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The Past, Present & Future of Computer Games Development Nick Burton, Rare / MGS University of Nottingham 8 th of March 2007. So what\'s this all about?. An overview of the computer games industry, where it came from and where it’s heading Plenty of time for questions at the end

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Presentation Transcript
slide1
The Past,

Present & Future

of

Computer Games

Development

Nick Burton, Rare / MGS

University of Nottingham

8th of March 2007

so what s this all about
So what\'s this all about?
  • An overview of the computer games industry, where it came from and where it’s heading
  • Plenty of time for questions at the end
  • Your chance to find out more!
who are we
Who are we?
  • Personally worked in the game industry for 9 years as a software engineer for Rare
  • 98+ million games sold
  • 22 years’ games industry experience
  • Developed for 12 different platforms
  • Acquired by Microsoft Game Studios in 2002
  • Over 200 employees
a brief history lesson
A Brief History Lesson
  • Space War - First computer game, 1962, First coin operated version 1970
  • Pong – First commercial success, 1973
  • Rise and Fall of arcades
  • Rise of Home gaming
  • Rise of Mobile gaming
  • Web 2.0 and gaming
  • Gaming has grown up into a real entertainment business
  • 110 Million PS2s in the world
  • 12 Million Xbox 360’s
  • Games now an accepted art form
growth over the last 30 years
Growth over the last 30+ years
  • Pong generated an estimated $3.2 million income in 1973 for $500 initial investment
  • In 1997 US games industry was worth $4.7 billion
  • In 2005 US games industry was worth $20+ billion
  • Average year on year growth is 19%
  • Shift from arcades to home gaming over that last 15+ years
  • In 2004 Halo 2 generated more than $125 million in its first day on sale
  • To date Halo 2 has sold more than 7 million units
  • Biggest names in the business Microsoft, Sony, EA, Nintendo
industry model
Industry Model
  • The Customer
  • The Retailer
  • The Distributor
  • The Publisher
  • The Platform Holder
  • The Developer
  • Investment (venture capital etc.) banks don’t like developers
  • Current Trends (consolidation etc.)
  • Nothing like the movie, music or TV industries
it s a roundabout
It’s a roundabout
  • The industry is cyclical
  • Every 5 to 7 years a new generation of consoles arrives
  • A particular console’s popularity follows a curve during its life hitting a high point around 2/3 though its life cycle
  • As popularity of a specific console format is dwindling a successor is waiting in the wings
  • Computing power is ever increasing
getting a product to market
Getting a product to market
  • 20 to 100 people 2+ years work, that’s at least 40 man years
  • $4 to $10 million in production costs on average across the industry, but can be more
  • Product Testing
  • Focus Group Testing
  • Marketing
  • External Market forces
  • Censorship and TCR issues
  • Hitting a moving target – the bar is continually rising
misconceptions
Misconceptions
  • Not all games are a financial success, for every hit 20 titles fail
  • Game developers don’t all drive Ferraris
  • It’s not the boom or bust industry of 20 years ago
  • Game developers are not out to corrupt your children
  • Game developers are responsible, well organised software developers
  • Games are not written by one person in a bedroom anymore
  • The most popular console is not always the most profitable for a developer to work on
the future
The Future…
  • The Challenges;
    • Richer experience
    • Lower Development Costs
    • Longer Product Shelf Life
    • Growing Talent
  • Empowering the Player/User
    • YouTube, Flickr, Wikipedia et al, can Web 2.0 be applied to games?
    • Make better Developers and expand the industry
    • MS-XNA, the start of a vision
  • Next Generation of Consoles, 2011?
    • Will consoles converge with PCs or other devices
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Questions?

www.rareware.com

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