|
The Brief
GDC 09: The Changing Face of Game Development and Market Trends
New Development Trends for Game Developers
This was perhaps the most exciting, invigorating Game
Developer Conference I have attended, and I’ve been attending GDC since1995. There
is a growing shift in the way we think about games and develop them - from new technology
and tools, to new distribution models.
We are in a state of re-invention where development,
business and finance models are completely giving way to a renaissance movement
that will challenge the current composition of gaming (more on this Gaming Renaissance Movement in next
issue of The Brief).
Of course the big news at GDC was the unveiling of OnLive, and much of the company details have
already been written about. What is most impressive is that Steve Perlman has been
stewarded the company for seven years, working in stealth mode on its on-demand
digital distribution concept.
Unbeknownst to anyone outside the company, they arrived at
GDC with over 100 patents filed and 100 employees - a complete, fully
functioning company. They currently have 16 titles and 10 publishers lined up
including EA, WB Games, THQ, Ubisoft, Epic Games, and Eidos.
What I find most interesting are the listed investors:
Warner Bros., Maverick Capital, and Autodesk. Now, the Autodesk connection is
intriguing because it clearly positions them in the center of cloud computing
for game design. With OnLive’s eventual support of Indie developers it might
just be a good place to be. OnLive is also partnering with Nvidia to take
advantage of some graphics capabilities on the server optimization.
Of course there was also Zeebo
and David Perry's
newly announced company that have slightly similar solutions to OnLive. No
matter what the scenario here, it has added a new twist in digital distribution
that has broad-reaching implications for the industry.
On the tool side there was Emergent,
flush with cash and a new product Lightspeed, its game development technology.
The company is working to creatively meet the needs of a new breed of
developers with their tools and outreach support. At the show Emergent was
showcasing some of these new developers who, with small development teams have
been able to create graphically-rich level designs in incredibly short time
frames: Killswitch created their demo in 10 days, Game Mechanic Studios created
theirs in 3 weeks and WhiteMoon Dreams had theirs completed in 4 weeks.
Similarly, 3DVIA is another company working with developers and
doing proactive outreach. Virtools is a
gaming visualization tool that has been around for many years. It enables
developers to create games in weeks and days, rather than months or years. At
the show the company was highlighting the work of Little Chicken Game Company,
Zoink Entertainment, Sarbakan and Studio Walljump.
Realistic facial animation is finally becoming a reality
thanks to companies such as Image Metrics,
Mova and Captive Motion. The success of
Benjamin Button was a huge plug for these technology solutions. More game
developers are now looking to incorporate deeper character interaction and
expand game storytelling with engaging facial characterization.
Another interesting company at GDC was NeuroSky which is developing
biosensory devices for a number of industries including games. The company’s MindSet
product is a sensor-equipped brainwave headset that responds to a person’s
brainwaves. NeuroSky’s devices read brain outputs such as sight, muscle
movement, and emotion enabling a person to use these extra dimensions directly
in game play.
Most notable was a company called Southpaw Technology. Their product,
TACTIC, is easily set to revolutionize the 3D asset management industry - and
not just asset management, but content pipelines and workflows in general. Their
current client list runs the gamut of industries and includes Blizzard, Digital
Domain, O Entertainment and Lockheed Martin.
There were so many great technology tool vendors making
incredible leaps in production processes at the show, it’s hard to highlight
them all. There is a clear trend swelling in the industry for tools that meet
the diverse requirements of developers.
Changing the Stereotypes of Gamers
With the proliferation of all these new models, markets, and
creative talent abounding, I still find myself having to put my arms up in
defiance. In the midst of all the excitement and energy of GamesBeat and GDC
last week, there was something that irked me to my core.
First off, I must say what a terrific event GamesBeat was. It
had solid discussions and quality attendance. However, in one particular session
an analyst made a comment that I still can’t seem to shake. In trying to
explain the meteoric growth of the Wii Fit, the analyst said, “Who would have guessed the Wii Fit would
appeal to so many fat housewives”.
There was a nervous laughter from the audience after the
comment was made, yet no one responded. Then, several days later in a GDC
session, the same analyst made the exact same statement.
There are several things wrong with that statement. I understand
he was trying to get the audience’s attention and went for shock value, after
all Wii Fit was the number one ranking game in January, selling 777,000 units. I
personally don’t own a Wii Fit, but I have many friends who do and I know they enjoy
interacting with their kids. I certainly wouldn’t call any of them fat or “housewives”.
That isn’t even what bothers me. As I said, he was going for
shear shock value. What disturbs me more is that, as analysts, it is our job to
unearth the hidden gems and anomalies that may turn into growth trends. The market
indicators are there, gaming is morphing into something well beyond what it was
just a few years ago.
More To Gaming than Hardcore
All you have to do is look around at some of the biggest
investments made in the industry in the past 2 years: Club Penguin sold to
Disney for +$600 million, Big Fish raised $83 million while already being
profitable. Rock Band has surpassed $1 billion in sales in only 15 months. Jagex’s
Runescape has been played by over 150 million people. Along with Runescape
Jagex also have FunOrb, a mini-multiplayer game site with 35 titles, and the soon-to-launch
Mechscape, a science fiction browser based game. Impressively, all of their
technology is created in-house and developed completely in Java.
These brands are not targeted at the hard core gamers with
the latest Nvidia graphics chip running on a dual quad core PC. None of these games
even employ the use of heavy 3D graphics. That is not to say there isn’t a huge
market for real-time 3D graphics, but it remains the game play, creative
imagery, storyline and social components that keep consumers engaged and coming
back.
The Casual Game Association (CGA) estimates the casual games
market to be $2.25 billion in 2008. Jessica Tams, managing director of the CGA
notes, “The consumer profile playing casual games is about 50/50 women and men,
with 74% of the market over 35 years of age.
Marc Doyle, Co-Founder and Editor of Mediacritic was also one
of the analysts on the GDC Metrics panel. Mediacritic has become a benchmark
for publishers, in some cases using its aggregate scoring system to determine
success fees in developer contracts. Marc was blasted by several people in the
audience for the fact that Mediacritic only ranks AAA-type games, leaving out
huge gaps in some of these growing categories. To his defense, he’s doing what
he knows. However, there most definitely needs to be additional rating
categories to target some of these expanding market segments.
Is Dark Knight a better movie than Slumdog Millionaire? For
that matter, is Twister a better game than Monopoly? Is Barbie a better toy
than Pokemon? Is Poker a better card game than UNO or Bridge? It all depends on
who you ask, their individual preferences and their frame of mind. Are we still
so myopic that we can’t see where this is going? Entertainment has no defining
demographic, it simply is.
It is time for us as an industry to think a little more outside
the box. It is not enough to be the established technology provider or the
established publisher. With the current market conditions we must grow to
support this dynamically expanding infrastructure.
- WM
|
http://digg.com/d1nqOs
There is no evidence whatsoever that OnLive's ridiculous (ridiculously awesome?) claims have any basis in reality. We're at a point where online games still use heavy client-side prediction and lag compensation. Look at Valve's Source engine and how it handles lag. There is no reason that a technically-savvy person would believe these claims without hard proof. And I'm talking about a true public demonstration, such as allowing the general public to play a graphically-intense game like Unreal Tournament 3 via OnLive's system.
I'm sorry to nitpick, but you wrote three paragraphs about it.
I am very much a skeptic of OnLive. The whole unveiling has been far too stage-managed and lacking in independent scrutiny.