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ogdc 2007

May 10-11, 2007
Seattle, WA

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The Future of the Video Game Industry: Better Design, Fewer Publishers – More Millionaires (CANCELLED)

Lecturer: Corey Bridges, Multiverse

Despite the "everything's fine--nothing to see here" statements from the large publishers, the game industry is heading inexorably toward a model of online distribution. And this scares the hell out of publishers because it changes everything, from the dev-cycle, to the role of publishers, to the expectations of consumers themselves. Ultimately, the era of online distribution means more developers will enter the market, and provide consumers much more choice in genre and content than we see today.

This presentation shows how the game industry has begun an irreversible metamorphosis into an online experience that will look and feel different to all constituents. Due to technological advances, this new experience will benefit from the infusion of higher levels of creative talent and direction than ever before.

Publishers are not going away – at least not entirely. As the state of technology continues to advance, they will take a hard look at their role and be confronted with a tough choice – change or die. With an online distribution model, game developers are no longer dependent on publishers to physically “publish” their games into the bricks-and-mortar channel.  Publishers will still, however, play a vital role in the areas of financing, marketing and talent recruitment…though niche companies will also provide these services.

Compared to today’s model, the emergence of online as the model creates opportunities to significantly reduce the economics of the game industry – namely creating a game and getting consumers to play it – with leverage shifting to the developers and consumers.

Perhaps the greatest benefit we’ll see is that of consumer choice. Without the inventory concerns of brick-and-mortar shops, we'll see the rise of the "Long Tail" for video games. In this new model, “back catalogue” titles, as well as a wider range of new content that’s designed to serve niche markets, will be accessible. This, of course, is in addition to the select blockbusters that will continue to own a huge market share. (Although they won't always come from today's monoliths. Some will be "indies" – the game industry's versions of former startups YouTube, Amazon, Google, et cetera.)

Ultimately, the online model will be a boon to both established game producers and independent teams. Without the burden of hitting WoW-level revenue requirements, the established set will be able to green light more projects. On the other side of the economic spectrum, indies will be required to overcome fewer barriers in order to enter he market.

Intended Audience: Anyone in the game industry, from designers, to programmers, to business people.
Prerequisites: The audience for this lecture should be familiar with the game industry, and want to know what their industry will look like in a few years.
Format: Lecture
Date/Time: Friday, 4:00 PM
Room: Senate

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