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Life begins at 40:
6 Lessons we shouldn't forget from our
first 40 years of gaming industry

Roberto Dillon
Associate Professor
James Cook University - Singapore
Roberto.Dillon@jcu.edu.au

Founder & CEO
Adsumsoft
http://adsumsoft.co.nr
Adsumsoft
Younger generations don’t know us!
Many young aspiring developers are so into the
future they can easily forget about the past
The first commercial video game was
Pong
Computer Space
Space Invaders
Asteroids

%
The first commercial video game was

%

Pong

64.4

Computer Space

5.1

Space Invaders

25.4

Asteroids

5.1
Which game had the first “Easter Egg”?
Super Mario Bros.
Chuckie Egg
Adventure
Pyjamarama

%
Which game had the first “Easter Egg”?

%

Super Mario Bros.

32.2

Chuckie Egg

21.3

Adventure

30.1

Pyjamarama

16.4
Who founded Atari?
Steve Jobs and Steve Wozniak
Dean Martin and Jerry Lewis
Ralph Baer
Nolan Bushnell and Ted Dabney

%
Who founded Atari?

%

Steve Jobs and Steve Wozniak

11.9

Dean Martin and Jerry Lewis

35.6 !!!

Ralph Baer

13.6

Nolan Bushnell and Ted Dabney

38.9
#1: What's old can be new again!
Often dismissing old games as 'primitive'

See beyond graphics and look at game play:
many ideas can still be inspiring!
Using gravity force for bending our trajectories

Angry Birds Space, Rovio (2012)

SpaceWar!, MIT (1962)
Dual stick control for hectic shooting action

Robotron 2084 Williams (1982)

Minigore 1 and 2 (Mountain Sheep/Chillingo, 2009-13)
Free runners
Metro-Cross, Namco (1985)

Any endless running game so popular today
#1: What's old can be new again!
Critical play and knowledge of past games can
be a gold mine for game designers to come
up with original ways of implementing
proven ideas
#2: Innovation & Success don't happen by chance

1971:
Computer Space

1972:
Magnavox
Odyssey
1972: Atari Pong
2003: Nokia NGage

2007: Apple iPhone

1996: Palm Pilot 1000
#2: Innovation & Success don't happen by chance
• The way to success is often paved by not so
successful experiments.
• All our experiences are worthy and we can inspire
each other.
• We need to share our knowledge to advance.
#3: K.I.S.S.
Keep It Simple, Stupid!
#3: K.I.S.S.
UI / UX are extremely important.
Everything should be as intuitive as
possible.
#4: The Importance of Retrocompatibility
Every generation, console manufacturers
wonder whether new systems should be
backward compatible...
1982: Atari 5200
Atari was afraid of cannibalizing 2600 sales
Delayed launch till November 1982
No retro compatibility
Atari tried to add it later, but it was too little, too late.

~1 million units sold only
Discontinued in May 1984
But then...
Commodore: Vic 20 and C64
claimed a “partial” backward compatibility between the
VIC20 and the C64

NES, SNES...
SMS, MegaDrive...
C64, Amiga...
No backward compatibility, no problem!
Why?
In the late 80-90:
platforms evolving fast
The new systems were so much more advanced
that young players didn’t care.
Last Generation
Xbox

24.7m

Xbox 360

79.2m

PS2

157.7m

PS3

80.1m

GameCube

21.74m

Wii

100m

204.14m

259.3m

Sales as of Oct 2013 - VGChartz.com
Today?
Rising costs: AAA titles need a user base
bigger than ever to be profitable.
selling just a few million units isn't enough anymore

New systems need to cater to both new and
old gamers alike to maximize user base
PS4 and XBox One sales started very strong but
will the early adopters be followed by
upgraders?
Retro compatibility would definitely help to keep
older players engaged, despite higher production
costs
#5: We are in constant flux between Red
and Blue Oceans: be ready!

Difficult to have sustainable growth.
We have cycles of explosive growth followed by saturation and
potential crashes
Industry Crash (1977)
• Home Pong clones
Industry Crash (1983)
• First third party developer: great success!
Industry Crash (1983)
• Second third party developer: great success!
Industry Crash (1983)
• Anyone can make it! (no, not really!!)
Industry Crash (1983)
Pac Man:
• developed in 6 weeks
•10 million user base
•12 milion carts…

E.T. :
•$25 milions for the license
• developed in 5 weeks
• 4.5 milion carts…
Today... Danger!

130 new games released per day!

How to Avoid?
• If you are successful today, don't believe this will
make you successful tomorrow as well!
• Keep a quality standard!
• Be Humble and Don't rush!
With great crashes, come great opportunities
New markets emerges
Be ready for the next blue ocean!
• New platforms?
–
–
–
–

Smart TV?
Ouya & new ‘open’ consoles?
VR?
Hybrids tablet/PC?
#6: Think out of the box!
Reinvent your
business to remain
competitive when
market conditions
change
Case Study:
Arcades: all the rage
in the late 70s and
80s...
• Arcade:
– declined since the late 80s and disappeared…

• … or did they?
Causes:
• Competitions from Home based systems

• More violent games and a different crowd made the
overall environment less suitable for kids and girls
Solutions?
• Start offering something ‘different’ to attract a new
audience

Sticker Picture Machines: an updated
version of the classic photo booth!
Solutions?
– Engage all the patrons: transform a game in an
exhibition-like performance
Solutions?
– Competition is exciting but..
• Avoid phisical contact between players
– During and after the game

• Nobody wants to "lose face"
Think “Out of the Box”!

Move players on opposing rows of cabinets!
Conclusions
•
•
•
•
•
•

#1: What's old can be new again
#2: Innovation & Success don't happen by chance
#3: K.I.S.S.
#4: The Importance of Retro compatibility
#5: Constant flux between Red & Blue oceans
#6: Need to think out of the box!
Thanks for your kind attention!
roberto.dillon@jcu.edu.au
Twitter: rdillon73

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Life Begins at 40: 6 lessons we shouldn't forget from our 40 years of gaming industry

  • 1. Life begins at 40: 6 Lessons we shouldn't forget from our first 40 years of gaming industry Roberto Dillon Associate Professor James Cook University - Singapore Roberto.Dillon@jcu.edu.au Founder & CEO Adsumsoft http://adsumsoft.co.nr
  • 3.
  • 4. Younger generations don’t know us! Many young aspiring developers are so into the future they can easily forget about the past
  • 5. The first commercial video game was Pong Computer Space Space Invaders Asteroids %
  • 6. The first commercial video game was % Pong 64.4 Computer Space 5.1 Space Invaders 25.4 Asteroids 5.1
  • 7. Which game had the first “Easter Egg”? Super Mario Bros. Chuckie Egg Adventure Pyjamarama %
  • 8. Which game had the first “Easter Egg”? % Super Mario Bros. 32.2 Chuckie Egg 21.3 Adventure 30.1 Pyjamarama 16.4
  • 9. Who founded Atari? Steve Jobs and Steve Wozniak Dean Martin and Jerry Lewis Ralph Baer Nolan Bushnell and Ted Dabney %
  • 10. Who founded Atari? % Steve Jobs and Steve Wozniak 11.9 Dean Martin and Jerry Lewis 35.6 !!! Ralph Baer 13.6 Nolan Bushnell and Ted Dabney 38.9
  • 11. #1: What's old can be new again! Often dismissing old games as 'primitive' See beyond graphics and look at game play: many ideas can still be inspiring!
  • 12. Using gravity force for bending our trajectories Angry Birds Space, Rovio (2012) SpaceWar!, MIT (1962)
  • 13. Dual stick control for hectic shooting action Robotron 2084 Williams (1982) Minigore 1 and 2 (Mountain Sheep/Chillingo, 2009-13)
  • 14. Free runners Metro-Cross, Namco (1985) Any endless running game so popular today
  • 15. #1: What's old can be new again! Critical play and knowledge of past games can be a gold mine for game designers to come up with original ways of implementing proven ideas
  • 16. #2: Innovation & Success don't happen by chance 1971: Computer Space 1972: Magnavox Odyssey 1972: Atari Pong
  • 17. 2003: Nokia NGage 2007: Apple iPhone 1996: Palm Pilot 1000
  • 18. #2: Innovation & Success don't happen by chance • The way to success is often paved by not so successful experiments. • All our experiences are worthy and we can inspire each other. • We need to share our knowledge to advance.
  • 19. #3: K.I.S.S. Keep It Simple, Stupid!
  • 20.
  • 21.
  • 22.
  • 23. #3: K.I.S.S. UI / UX are extremely important. Everything should be as intuitive as possible.
  • 24. #4: The Importance of Retrocompatibility Every generation, console manufacturers wonder whether new systems should be backward compatible...
  • 25. 1982: Atari 5200 Atari was afraid of cannibalizing 2600 sales Delayed launch till November 1982 No retro compatibility Atari tried to add it later, but it was too little, too late. ~1 million units sold only Discontinued in May 1984
  • 26. But then... Commodore: Vic 20 and C64 claimed a “partial” backward compatibility between the VIC20 and the C64 NES, SNES... SMS, MegaDrive... C64, Amiga... No backward compatibility, no problem!
  • 27. Why? In the late 80-90: platforms evolving fast The new systems were so much more advanced that young players didn’t care.
  • 29. Today? Rising costs: AAA titles need a user base bigger than ever to be profitable. selling just a few million units isn't enough anymore New systems need to cater to both new and old gamers alike to maximize user base PS4 and XBox One sales started very strong but will the early adopters be followed by upgraders? Retro compatibility would definitely help to keep older players engaged, despite higher production costs
  • 30. #5: We are in constant flux between Red and Blue Oceans: be ready! Difficult to have sustainable growth. We have cycles of explosive growth followed by saturation and potential crashes
  • 31. Industry Crash (1977) • Home Pong clones
  • 32. Industry Crash (1983) • First third party developer: great success!
  • 33. Industry Crash (1983) • Second third party developer: great success!
  • 34. Industry Crash (1983) • Anyone can make it! (no, not really!!)
  • 35. Industry Crash (1983) Pac Man: • developed in 6 weeks •10 million user base •12 milion carts… E.T. : •$25 milions for the license • developed in 5 weeks • 4.5 milion carts…
  • 36. Today... Danger! 130 new games released per day! How to Avoid? • If you are successful today, don't believe this will make you successful tomorrow as well! • Keep a quality standard! • Be Humble and Don't rush!
  • 37. With great crashes, come great opportunities New markets emerges
  • 38. Be ready for the next blue ocean! • New platforms? – – – – Smart TV? Ouya & new ‘open’ consoles? VR? Hybrids tablet/PC?
  • 39. #6: Think out of the box! Reinvent your business to remain competitive when market conditions change Case Study: Arcades: all the rage in the late 70s and 80s...
  • 40. • Arcade: – declined since the late 80s and disappeared… • … or did they?
  • 41. Causes: • Competitions from Home based systems • More violent games and a different crowd made the overall environment less suitable for kids and girls
  • 42. Solutions? • Start offering something ‘different’ to attract a new audience Sticker Picture Machines: an updated version of the classic photo booth!
  • 43. Solutions? – Engage all the patrons: transform a game in an exhibition-like performance
  • 44. Solutions? – Competition is exciting but.. • Avoid phisical contact between players – During and after the game • Nobody wants to "lose face"
  • 45. Think “Out of the Box”! Move players on opposing rows of cabinets!
  • 46. Conclusions • • • • • • #1: What's old can be new again #2: Innovation & Success don't happen by chance #3: K.I.S.S. #4: The Importance of Retro compatibility #5: Constant flux between Red & Blue oceans #6: Need to think out of the box!
  • 47. Thanks for your kind attention! roberto.dillon@jcu.edu.au Twitter: rdillon73