Game Industry A (Very) Brief History 1961 Spacewar! by Steve - - PowerPoint PPT Presentation

game industry a very brief history
SMART_READER_LITE
LIVE PREVIEW

Game Industry A (Very) Brief History 1961 Spacewar! by Steve - - PowerPoint PPT Presentation

Game Industry A (Very) Brief History 1961 Spacewar! by Steve Russell on a PDP-1 at MIT the first widely available game 1971 Computer Space by Bushnell and Dabney based on Spacewar! the first


slide-1
SLIDE 1

Game Industry

slide-2
SLIDE 2

A (Very) Brief History

  • 1961 Spacewar!

– by Steve Russell – on a PDP-1 at MIT – the first “widely” available game

  • 1971 Computer Space

– by Bushnell and Dabney – based on Spacewar! – the first mass-produced coin-op game

Spacewar! Courtesy of Joi Ito

slide-3
SLIDE 3

Pong

  • 1972: Atari founded

– by Bushnell and Dabney – same guys who made Computer Space

  • 1972: Pong

– released by Atari – the first mainstreet hit on arcade and home (1975)

slide-4
SLIDE 4

1978-1982: The Golden Age

  • The golden age of the arcade

– Arcade revenues hit $8 billion pa, the most ever – Equivalent to $20 billion today

  • Second generation consoles

– Game on a cartridge – Atari 2600, aka VCS (pictured) – IntelliVision by Mattel – ColecoVision

  • 1983: console crash

– Market overcrowding – Poor quality games

Space Invaders, Asteroids, Pac- Man, Centipede, Donkey Kong, Missile Command, Joust, Tempest, Defender

slide-5
SLIDE 5

Console Revival

  • 1984 Tetris
  • 1985 Third generation consoles

– Nintendo Entertainment System – Sega Master System – D-pad

  • 1989-1995 16 bit era (IV Generation)

– SNES, Sega Genesis, Nintendo GameBoy – CD-ROMs, Doom, Dune II, Myst

  • 1995-1999 32 bit era (V Generation)

– Sega Saturn, Sony Playstation, N64 – Rise and fall of 3Dfx, fall and rise of NVidia – Ultima Online, Everquest, Counterstrike

slide-6
SLIDE 6

Recent History

  • 2000-2005: (VI Generation)

– PS2, Xbox, GameCube – Microsoft joins the race, Sega drops out – On-line comes to consoles

  • Ubiquitous PC 3D hardware acceleration
  • 2005-2013: (VII Generation)

– PS3, Xbox 360, Wii – Online distribution (Xbox Live, Wii Ware, PSN Store) – Sony and Microsoft fight for hardware superiority – Nintendo pushes gameplay innovation – Longer life cycle

  • 2013-Now: (VIII Generation)

– PS4/Pro, XBox One/Scorpio, Wii U

slide-7
SLIDE 7

Current Trends

  • Handheld

– DS, DS Lite, DSi, 3DS – PSP, PSP 3000, PSP GO, PS Vita – iPhone, Android – iPad, Android tablets

  • Accessories / Peripherals

– Wiimote, WiiU GamePad – Guitar Hero, Rock Band – Kinect / Sony Move

  • Business Models

– Web Browser + Facebook as a platform e.g. Farmville – Freemium / Free To Play

  • Telemetry and Analytics
  • Virtual and augmented reality
slide-8
SLIDE 8

Distribution Channels

  • Physical media

– Brick and mortar

  • GameStop (now owns Electronics Boutique)
  • Best Buy, Walmart

– Internet

  • Amazon
  • Digital (dominant since 2014)

– Steam – PSN Store – Xbox Marketplace – Apple Store – Google Play

slide-9
SLIDE 9

The Business of Making Games

  • Complex interaction between market players:

– publishing – development – distribution – hardware manufacturers

  • One company may own or partly own others

– You can be working for a company that owns a competitor

  • Competitors in one genre may be partners in another
  • Independent development

– Low barrier to entry – Very hard to reach customers

slide-10
SLIDE 10

Publishers

  • Responsible for:

– Funding game development – Acquiring, owning, maintaining IP licenses – Marketing, PR, end-user tech support – Sales and manufacturing of the game

  • The majority of commercial games are:

– commissioned, funded, published or distributed by the major publishers

  • Most of the revenue goes to publisher

– Remainder to console royalties, distributors

  • Maybe even a little to the developer
slide-11
SLIDE 11

Developers

  • The companies or people who create the games:

– Programmers, artists, designers, sound engineers, musicians, producers, writers and others

  • Ownership

– Part or wholly owned by a publisher, distributor or hardware manufacturer – Independent (usually not for long)

  • Funding

– Most often by a publisher to develop a specific game – Some can and do fund projects internally

  • Which makes them publishers, really
slide-12
SLIDE 12

Distributors & Retailers

  • The least understood (by developers and players) yet

critical to the success of commercial games

  • These companies get the games onto the shelves
  • Publishers compete with each other for limited shelf

space

  • This is what goes on behind closed doors at trade shows

like E3

  • The internet and mobile threaten this model

– Amazon, Steam, Mobile stores – Opportunity to bypass the publisher and the distributor – Publishers still have the money and the IP, though – Publishers don’t want to upset retailers and make sure not to undercut them in digital stores

  • Used games market is a huge bone of contention
slide-13
SLIDE 13

Hardware Manufacturers

  • PC/Mac

– Open access: anything goes

  • Although this is changing

– Thousands of possible configurations with unknown stability and interactions between components

  • Console

– Roughly 10X the revenue of the PC market – Closed access: all titles must be approved in advance

  • Sony, MS, Nintendo get a cut of every unit sold (bigger than

independent developers)

– Fixed hardware architecture (limited resources) – Rigorous QA process by Sony, Nintendo and Microsoft

  • Mobile

– Large market, but many many games

slide-14
SLIDE 14

Intellectual Property

  • Games based upon an existing intellectual property (IP)

– Publisher or developer owns or has licensed rights to a movie, book, character, show, team or a previous game. – Often large up-front fee to acquire rights to use IP

  • Brand Recognition factor to increase sales

– Reduced marketing spend – Reduced risk

  • Game used to be tied to other releases of the same IP

(movie typically)

– The games was often an afterthought – Rushed development, compromised product – Not good when based upon a future movie that flops

  • These days game IP can stand on its own

– Viz Halo or Assassin’s Creed movies – Original IP coveted but risky

slide-15
SLIDE 15

Costs, Time, Team Size

  • Today's multi-platform AAA console title:

– $20 - $200+ million (US)

  • Development budget only!
  • Marketing is typically this much again, if not more
  • 24 - 36+ months
  • 50 – 200+ people
  • Expensive trends:

– Higher production values – Multi-genera, “open-world” gameplay – High fidelity cinematics – Multiplayer gameplay – Licensing tie-ins – Fully localized content – Celebrity voice acting – Technical and creative arms race

slide-16
SLIDE 16

Console Hardware Units Sold (L.T.D)

Platform Units Sold PlayStation 2 >158M PlayStation 3 >83M PlayStation 4 50M Xbox 360 84M Xbox One ~20M (at end of 2015) Wii 101M Wii U 13M Nintendo DS 154M PlayStation Portable 82M

slide-17
SLIDE 17

Realities

  • Games engineering is fairly ad hoc

– Don't know how to engineer fun

  • Can fun be engineered?

– Building a plane while flying it

  • Insufficient up-front design is prevalent
  • Improving over time out of necessity

– Iteration is key

  • History of one-man-team, bedroom coding practices

– Industry expects minimum development cost – Industry expects bedroom working hours – Little formal software design – Little documentation – Mostly just coding!

slide-18
SLIDE 18

Games are Different

  • Games are different from application or systems software

– At their heart, they are entertainment, not software

  • This profoundly changes the overall engineering process

– Only about 20-30% of game team members are programmers – 20-30% of game team members are scripters who have no programming education – No initial requirements remain fixed

  • You don’t know what’s fun until you see it

– “Make it not suck now” imperative

  • We still have to create complex software

– Many classical and cutting edge software problems have to be solved to create a game – Only many times over!

slide-19
SLIDE 19

Game Engines are the Same

  • Like other software systems:

– Core Runtime Systems – Tools & Pipelines

  • Needs to be maintainable

– Modular – Robust – User-friendly – Extensible & Sufficiently flexible – Efficient