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d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox...

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Game Industry
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Page 1: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

Game Industry

Page 2: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

gameSpacewar! Courtesy of Joi Ito

Page 3: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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)

Page 4: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 5: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 6: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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/OneX, Wii U, Switch

Page 7: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

Recent Trends

• Handheld • DS, DS Lite, DSi, 3DS, hybrids (WiiU, Switch) • PSP, PSP 3000, PSP GO, PS Vita • iPhone, Android • iPad, Android tablets

• Accessories / Peripherals / Transmedia • Wiimote, WiiU GamePad, Switch • Guitar Hero, Rock Band – on the wane, only so many you can sell • Kinect / Sony Move – didn't take off as hoped? • “TV. TV TV TV. TV.” - also not a roaring success

• Business Models • Web Browser + Facebook as a platform e.g. Farmville • Freemium / Free To Play • Loot boxes!

• Telemetry and Analytics • Virtual and augmented reality

Page 8: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 9: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 10: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 11: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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 • Some KickStarter / IndieGoGo successes

Page 12: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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

Page 13: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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 • No real quality gatekeepers

Page 14: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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 • E.g. Halo or Assassin’s Creed movies • Original IP coveted but risky

Page 15: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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, maybe in multiple studios • 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

Page 16: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

Console Hardware Units Sold (L.T.D)

Platform Units Sold

PlayStation 2 >158M

PlayStation 3 >83M

PlayStation 4 >86M

Xbox 360 84M

Xbox One >30M

Wii 101M

Wii U 13M

Switch >22MNintendo DS 154M

PlayStation Portable 82M

PlayStation Vita 15M

Page 17: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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! • Professional management was lacking (better now)

Page 18: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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!

Page 19: d101 game industry - pages.cpsc.ucalgary.cabdstephe/585_W20/d101_game_industr… · • PS3, Xbox 360, Wii • Online distribution (Xbox Live, Wii Ware, PSN Store) • Sony and Microsoft

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


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