Games (r)evolution - Lessons from gaming platform past

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[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.

Transcript of Games (r)evolution - Lessons from gaming platform past

Games (r)evolution Lessons from gaming platforms past

Sebastien de Halleux Playfish Co-Founder / VP BD EAi

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Playfish creates social games

part of the family

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Solitary Social

Physical Digital

Products Services

$$ upfront $$ ongoing

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Before talking about the future Let’s rewind.

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0

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10

15

20

25

1995 2000 2005

US Games Revenue (NPD) $ (Bn)

Games have grown through new platforms and hit titles

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Another way to tell the story access barriers

audience 50m 100m 1Bn 500m 10m

PS3

Xbox 360

Wii

iPhone / mobile Free-to-play / online / social

Lower cost

More real

More social

More immediate

“Moore’s law” of games industry

access barriers

0 time

audience

0 time

Video…

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As platforms evolve, games surface

snake java

apps

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As games evolve, brands surface

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a short story

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Top paid app in July 2008

iBeer by Hottrix Ent.

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Top paid app of 2008

Koi Pond by The Blimp Pilots

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Top grossing app of 2009 ?

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top 10 apps: 8 games, 7 brands

Friend-centric platforms

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Internet : 16m to 1.8 Bn in 15 years

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Online video: 0 to 150m (US) in 3y

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Social Games: 0 to 200m in 2 years

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Driven by social interaction

21 Photo credit: jay1441

Reaching friends, not gamers

More fun with friends

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Social design online

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Reaching users everywhere

Accelerating generations 17 yrs, 21 gens

1993 2010

1.5 yrs, 100+ gens

2008 2010

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strong franchises

large audience

real friends

fast iterations

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Where next?

Thousands of small developers

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Consolidate into a handful of leaders

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Rise of the billion $ franchise

15 million boxes

@ $60 per box

GTA

12 million

subs @

$12 per

month

WoW

100 million MAUs

@ ¢80

ARPU

200 million MAUs

@ ¢40

ARPU

Game X OR Game Y

1.8 billion web users

Audience (r)evolution

400m Facebook

MAUs

400m MAUs

Facebook

200m monthly players

100m MAUs game

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Social: joining the magic circle? Avatar Modern Warfare

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The demand curve again…

audience 50m 100m 1Bn 500m 10m

PS3

Xbox360

Wii

iPhone / mobile Free-to-play / online / social

access barriers

0 audience 50m 100m 1Bn 500m 10m

Likely industry trends

1. Brands on social networks

3. No more ‘social games’

2. ‘Social games’ consolidation

4. Innovation & growth

access barriers

Thank you! Sebastien de Halleux

Playfish Co-Founder / VP BD EAi