Look Back to Look Forward
The next decade looks set to be more exciting.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
Despite the best efforts of killjoys who attempt to impose a more accurate definition of a decade upon the rest of us, there's something rather exciting about the point when the digit switches over from one decade to the next. As meaningless as it may be in real terms, the changing of the decade brings with it an opportunity to take stock, to ponder the past and present, and speculate upon the future.
And, of course, to make a lot of rather arbitrary lists.
The turn of the decade comes at a particularly exciting time for the videogames business. The advent and hastening adoption of speedy broadband technology has opened new doors for the sector. Ambitious online ventures are springing up left, right and centre, with money being poured into promising new business models and suggestions that this is the twilight of the physical, boxed product.
A new console has stunned the market by reaching a vastly wider audience than any previous platform, leaving the two warring giants of the platform holder business bickering over scraps in its wake. After a decade of solid growth, the industry feels on the verge of a breakthrough, only a few steps away from standing alongside film, television and music on the world stage and demanding recognition as a fully-fledged entertainment medium for the 21st century - if only the occasional tantrums of the traditional press and right-wing pressure groups over violent content in a medium whose adult audience they still don't quite comprehend would just go away.
I'm talking, of course, about December 1999. The heady days just before the turn of the millennium were strangely similar to those the industry is experiencing today. The games business had caught dot-com bubble fever - online gaming and digital distribution, while not quite a reality yet, were certainly a key part of the future that just about every self-styled Mystic Meg in the business was seeing in their crystal ball.
The PlayStation had created new markets all around the world, finally calling time on an era when there was some uncomfortable truth to the idea that games were mostly a pursuit for adolescent boys (although, 10 years later, this news still hasn't quite reached some parents, journalists and legislators). Giant franchises such as Final Fantasy, Tekken and Resident Evil - the Grand Theft Auto of the nineties, at least from the perspective of the Ban This Sick Filth crowd - looked set to challenge the global cultural dominance of Hollywood.
If today's hopes and concerns seem very similar to those of a decade ago, however, it's not because the industry has failed to move forward in the past 10 years. The stories might be the same, but the stakes are bigger. If the PlayStation and PS2 brought gaming to an adult audience, the DS and the Wii have stood on those broad shoulders and opened the market to, well, just about everyone else. If online gaming was a thrilling prospect back then, today it's a multi-billion dollar market where subscription games like World of Warcraft boast player-bases larger than small countries - and freemium titles like Farmville outnumber even some pretty large countries (like, say, the UK).
So the numbers are bigger, representing unprecedented growth in the past decade - growth whose surface is barely even scratched by firms like NPD and GfK, whose assessments of retail sales are increasingly unrepresentative of the true scale of a business which now absorbs vast revenue from a wide spectrum of online and offline transactions. The very fact that the tills continue to ring so loudly at game retailers is a striking endorsement of the industry's growth - retailers' share of the pie is unquestionably shrinking, but the pie itself is growing so incredibly fast that it almost doesn't matter, at least not yet.
Yet in other regards, the past 10 years have been a little disappointing - if only because it's slightly deflating to sit here, 10 years older, a little thinner at the temples (and recently the unwilling target of regular white hair hunting expeditions by my partner) and find myself saying that we're on the cusp of things which we all thought we were on the cusp of a decade ago (when white hairs were something that only happened to very, very old people).
Such is reality, however, and the games industry cannot bear the brunt of the blame. I read a commentary recently which suggested that decades never truly end on December 31st of their final year - rather, that they come to a close with resounding events which draw the curtain on the culture which has defined the decade. So, the hedonistic culture of the seventies only truly ended when the world woke up to the awful reality of HIV in 1983, while the greed-is-good eighties closed up shop early, with the fall of the Berlin Wall in late 1989. The culture of the nineties, the author argued, ended with stark finality on September 11, 2001.
It's sobering to read back on enthusiastic editorials from December 1999 and to consider that for the games and wider technology and media industries, the end of the optimistic, bombastic 1990s was only mere weeks away. On March 10, 2000, the technology-heavy NASDAQ index peaked at 5132 - the Matterhorn-like point of its curve looking, today, like the needle that pricked the dot-com bubble. Within a year, the market was trading below 2500. By late 2002, kicked while it was down by the economic gloom created by the 9/11 attacks, it bottomed out at less than 20 per cent of its peak value.
With it went much of the optimism which had fuelled the games industry's predictions for the decade. As the market fell, many of the ambitious companies on which hopes for a digital revolution had been pinned were shown to be wearing little but the Emperor's New Clothes - they burned through their venture capital and went bust, many of them without ever managing to post an operating profit. High Street retail, print media and old-fashioned publishing business breathed more easily - perhaps a little too easily in fact, since their subsequent ignoring of digital media for almost half a decade would frustrate consumers to the extent of driving a thriving and widespread culture of digital piracy.
This is not, of course, a happy thought with which to close the decade - but if the comparisons with 1999 are fascinating, so too are the contrasts. While some commentators today are concerned about the potentially faddish nature of Nintendo's Wii, and the difficulty of getting our newfound audience of downstream consumers interested enough to engage more deeply with the market, there is nothing to suggest that we are sitting on top of a new bubble. In fact, if anything, the industry emerges stronger and wiser than ever before, having weathered macro-economic crises and learned what it takes to sustain real growth even as the world's established industries fall around you.
Our hair may be greyer, but our optimism is more grounded - and it's backed up by a decade of technological R&D which has delivered new tools to the arsenal, new control methods and graphics technologies, fantastically powerful mobile devices and quick, always-on wireless broadband connections, and the social tools and educated consumer base required to make them all work for us. If the 2000s were "only" a decade of growth and development, where the cusps we believed ourselves to be upon in 1999 were not entirely realised, then the 2010s promise altogether so much more.
At the start of this decade, our three steps forward were compromised by the technological world taking two steps back. As 2010 dawns, the growth, the revenue, the audience and the technology itself is real, requiring no optimistic projections or hopeful futurism to justify its worth. Revenue and market growth will continue, keeping executives and CFOs happy - but for game consumers and creators alike, the next decade looks set to be a much more exciting one than the one which came before.
On which note, I hope all of our readers have an enjoyable, comfortable, over-indulgent and peaceful Christmas and New Year - and return in 2010 ready to surprise and delight us all over again with your creations.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (33) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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What did we call this decade? The zeroes? Unless I've just forgotten it again somewhere along the way, I think I might actually have gone all ten years without knowing, neither in English nor my native Danish.
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EA have posted some pretty remarkable operating losses for this year. It also happens to be the same year that their focus on 'new, quality, original IP' got into full flow. It also happened to be the year that ended the naughties.
Although to be honest, the mark of the decade for me is the catastrophic rise of software piracy from the elite fringes of power PC users to the average joe in the street.
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Tenties.
Twenties.
Simples.
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I wish Torrents could be 'uninvented'...........
An unbelievable change of fortune, when you consider the 1990's and how every major developer would push the limits of the latest 3D card that got released.
Just remember, console kiddies, without the PC and 3D accelerator card developments, you wouldn't have ANY of your 360's or PS3's or Wii's.
The next decade may well be the last for me as a gamer, as i find the idea of digital distribution, DLC, etc....repugnant, and im simply not going to give them my money for such practices.
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First off. F*ck you! I have a console, but I started gaming on a computer. While the PC became a standard for a while it didn't start the gaming revolution. It hasn't ended up controlling it. And all the while it existed, in the background were consoles or their very early beginnings. So in short the PC is, in many respects, utterly insignificant. To honestly believe gaming wouldn't exist without PC is deluded. There have been many systems and companies involved in the getting videogames to where they are now. Ultimately gaming would still exist today, whether the PC had emerged as a gaming machine, whether Sony had decided to make a console, etc. Every gamer, everyone in the industry, played their part but absolutely none were essential to get to where we are today.
Kiddies indeed. If only some PC owners could actually accept who they are, what their favourite system is and is becoming, maybe they'd actually learn they're the ones looking up to consoles and console owners. If not now, soon enough. Personally, I love PC pirates. Each and every one of them is slowly banging a nail into the PC-gaming coffin. And with that will bring about the loss of the PC gamers who actually believe they're an elite band of gamers. A PC has slightly higher resolution graphics (assuming you've been keeping up with the payments to ensure your PC is up-to-date). Yes, an idiot could boast about that. And he would be indeed assuming he's boasting to a group of people who by and large have far larger screens, more comfortable seating, and no doubt better sound systems. Some PC owners really do need to grow up and face reality, occasionally.
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What this man said, except it's 'the tens'. As in, the next year is twenty ten. People will be more comfortable saying 'two thousand and ten' because we have spent nine years using that format, and we will most likely start using the alternative in 2011 or 2012.
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YAWN.
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I am concerned that this and other financial factors will stifle innovation within the industry, and the evolution of gaming will suffer for it.
Furthermore the smaller, independent publishers/developers will be swallowed up by the corporate giants (eg. Activision), and 'told' what to produce, and if not said small swallowed up company will simply be spat back out and discarded when the next sales target isnt quite met . . .
I hope thats not the case, but I fear the worst . . . .
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That slightly made me laugh
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What you say is true, but PC gaming greatly pushed forward the technologies/techniques we take for granted, and the processors and coding used still help shape the future of the console market.
Also, I'm primarily a console gamer, but when if I find a game that I really like, I will also purchase it for my PC.
The PC version will almost always have better graphics, and it will have options to eliminate screen-tear, frame rate problems based on your machines spec.
Basically, you can tweak the PC version of a game until it runs like butter. Truly doing the game justice, in most cases.
Don't be so quick to wish the demise of PC gaming.
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I second the comments worrying about the control of game development being given over to moneymen. What this basically means is that game design will become more profit-led and less consumer-led, and populist titles that sell well will be pushed ever harder while interesting new ideas will be increasingly marginalised, until originality is little more than a memory. I think we can agree that exactly this behaviour clearly and obviously impacts very negatively on other entertainment media for everyone except the companies involved. More of this and we will have the games equivalent of X-Factor and High School Musical.
@ Bagpuss and JensonJet:
It took a remarkably short time for idiots to start using fictions and daft assumptions to argue about which format gives them a bigger epenis. You're both wrong, kindly shut up.
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That's the way it's always been, though since the days when TV manufacturers fell over themselves to build thier own Pong clones.
The only time that didn't happen was in the mid eighties after the Atari crash when the UK games Market was filled with games made in teenagers bedrooms. And even then a good 50% of them would have been cash-in clones.
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Perhaps most importantly, arcades are no longer at the cutting edge in terms of experimental gameplay, control, feedback or visuals, whereas they used to be the best indication as to what the future of gaming might be like, and served as a form of beta testing for home games, systems and controllers. With arcades becoming scarce and less interesting, they've also taken a very convenient face-to-face form of social gaming down with them.
Almost all games now have to include features such as customisation, storylines, online ranking, multiplayer, unlockables and mundane tasks for the completists if they can be shoe-horned in, otherwise they get marked down in reviews and aren't considered to be value for money. But it's often at the expense of fair, immediate gameplay challenge.
These days the biggest selling games are FPSs that play like a throwback to Duke Nukem 3D controls, and rhythm action games that could easily have been made for 80's home hardware (I'm thinking Spectrum audio cassettes here).
We do have motion sensors and video cameras now in home gaming, but I can't help but think that the reason these generate such enthusiasm is because of the long stretch of publishers playing things safe for so many years prior to the Wii, as previous body motion controls have come and gone with barely a whimper of a legacy. Touch-screens are cool, but they're only really something of a substitute for lightguns and mice. A welcome one, but they haven't really contributed anything besides accessibility and making the jobs of marketing people easier.
I reckon voice recognition may be the next big thing, but I probably would have said that naively 10 years ago as well, when Hey You Pikachu and Seaman were promptly followed by nothing. Augmented reality also, but it seems to be struggling to get past the tech demo stage. I'd love to see AR get people outside and competing or working together in groups, without relying on physical ability as much as most sports. Although, that sounds like laser tag territory rather than video gaming doesn't it?
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A few years ago the only way to get all the features above was to have an expensive gaming pc setup (and back then it was expensive), but now the latest and greatest gaming is in reach of everyone, superb and I can't wait to see what the next generation of consoles offer!
Exciting times ahead for console gaming
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And if we talk games - Half Life 2, Bioshock, Oblivion, World of Warcraft, EVE online, Guitar Hero and Rock Band series, Sing Star, Arcade games, PSN and WiiWare downloadable games for consoles has all made the games world a much more rich and diverse place to be IMO. Not to mention a generally higher level of quality of games - which has made games more accepted as entertainment.
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Also: kudos for a very well-written article, as the GI.biz ones always are.
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Sorry, mate, have to disagree with you. If GTA IV didn't give you a Mario moment or two, you weren't paying attention. They crammed a (near) living, breathing city into a little box under your telly, and let you do pretty much anything you wanted with it. The Digital Foundry time lapse still puts chills up my spine. Sure, the gameplay was somehat derivative, but then M64 was pretty much jump-jump-boink in 3D. It was the context, and the freedoms from past which made them both special.
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LOL, a Mario 64 moment, wow, if you think that then I'm very sorry, there has been FAR more impressive moments this generation than the Mario 64 moment.....
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All I want from the next decade is peace and for people to call years twenty-ten, etc.
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And fknetwork, i would like you to list some of these "WOW" moments you feel we have had this past generation (other than when your balls dropped) but then fail to mention a single one of them.
The past decade has been the decade of the sequel and the corporate scumbags, and that is how it will be remembered, by me anyway.
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The first three GTA titles were '90s games as well. Nomad Soul is another late '90s game that, like Shenmue, was too ambitious for its time but contains most of the key elements of modern free-roaming action adventure titles like GTA IV. And thinking about it, quite a lot of what is possible in '00s sandbox games was present in Bullfrog's Syndicate in 1993, even though it's really not in the same genre. I don't think Syndicate is even in a genre really; it's just out there as a forgotten unique gem, the likes of which we're not used to anymore because it's a pain in the arse to explain it to the mass market.
Don't get me wrong, I've enjoyed many games this decade. They've been polished and fine-tuned to standards that have made pre-naughties titles often very difficult to go back to. I love the higher resolutions, the better physics and the convenient social playing (though I still lament the decline of arcades). But, looking back, historically there isn't that much to get excited about, relative to the previous decades, because experimentation and risk taking has really dropped off. Nintendo have been given a lot of credit for taking a risk with the under-powered Wii, but they weren't as brave as they were with their CD-less N64, or the Virtual Boy.
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-Social gaming. MMO's, online shooters, co-op game design from Guitar Hero to Borderlands to WoW.
-Sandbox gaming. 3D worlds have become immersive playgrounds with nearly unlimited choice.
-Online distribution. Xbox Live and Steam have created relatively low barriers of entry allowing the resurgance of the independent developer.
When we look back at the Oughts (or whatever the hell we call the last ten years) we'll remember the time when gaming moved from the basement to the living room, and everyone could be a designer.
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Microsoft filed a patent in June of 2008 for the automatic generation of an Avatar based on a user's physical health. The patent application, discovered by 1UP, specifically details an "avatar generator" that "reflects a physical characteristic of the user." Physical data about the user would be used to "reflect a degree of health of the real person." In turn, this could be linked to "rewards of capabilities of a gaming avatar, an amount of time budgeted to play, or a visible indication." In other words, the patent is all about "injecting a degree of reality" into Avatar appearances, thus encouraging users to exercise and maintain a more active lifestyle.
Beyond this, the filing also explains that the generator could be used to reflect all kinds of data about a person, including religious beliefs, politics, hobbies, and even intelligence. Such information could help users connect with like-minded individuals. The patent application even notes that the generator could take "hidden physical characteristics such as allergies, chronic conditions, etc" into account, thus helping users find other players with similar conditions that might "understand someone with a like condition."
Ready or not!
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Then have a go at Mario 64. It plays like a game that could come out today (including the last 3 Tomb Raiders). Mario 64 nailed the essential camera and control dynamics that have defined third-person 3D gaming. We haven't had a 'Mario 64 Moment' since then because we haven't needed one, Marios solution still works.
However, I think we may be on the cusp of one such moment with Motion control. Right now, abstract waggle control methods in Wii games, or hand-wavey eyetoy fare are the awkward Tomb Raider 1s of motion gaming. Within the next two or three years, somebody using one of the three motion control systems that will be on the market next year will crack it, I'm sure, and then we'll have our Mario 64 moment.