total. Sony: 70 million shipped consoles by 2003. Market Snapshot B ... – PowerPoint PPT presentation

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Title: Video Games


1
Video Games
  • Industry Overview

2
Moi?
  • PhD Games and AI _at_ NU
  • Humanities/Art Background _at_ U of C
  • 5 years working with
  • Game Developers Conference
  • International Game Developers Assoc.
  • Academic Outreach
  • Game Studies Curriculum

3
Moi, aussi.
  • Other work
  • Animate Arts at Northwestern
  • Game Design Tuning Workshop
  • Experimental Gameplay Workshop
  • AAAI Games Workshops
  • Indie Game Jam
  • Misc. Travel Conferences

4
Talk Overview
  • Industry Background
  • Industry Overview
  • Trends Highlights
  • Issues Opportunities
  • Wrapping up

5
Industry Background
6
Development Snapshot
  • 1999
  • 3-5 people
  • 12-18 months
  • 100k-gt400k
  • Many games had little marketing
  • 2003
  • 20-100 people
  • 15-30 months
  • 2million -gt 10m
  • Any game done will have real marketing

7
Publishing Snapshot
  • Publishers
  • Pay for development
  • Own the IP
  • Market and Sell
  • Move boxes to retail
  • Handle QA and CS
  • Focus test
  • Manage many projects
  • Developers
  • Build all content
  • Build all technology
  • Large dedicated team
  • Often on milestones
  • Some internal QA
  • with many exceptions

8
Market Snapshot A
  • Overall
  • 20 publishers, 700 development groups
  • 1200 new titles on PC and Console in 02
  • 12b software sales in 02
  • 35 aggregate revenue growth in 02
  • Games Platforms
  • EverQuest 400,000 subscribers
  • Game Boy over 100 million total
  • Sony 70 million shipped consoles by 2003

9
Market Snapshot B
  • NOT as big as Hollywood
  • 2002 US domestic game sales 5.5 billion
  • 2002 US domestic box office 9.1 billion
  • 2002 US Leisure/Ent. Book Sales 9.5 billion
  • 2002 US Music Sales 12.2 billion
  • 2001 NAB/TVB US ad revenue 54.4 billion
  • We are still a niche medium
  • 2002 US domestic games units 162.7 million
  • 2992 US domestic movie tix 1.9 BILLION

10
Lots to figure out!
  • Competing visions about what is happening, and
    why.
  • Big picture thinking is hazy.
  • Generally reactive, not proactive

11
Industry Overview
12
Hot topics?
  • Publishers Managing Risk
  • Mass Market Penetration
  • Innovation and Technology
  • Mobile and Social gaming

13
The current vibe
  • Conservative Times
  • Projects larger and more expensive
  • New Technology threatens stability of
    established development practices
  • Evaluation What makes a game successful?

14
Projects
  • Platform Choice
  • Team Size/Capabilities
  • Genre/Market
  • Original IP or Sequel
  • How to Differentiate?

15
Technology
  • New or Leveraged
  • Original or Licensed
  • Network/Community requirements
  • Which bangs and whistles
  • Long-term strategies and goals?

16
Evaluation
  • Who is buying?
  • Why?
  • What?
  • Who are we ignoring?
  • How can we grow our market?

17
Trends Highlights
18
Quality is up!
  • Everything looks pretty spectacular
  • PC games are still selling
  • Online on line!
  • Interesting console games get press
  • Katamari Damacy!

19
New Ideas Emerging
  • Selling stuff
  • Steam
  • Online Console
  • Making stuff
  • Content Creation
  • Design
  • Episodic games
  • Simulation and procedural animation

20
Good news?
  • Despite glitches, games are selling.
  • Particularly
  • Racing games
  • Sports games
  • Shooters (WWII SciFi)
  • Sims

21
Bad news?
  • Christmas Crunch
  • Which to buy?
  • How many to buy?
  • When to buy?
  • Top 10 titles more competitive
  • Good or bad...
  • ... depending on who you are

22
Issues Opportunities
23
A friend of mine says...
  • Kim Pallister (Intel)
  • CES 2005
  • Same basic points!
  • Summary follows...

24
Biz Stuff
  • Consolidation
  • Collapse of vertical model
  • Expanded channels, increased market share
  • Geoffrey Moore's Crossing the Chasm and Inside
    the Tornado

25
Parallelism
  • Already happening
  • multi-threading
  • streaming architectures
  • Xbox2,PS3, PC converging on a hybrid
  • PC's already there (CPU GPU).
  • this will be the most challenging transition
    facing the game development community since the
    move from 2D to 3D.

26
Mobile Games
  • What is a mobile game?
  • Platform strengths
  • Limitations
  • New audiences
  • New verbs or memes?

27
Asia
  • 300M broadband over 4-5 years.
  • not just a new segment potentially THE BIGGEST
    SEGMENT of players so far
  • Huge impact on all fronts

28
Beyond Graphics
  • Great Game Graphics Who Cares?
  • Physics and Simulation
  • Puppets -gt Actors

29
Ive been noticing...
  • GameTech 2004
  • Tech directors, graphics folks
  • Common issues and strategies
  • Issues anyone can learn from

30
Innovation expensive
  • Tool chains
  • Design
  • Communication
  • Management

31
Research expensive
  • Small games, small audiences
  • Marketing and sales
  • What a flop teaches us
  • Tomb Raider AOD
  • Prince of Persia I and II

32
Simple things
  • Animation blending
  • Agent Coordination
  • Application of simple models
  • Lanchesters law
  • Planning

33
Players become producers
  • Player communities and mods
  • Asia and Outsourcing
  • Game studies and Game Design
  • ??

34
Diversity key
  • New ideas
  • Better ears
  • Better eyes
  • Quality of Life

35
Wrapping up
36
Lots of hard problems
  • Biz Long-term vision needed
  • Marketing Plenty of room to grow
  • Startup DIY hard, but still possible
  • Design Innovation will be key
  • Mgmt increasingly important

37
Contact
  • Robin Hunicke
  • hunicke_at_cs.northwestern.edu
  • www.cs.northwestern.edu/hunicke
  • Questions, please!!
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