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Reinventing The Game: The Future of Games in Australia and the World

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Game development is getting cheaper, faster, and more diversified. Ideas and intellectual property will be more important than technology ... – PowerPoint PPT presentation

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Title: Reinventing The Game: The Future of Games in Australia and the World


1
Reinventing The GameThe Future of Games in
Australia and the World
  • Ted Hung
  • iDEF Develop Symposium 2008
  • November 13, 2008

2
Overview
  • About Me
  • Games in Australia vs.Games in the U.S.
  • The Future ofVideo Games
  • What can Australia do?
  • Where I am heading

3
Education
  • Graduated Duke University 2002
  • BS Computer Science
  • Certificate in Neuroscience

4
Education
  • Graduated Carnegie Mellon 2004
  • Master of Entertainment Technology
  • Interned at Electronic Arts

5
Electronic Arts
  • Accepted fulltime job at Electronic Arts
  • Walnut Creek, California, USA
  • Redwood Shores, California, USA

6
BlueTongue
  • Left Electronic Arts in 2005 to accept position
    at BlueTongue Entertainment
  • Melbourne, Australia
  • Bought out by THQ

7
Lucasarts
  • Left BlueTongue in 2006 to accept position at
    Lucasarts
  • San Francisco,California

8
Australian Games Industry
  • Small compared to the U.S.
  • Still relatively new industry here
  • Smaller talent pool
  • Less experience

9
Australian Games Industry
  • IGDA Game Developer Demographics Survey 2005
  • Excludes Asian Countries

10
Australian Games Industry
  • www.gamedevmap.com

11
Australian Games Industry
  • Much more dependent on external IP developed in
    the U.S.
  • Very little new IP being developed in Australia
  • Independent games and IP are more common in U.S.
  • U.S. companies outsourcing low-risk games to
    Australia

12
Australian Games Industry
  • University of Melbournes Intellectual Property
    Research Institute of Australia (IPRIA) Assessing
    Australias Innovative Capacity 2007 Update

13
Australian Games Industry
  • Cheaper than U.S. to develop games
  • Lower salaries
  • Currency

14
Australian Games Industry
  • Management
  • Better Quality of Life
  • Less Overtime
  • Less Career PathPlanning
  • Less experienced

15
Australian Games Industry
  • Funding
  • U.S. is mostly venture capital or angel investor
    based funding
  • Australia has some funding in terms of Government
    Loans
  • Majority of funding for Australian game
    companies comes from U.S. publishers

16
The Future
  • Expanding Demographics
  • Current 18-35 males
  • Future
  • Females
  • Casual Games
  • Older Gamers
  • Younger Gamers

17
The Future
  • Interactive Australia 2009 report
  • 88 have a gaming device
  • 54 Male, 46 Female
  • By 2010, it will be 50 male, 50 female
  • Average Age of Gamers is 30
  • Average Age of Non-Gamers is 40

18
The Future
  • Global Market
  • Current
  • U.S.
  • Japan
  • Europe
  • Future
  • China
  • India

19
The Future
  • Diversified Genres
  • Current
  • Action, Puzzle, Platformer, FPS,RTS, Party,
    Rhythm, MMO
  • Future
  • Many moreNiche Genres

20
The Future
  • The Long Tail Chris Andersen (2004)

Units Sold
21
The Future
  • Re-emphasis on narrative
  • Current
  • Action, interactivity, graphics
  • Physics
  • Future
  • Story will becomemore important aswith other
    narrativemediums
  • Movies
  • Television

22
The Future
  • The Lumiere Brothers (1895)

23
The Future
24
The Future
  • Emotional Diversity
  • Current
  • Fear, Surprise, Anger, Anticipation
  • Fight-or-Flight Response
  • Future
  • Love, Sadness,Jealousy, Optimism,Submission
  • More complexemotions will beevoked

25
The Future
  • Maslows Hierarchy of Needs

26
The Future
  • Distribution
  • Current
  • Retail outlets
  • Future
  • Online distribution
  • Steam
  • Xbox Live Arcade
  • Playstation Network
  • Wii Virtual Console

27
The Future
28
The Future
  • Business Model
  • Current
  • Publishers fund developers
  • Full games (20-80 hour gameplay)
  • Future
  • Bypass the publisher, sell throughthe
    distribution channel
  • Shorter games
  • Episodic Content

29
The Future
  • Episodic Games

30
The Future
  • Programming
  • Current
  • Teams of 30-40 Programmers for a next gen game
    (PS3 or Xbox 360)
  • Games are very technology driven
  • Emphasis on graphics
  • Future
  • Smaller programming teams
  • More emphasis on content and design
  • De-emphasize graphics

31
The Future
  • Jason Rubin GDC 2003Great Game Graphics Who
    Cares?

32
The Future
  • Tools
  • Current
  • A large amount of technical expertiseis required
    to build a game
  • Expensive development tools (Unreal, Doom 3)
  • High barrier to entry
  • Future
  • Better development tools
  • Cheaper development tools(Torque, XNA, Unity,
    Ogre3D)
  • Lower barrier to entry but higher budgets

33
The Future Better Tools
34
The Future Higher Budgets
35
The Future
  • Prototyping
  • Current
  • Very little game prototyping
  • Slow iteration times
  • Future
  • Faster prototyping and development tools
  • XNA Game Studio
  • More gameplay iteration

36
The Future
  • Developers
  • Current
  • Commercial Game Development
  • Future
  • Independent Game Development
  • Non-Commercial Games becomeCommercial Games
  • User Generated Content becomesCommercial Content

37
The Future
  • Commercial games that started out Non-Commercial

38
The Future
  • Recognition
  • Current
  • Individual developers are not given recognition
  • Publisher takes most of the credit
  • Future
  • Developers will become more recognizable
  • Individuals within game companies willbecome
    more recognizable

39
The Future
  • Employment
  • Current
  • Programmers, Artists, Designers, Producers are
    hired on a fulltime basis
  • Future
  • Employment will be on a contractual basis
  • More freelancers in the industry
  • More outsourcing of tasks
  • Possible unionization?

40
The Future
  • Overview
  • Game development is getting cheaper, faster, and
    more diversified
  • Ideas and intellectual property will be more
    important than technology
  • Independent developers and independent game
    development will have a greater role in shaping
    the games industry

41
What Australia Needs to Do
  • Foster more internal IP development
  • Encourage development ofnon-commercial game
    projects
  • i.e. Film Industry
  • Encourage development of gamesfor niche genres
  • Encourage more prototype development

42
What Australia Needs to Do
  • Help bring together the people necessary for
    developing an independent game project
  • Programmers
  • Artists
  • Writers
  • Producers
  • Hold competitions to encourage development of
    games

43
What Australia Needs to Do
  • Continue to build the base of professional game
    developers in Australia
  • Immigration
  • Education
  • IGDA Events

44
Where Am I Heading
  • Make games that tell a great story
  • Make more innovative games
  • Make games that evoke emotions
  • Make games that appealto niche audiences

45
Questions?
  • E-mail
  • ted.hung_at_alumni.cmu.edu
  • Web
  • http//www.tedhung.com
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