1 / 11

The Past, Present & Future of Computer Games Development Nick Burton, Rare / MGS

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

dena
Download Presentation

The Past, Present & Future of Computer Games Development Nick Burton, Rare / MGS

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. The Past, Present & Future of Computer Games Development Nick Burton, Rare / MGS University of Nottingham 8th of March 2007

  2. 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!

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. Questions? www.rareware.com

More Related