24 June

Why the future of consoles depends on convergence….

I thought it would be interesting to share the following article from Forbes magazine with you.  It’s an insightful report into the losses at Sony directly related to PS3.  In 2 years Sony have lost $3.3 BILLION.  I haven’t looked into the details of the filing to see if the losses include R&D, which would have been capitalised.  Regardless of R&D, what this loss illustrates is that the cost of developing the next generation of consoles..whether it’s Xbox 3 or Playstation 4 is simply too prohibitive.  Don’t kid yourselves into thinking that this is just Sony’s problem.  There is no doubt that Microsoft will also be losing substantial amounts on Xbox 360.  I would be utterly thrown if they haven’t lost at least $1 Billion and most likely more than that.  Nintendo are most likely an exception to this rule, but despite it’s success the Wii isn’t technically a “next generation” platform.  It’s more of an evolution of GameCube than something new (and hence costly).

So what does this all mean for the future…

  1. Firstly, the current generation of consoles will need to have a longer life cycle.  Typically the console manufacturers gain from economies of scale and cost reductions through integration of components over the life of a console.  This normally is reflected in a lower price point at retail (demand is highly price elastic !) as well as eventually dulling the distinction between the economic impact of selling the razor )(i.e. the console) vs the razorblades (the games)  In other words they lose less money (and maybe even make a small profit) as the console enters the later years of it’s life cycle.  Just look at how the original Playstation morphed into PSOne and carried on making good profits for Sony long after PS2 was available.  Only last year PS2 sales ( a vastly different looking box today from the one that was launched in 2000) still accounted for 47% of Sony’s sales in Europe.. A different example of a company getting this WRONG was Microsoft.  The original Xbox couldn’t be reasonably cost reduced as it was over designed and relied too heavily on “off the shelf” components that couldn’t easily be integrated.  So Microsoft simply stopped selling it when 360 was launched….the result was they lost about 4 years of the life cycle of Xbox 1 which would mean they could NEVER recoup their investment in the original Xbox platform.
  2. Secondly, if there is truly an effort to design a next generation of consoles underway at Sony, Microsoft or Nintendo, then I doubt of any of them will rush this to market.  Robbie Bach (head of Xbox at MS) as good as said this last week in an interview.  My best guess is that you may well see upgrades and tweaks to the existing consoles…they may even get re branded, but they will essentially be the same consoles with the same capabilities as the current generation.
  3. The true next generation will be multi purpose devices.  The ONLY hope I see for the “console” industry is to merge functionality with other set top devices such as DVD recorders, satelite receivers and, in the case of Microsoft…inevitably the PC.  Doing this will allow them to merger R&D expenditure, strive for large scale integration of diverse parts and ultimately to keep prices at a profitable level by offering you, the consumer, the “value” benefit of this integration.   The current generation of consoles does some of this, but it’s fairly half hearted.  Microsoft, for example would be horrified if the Xbox 360 was a great value PC that made it easy for you to run your household on Linux…so they deliberately limit the design in this respect.  Unless they want to blow $2 Billion or more on another generation of consoles, then they MUST find a solution for this and similar dilemmas.  Similarly Sony don’t want to kill the Blu-Ray DVD player business today, so they don’t promote PS3 as a great DVD playback solution.
  4. The real next generation will also need to have a broader range of paid for services.  i.e. not just games.  Sony and Microsoft will edge away from Nintendo here.  They have the financial muscle and the key  relationships to develop content related business models.  Both of them already have plans in place to promote movie downloads to you consoles….this is just the start…I can see telephony services (not just Skype….you could have a full home switchboard with voicemail and call management options) In my home today I have an IP based telephony system.  At the heart of it is a box that is not technically much different to an Xbox360…it’s the software on the box that manages most of the functionality that my phone system delvers.  Music of course will be inevitable, but what about Art as a download ?? (Bill Gates personally owns one of the world’s largest digital art and photographic archives !)  The era of interactive digital entertainment is still in it’s infancy !

In conclusion,  I’m saying that there will be a next generation…but they won’t be “Games Consoles” they will be intercative entertainment centres, integrating both existing and new technolgies.  The se devices may well continue to be subsidised, but form a much wider range of paid for content.  The console is dead, long live interactive entertainment !

Gaming
PlayStation Poorhouse
Mary Jane Irwin, 06.23.08, 11:15 PM ET

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Burlingame, Calif. - Like a biblical litany, Sony has repeatedly recited a list of games that it believes will make 2008 the year of the PlayStation 3. However, the company will need more than a good year to climb out of the hole it’s in with the console.

The PS3 has cost the Japanese electronics giant $3.3 billion since its launch in late 2006 because of “strategic pricing” under which it sells the console at a loss, according to the annual report filed by Sony (nyse: SNE - news - people ) with the U.S. Securities and Exchange Commission on Monday. “Even if the platform is ultimately successful, it may take longer than expected to recoup the investment, resulting in a negative impact on Sony’s profitability,” the report said.

PS3 has had a difficult time gaining footing in the market thanks to the popularity of the Wii and the head-start the Xbox 360 got with its launch in 2005. Worldwide sales of the PS3 have totaled 9.24 million. Meanwhile, Microsoft (nasdaq: MSFT - news - people ) has sold over 10 million Xbox 360s in the United States alone.

Videogame console manufacturers follow the razor and blades strategy: Sell your consoles on the cheap and reap profits from software royalties. The problem: Sony’s machine is a mighty expensive razor–the basic model retails for $399. “The console is still too expensive for the masses,” Wedbush Morgan analyst Michael Pachter said by e-mail. “A recession isn’t going to help HDTV or Blu-ray sales.”

Sales started picking up in January, which was the first month the PS3 outsold the Xbox 360, according to market research firm NPD Group, thanks to Toshiba (other-otc: TOSBF - news - people ) tossing in the high-definition format towel on HD DVD (the PS3 doubles as a Blu-ray player).

Gran Turismo 5 Prologue, however, only managed 224,000 units sold in its first two weeks on store shelves in April, according to NPD. While Grand Theft Auto IV, which launched April 29, fared much better with a million copies sold in the first few days, it didn’t help Sony sell more PS3s as expected. (See “Consoles’ ‘Grand Theft Auto’ “)

It’s too soon to tell how the PS3’s highly anticipated Metal Gear Solid 4 will impact June sales.

The year may not even be at the halfway mark, but Sony’s luck will have to change if 2008 will end up the year of the PS3. It will now have to rely on its cast of anticipated holiday hits, such as Resistance 2 and LittleBigPlanet, and the launch of Home, its oft-delayed virtual online community, to drive sales.

There’s always 2009.

17 June

More on Augmented Reality…Cyber Carpets

One of the challenges with Augmented reality games is how to delver a semi-realistic sensory experience as part of the scenario. I have often struggled to imagine how a player would navigate through a level by simulating walking or even running between “experiences” (note I’m deliberately trying not to use traditional game references such as “levels”).

I recently read about the “CyberCarpet”. The clever fellows at the Max Planck Institute have created an 11 TON device that effectively provides a multi-dimensional virtual walkway. They’ve coupled this with a virtual reality headset and a “virtualised” Pompeii. “Players” can go for stroll round a virtual world based on a reconstruction of Pompeii.

For more detailed information look here

I’m not suggesting that this is coming to “World of Warcraft” in the next release…but remember my focus here is to look at trends and technologies that may impact Video Games at least 5 years from now. Today we are already seeing interesting “Augmented Reality” devices on a small scale becoming mass market …just look at the success of Nintendo’s Wii Fit, for example.

I feel pretty confident that we will see adaptations of CyberCarpet technology that are commercially viable within 10 years and that this, combined with the approaching commercialisation of other virtual reality devices such as “3D Video Goggles” (see previous posts) has the capacity to unleash a new and immersive gaming experience where the player can more fully participate in the game itself.

14 April

Augmented Reality Games

One of the areas that I believe could have a fundamental impact on the future of games is “Augmented Reality”. The simplest possible explanation of what “Augmented Reaility” means is to think of it as “Virtual Reality” (where the user is immersed, usually via some kind of goggles) in a 3D world plus “Real World” elements”. In Virtual Reality, the world is entirely computer generated, whereas in Augmented Reality the real world is combined with computer generated objects.

The ultimate expression of Augmented Reality is the movie “The Matrix”, though nobody is suggesting for one moment that you need to start thinking about whether you need to take the blue pill or the red one :-)

Augmented reality has a long way to go from the research lab before it can be seriously considered as “mass market” technology. The following picture of an AR researcher gives more than a clue as to why !

Augmented Reality technology has moved on a long way in recent years and is in commercial use in a number of areas such as car design and aircraft construction. I intend to write a lot more about how this technology can and will be applied to games in the not too distant future.

Needless to say there are also military applications for this kind of technology and the attached article from “Wired” magazine last month caught my eye and I thought I would share it with you.

Pentagon: ‘Augment’ Reality with ‘Videogame’ Contact Lenses (Updated)

By Noah Shachtman EmailMarch 20, 2008 | 4:21:00 PMCategories: DarpaWatch, Gadgets and Gear

Bionicwomaneye_2 Today, a handful of soldiers with advanced gear can see a few digital maps, through helmet-mounted monocles. Some pilots can get data about their world, on heads-up displays. But one day, troops could see an info-”augmented” reality all around them, with contact lenses that provide “first-person shooter-type video game” environments to those that wear them. At least, that’s the idea behind the latest project from DARPA, the Pentagon’s blue sky science and technology division.

The agency’s Information Processing Techniques Office announced Wednesday that it’s looking for information on “the creation of micro- and nano-scale display technologies for the purpose of creating displays that could be worn as transparent contact lenses.” And not in some far-off future. But in “three to five years.”

A limiting factor to untethered, augmented and/or mixed reality applications is the bulkiness, power consumption, cost, limited resolution and limited field of view of head-mounted displays. DARPA seeks to leap beyond incremental, evolutionary enhancement of head-mounted display technologies to a see-through contact lens on which images can be displayed. This information might be command-and-control information, not unlike information provided to players of first-person, shooter-type videogames or synthetic entities and effects in a live training environment.

But all kinds of questions remain — from manufacturing to power to wireless data transfer. Even basics, like which display technologies would be used, remain. Maybe lasers, DARPA suggests. Maybe light-emitting diodes. Or maybe something else entirely will give troops this videogame vision.

The materials behind real-life invisibility cloaks could even factor in, sorta. DARPA is talking about spending $3 million next year on “transparent displays” — and you’d certainly want your Halo 3-esque contacts to be transparent. The key to those displays would be “metamaterials,” the strange substances that can bend certain frequencies of light around them.

Cybereyesb0408UPDATE: As Jimmy points out in the comments, University of Washington researchers are already working on a similar gadget — a contact lens assembled with functional circuitry and LEDs. Pop Mech reports:

Potential uses include virtual displays for pilots, videogame projections and telescopic vision for soldiers. A working prototype of a lens-embedded antenna that draws power for the device from radio frequencies has also been created. The next steps are to build a version that can display several pixels — and then to test it on a person.

The UW team uses a technique called self-assembly to manufacture the eyewear. Researchers dust a specially designed contact lens with microscale components that automatically bond to predetermined receptor sites. The shape of each component dictates where it attaches.

11 April

Welcome to My Blog on the Future of Video Games

I recently wrote an article for a fairly obscure Video Games blog. There were several questions that they asked me to respond to and one of them was to comment on where I thought video games were heading in the next 5 to 10 years. For convenience the next 2 posts contain copies of the original articel.

Firstly, I was surprised by how intensely I got involved in writing what should only have been a few words on the topic.

Secondly I was even more surprised to see how widely my views were distributed once they were published.

At first I was amused that so many games websites carried their edits of the same article…anyone would think I had a PR team working round the clock to get this much publicity, sadly not. Then I started to realise that the games industry seriously lacks a hard core of people who look at the appropriate technology trends, the business, the history of the industry and combine this with current and predicted consumer trends to create any sort of long term vision for the industry. There are plenty of few folks who enjoy producing forecasts based on current sales patterns, but they rarely extend their thinking beyond a 2 to 3 year time line horizon. That’s why I believe that my few words received so much attention…they were filling a void.

That’s why I’ve decided to start this blog, so that I and other people I know in the games industry can have a forum to air thought provoking ideas about the long term trends and the future of this $25B industry ! I hope to provoke debate and inspire further thought and discussion on the key topics.

Welcome to Games Nostradamus.

30 March

BY Zee SalahuddinMarch 19th, 2008
Interview / YoYo Games CEO Sandy Duncan (Part I)
Industry Interview
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Sandy Duncan has been in the industry for a very long time. Throughout the years he has held a variety of positions, including spearheading the Xbox European business for Microsoft. His experience in the industry notwithstanding, Sandy is a self-proclaimed hardcore video gamer. “Video Games are in my blood,” he says.

In fact, when Sandy took a 2-year hiatus from the industry to try something new, he couldn’t keep up the facade for long. He ended up returning to the field, this time with a thirst to go above and beyond the norm. Thus was founded YoYo Games, a social platform that allows users to create casual video games to be played, judged, voted and showcased on the site. Within the first 8 months of launch, YoYo had surpassed over 10,000 video games uploaded, an immense feat in of itself.

We had a chance to talk to Sandy at length and get his views on YoYo Games (Part I), and the future of video gaming (Part II). Be forewarned however, insightful as Sandy is and impressive as his career may be, he has but one fundamental flaw: He is an Arsenal fan!
That VideoGame Blog’s Zee Salahuddin (TVGB): Your Linked-In profile states 16 years of experience at Microsoft, including handling the vice president’s role for Xbox Europe. What elements from your work at Microsoft precipitated the creation of YoYo Games in 2006?

Sandy Duncan (SD): I’ve always liked games. I really got into it heavily initially on PC when games started to use 3D graphics in an exciting way. My favorite games at the time were Descent and Doom (the very first, shareware version!) I got into console gaming with the launch of Playstation, though my favorite console of all time is Dreamcast … I still like to play the original versions of Soul Calibur and Crazy Taxi!

I set up and ran the Xbox European business for Microsoft. Although we launched in 2002 in Europe, I started on the project in 1999. It meant I spent a LOT of time getting to know the games industry, not just in Europe. I traveled a lot to Japan and the US as part of that. By the end of all of this work Video Games was in my blood. I tried doing other stuff for 2 years, but I always wanted to find a way back into Video Games…not as easy as it sounds when you’ve already had one of the best jobs in the industry in Europe!

In 2005 we were paid by a VC firm in London to do some research for them…we liked our research so much that we decided to “do something about it” and so I started working on the plans for YoYo in April 2006.

TVGB: What were some of the other factors that inspired you to create a social platform for budding casual game designers?

SD: To be honest we started out on a very different path looking to become a publisher of casual games. Then we noticed YouTube. In June 2006 YouTube was just starting to get big and people were starting to talk about “user generated content “and “Web 2.0” was becoming a buzz word. We could see the potential of the “YouTube” model in games …but couldn’t figure out how to make it easy to create games. Then by chance one of our Directors at YoYo (James North-Hearn) is also the CEO of Sumo Digital who are one of Europe’s top games developers. The top programmer at Sumo is a guy called Jacob Habgood who had just finished writing a book with Mark Overmars called “The Game Maker’s Apprentice”. It was a match made in heaven! This was early October 2006. We moved pretty quickly to close a deal with Mark and within 4 months the first (Alpha) YoYo Games website was up and running. We launched the full (Beta) site in late April 2007.

TVGB: It was announced on January 21, 2008 that in a mere eight months, the website reached a record 10,000 game uploads, making it the premiere repository of user-generated games. What were the critical success factors that contributed to this unprecedented level of achievement?

SD: Our first challenge was to win the confidence of the Game Maker Community. Game Maker has been around since 1999, so there were already thousands of people using it. Luckily for us there wasn’t any truly great place for the community to post the games they had developed and get them reviewed and most importantly played. I won’t say we didn’t make any mistakes, because we did. But getting a site with a simple method of uploading your games and making it easy for casual visitors to play them was the key. We added the “Instant Play” feature to Game Maker in September 2007, which meant you didn’t have to download the game before you could play it and from there on the number of visitors took off. If you have almost 1 million people coming to the site every month, then there is plenty of incentive for the Community to keep writing and uploading new games as they have a readymade audience.

TVGB: Technology has advanced tremendously over the years. Video games are becoming increasingly sophisticated across all verticals including storyline, innovation, graphical eye-candy and intuitively original game play. Since Game Maker allows users to do as they please, could this result in a flood of mediocre, half-thought-out games that may reflect poorly on YYG?

SD: Not every video on YouTube is a “LonelyGirl15” and not everyone on Facebook has 10,000 “friends”. One of the well-understood “features” of social networks is called “The Long Tail”, which means that even the less popular content gets an audience. Even the 5000th ranking game on YoYo gets more than 20 plays every month. For a lot or developers that’s very, very rewarding. Like all social networks our community contributes not just the content, but also makes a very significant contribution by rating and reviewing games…so people who come to the site who just want to find the best games will not be disappointed as they are easy to find.

TVGB: What are some of the measures in place to counter such issues, if any?

SD: Much of the work that we will put into the site development in the next few months will be focused on making sure that the best games are even easier to find. At the same time we have ambitious plans to offer more free packages of development content (Sounds, Backgrounds, Sprites etc) which will be available to anyone. This will help ALL of the developers. We will also offer the best guys some personal support later this year and ultimately we will spend money on the best games to help “polish” them ourselves. None of this has been formally announced, but we’re working on it.

TVGB: Game Maker is in its seventh release. What is planned for the near and distant future for YoYo Games? Will you offer much more advanced platforms that add several additional malleable layers of complexity for gamers to mould into content? Are there any plans to release commercial games at this stage?

SD: Game Maker will develop in 3 ways.
Firstly we are working on a version for the Apple Mac. This will be available in Beta around April time.

Secondly we are re-writing the “Runner” in C++ (currently GM is written in Delphi) which will give us several advantages, primarily portability. Our vision is for Game Maker games to be running on non PC platforms such as phones, portable devices and Consoles. For example, Apple’s announcement of the iPhone SDK last weekend was very exciting for us.

Finally we will start work on Game Maker 8 this summer. You won’t see it until 2009, but multi-platform support will be a key feature. We may also do something about a compiler around the same time.

TVGB: Who do you see as your primary competitors?

SD: Today there is really only one other website who are in this space. They’re a bit bigger than us, but they are purely a flash site which means that you can’t play the games offline and there is little prospect of seeing the most successful games being played on other platforms.

29 March

BY Zee SalahuddinMarch 28th, 2008
Interview / YoYo Games CEO Sandy Duncan (Part II)
Industry Interview
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You might recall Part I of this interview from March 19. This second part concludes our conversation with Sandy Duncan, CEO of YoYo Games and the man who set up and ran the European Xbox business for Microsoft. He talks about the videogame industry, its past, present and future, and gives some remarkable insight into the world of videogames. Sandy is a Pinot Grigio aficionado, and that is only one of the many reasons we like him. Plus his middle name is Charles, you just can’t go wrong with a guy called Charles.

We know Sandy is an absolute geek when we fired an existential question at him. “What came first, chicken or the egg?”, to which Sandy replied: “I thought pong was the first video game…”

Touché sir! Touché!

That VideoGame Blog’s Zee Salahuddin (TVGB): I know this question is horribly clichéd, but it’s always interesting to see what an industry veteran has to say on the subject. Where do you see the videogame industry in 5 years? 10 years?

Sandy Duncan (SD): The industry is fundamentally driven by technology. I think dedicated games devices i.e. consoles (and handhelds) will die [out] in the next 5 to 10 years. The business model is very risky and the costs associated with creating new hardware are incredibly high. (Microsoft have lost billions of dollars with Xbox. Ed: And Sandy would know, he worked for the Xbox Europe division!) There is a definite “convergence” of other devices such as set top boxes. There’s hardly any technology difference between some hard disc video recorders and a an Xbox 360 for example. In fact in 5 to 10 years I don’t think you’ll have any box at all under your TV, most of this stuff will be “virtualized” as web services by your content provider.

TVGB: Wouldn’t that require a lot of convergence from a lot of disparate elements? Where do you feel the process will start (and possibly stick?)

SD: Nowhere is convergence more likely to continue to happen than with mobile devices (just look at the iPhone…and iPod touch and ask yourself if these will still be different devices in 2 years, never mind 5 or 10). The next generation of “handheld” devices will integrate game play with other technologies like GPS, digital cameras, high speed mobile broadband services (at affordable prices) and phones. [The] gating factor for almost all of this is battery technology. [Nothing] significant has happened here in the last 20 years… which means this is overdue!

High speed broadband is a key factor, both in the home and on mobile, [which is] why everyone in the industry is so excited about and investing in Online Games. [Game] publishers will/are having to change rapidly to adjust their business models… in 5 years the top publishers may be different companies than the ones you know today. [Look] at how quickly Popcap or Oberon are growing, or look at what has happened to World of Warcraft in the last 3 to 4 years as so many more homes have easy access to decent broadband services. Maybe you’ll see YoYo Games competing with EA in 5 years… [and] why not ?

Tying this thinking together I think that the concept of “Cloud Computing” when applied to games, and to MMORGS in particular is potentially pretty mind-blowing. If you look at the number of nodes, cumulative raw compute power, total storage etc. of just the people playing on Xbox Live at any one time, combined with very high bandwidth connectivity and add to that potentially millions of people playing on their mobile devices added to the cloud… then I think it might be time for the Blue Pill/Red Pill discussion and I’ll jump out of my skin if someone calls me up and says “Hello Sandy, my name is Morpheus!”

TVGB: In the same vein, do you feel that by giving development power to the people, you may be going against the grain? For instance, giant gaming corporations are acquiring more momentum and resources by the minute. Blizzard just melded with Activision, EA has offered $2 Billion to buy out Take Two. Do you believe that the future of game development lies in a highly structured and team-work oriented corporate environment? Or does it lie in the hands of a few innovative minds that have the tenacity and originality to take it to the next level?

SD: You raise a bunch of issues here. With Video Games costing up to $20M+ to develop for the current generation of consoles, consolidation is inevitable. [Smart] mergers are not just the ones that achieve large scale. [Smart] mergers are the ones where you see “old world” creativity merging with “new world” technologies. [This is why] the Activision/Blizzard merger makes tons of sense to me if they get it right. (Remember AOL buying Time Warner? AOL was the biggest name in online, the “new generation of online media companies” had arrived, right? Now TW is selling AOL). EA buying Take Two on the other hand is just an expensive way for EA to get its hands on more IP and further corner retail distribution of video games… that is a waste of money and a short sighted strategy. If EA were really smart they’d be spending their money on companies like NCSoft or looking at merging with Yahoo! (Ed: we better remember where we heard this one first!)

The top video games will require bigger and even more sophisticated teams and the existing publishers don’t have people or business models that allow for “risky” innovation. Today’s video games publishers (Nintendo are the exception) are risk averse, formulaic and predictable. The vast majority of publishers are also seriously restricted by their distribution channels. Retail doesn’t take risks and makes no identifiable contribution to the value chain, so you’ll need to pay a lot of money to get something new and innovative into the shops. For sure online retailers can offer more of a “long tail” approach to retailing, but the real innovations are being driven using the internet to drive innovation, not distribution. If Activision and Blizzard can figure that one out they will lead the next generation of publishers… if they don’t, then this merger will be a very expensive mistake.

TVGB: It sounds like you feel the videogames industry is in a quagmire of rehashed, predictable content. Talk to me more about that.

SD: The Video Games industry has been stuck in a rut for the last 10 years. Until Nintendo came out with the (amazingly low tech) Wii last year, nothing exciting had happened since the launch of PS1 and the era of 3D games had come to the masses. [In] the meantime games have been reaching out to a new audience online by being simpler, easy to engage and quick to play and that [is] where casual games starts to kick in. Accessibility. [Not] everyone wants to have to learn all of the moves in games like FIFA or spend 20 hours playing through GTA. Many people just want short bursts of entertainment. Wired magazine called this “Snack Culture” in an article last year. More and more people just want to spend 5 minutes being distracted, [and for that purpose] Zuma or Bejeweled [are] more appropriate. That’s why 10% of the games business is now made up of “casual” games, and that’s one of the 2 main areas that have been driving the real growth in the games industry for the last five years.

The next generation of games whether casual or otherwise will be heavily influenced by new talent. The next Miyamoto or Molyneux is around somewhere. The problem is, with games costing so much to produce how will we find him? Or her for that matter? The next industry heroes probably won’t emerge, as in the past from small indie developers with great ideas since the small guys generally can’t afford even to prototype a video game. [Three] years ago I would have said “look at casual games as the path to enlightenment”, but the industry has become besotted with copying other people’s ideas (how many Bejeweled clones have you seen? Ed: We did a quick research, and came up with at least 22 that we could identify in the first 5 minutes…) and is in danger of a creative implosion. There is more hope in the area of Flash games. Sites like Miniclip have some great and original content and there are a few new, talented developers emerging. The caveat with Flash is a) It’s expensive at about $800 for a full dev suite and b) it [is] severely limited in the types of games that you can create (Flash is not designed for games development).

I think that Silverlight looks much more promising, but it’s still aimed at people with programming skills, so the best creative talents need to team up before they can attempt to break through. Hence the beauty of Game Maker. The “Pro” version is only $20, no prior programming experience required and it was created specifically for people to make games, unlike Flash. There’s a game on the site called “Twister”, check it out, the guy who wrote it, GreyPea is a graphics artist in the games industry, not a programmer.

There’s another way that YoYo comes into play. There are no “rules” for creativity. Even the programming barrier is low or non-existent. The number of games on the site is growing every day by almost 100… and every day we see 20 or more new developers submitting content. You can submit your game whenever you want and it’s immediately available to anyone visiting the site. If you don’t think your game is [not] completely finished, then you can upload it to the “Beta” or “Work in Progress” sections where the reviewers and the community are more understanding of you as a developer. Many of the games on the site are incredibly innovative and engaging; look at guys like 2dCube, who won our “Winter” competition with “Frozzd”, and last month he released an incredibly innovative puzzle game called “Karoshi” where you need to kill yourself on each level. “Virtanen” is a Finn… and his games are simply… [different]. [Take] a look at “Seven Minutes”, it’s a game that lasts Seven Minutes, that’s original. RyGuyDavis is only 17, but take a look at some of his games, especially Lux, it fits superbly in the easy to learn, easy to play genre that makes casual games so compelling. These are only 3 examples of the tens of thousands of developers who have written and shared their talents on YoYo in the first 10 months!

TVGB: Product placements have infiltrated literally every aspect of our digital and analog loves. What is your take on advertising in videogames?

SD: People who write games are generally looking for reward. For some people this is just the joy of people playing their game… but for many the real motivation is to make money and maybe even earn a living from their games. At YoYo Games we will introduce the option of in game advertising for the developers later this year.

TVGB: Innovation is central to any creative process. What do you feel are the best innovations in the videogame industry (concepts, games, products, software), that have really redefined or revitalized the industry in the past two decades? In the interests of impartiality, we ask that you not list YoYo or GameMaker.

SD: In no particular order:

  • Sinclair ZX-81
  • Playstation 1
  • The Wii controller
  • HDTV and Broadband.

Very personally: the aiming/control mechanism in Goldeneye… it made it possible to really enjoy playing FPS on console and Halo would never have been an FPS without it. Dreamcast should have been on the list, but we all know how that turned out!

TVGB: What advice can you give budding game developers?

SD: [It’s] not about programming skills, there will always be plenty of people who will enjoy taking great ideas and turning them into lines of C++ and the hardware will less and less be a limiting factor in the gaming experience. Think out of the box; don’t just try to copy what other people have done. The next generation of stars will be founded on their creativity and not how many polygons they can push. Think about how you can creatively use the fact that almost all of your game players are connected to one another and don’t be constrained by a single device.