GAME JOBS
Contents
Peering At The Future: Jesse Schell Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Peering At The Future: Jesse Schell Speaks
by Christian Nutt [Business/Marketing, Design, Interview, Social/Online]
6 comments Share on Twitter Share on Facebook RSS
 
 
December 3, 2010 Article Start Previous Page 3 of 6 Next
 

You told me Schell Games focuses on branded content. Game developers, in the sense of I think who has formed the core of the industry for the last while, and continues to form a lot of the core industry, might be surprised to hear that you're focused on branded content exclusively.

JS: Not exclusively. I'm just saying it's one of things I think is going to be important. I'm looking at growth areas. When you look at the future of social games -- how are social games going to be different than they are today? -- one of them is going to be branded content.



Because the same cycle happens with every game platform. The platform comes out, and it's got all new IP, fancy new stuff that no one's ever heard of, and then gradually people put their toe in the water and start to put branding on it, right?

And then eventually, more or less, my observation is about 50 percent of revenue seems to come from branded content in the long run. Well, look at social games right now. What percent is branded content? Very little.

I think those people are not sure what's the right way, blah blah blah. They'll start experimenting, and I think it will go there. So, in terms of growth areas, I think it's a growth area.

We're used to hard cycles. Consoles lasted a certain time; everyone knew when they were starting, everyone had a basically good idea of when they were ending, and that's all they really had to plan for.

JS: Right. No, the whole downloadable thing is disrupting everything, and no one quite knows how it's going to end up. I mean, I remember having these arguments in the mid-'90s at Disney. We made this big argument that everything is going to be downloadable.

"Hey, stupid. Why aren't we doing anything downloadable because that's where it's all going to go?" And some wise old person there said, "I understand what you're saying, but keep in mind that we keep finding ways to make the discs bigger, and we keep finding ways to fill them."

Now, in order to make accurate predictions, you have to figure out like how big can the discs get, how big is our capacity to fill them, and how does that curve relate to the growth and whatever happens with your bandwidth curve? Because there will be a certain point where you're like, "Yeah, no. I'm not going to wait three days to download a game."

And storage, too.

JS: Right. Right. And I don't have the RAM for it. So, there's complicated questions like, "Will it all go the way of music?" I suspect the answer is no because music, it's like no. A song is four minutes long, and you can throw more bits at it, and it does not sound any better. But games, it's not that way. So, exactly how it turns out is mysterious.

Though in some ways it's surprising because the traditional game industry had this sense that games always look more and more realistic and get better and better. And then what are the most popular games in the world? It's Facebook with Flash and simplicity.

JS: Right.

And even the Wii was retrograde from that perspective.

JS: Well, and the error, I think, that people think about, is they assume... They think of games like a car that's driving from town to town. "Where's it going next?" It's like, no, it's not a car that drives you from town to town. It's a thing that like is blossoming out, radiating in all directions.

So the answer is just like, "Yeah, eventually it's going everywhere." Just like "In what order?", right, is kind of the question. Which means it can be going in two directions at once. That's what we're seeing, so...

And now I want to talk about, get to actually, your keynote at Unite, which was quite interesting and thought-provoking.

JS: I was scared to death because it was new material, and I'm always scared of new material. I'm like, "Is anybody going to care?" I was imagining an audience full of people tapping their watch. "I really want to know about the 3.1 Unity features? Can we get this over with?" But people did seem kind of interested.

I look for opportunities to give talks to make me think about new things. They asked me to do this keynote, and I'm like "What should I talk about?" They're like, "I don't know. You tell me." And I'm like, "Oh. What's important about Unity?" And I had to think about that a little bit.

Partly, like the multiplatform part is important, but as I kept coming back around to it, I think Unity really will be the birth of... it has the potential, if it gets scale -- and in fact, I'd love if you would put this in your article because I forgot to mention it on stage; I was a little shy about mentioning IT exactly -- the most important thing for Unity is to get scale, to get installed in every browser.

[CEO] David [Helgasson] ought to be paying a penny to every developer who causes a new install to happen, right? At his rate of 2.5 million installs a month, it would only cost him 25 grand. Yes, 25 grand a month, and developers would be excited about it. "Ooh, how can I crack this new market, because I'll get a bounty from David?"

Anyway, so scale is going to be important for the, and once they get it and they have multiplatform, I think they are best positioned to be the place of experimentation and growth for AI characters.

 
Article Start Previous Page 3 of 6 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Matthew Mouras
profile image
Always a fascninating guy to listen to. Thanks much for this interview.

Mark Venturelli
profile image
Great read. Just his comment about the Star Wars MMO puts me off a little bit. I don't think that the possibility of it tanking is a "warning sign" to the industry - the only way it can tank is by form of sucking, which frankly looks VERY possible. It has nothing to do with the market and business model.

Nick Green
profile image
That's what he meant.



SWTOR is going out on a limb with some of their game design. Up until a few months ago I'd completely dismissed it as not really an MMO because all of the early media for it focused on the single-player elements.



It's only cos my guild is considering playing that I dug up enough information to realise there's a real MMO under all of the single-player story stuff. But it is still risky, eg. I tried AoC recently but the early game is so single-player / story focused that I quickly grew bored with and abandoned it.



So if it tanks, it really would be a warning sign to the industry, especially since this isn't the only MMO in development with a strong single-player story focus (eg. The Secret World).

Victor Gont
profile image
Must say I was very intrigued by the title of the article. It suggested an interesting read, but ended in being so much more, ramping up to a great bang that left me thinking for a while. Many interesting things are coming our way; thank's for making that clear.

David Marcum
profile image
I think there is a Freudian slip on the part of the author.

"...those elements and weed those into what the experiences..."

He probably said weave, considering his next sentence contains:

"...thread that works out of games and woven it into your thing..."



But I think weed is more accurate. :)

Nick Green
profile image
That was an impressive transcript.



He knows what he's talking about and he answered those questions intelligently and honestly, rather than passing everything through a PR filter.


none
 
Comment:
 




UBM Tech