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Online Games

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27 published games. MadMaze (1st online game with 1m players ... New Entrants to Mass Audience Games ... Indy Games Movement. Sissyfight, Shockwave.com. The ... – PowerPoint PPT presentation

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Title: Online Games


1
Online Games
  • Past Through Future

Greg Costikyan Chief Design Officer, Unplugged
Games costik_at_ungames.com http//www.costik.com
2
Online Games
  • Past Through Future

Evolution Business Models Technology
3
Me
  • 27 published games
  • MadMaze (1st online game with 1m players
  • Games industry analyst consultant
  • Founder Chief Design Officer, Unplugged Games
  • Write about games industry.

4
Evolution
  • It Didnt Begin with Doom

1969 Plato 1978 MUD 198490s Era of the
COLs 1985 Habitat (persistent world) 1988 Modem
Wars 1993 Doom ( DWANGO) 1995 Low Latency
Start-Ups 1996 The End of Connect-Time
The Boxopoly Discovers Online
Gamesville 1997 Ultima Online 1999 Aggregators
Mutate EverQuest
5
Today
  • Three MarketsAd-supported mass audienceRetail
    Purchase, Free Online PlayPersistent World w/
    Monthly Charge
  • New Entrants to Mass Audience Games EA.com,
    Games.com Hasbro, PureSkill Walker
    Digital/Priceline, Sony
  • New Genres for Persistent Worlds Anarchy Online,
    Sovereign
  • Online Play now Standard for PC Retail Build
    Site vs. Work with Aggregator

6
Near Term Future
  • New Game StylesNeverwinter Nights
  • Proprietary Mass-Audience GamesThe importance of
    EuchreLicenses Reiner Knizia
  • Niche AudiencesSimutronics, Skotos.net,
    GameGate, Warcry
  • Indy Games MovementSissyfight, Shockwave.com
  • The Search for the Middle Ground
  • Online Console Gaming Chimaera or Reality?

7
Business Models
  • Forrester Claims 1b US Market in 1999I Want
    What Theyre SmokingMaybe 400m Tops
  • Three Viable Models NowAd Supported Mass
    Audience (Prize-Based, Classic)Buy at Retail,
    Play for Free (Quake III)But at Retail Monthly
    Fee (EverQuest)
  • Viable (?) Near-Term ModelsFree Client Monthly
    FeePay for Components (Achaea)Shareware Revival

8
Technology
  • BroadbandDoes Nothing for LatencyUser
    Customization, Easy Component Update
    Distribution The Death of Retail Revival of the
    Doom Model
  • Voice-over-IP Socialization Key Technology for
    Consoles?
  • Streaming Media Completely Irrelevant
  • Distributed Processing Harnesses Enormous
    ResourcesSecurity Charge Model Problems

9
This is What Computer Games Were Meant to Be
  • Games are social activities.
  • The single-user of the PC has warped them in
    peculiar ways.
  • As broadband spreads, online will swallow
    conventional PC gaming

10
The Future is Late, but Not Cancelled
  • 3 years ago, the analysts were wildly optimistic.
  • We predict things on a linear curve, but growth
    is parabolic--falling below initially, but then
    shooting far above.
  • Were now poised for takeoff.
  • The futures so bright.

11
Presentation may be downloaded from www.costik.co
m/pres/iirLondon/ Questions Queries to Greg
Costikyan costik_at_ungames.com
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