games (r)evolution - lessons from gaming platform past
DESCRIPTION
[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
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
5
10
15
20
25
1995 2000 2005
US Games Revenue (NPD) $ (Bn)
Games have grown through new platforms and hit titles
0
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
200m monthly players
100m MAUs game
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Social: joining the magic circle? Avatar Modern Warfare
0
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