Some Trends in the Game IndustryEdit

  • These are my observations & opinions.
  • You are welcome to share your POVs

Money talks the rest takes a walkEdit

  • The Game Industry Model is undergoing transformation from several, inter-locking, vantages.
  • One vantage is the Hollywood Moviemaking Model (begun some decades back) of "Out-sourcing" for talent / skills rather than having it all "In-house".
  • A second is the Rise of "Middleware SDKs": for "Pathing", "Advanced A.I.", & "Networking & Security" for Web MP.
  • Thirdly, on the MP front, there is a concerted push to Model comp-vid gaming into a Competitive Structure like Pro Sports. Tourneys for substantial dough, etc.
  • This last is to tap into the Multi-Billion dollar spectating & gambling market - very much a part of the gameing impulse like Casino Games & the ponies.... Even OTB on Pro & College Sports.
  • Successfull Web MP also adds to a titles longevity & thus the bottomline.... Plus mana from merchandising revene streams: collectibles, movie / book / comics tie-ins. Thus also contributing to a known brand that offers a built-in audience for future titles.
  • Not every vid-comp game can benefit from a blockbuster movie marketing tie-in.
  • But most blockbuster games can gain additional economic mana from a Pro-competitive tie-in with $ stakes and the gambling associated with it - with or without a Movie or collateral merchandising in the mix.
  • This translates to an even greater need for network secure gaming.
  • Revenue-wise, vid-comp gameing has accended to the pinnacle of the entertainment industry heap - the Multi-Billion Dollar Club.
  • Lots of money is at stake on the dev & distribution side.
  • For every one mega-success there are countless failures in the marketplace.
  • That's a lot of risk & losses to absorb.
  • Anything that can effectively cut costs & augment various revenue streams is being actively pursued.
  • Fourth: the Modularization of Design Architecture to faciltate scalability, re-usability of software assets in sequels, reduce dev cycle time and promote fan-base modders to create. For successful Mods have proven to add to the sales / longevity of a title by enlisting the talents & skills of an unpaid labor pool. Eventually that pool may become sothing akin to the Minor Leagues in sports.... Like Triple AAA ball to MLB.
  • Inexpensive, genre specific, integrated game development suites (inc. state of the art game engines) with SDKs & upgrade paths. Freeing up indie game development from the prohibitive costs of setting-up a brick & mortar Game Studio / Team. The Net providing a low-cost remote collaboration medium and, later, distribution channel.
  • All the above are joined at the hip or on the way to convergence. A critical-mass, or tipping-point, to reduce costs, maximize the diversity of revenue streams, & reinvigorate innovation in the design paradigms by minimizing finacial risks.
  • Money talks, the rest takes a walk.
  • A follow-up question of some interest would be:
  • HOW does Open-source games fit into this dynamic system ?
  • Rman

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