Gaming - PowerPoint PPT Presentation

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Gaming

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Gamings Future – PowerPoint PPT presentation

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Provided by: jste4
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Title: Gaming


1
Gamings Future via Online Worlds
2
Jeffrey Steefel
  • Executive Producer, Turbine Inc.
  • The Lord of the Rings Online
  • THERE.COM
  • VP, Programming Member Services
  • SONY ONLINE ENTERTAINMENT
  • VP, Programming Production (LA Studio)
  • 7th LEVEL
  • VP, Production

3
Why Worlds Need Games
4
Sense of Place Focuses Creativity
5
Sense of Purpose Motivation
6
Community Expression/Identity
7
Where Worlds Collide
8
Connected Social Entertainment
  • Online Games Immersive, mostly directed
    experiences with limited opportunity for user
    to build and create. Theme Park
  • Virtual Worlds More open environments with
    heavy focus on builders, that lack unified
    thematic structure. Sandbox
  • Social Networks Easy use, lightweight online
    destinations for users to create/share virtual
    identities and communities. Affinity-based Club

9
Diverse Roads to Community
Common to All
Social Persistence
Creative Expression
Identity
Social Network
Virtual World
Persistent Online Game
Structure (gameplay)
Accessible
Freedom
Sense of Place
Ease of Use
Creative
Sense of Purpose
Runs Anywhere
UGC
Platform Agnostic
10
access
inspiration
experience
Identity
Expression
Any location
Purpose
Any platform
Place
Persistence
Easy use
Simple UI
11
Delicate Balance
Fun!
F
activity
FREEDOM
STRUCTURE
access inspiration - experience
12
Opening Persistent Experiences
  • Online interactive world experiences rely on
    robust and active communities
  • Critical mass of users drives the greatest
    success threshold of viability
  • Current MMO games target narrowly defined market
    segments in terms of mainstream media adoption
  • Mainly centered _at_ one set of core activities
  • Need to create environment to contain
    diverse needs, styles and interest levels

13
Moving Forward
  • Build on MMO strengths
  • Immersive sense of place
  • Unifying world themes
  • Compelling advancement spirals
  • Extend reach to broader audience
  • Multi-platform access
  • More mainstream client requirements
  • Immediate interactivity and feedback
  • Significantly improved user tools
  • More accessible pricing models

14
Important Considerations
  • Native web featuresweb aware worlds
  • Remove hardware/connectivity barriers
  • Mobile lifestyle integration
  • Seamless in/out world interactivity
  • Value proposition is a spectrum

15
Looking Forward
  • Turn game inside out
  • Expose in-game social networks
  • Share rich data and realtime tools
  • Integrate character/player personas online
  • Social Network tools in/out of world
  • Mobile access tools
  • Expand in-game social interactivity
  • Music System
  • Housing
  • User Configurable Experiences

16
Display Only
17
Official Content w/User Editing
18
Social Network
19
Interactive Tools
20
In-World Social Experiences
Outfit System
Music System
21
The Future
  • Compelling virtual worlds that inspire
    creativity, exploration and community
  • Flexible thematic content (environment, story)
    that creates focus for users creativity
  • Opportunities to share goals and motivation with
    like-minded users
  • Easy-to-use tools inspiration for users to have
    relevant impact on their world and communities
  • Opportunities for users to sustain social
    persistence across all connected media

22
Questions?
?
jsteefel_at_turbine.com
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