1 / 91

Game industry

Game industry. Game Design Vishnu Kotrajaras, PhD. Platforms. Console- most games are sold here. PS2: most dominant one. 52.5 million unit shipped worldwide in 2003. Broadband Xbox: doing well in the U.S., but not in Japan and Europe. 9.4 million unit shipped worldwide in 2003.

umay
Télécharger la présentation

Game industry

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Game industry Game Design Vishnu Kotrajaras, PhD

  2. Platforms • Console- most games are sold here. • PS2: most dominant one. • 52.5 million unit shipped worldwide in 2003. • Broadband • Xbox: doing well in the U.S., but not in Japan and Europe. • 9.4 million unit shipped worldwide in 2003. • XboxLive • Although 2nd , it is rich.

  3. Nintendo GameCube • Equal to Xbox in 2003. • Aimed at younger audience. • Although the market may not seem as massive as the first two, Nintendo always produce original games.

  4. PC • Windows • Dominate • Players prefer strategy and simulation games. This is different from console games. • Macintosh • Second, but it’s actually only 3 – 5 % of the PC game market. • Games may not be ported to Mac unless it’s a really good game.

  5. Game Boy Advance + DS • Dominate handheld market. • PSP • Yet to see if it’ll be successful. • Arcade • it will disappear because the PCs today are so good. • But still good for games with special controls- footpads, motion capture, cars to sit in, VR • Mobile phone game • Big in Japan but not successful in the U.S. • Pay-per-play • Doing well in the U.K. but not the U.S.

  6. Genres • Careful, don’t let this restrict your creativity.

  7. Action game • Unreal tournament • GTA • Tetris • Often overlap with other genres • GTA is also a driving/adventure. • Tetris = action+puzzle. • Zelda, Wind Waker = action adventure. • Diablo = also role playing. • Real-time + Physical.

  8. Strategy games • Conquest, exploration, trade • Civilization • Settlers • Risk • Warcraft • Originally, they are turn-based. • But now most are real-time.

  9. Settlers 4

  10. Risk II

  11. RPG • Creating and growing characters • Rich storylines • Baldur’s Gate • Dungeon Siege • NetHack • Mostly slow pace, but some are fast, like Diablo.

  12. Dungeon Siege 2 Action RPG (lots of action)

  13. Sports • Madden NFL • Tony Hawk Pro Skater • NBA Jam

  14. Tony Hawk Pro Skater 3

  15. Racing/driving • Real-world simulation • F1 Career Challenge • NASCAR Thunder • Fantasy • Carmageddon • Diddy Kong Racing

  16. NASCAR Thunder 2004

  17. Carmageddon

  18. Simulation/Building • Focus on economy and systems of trade. • Choice must be made, if develop one thing well, other parts may fail. • Player has indirect control over the growth of simulation. (This is the challenge.) • The Sims • SimCity • RollerCoaster Tycoon • Zoo Tycoon • SimAnt

  19. Flight and other simulations • Approximate real-life aircraft. • Realistic control. • Microsoft flight simulator • Spearhead

  20. Adventure • Exploration, collection, puzzle solving • Myst • Today, it often combines with action • Jak and Daxter • Character do not accumulate wealth like an RPG.

  21. Edutainment • Putt-Putt saves the zoo • Sierra’s Driver Education • Chutes and Lifts

  22. Children • Age 2-12 • Focus on entertaining. • Mario • Aladdin Activity Center • Freddi Fish

  23. Family and mass market game • Simple games • Yahoo! Games • Scrabble • Monopoly • Wheel of Fortune

  24. Puzzle • Scrabble • The Incredible Machine • Super Puzzle Fighter

  25. Top tools 2007 • EngineCryEngine 2, CrytekGamebryo 2.3, EmergentHero Engine, Simutronics CorporationUnreal Engine 3, EpicVision Game Engine, Trinigy GmbHBooksGame Design: From Blue Sky to Green Light, Deborah Todd, AK PetersGame Writing Handbook, Rafael Chandler, Charles River MediaGPU Gems 3, ed. Hubert Nguyen, Addison-Wesley ProfessionalSecond Person, ed. Pat Harrigan and Noah Wardrip-Fruin, MIT PressXNA Unleashed, Chad Carter, Sams

  26. MiddlewareEuphoria, Natural MotionGameface Studio, AnarkHavok Complete, HavokKynapse, KynogonPathEngine SDK, PathEngineProgramming/ProductionHansoft 5.0, Hansoft ABNVIDIA PerfHUD 5, NVIDIA CorporationPerforce 2007.2, Perforce SoftwareReplayDIRECTOR, Replay SolutionsXNA Game Studio Express, Microsoft

  27. Art3ds Max 9, Autodeskmodo 301, LuxologyMudbox 1.06, Autodesk/SkymatterSoftimage XSI 6.01, SoftimageZbrush 3.1, PixologicAudioFmod, Firelight Technologies Pty, Ltd.Miles Sound System, RAD Game Tools, Inc.Vivox Precision Audio, Vivox, Inc.Voice-O-Matic, Di-O-Matic, Inc.Wwise 2007.2, Audiokinetic

  28. Top Publisher 2006 Ranking Game Developer magazine's October 2006 issue. • Electronic Arts (100 games a year) • Is the world’s largest independent publisher. (not part of a platform company) • In 2005, 60% of its games come from its internal development studios. • Focus heavily on licenses and sequels. • The Sims • Def Jam Vendetta • Medal of Honor • Command & Conquer

  29. Year formed: 1982Headquarters: Redwood City, Calif.Studios: Criterion (Guildford, U.K.); Digital Illusions CE (London, Ont., Stockholm) EA Black Box (Vancouver); EA Canada (Burnaby, British Columbia); EA China (Shanghai); EA Los Angeles (Playa Vista, Calif.); EA Mobile; EA Montreal; EA Mythic (Fairfax, Va.); EA Japan (Roppongi, Japan); EA Redwood Shores (Redwood City, Calif.); EA Singapore; EA U.K. (Chertsey, U.K.); Maxis (Emeryville, Calif.); EA Phenomic (Leipzig, Germany); EA Tiburon (Orlando)

  30. 2006  • EA’s sports titles • more impressive performance than in previous years • the Sims series and its expansions continue to generate high sales. • The company has announced an intention to focus more on original intellectual properties. • EA ended its contract with the James Bond license early, likely due to poor sales. • Licensed properties continue to be a major source of income, however, with games based on • The Godfather and • Harry Potter and the Goblet of Fire • having sold millions of copies each.

  31. It has its own digital distribution system for games and a system for collecting micro-transactions for in-game purchases. • It acquired Jamdat Mobile, a global publisher of mobile phone games and the largest distributor of its kind in the U.S. • Other acquisitions included • developer Hypnotix, responsible for Outlaw Golf and Outlaw Volleyball, who now reside at EA’s Tiburon studio. • German strategy-game developer Phenomic. • In February 2006, EA announced a partnership with Neowiz, a Korean publisher of online games, and • by the end of June the resulting project FIFA Online had beaten all previous records for online games in Korea. • Plus, • expanded into Asia, • new hires in its Shanghai studio • Asian localization in Singapore.

  32. 2. Nintendo • Year formed: 1933Headquarters: Kyoto, JapanStudios: Intelligent Systems (Kyoto); Nintendo Entertainment Analysis and Development (Kyoto, Tokyo); Nintendo Software Technology Corp. (Redmond, Wash.); Retro Studios (Austin); Systems Research & Development (Kyoto, Osaka)

  33. In the past • Rely on sequels and spin-offs. • But only use licenses for 3.5%. • 46% are produced by third party. • Mainly Japanese teams. • Pokemon, Mario, Zelda

  34. 2006 • DS nearly doubled the number of releases. • Nintendogs, Brain Training, and related titles, as well as New Super Mario Bros., more than made up for its continually sliding console-game revenues. • If Wii can manage to reach an audience similar to that of the DS, Nintendo’s position near the top of our list will likely be solidified for next year. • The company continues to maintain excellent relations with third-party publishers and external developers as well. • Highest scores for producers and milestone payments out of any company via the mag’s anonymous survey.

  35. 3. Activision • Year formed: 1979Headquarters: Santa Monica, Calif.Studios: Beenox (Quebec City); Infinity Ward (Encino, Calif.); Luxoflux (Santa Monica, Calif.); Neversoft (Encino, Woodland Hills, Calif.); Raven Studios (Madison, Wis.); RedOctane (Sunnyvale, Calif.); Shaba Games (San Francisco); Toys For Bob (Novato, Calif.); Treyarch (Santa Monica, Calif.); Vicarious Visions (Mountain View, Calif., Troy, N.Y.); Z-Axis (Foster City, Calif.)

  36. In the past • License + sequels • Original ideas are only 14% • 69% of its output are for console. • 22% are handheld. • 9% for PC. • Return to castle Wolfenstein • Tony Hawk • Spider-man • Quake III Arena

  37. 2006 • Call of Duty 2 and Call of Duty: Big Red One sold extremely well. • Activision’s release count declined over 2005, but a higher average review score and favorable developer survey ratings helped the EA rival maintain its footing. • The company struck agreements that gave it licenses to produce games based on the • Spider-Man and Transformers movies, • four additional new Dreamworks pictures, • Mattel’s Barbie toy line, and • the potentially lucrative James Bond franchise, taken over from EA. • Guitar Hero’s brisk sales led Activision to purchase the game’s publisher RedOctane in May. • As of this writing, the company faces two separate lawsuits: • one over its labor practices and • another over allegedly backdated stock options. • At the same time, the company has tightened its belt for the generational transition by reducing its workforce by seven percent back in February.

  38. 4. Sony Computet Entertainment • Year formed: 1993Headquarters: TokyoStudios: Bend, Ore.; Cambridge, U.K.; Contrail (Tokyo); Foster City, Calif.; Guerrilla Games (Amsterdam); Incognito Entertainment (Salt Lake City); Insomniac (Burbank, Calif); Liverpool, U.K.; London; Polyphony Digital (Tokyo); San Diego; Naughty Dog (Santa Monica, Calif.); Seoul; SN Systems (Bristol, U.K.); Tokyo; Zener Works (Tokyo)

  39. In the past • 44 games a year • Ps2 games • 45% of its games are made by external developers. • Action, sports, and racing make up 54% of their output. • Sony invests in original ideas (opposite to EA) 50% of its games in a year are new intellectual properties. • SOCOM • Gran Turismo

  40. 2006 • first-party software sales for the platform fell off. • First-party PSP software sales buoyed Sony though, and allowed it to hold steady in terms of revenue. • A slightly higher average review score — to which Shadow of the Colossus’s shining critical reception contributed — doubtless helped the company’s standing. • Guerrilla Games has proved to be a valuable asset to Sony’s first-party portfolio, • with Killzone games on the way for PSP and PlayStation 3

  41. 5. Take-Two Interactive • Year formed: 1993Headquarters: New YorkStudios: Cat Daddy Games (Bellevue, Wash.); Firaxis Games (Hunt Valley, Md.) Irrational Games (Quincy, Mass.; Canberra, Australia); Kush Games (Camarillo, Calif.); Rockstar Leeds (Leeds, U.K.); Rockstar North (Edinburgh); Rockstar San Diego; Rockstar Toronto; Rockstar Vancouver; Rockstar Vienna; Venom Games (Newcastle, U.K.); Visual Concepts (San Rafael, Calif.)

  42. In the past • (25 games a year) • 80% of its games are from external developers • But the internal team has GTA. • Action + sport • Aggressive + original • 41% new idea • 50% sequels • 10% licenses • Max Payne • Railroad Tycoon 2

  43. 2006 • The Elder Scrolls IV: Oblivion, co-published with Bethesda, broke sales records for Xbox 360 games and was no slouch in the PC format either. • Civilization IV also performed well. • The PSP release of Grand Theft Auto: Liberty City Stories proved to be one of the top-selling titles on the platformใ • Unsurprisingly, the now $20 Grand Theft Auto: San Andreas continued to contribute to the company’s revenues. • Take-Two acquired Irrational Games in January as a result of a relationship the two companies formed around Irrational’s upcoming release Bioshock. • Nabbing this team will likely result in even more high quality, original IPs for the publisher.

  44. 6. Microsoft Game Studios • Year formed: 1975Headquarters: Redmond, Wash.Studios: Bungie Studios (Redmond, Wash.); Ensemble Studios (Dallas); FASA (Redmond, Wash.); Lionhead Studios (Guildford, U.K.); Microsoft Game Studios Japan (Tokyo); Rare (Twycross, U.K.)

  45. In the past • 55% for console. • Focus on original concepts (58%). • 64% made externally. • Halo • Age of Empires

  46. 2006 • The lack of a release as popular as the company’s Halo series for Xbox has caused the publisher to drop three spots in our ranking. • The stable of studios holds much promise for its home platform, however, with Halo 3 on the way. • A pledge of support from Final Fantasy creator Hironobu Sakaguchi and his studio Mistwalker. • With a lower console price point than Sony, Microsoft has some real opportunities to move forward in the coming generation. • On the PC side, Age of Empires III has consistently cleaned up the charts since its October release, reaching platinum status and becoming the fastest selling entry in the long-running series. • Windows Vista-only Halo 2 will make for interesting results next year.

More Related