Showing posts with label CloudGaming. Show all posts
Showing posts with label CloudGaming. Show all posts

20121126

The Fair Game - Part 1 : why ?

Or why a Fair Game doctrine of game making is the sensible thing to embrace now.

With the seemingly irreversible onward march of online distribution, cloud gaming and DLC, and the probable end of brick and mortar retail, along with traditional console gaming business models, the incentives for small studios to throw themselves into soul'n'blood-sucking publishing deals are vanishingly reduced.

Those among the present set of big publishers that are swift enough to make the transition certainly won't die anytime soon, if ever, as they have plenty of wiggle room to cultivate walled gardens that should prove profitable for years to come, yet they are liable to lose huge segments of the market to the self-publishing studios pushing titles on comparatively 'open' platforms (Android, cloudgaming, possibly some desktop OSes), funded through crowdfunding and 'committed investors', and which manage their growth mom'n'pop style (profits reinvestment) as opposed to bubble'n'burst.

Although the shiny exposed bit of the crowdfunding iceberg right now is mostly outlier cases that raise millions in minutes, rather than slow and steady boutique studios doing solid work, and while some bubble economy useful idiots want to believe in neverending riches through yet-another gold rush, I believe the core model is here to persist after the dust has settled, as it is the most fertile environment for game production in the internet age.
In this context, the key factors for this new generation of self-publishing studios (SPS from now on) are to be differentiation and brand recognition, and customer acquisition and loyalty.

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As is obvious from the most casual tour of the — comparatively well-tended and variably walled — gardens of Apple, Google or Amazon app stores, sorting through the offerings isn't exactly straighforward. Even ignoring for a moment the toxic waste of mal/spy/adware ridden ripoffs of other games, repackaged with complimentary keyloggers, sifting through the chaff of cheap ports and gimmicky flash games is a daunting task.
A slightly deeper look at this market shows two things, though : companies that release consistently solid products gain recognition fast, and the need for triage is quickly filled by fan sites and "personal shopper" apps and services that feed from the player community to highlight the good bits.

Inevitably some-to-most of these helper services will go the way of the gaming press and quickly turn into for-hire mouthpieces for big name publishers, but the quickloop feedback provided by other channels like gamer forums and trusted fansites is already easing the metagame of telling which advisors customers should trust.

From the gamer perspective, the online distribution channels are thus fast becoming a much nicer and satisfying shopping space, and the only question is how good the actual videogame offerings might be in the mid-to-long run.

Except for a few occasional exclusives, owing to a walled garden owner also being their backer and publisher, it seems the cat is already out of the bag, and if the Android gaming dynamics are anything to go by, many titles may end up showing on more than one app store (at comparable pricepoints), with those acting essentially as retailer outlets.

Even Apple, although it likely won't open its gates anytime soon, might unwittingly be helping and soon find itself circumvented by cloud gaming service providers, wherever broadband wireless/cellular is becoming ubiquitous.
[ISPs and cellphone operators may actually have a strong card to play here, by bundling cloud gaming services with cellular data plans, cable TV style, but that's a topic in its own name, so I won't elaborate here.]

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If you're a gamedev, this should speak to you in more than one way.

As the pressure from a very real competition which doesn't spend more on advertising than production increases, making money from the umpteenth rehash of a tired franchise will prove increasingly difficult for big publishing houses, as the costs to market and promote big-budget games done the usual way will increase geometrically to achieve no better than linear revenue growth (which is the only metric that matters to a publicly traded publisher). This could mean a serious downtrend in budget sizes by big name studios, or a suicidal arms' race between major publishers if they fail to realize it's not their share, it's the pie that's shrinking. In any case, expect a lot of suddenly 'freed' talent to hit the gamebiz job market soon.

On the plus side, as the crud filter of community fansites and shopper helper services gets better at keeping the good wares flowing, SPSes that manage to build a good reputation* will have an increasingly easier time funding projects, recruiting talent, and making a pretty penny from their games, thanks to much lower overhead in customer acquisition and loyalty cultivation costs, and lesser interference from short-term revenue demands by their shareholders.

In time, as more of the videogaming action moves to on-tap model, existing entities that are well-established both as distributors, service and infrastructure providers, which includes notably Google, Amazon, Akamai and Microsoft (and likely more than a couple cellular network operators) will all find themselves in a very favorable position to claim a large stake of 'real' cloud gaming, by ignoring or circumventing net-neutrality hindrances and saving prime morsels for their own offerings both in bandwidth and computational access.
This once again may put comparatively "indie" shops at a disadvantage, but unless the hardware consumer market for general purpose / gaming devices crashes horribly, leaving nothing behind but dumb terminals streaming pre-rendered HD from the cloud, SPS should still keep enough of an agility and creative edge that they don't have to sell themselves into slavery, for a while.

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If I'm even half right in that bucketload of unsubstantiated prophesies, we're looking at a pretty good ten years for gamedevs interested in making high-quality genre games, and an equally unfriendly period for those who expect business to run as usual and still believe you can make big bucks by wrapping lowest common denominator turds in shiny eye candy.

Not to say braindead big splashy titles will stop hogging the limelight in gaming "press", on TV and walls of your cities, but odds are you'll see fewer of them, further apart, as — unless the aforementioned fratricide arms' race ensues — I expect the megapublishers to begin flirting with cartel-style practices anytime now, to protect their bottom line.

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In part 2, I'll ramble about what makes a Fair Game self-publishing studio, and some more on why that's what you should go for if you want to make interesting games for a living.


*[Good reputation is to be understood as producing good games, but also as being a good company,  because crowdfunders and committed investors are more likely to put a premium on company values, not just value]

20100222

CloudGaming

Cloud computing moves the computation and rendering entirely server side, albeit in some high-level, abstract fashion, where the server-side capacity is managed as an utility rather than as a finite asset.
This leaves the client with a fairly dumb terminal shaped like a smartphone, HDTV set or pretty much anything that can display a video feed received through a broadband connection (wired or air), and send out standard user input (key commands, motion sensor data, possibly voice and video in some applications) back to the cloud.

In a nutshell, it lifts most of hardware and software requirements currently associated with 3D gaming from the user end, thus enabling a myriad of cheap, everyday devices to perform suitably as HD gaming platforms.

On the server side, the high-concept tends to favor decoupling server ownership from operation and usage, and to move computing and rendering power towards a model akin to that of bandwidth brokering. Game operators are expected to rent both processing and rendering power by the metric ton just as they would rent bandwidth to serve the resulting video feeds to the end users' client devices.

Contrary to the console platforms, which by nature are subject to vendor lock-in, cloud-based gaming should allow developers to code for whichever suitable software environment they choose, as the server software is meant to be loaded seamlessly, on demand, onto the rented hardware.

On the business side of things, this is obviously an attractive proposition. Game operators will be able to serve a nearly limitless user base with a single core product version: cross-developing for different platforms will no longer be useful, and only minor resources will be devoted to maintaining compatibility, mostly on the interface side of things, to accommodate the variety of typical gaming devices (display layouts, standard inputs and such).

From a game developer standpoint this is a wet dream, with all the benefits of console development (well-known, controlled hardware/software environment) but none of the drawbacks (no vendor lock-in, unlimited processing and rendering power scaling gracefully on the fly), provided suitable business models are found to share the burden and the revenue associated with the server architecture.

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Applied to R-POWs, cloud computing promises even more goodness by tackling, or at least mitigating, the infamous reverse-economies of scale that currently apply to customer support.

The more sophisticated and popular the game, the more diverse and complex the overall hardware and software client base becomes, and the more likely users will run third party 'helper' software alongside the game client. As a result, technical support gets proportionally costlier as the user base grows and as time goes by and the variety of more-or-less recent configurations to support increases.

A despotic control over the gaming platform, insulated from user interference, translates in enormous savings on technical support and a proportional increase in customer satisfaction — by way of less dissatisfaction.

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Here be other entries tagged with CloudGaming.

20091130

Head in the cloud, and beyond.

There's a lot going on vis a vis cloud computing these days, and it has been occupying a good share of my time lately, especially considering what it can do for the future of R-POW gaming…

I was so busy trying to wrap my mind around its potential from an infrastructure and business standpoint, how it could inform game design practices and tie with other pink unicorns like augmented reality and AI/AGI, I missed the obvious… frickin' gorgeous games.




Minesweeper on Windows™


R-POW, in their various MMO* incarnations to date have been plagued with the general curse of blandness at best, ugliness at worst, with a few notable exceptions such as EVE online and World of Warcraft, which have managed to make for reasonably good looking games by banking either on a hardcore g4m3rZ userbase with matching rigs, or on insane talent and production value, respectively.

Cloud-based gaming, by moving the computing power out of the end-user field, not only brings hardware requirements down (all you need is a decent display hooked up to broadband — read any HDTV-capable appliance), it opens the possibility to code games with previously unreel hardware reqs that would have reduced the potential market to the niche of very special nerds operating liquid-nitrogen-cooled gaming clusters, purpose-built for one title.
Incidentally, such systems exist, they're called military-grade training simulator platforms, and for some reason it's an approach that never made it big in the consumer market — I blame the terrible dress-code and hairdos, personally.

Moving on…

Cloud computing doesn't just hold the potential to bring down development and operating costs of R-POW, to let studios finally make a buck by steering clear off parasitic publishers & retailers, or to open the way for easy licensing and high-quality indie games by allowing costs to scale up gracefully with user base growth. The biggest change may yet come from the fact games will no longer be defined by the limitations of the end-user hardware. People (and designers) will be able to make decisions based on what they need/want, rather than what the target PC or console can handle.

No longer forced to design and code within the confines of 5 years old consoles or $600 office/family PC, game makers will be able to trust the platform to glitchlessly churn out the latest in rendering algorithms, and may even gain access to on-the-fly throttling to beef up the simulation engine to meet the demands of a climactic scene.




Minesweeper in the cloud.


Movie-level visuals, plus solid simulation engine, massively multiplayer, always on, from your smartphone to your wide-screen TV… now we're getting somewhere.


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