Games Industry AG1060A: Game Professional Awareness AG1063A: Games Industry Awareness AG1160A: The Games Marketplace Dr Iain Donald firstname.lastname@example.org
Today • The Growth of the Games Industry • A brief history of computer games • Games as a social and intellectual exercise. • Games audiences how they have changed • The evolution of technology • The future of Games - perception, utilisation and scope
Learning Resources • Students/Staff can access IAMG learning resources off-campus using the following link: • https://portal.abertay.ac.uk/learning/module/iamg/ Note: login is required off campus!
The History of Video Games • Research - lots of studies on the History of Computer games! • Personal and social context, the impact that video games had, and why. • Personal perspective to develop, and an understanding of the games industry’s impact on modern culture. • ‘Those who do not learn from history are doomed to repeat it’ - George Santayana
The World before... • B&W or Colour television (3 Channel), no cable or satellite. • No ‘Blockbuster’ Movies (1976 and Jaws started that). • No Home Games systems, as understood today. • No Mobile Phones, at all (First commercial network was NTT in Japan, in 1979 – but not pervasive until the late 90’s).
The World before... • No CD’s or DVD’s (or even Video. The great VHS / Betamax wars had not even happened yet), see BluRay and HDDVD. • No Internet. • No Interactive TV (Sky, Vivo) at all, in fact no remotes… • Jumpers for Goalposts...
Magnavox Odyssey 1972 Atari Pong 1975 Atari VCS (renamed 2600) 1977 Prinztronic Videosport 800 1978
Game & Watch 1980 Commodore 64/ZX Spectrum 1982 Nintendo NES 1985 Nintendo Gameboy 1989
SEGA Mega Drive 1988/1990 Nintendo SNES 1990/1992 Sony Playstation 1994 Nintendo N64 1996
PS2 2000 DS 2004 (& Wii 2006) Xbox 360 2005 iPad 2010
Game Design • Games were basic by today’s standards • But allowed players’ imaginations to run wild • Dumbing down of games? • Imagination is no longer a requirement • Or Maturing interactive medium? • We demand higher quality • Less genre distinction • Interest stemmed from availability!
Public Opinion • Arcades were ‘unsuitable’ for children • Home consoles initially deemed safer • Controversy & Consistency • Custer’s Last Stand • Wolfenstein 3D • Doom/Mortal Combat • Night Trap (centred around females being stalked by a serial killer) – awful game • Moral Opposition not the Target Market
Innovation • Practically no game found on the shelves or DLC sites today, cannot be found in some form in the 80’s and 90’s. • Graphical and Processing power do not improve gameplay by themselves, nor design games (at all).
Innovation • With added ‘realism’ of graphics and audio, come increased demands for realism in gameplay – this was never a factor before. Why should a game be realistic – is COD:MW3 more fun than COD2 just because it looks like it’s straight out of CNN? • Cross-reference with other sources e.g. Iraq/Afghanistan memoirs
Demographics • Plethora of sources • ESA, NPD, PEW, ELSPA(UKIE), BBC, etc • Everyone is still trying to define the market(s) • Age, Race, Gender, Culture, Habits, etc. • Key is, does a viable market exist • Beware the ‘Fanboys’, hype, pre-sales fog…
Perception • Media promotes an image of gamers • Male, 15-26 • Media promotes an image of games • Violence, low morality, results in dysfunctional personal skills • Serve no purpose • Contribute to social decline • Bill O’Reilly 2006…Daily Mail 2010 • Equating games to drugs
Gamer Segmentation • NPD Gamer Segmentation Report 2010 • Categories: Young Heavy, Avid PC, Extreme, Console, Secondary, Offline PC, Online PC • A bit like classes…? • Extreme = 48.5 hrs per week • Average Age up (from 31 to 32) • Research & Cross-Reference • Elsewhere average age is 35, average purchaser age is 39…
Adults Increasing in every category 81% of 18 to 29 year olds play games. 60% of 30 to 49 year olds play games. 40% of 50 to 64 year olds play games. 25% of over 65’s play games This is a good thing…
Children BBC Survey 100% of 6-10 year olds are gamers! Most popular format is PC Educational games second most popular genre!
Gender % of Female Gamers Increasing every year 40-50% depending on source
Developers IGDA Who Makes games (2005) White male (83%) Heterosexual (92%) 5.4 years XP. 31 years old. 80% have a College or University Degree. People with disabilities (e.g., cognitive, mobility, etc) 13%
CDC Results CDC - Centers for Disease Control and Prevention Typical Gamer is... 35-year-old man who is overweight, aggressive, introverted and … often depressed! Read More http://www.wired.com/epicenter/2009/08/gamers-are-sad/#ixzz10x3d3abO
Hidden Technology • Making the game efficiently • Source Control/Code bases • Art Software • Middleware • Resource Management • Editors • Bug Tracking, etc.
Transparent Technology • Concerned with making the game fun to play: • Consoles • Controllers • Interfaces • Connection Possibilities • Excluding Art, ‘Hidden’ technology very rarely sells games to the public
Technology in Games • Perception • Everything is made easier by new technology • Increased realism • More depth • Bigger scope • Higher quality
Key Questions • Does technology make games more fun, quicker to produce? • Does technology make games easier to play or produce. • accessible to different genres or demographic targets? • Does technology replace the need for skill? • What technology offers is potential. • Consider GPS as an example…
Technology in Games • Reality • New technology brings new challenges • Can’t have it all (realism, depth, scope, quality) • Always looking ahead • Technology is resource hungry • Team sizes 1993 = 15/20 2010 = 120+ • Development time & Cost
For Developer • Increased demand for skills • Increased demand for high quality content • Increased demand on staff to learn new technology while working • Core skills are even more key • Impossible to hide