Talk:Online Games SIG/2007WPSB/The Present

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The Present

Here is the discussion page for 'The Present'--James 15:09, 3 May 2007 (EDT)

Question, What section should be devoted to Customer Support and Game master tools? --User:Ddoine 10:13, 4 May 2007 (PST)

I think we should have all these technical, production and game design issues in the how to sections.

Table of contents

[edit] Contributors

Section Coordinators

Contributors

[edit] Tasks

  • Define section plan and agree of outline headings, sections, content and areas of responsibility. Alanodea
  • Define list of articles, content and tasks within section. Alanodea
  • Define list of books, articles and other resources that are essential reading for the present state of Online games. Everyone
  • Define potential targets for additional contributors. Alanodea
  • Define list of potential targets for large scale industry orgainsation and value chain agents. The targets will be asked a basic series of general question to give an overview of their organizations attitude and strategy relating to online games. Alanodea
  • Define standard list of basic questions for top publishers, platform holders and value chain agents. Alanodea
  • Approach targets to get quotes for each of their company sections. Alanodea

[edit] Ideas

  • Books, research and essential reading for online games.


[edit] Original IGDA Content

[edit] Introduction

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Etiam id justo. In blandit nonummy leo. Aliquam sed enim ac arcu lacinia nonummy. Integer quis quam quis leo aliquam aliquet. Phasellus euismod, dui quis pulvinar dignissim, orci urna ultricies ipsum, at vulputate nisl sem sed est. Maecenas gravida, eros ut pellentesque accumsan, ipsum dolor porta elit, sit amet aliquet est est sit amet mauris. Nam blandit magna in nunc. Aenean posuere. Nam sed lacus ac leo cursus consequat. Pellentesque luctus rhoncus ante. Suspendisse tempor magna eget dui. Aenean mauris. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Vivamus a leo. Vivamus mauris magna, dapibus sit amet, nonummy id, aliquet a, metus. Mauris diam lacus, mattis eu, gravida eu, rutrum sed, sem. Nulla suscipit erat vel magna.

[edit] Persistent World Market Overview

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Core Text | Further Reading | Springboard

[edit] Persistent World Audiences

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Core Text | Further Reading | Springboard

[edit] Demographics

[edit] Typical Gaming Patterns

[edit] Different Genres

  • MMORPG
  • MMOFPS
  • MMORTS
  • Serious Games

[edit] Primary Points of Access

[edit] Industry's Response to Shifting Audience Needs and Demands

[edit] Common Industry Trends and Market Forces

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The following table describes some of the key market forces at play that impact all of these game types one way or another

Market ForceImpactExplanation
Increased Investment in Casual GamesHighPublishers, Retailers, Aggregators and Developers have significantly increased their investments in the space over the past few years. A large number of new entrants into this space, including traditional console makers, are driving the market forward. Costs for production also continue to rise.
Consumers Spend More Time OnlineHighThere is a continuing shift of consumers who spend more time online as compared with other forms of passive entertainment, including watching television or listening to music. Increased broadband penetration gives players easier access to casual game content.
Consumers Increase their Comfort with GamingModerateAs non-gamer consumers increase their gameplay capabilities, they become progressively more comfortable with gaming, increasing the future likelihood that they will try a gaming product from a trusted source.
Developers Push Forward New Genres or ThemesModerateThe development of new and unique game types, modes of play and genres will increase the addressable market opportunity. Examples include adult or mature themed titles (Leisure Suit Larry) and Core/Casual combinations (Ricochet).
Core-Casual CrossoverModerateIncreased game availability, regardless of genre, raises consumer awareness and willingness to try games online. This helps attract new players to the casual games space.

The following sections will explore the definitions, trends, accelerators, inhibitors and future potential of each vertical profiled in this White Paper, namely:

  • Core and Casual Downloadable Games & accompanying Web Versions
  • Web and Community-based games (games played only online)
  • Skill-Based games
  • Advergaming

Core Text | Further Reading | Springboard

[edit] Persistent Worlds on a Global Stage

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[edit] The Impact of Second Life

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Core Text | Further Reading | Springboard

[edit] Persistent World Business Models Review

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Core Text | Further Reading | Springboard

[edit] The Legal Landscape

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Core Text | Further Reading | Springboard

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