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Game Development 2042 The Future of Game Design, Development, and Publishing PDF

331 Pages·2022·7.752 MB·English
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Game Development 2042 This book is a fast-paced look at the next two decades of the games indus- try with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games. The book contains interviews with a dozen veteran games industry luminaries, who have collectively created many of the greatest hits of the last twenty years and grossed tens of billions of dollars in revenue for companies like Electronic Arts, Facebook, Apple, Activision, Microsoft, Amazon, Supercell, Netflix, Warner Brothers, and others. Game Development 2042 is meant for game developers, anyone with a financial interest in the games business, and for gamers who want to know what the future holds. Mobile, console, PC, web, f ree- to-play, play- to-earn, and other businesses are discussed in depth with specific examples. Tim Fields has been making and operating games and leading game pub- lishing companies for more than 25 years. Along the way he has been a part of bringing games to life in franchises like Call of Duty, Halo, Marvel, Disney, Need for Speed, Fast and Furious, Transformers, Dungeons & Dragons, and many more, winning multiple Editor’s Choice and other awards, and generated billions of dollars in earnings. This is his fifth book on the games industry. He recently served as the CEO of mobile game publisher Kabam and currently works at Wizards of the Coast, bringing beloved franchises to life as digital games. Tim also runs an AI focused research company called MainBrain.AI. Game Development 2042 The Future of Game Design, Development, and Publishing Tim Fields Cover Image credit: NASA and the NSSDCA First Edition published 2023 by CRC Press 6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487-2742 and by CRC Press 4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN CRC Press is an imprint of Taylor & Francis Group, LLC © 2023 Tim Fields Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, access www. copyright.com or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. For works that are not available on CCC please contact [email protected]. Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging‑in‑Publication Data Names: Fields, Tim, author. Title: Game development 2042 : the future of game design, development, and publishing / Tim Fields. Description: Boca Raton, FL : CRC Press, 2023. | Includes bibliographical references and index. | Summary: “This book explores the future of game design, development, and publishing, extrapolating the next two decades through the lens of the industry’s evolution over the last ten years and the technical advances in recent adjacent markets”– Provided by publisher. Identifiers: LCCN 2022015809 (print) | LCCN 2022015810 (ebook) | ISBN 9781032272092 (hardback) | ISBN 9781032272054 (paperback) | ISBN 9781003291800 (ebook) Subjects: LCSH: Video games–Forecasting. Classification: LCC GV1469.3 .F54 2023 (print) | LCC GV1469.3 (ebook) | DDC 794.801/12–dc23/eng/20220623 LC record available at https://lccn.loc.gov/2022015809 LC ebook record available at https://lccn.loc.gov/2022015810 ISBN: 978-1-032-27209-2 (hbk) ISBN: 978-1-032-27205-4 (pbk) ISBN: 978-1-003-29180-0 (ebk) DOI: 10.1201/9781003291800 Typeset in Minion by codeMantra This book is dedicated to William Gibson, who taught us how to see the future by looking at the world around us. And to Dr. Stout, always. Contents Game Development 2042 1 INTRODUCTION 1 Hardware Advances in CPU Power, Input Accessibility, and Battery Power 4 Pervasive Machine Learning and Autonomy Fueled by Vast Increase in Data 5 Ubiquity of High-Speed High-Capacity Data Networks 7 Network Effect of Social Networks and Human Connectivity 8 Increases in the Amount of Leisure Time Available for Humanity 8 A ROADMAP 9 Who Is This Book For? 10 NOTES 10 Chapter 1 ◾ A Global Community of Players 11 GAMING LIGHTS THE WORLD 11 POPULATION GROWTH 13 United States and Canada 15 Europe 17 Russia 18 South Korea 20 Japan 22 China 24 ON EMERGING MARKETS 26 vii viii ◾ Contents Purchasing Power of Markets by 2050 26 Southeast Asia 28 Indonesia 30 Vietnam 31 India 32 INTERVIEW WITH ZAID AZMI: INTERACTIVE FICTION FOR THE WORLD 35 Latin America 39 Brazil 40 Mexico 41 The Middle East and Africa 42 Saudi Arabia 42 INTERVIEW WITH HIS ROYAL HIGHNESS PRINCE FASIL BIN BANDAR: THE BRIGHT FUTURE OF GAMES 44 CONTINUING IN THE LEVANT 50 Turkey 50 Egypt 51 Israel 52 The Rest of Africa 53 ZOOMING OUT 54 Conclusions Based on this Research and Demographic Data 54 How to Tailor for a Region 55 NOTES 57 Chapter 2 ◾ How to Reach the World 61 HOW TO REACH THE WORLD? 61 THE IMPACT OF GLOBALISM ON GAME DESIGN 62 DISTRIBUTION MECHANISMS 63 USER ACQUISITION 63 BUILDING COMMUNITIES 65 HOW TO REACH THE WORLD, THEN KEEP THEM PLAYING 65 INTERVIEW WITH AARON LOEB: THE FUTURE OF COMMUNITIES 66 Contents ◾ ix CONCLUSION 73 How to Reach the World, Then Keep Them Playing 73 NOTES 74 Chapter 3 ◾ The Evolution of Game Design 75 QUALITY IS KING 76 WHY DO PEOPLE PLAY? 77 A FEW THINGS ARE DIFFERENT… 81 DEEP SOCIAL 82 VISUALS 82 ACCESSIBILITY 84 CAPABLE DEVICES EVERYWHERE 84 CROSS PLAY AND DEVICE AGNOSTICISM 85 AI AGENTS 85 VR, AR, IMMERSION, METAVERSE 86 AR AND REAL-WORLD GAMING BLENDS 89 VR & AR COMBINED MAKE… THE METAVERSE? 90 NIANTIC AS METAVERSE 92 ROBLOX AS METAVERSE 93 TENCENT AS METAVERSE 94 EPIC’S FORTNITE AS METAVERSE 94 NVIDIA AS METAVERSE 95 FACEBOOK AS METAVERSE 96 MICROSOFT AS METAVERSE 98 METAVERSE WRAP UP 99 USER-GENERATED CONTENT 100 MODS AS UGC 102 THE WORLD WANTS TO PLAY FOR FREE 102 APPOINTMENT MECHANICS 103 EVERYTHING IS AN RPG 104 GACHA, NEAR MISS, FOMO 105 REAL-MONEY GAMING AND WAGERING 106

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