Title: Reinventing The Game: The Future of Games in Australia and the World
1Reinventing The GameThe Future of Games in
Australia and the World
- Ted Hung
- iDEF Develop Symposium 2008
- November 13, 2008
2Overview
- About Me
- Games in Australia vs.Games in the U.S.
- The Future ofVideo Games
- What can Australia do?
- Where I am heading
3Education
- Graduated Duke University 2002
- BS Computer Science
- Certificate in Neuroscience
4Education
- Graduated Carnegie Mellon 2004
- Master of Entertainment Technology
- Interned at Electronic Arts
5Electronic Arts
- Accepted fulltime job at Electronic Arts
- Walnut Creek, California, USA
- Redwood Shores, California, USA
6BlueTongue
- Left Electronic Arts in 2005 to accept position
at BlueTongue Entertainment - Melbourne, Australia
- Bought out by THQ
7Lucasarts
- Left BlueTongue in 2006 to accept position at
Lucasarts - San Francisco,California
8Australian Games Industry
- Small compared to the U.S.
- Still relatively new industry here
- Smaller talent pool
- Less experience
9Australian Games Industry
- IGDA Game Developer Demographics Survey 2005
- Excludes Asian Countries
10Australian Games Industry
11Australian 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
12Australian Games Industry
- University of Melbournes Intellectual Property
Research Institute of Australia (IPRIA) Assessing
Australias Innovative Capacity 2007 Update
13Australian Games Industry
- Cheaper than U.S. to develop games
- Lower salaries
- Currency
14Australian Games Industry
- Management
- Better Quality of Life
- Less Overtime
- Less Career PathPlanning
- Less experienced
15Australian 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
16The Future
- Expanding Demographics
- Current 18-35 males
- Future
- Females
- Casual Games
- Older Gamers
- Younger Gamers
17The 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
18The Future
- Global Market
- Current
- U.S.
- Japan
- Europe
- Future
- China
- India
19The Future
- Diversified Genres
- Current
- Action, Puzzle, Platformer, FPS,RTS, Party,
Rhythm, MMO - Future
- Many moreNiche Genres
20The Future
- The Long Tail Chris Andersen (2004)
Units Sold
21The Future
- Re-emphasis on narrative
- Current
- Action, interactivity, graphics
- Physics
- Future
- Story will becomemore important aswith other
narrativemediums - Movies
- Television
22The Future
- The Lumiere Brothers (1895)
23The Future
24The Future
- Emotional Diversity
- Current
- Fear, Surprise, Anger, Anticipation
- Fight-or-Flight Response
- Future
- Love, Sadness,Jealousy, Optimism,Submission
- More complexemotions will beevoked
25The Future
- Maslows Hierarchy of Needs
26The Future
- Distribution
- Current
- Retail outlets
- Future
- Online distribution
- Steam
- Xbox Live Arcade
- Playstation Network
- Wii Virtual Console
27The Future
28The 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
29The Future
30The 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
31The Future
- Jason Rubin GDC 2003Great Game Graphics Who
Cares?
32The 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
33The Future Better Tools
34The Future Higher Budgets
35The Future
- Prototyping
- Current
- Very little game prototyping
- Slow iteration times
- Future
- Faster prototyping and development tools
- XNA Game Studio
- More gameplay iteration
36The Future
- Developers
- Current
- Commercial Game Development
- Future
- Independent Game Development
- Non-Commercial Games becomeCommercial Games
- User Generated Content becomesCommercial Content
37The Future
- Commercial games that started out Non-Commercial
38The 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
39The 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?
40The 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
41What 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
42What 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
43What Australia Needs to Do
- Continue to build the base of professional game
developers in Australia - Immigration
- Education
- IGDA Events
44Where 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
45Questions?
- E-mail
- ted.hung_at_alumni.cmu.edu
- Web
- http//www.tedhung.com