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
Playfish creates social games




         part of the   family




                   2
Physical         Digital

Products         Services

Solitary         Social

$$ upfront    $$ ongoing

             3
Before talking about the future
         Let’s rewind.




               4
Games have grown through
   new platforms and hit titles
$ (Bn)          US Games Revenue (NPD)
   25


   20


   15


   10


    5


    0
         1995        2000         2005

                            5
Another way to tell the story
access
barriers                     Lower cost
           PS3
                                More social

           Xbox                     More immediate
            360
                                           More real

                 Wii
                  iPhone / mobile
                 Free-to-play / online / social
     0      10m        50m      100m      500m    1Bn   audience
“Moore’s law” of games industry

 access       audience
 barriers




       0            0
            time         time

               Video…
As platforms evolve, games surface




                          snake
                              java
                                     apps




                8
As games evolve, brands surface




                9
a short
      story



10
Top paid app in July 2008




iBeer by Hottrix Ent.
                        11
Top paid app of 2008




Koi Pond by The Blimp Pilots
                               12
Top grossing app of 2009 ?




            13
14
top 10 apps: 8 games, 7 brands
Friend-centric platforms




           16
Internet : 16m to 1.8 Bn in 15 years




                 17
Online video: 0 to 150m (US) in 3y



                18
Social Games: 0 to 200m in 2 years




                 19
Driven by social interaction




             20
Reaching friends, not gamers




                         21
Photo credit: jay1441
More fun with friends
Social design online




         23
Reaching users everywhere




            24
Accelerating generations
       17 yrs, 21 gens                 1.5 yrs, 100+ gens




1993                     2010   2008                        2010
strong franchises

large audience

  real friends

 fast iterations
        26
Where next?

     27
Thousands of small developers
Consolidate into a handful of leaders




                  29
Rise of the billion $ franchise

 GTA       WoW           Game X OR Game Y

  15       12             100       200
million   million        million   million
boxes     subs           MAUs      MAUs
  @         @              @         @
 $60       $12            ¢80       ¢40
 per       per           ARPU      ARPU
 box      month


                    30
1.8 billion web users
100m
MAUs
game


  200m        400m
              400m
monthly   Facebook
              MAUs
players       MAUs
          Facebook



   Audience (r)evolution
Social: joining the magic circle?
       Avatar            Modern Warfare




                32
The demand curve again…
access
barriers
           PS3


           Xbox3
            60


                 Wii
                  iPhone / mobile
                 Free-to-play / online / social
     0      10m        50m    100m     500m       1Bn   audience
Likely industry trends
access
barriers          1. Brands on social networks

                       2. ‘Social games’ consolidation

                           3. No more ‘social games’

                                   4. Innovation & growth




     0     10m   50m    100m    500m     1Bn     audience
Thank you!
      Sebastien de Halleux
Playfish Co-Founder / VP BD EAi
1 sur 35

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