D101 Game Industry - University Of Calgary In Alberta

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Game Industry

A (Very) Brief HistorySpacewar! Courtesy of Joi Ito 1961 Spacewar! by Steve Russell on a PDP-1 at MIT the first “widely” available game 1971 Computer Space by Bushnell and Dabney based on Spacewar! the first mass-produced coin-opgame

Pong 1972: Atari founded by Bushnell and Dabney same guys who madeComputer Space 1972: Pong released by Atari the first mainstreet hit onarcade and home (1975)

1978-1982: The Golden Age The golden age of the arcade Arcade revenues hit 8 billionpa, the most ever Equivalent to 20 billion today Second generation consolesSpace Invaders, Asteroids, Pac-Man, Centipede,Donkey Kong, Missile Command, Joust, Tempest,Defender Game on a cartridgeAtari 2600, aka VCS (pictured)IntelliVision by MattelColecoVision 1983: console crash Market overcrowding Poor quality games

Console Revival 1984 Tetris 1985 Third generation consoles Nintendo Entertainment System Sega Master System D-pad 1989-1995 16 bit era (IV Generation) SNES, Sega Genesis, Nintendo GameBoy CD-ROMs, Doom, Dune II, Myst 1995-1999 32 bit era (V Generation) Sega Saturn, Sony Playstation, N64 Rise and fall of 3Dfx, rise of NVidia Ultima Online, Everquest, Counterstrike

Recent History 2000-2005: (VI Generation) PS2, Xbox, GameCube Microsoft joins the race, Sega drops out Ubiquitous PC 3D hardware acceleration 2005-2013: (VII Generation) PS3, Xbox 360, Wii Online distribution (Xbox Live, Wii Ware, PSN Store) 2013-2020: (VIII Generation) PS4/Pro, XBox One/OneX, Wii U, Switch Increasingly longer cycles, uniform architecture 2020-2030? (XIX Generation) SSD

Recent Trends HandheldMobileFree-to-PlayDigital distributionVirtual and augmented realityEsportsCloud gamingGame streamingSubscription modelHardware innovation Accelerometers, Kinect, haptic controllers Game engines Telemetry and Analytics

Industry SizeAnnual Revenues ( bn)1209060300Recorded musicMoviesVideo gamesAnnual Revenues ( bn)NB, in 2020, due to covid-19 we are expected to hit 175 bn.

The Business of Making Games Making a game is a gamble A blockbuster game costs 200 million to make Another 200 million for marketing 80% of games never make a profit You need deep pockets to play these odds Industry ecosystem: Publishing, development, distribution, hardwaremanufacturers Independent development Low barrier to entry Very hard to reach customers

Publishers Responsible for: Funding game development Acquiring, owning, maintaining IP licenses Marketing, PR, end-user tech support Sales and manufacturing of the game The majority of commercial games are: commissioned, funded, published or distributedby the major publishers Most of the revenue goes to publisher Remainder to console royalties, distributors Sometimes a little to the developer

Developers The companies or people who create the games: Programmers, artists, designers, sound engineers,musicians, producers, writers and others Ownership Part or wholly owned by a publisher, distributor orhardware manufacturer Independent (usually not for long) Funding Most often by a publisher to develop a specificgame Some can and do fund projects internally Which makes them publishers, really Some KickStarter / IndieGoGo successes

Distributors & Retailers The least understood (by developers and players)yet still critical to the success of commercial games These companies get the games onto the shelves,also the virtual ones Publishers compete with each other for limited shelfspace This is what goes on behind closed doors at tradeshows like E3 The internet and mobile are transforming this model Opportunity to bypass the distributor or even the publisherPublishers don’t want to upset retailers and make sure not toundercut them in digital stores Used games market is a huge bone of contention

Hardware Manufacturers PC Open access: anything goes Thousands of possible configurations Console Closed access: all titles must be approved in advance Fixed hardware architecture (and limited resources) Mobile Large market, but many, many games No real quality gatekeepers

Intellectual Property Games based upon an existing intellectual property (IP) Publisher or developer owns or has licensed rights to a movie, book,character, show, team or a previous game.Often large up-front fee to acquire rights to use IP Brand Recognition factor to increase sales Reduced marketing spendReduced risk Games used to be tied to other releases of the same IP (movietypically) The game was often an afterthoughtRushed development, compromised productNot good when based upon a future movie that flops These days game IP can stand on its own E.g. Halo, Assassin’s Creed or Witcher moviesOriginal IP coveted but risky

Costs, Time, Team Size Today's multi-platform AAA console title: 200 million (US) Development budget only! Marketing is typically thismuch again, if not more 3 - 8 years development time 200 people, often in multiple studios Expensive trends: Open-world gameplayHigh fidelity cinematicsMultiplayer gameplayLicensing tie-insFully localized contentCelebrity voice and mocap actingTechnical and creative arms race

Realities Games engineering is fairly ad hoc Don't know how to engineer fun Building a plane while flying it Insufficient up-front design is prevalent Iteration is key History of one-man-team, bedroom codingpractices Little formal software designLittle documentationMostly just coding!Industry expects bedroom working hoursProfessional management was lacking (betternow, but still struggling with large teams)

Games are Different Games are different from application or systems software At their heart, they are entertainment, not software This profoundly changes the overall engineering process Only about 20-30% of game team members areprogrammers 20-30% of game team members are scripters who haveno programming education No initial requirements remain fixed You don’t know what’s fun until you see it “Make it not suck now” imperative We still have to create complex software Many classical and cutting edge software problems haveto be solved to create a game Only many times over!

PS2, Xbox, GameCube Microsoft joins the race, Sega drops out Ubiquitous PC 3D hardware acceleration 2005-2013: (VII Generation) PS3, Xbox 360, Wii Online distribution (Xbox Live, Wii Ware, PSN Store) 2013-2020: (VIII Generation) PS4/Pro, XBox One/OneX, Wii U, Switch

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