innovation in computer games
DESCRIPTION
This .ppt is from a lecture I held on the Technical University of Denmark on the Design and Innovation study line.I focus on product innovation in computer games and look at market opportunities and pittraps in the market.TRANSCRIPT
Innovation in Computer GamesDTU, November 2008
Innovation in Computer GamesDTU, November 2008
SO – what’s going to happen today?
Innovation in generalmain focus on product innovation, opportunity recognition and ideation
Innovation in Gamesunderstanding the product
Analysis and experiencesfurther product understanding and examples
Short summary in the endwhat’s worth remembering?
Questions?whenever you feel like it…
Innovation in Computer GamesDTU, November 2008
Personal introduction
Jeppe MøllerGame Producer
Guppyworks – Tween Girl MMO, PC (current)ZeitGuyz Game Developers – Action Adventure, AAA
Pollux Gamelabs – 4x space strategy, PCLittle Computer People – Episodic Adventure
MSc IT, from the IT University of CopenhagenMaster thesis on ‘Innovation in Computer Games – Strategies for Success’
ContactM . Jeppe Gmail . Comwww.linkedin.com/in/jeppemoller
Innovation in Computer GamesDTU, November 2008
Innovation is…
A new angel to reach new users and a new use of the product (e.g.. Nintendo Wii, Bacardi Breezer)
Advantage through new wrapping(e.g.. iPod Shuffle, milk-in-a-bag)
A new recipe on the existing product (main focus for today)(e.g. Ben & Jerry’s Ice Cream, Action-RPG games)
New technology for the product(e.g.. Cameras in mobiles, ice cubes from the fridge)
Opening to a new market(e.g. Laptop 4 everyone)
New marketing to sell the product(James Bond and Vodka)
Innovation in Computer GamesDTU, November 2008
Value chain
Focus on how game developers can create value for the consumer/end user through product innovation
Innovation in Computer GamesDTU, November 2008
Definitions for today… what makes a product innovative?
‘Product innovation’ = something experienced as new for the end user - in comparison to similar products on the market. Potentially a success for the developer.
‘Adoption’ = user embracement of products
‘Success’ = money in the bank to create more products and stay in business
Innovation ≠ just a good idea or a brand new product
Innovation in Computer GamesDTU, November 2008
Examples of failed innovations
– or Hell on wheels
Price, timing, demand…
Innovation in Computer GamesDTU, November 2008
Where does innovation come from?
Radical vs. incremental innovation
Mind vs. Market
Art vs. Design
Risk vs. Conservatism
Revolution vs. Evolution
Radical Innovation is taking a ’Leap of Faith’
Innovation in Computer GamesDTU, November 2008
Opportunity recognition and evalution process
Pros and cons in methods for ideation and evaluation (a brief touch)
Development methods - Stage Gate, Agile/Scrum and consumer behavior in the idea evaluation
advantages and pit falls. How can this affect the innovation process?
Innovation in Computer GamesDTU, November 2008
Technologies that drive computer game innovationUnderstanding these technologies helps identifying the opportunity.(will differ from product category to product category)
‘Gameplay’ is the recipe for the product - and how the technologies are put to use.
Innovation in Computer GamesDTU, November 2008
Computer games – a historical viewpoint
The early years – Universities and research, 1946-1967Tic-tac-toe , Tennis for Two, Space wars
Arcade Halls , 1967 - 1979PONG, more Space wars
Home Invasion 1975 - 1984Pacman & Space Invaders
The Golden Age 1982 - 1992C64, Amiga, home gaming
The New Dimension 1992 - 1999Wolfenstein/Doom, (Myst) – Home PC, 3D
The Net! 1997 + Ultima Online, online worlds
‘Next’ Gen, 2005 +Consoles, communities, user generated content, new users
Innovation in Computer GamesDTU, November 2008
Innovation life cycleFrom a helicopter perspective, the historical changes can be visualized like this. It’s important that a company can react to market changes to survive in the long term.
Innovation in Computer GamesDTU, November 2008
Console life cycle
Current trends and when to reactA typical production time for games can easily be as much as 3 yearsWhen to reach the market?
PC vs console developmentsteady progress vs large steps in technology.The user experience of these two platforms is different.
Innovation in Computer GamesDTU, November 2008
Moore’s Law“The number of transistors that can be placed inexpensively on an integrated circuit will increase exponentially, doubling approximately every two years”
As technology evolves, new products will see the dayBut as new technology is expected – can anything be a revolution?
Opportunity recognition from new technology development Vs. Opportunity recognition within the current technology Basically it’s a choice.
Innovation in Computer GamesDTU, November 2008
Examples 1 – from the Danish game industry
Risk managementDifference in new to the developer/ new to the market
Innovation in Computer GamesDTU, November 2008
Examples 2 – Own experiences
Personal examples – from ZeitGuyz to Guppyworks
From hardcore to casual gamers
From console to PC online
New for the company + new to the market?
Already doing the risk? Doubling it means less…
User experience of the two games
– radical or incremental innovation?
Recoil, ZeitGuyz Game Developers, 2008. GuppyLife, Guppyworks, 2008.
Innovation in Computer GamesDTU, November 2008
Current trendsUser generated contentSo-called casual playersCommunitiesGoing mobileCOPE
What the coming years can bringCompany mergers
fewer but larger fish in the seaQuality bar will be raised
eventually killing more companiesRe-use of existing designs
incremental innovation is interpreted as ’safe area’ (and for new users will even old games feel new)Shorter time-to-market & cut the middle man - online games
XBLA, PS3 ’Home’, WiiWare, PC Download Channels,
Innovation in Computer GamesDTU, November 2008
Key Challenges for Game Developers in the FutureThe entry level continues to increase each year.
Gfx, complexity, high end platforms
Rising development costbut not a comparable rise in income!
Asia is a rising starand do not care about western consoles
OpportunitiesFinding unvisited marketsRadical innovationsEpisodic gaming, web solutions
Openings for new products on web browser, handhelds, XBLA, Steam or other…
But for how long? and who will be the first to take the next big leap?
Innovation in Computer GamesDTU, November 2008
Summary
Time to market is crucial
User adoption is a must to create financial success
Design is cheap, production is expensive – fail more and often!(what a paradox for startup companies…)
Strategic planning is important – foresight of the futureeven time will kill excellent ideas
Innovation in Computer GamesDTU, November 2008
Readings
Cooper, Robert G. Winning at New Products – Accelerating the Process from Idea to Launch (Third Edition).Perseus Publishing, Cambridge, Massachusetts. 2001
Franklin, Carl. Why Innovation Fails. Spiro Press, 2003.
Goldenberg, Jacob & Mazursky, David. Creativity in Product Innovation.Cambridge University Press,2002.
Rogers, Everett M. Diffusion of Innovation (5th edition). Free Press, New York, 2003.
Smith, Roger. Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologieswithin Multiple Established Industries. 2006. http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf
Sonja Kangas – The first 15 Years of Girl Games. souplala.net/show/girlgames_first15years.pdf
11 Innovation Lessons from the Creators of World of Warcraft
http://innovation.freedomblogging.com/2008/04/04/11-innovation-lessons-from-creators-of-world-of-warcraft/
En erhvervsøkonomisk analyse af fire fokusområder i de kulturelle erhverv. 2000. Kulturministeriet, Danmark.
Intel Innovation. Moore’s Law. http://www.intel.com/technology/mooreslaw/index.htm
Managing Creativity and Innovation. Harvard Business School Publishing Corporation, 2003.
Innovation i computerspil – strategier for succes (Master thesis) . http://www.itu.dk/people/jeppem/Innovation%20i%20computerspil%20-%20FINAL2.pdf
Innovation in Computer GamesDTU, November 2008
Questions?