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On April 19, 2007, a conference of game developers, IT entrepreneurs,
internet security experts, telecom executives, and technology investors
gathered in San Francisco to take part in Mastering the Craft of Online
Gaming, a day long event in which the complex issues surrounding the
online gaming market were discussed.
The Future of Digital Content Distribution
The day began with a conversation on future trends in digital
content distribution moderated by Jerry Godwin, Director of Online
Services for the Themis Group. Panelists included Brian Taptich, VP of
Business Development for BitTorrent, Mike Gordon, Co-Founder and Chief
Strategist at Limelight Networks, Romain Nouzareth, Founder and CEO of
Boonty, and Gary Croke, Director of Marketing at CacheLogic.
Taptich, began the conversation with a warning; “The current
internet is broken and will not scale to meet demand,” he said.
However, he remained optimistic about the future, believing that game
designers will adapt to network constraints by making consumers an
integral part the online gaming business where they can contribute
resources such as CPU cycles and creative assets. He was also hopeful
that new distribution and business models would help alleviate the
current hits driven model of game publishing.
Croke said file sizes were too large, which can create a margin
issue for publishers who are trying to distribute online. He also noted
that frequent, large patches to online games have a negative effect on
game play and the number one impact on customer satisfaction is slow
game performance. “Broadband speeds are lagging behind the rest of the
world, part of the problem is geography, but the problem will only get
worse,” he said.
“The PC will really take the dominant position,” Nouzareth
predicted. In the future he expected to see more casual players drawn
to PCs over consoles, with women comprising much of the new audience.
He envisioned new kinds of games, simpler in focus, with business
models based on micropayments.
Gordon felt that games such Guitar Hero II pointed the way
forward by creating an ongoing revenue stream for publishers through
its use of online Xbox Live micropayments. He then described how
implementing online features in games can help to unite the needs of
the publisher with the consumer, extending the life of a game.
When Nouzareth suggested that retailers might have a role to play in
online distribution, the audience agreed, pointing to Nexon America’s Maple Story and the publisher’s partnering with Target to sell pre-paid cash cards in its stores.
Nexon's free, 2D, side-scrolling MMORPG Maple Story
Taptich marveled at the growth of MMOs in the wake of Blizzard’s tremendously popular World of Warcraft
but worried that the online business may possibly be over invested. He
also questioned whether retailers were truly interested in synergy with
online distribution, noting that big box retailers such as Wal-Mart had
so far enjoyed only limited success in the online space. “Retailers are
not going away,” he said.
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