Innovations in the video game industry Stanford University October 11, 2007 Ichiro Otobe Square Enix 1 Agenda • Who we are • The market • Innovations 2 2 Square Enix Over 75 million units Over 41 million units 3 3 Agenda • Who we are • The market • Innovations 4 4 Games became comparable with other entertainment media in size (USD Billions, 2004, Major countries) 40 30 20 10 0 Game DVD/Video Movie Box Office Music CD Sources: Digital Content Association of Japan, Enterbrain 5 5 The global game market continues to grow Sales of packaged games USD Billion 30 20 10 Europe North America Japan 0 1994 1996 1998 2000 2002 2004 2006 2008E 2010E ($1=120Yen) Source:Square Enix 6 6 Attracting new type of users Nintendo DS players Nintendo Wii players New with DS Return with DS New New with Wii Old Old Return with Wii Return Source: Famitsu Game Hakusho 2007 7 7 ... with new types of revenue streams USD Billions 15 Digital Distribution 10 Advertisement 5 Subscription 0 2001 2003 2005 2007 2009 Sources: DFC Intelligence: Online games: Genres and The Online Gamer March 2006 2011 8 8 But, increasingly different by region Unit sales of packaged games (%, 2006) GC Wii PS2 PS3 Xbox 360 PC GBA PSP DS North America Europe Japan Source:IDG 9 9 New era of game Network is the Game Everything plays Games 10 10 Network is the game Software + Community 11 11 What is game? Traditional games Video games Network games CPU •Play with other people •Symmetric game play •Communication as part of fun •Play alone •Asymmetric game play •Play with other people •Symmetric game play •Communication as part of fun 12 12 Everything plays game Devices Content Access from anywhere Access to everything 13 13 Fundamental transformation of the industry structure Past Future Content Network Terminal User 14 14 What game companies need to do? Console Attract new users Mobile phone Movie Be everywhere … Lifestyle Comic Arcade ・・ ・ gamer non-gamer Tastes for design/story 15 15 New content model Traditional Model Polymorphic Content Novel Novel Movie DVD Others Game Movie DVD Original Concept Others Game 16 16 Agenda • Who we are • The market • Innovations 17 17 Atari Pong - 1975 18 18 Atari VCS 2600 - 1977 19 19 Nintendo NES - 1985 20 20 Super NES - 1991 21 21 Sony PlayStation - 1995 22 22 PlayStation 2 - 2000 23 23 Innovations on the business models have defined the generations •Atari Model •Nintendo Model •Sony Model 24 24 Innovations by game developers result in new genre • RPG • First Person Shooter • Real-time strategy • Adventure • MMORPG • ... 25 25 Game development is mostly artwork • Use mature technologies • Large number of art staff, each very specialized • Environment for iteration Resource allocation Game Design Engineering Artwork 26 26 Game development process Japan U.S. • Creative driven • Business driven • ad-hoc process • Standardized process • craftsman shop? • Software developer 27 27 Tools to foster innovations Software Engine Hardware 28 28 Mod-friendly games • Provide development tools • Provide source code of the game • Use standard file format 29 29 Ecosystem of Mod Engine Developer Sales of engine license Recruiting Feedback to the game Sales of original game Providing tools Developer/user community Game developer User support for engine users User Sales of games using engine 30 30 Machinima 31 Who leads innovations? Service Console Provider Software Console Provider Hardware Console Provider game developer game developer Portal User User Technology firm Mobile phone STB ... 32 Where innovation happens? Service Business model Meta-data Data Software System Middleware/tools Media standard Hardware Processor User Interface 33 33 New players focusing on new slices 34
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