Although this statement was written three years ago, many parts of it are still relevant. Full text can be found from this link.
The games industry is a growing industry in a growing market and will remain in growth for the next years as its audience grows older as well. Games are probably the killer application of the new converging media fields. The public is often unaware just how strongly the games industry technology drives the development of the technologies and networks.
Computer games represent a significant cultural phenomenon. The implications of this development on the media culture are still hard to grasp and – above all – mainly unexplored. Therefore it will be important for Europe to have a positive attitude about games, so that they can be integrated properly into the regulation and support initiatives of the information society. But it is also important to assure the European approach of cultural diversity in a changing business scenario and to make sure that SMEs have their proper revenue in the value chain. While public television stations and film funding systems make sure that a certain diversity and quality is taken care of, none of such measures is still in place for this sector.
Game development as content creation
If anything is relevant to describe the new era, then it is the redefinition and flexiblisation of barriers between content and technology. Creation of content is a subject for technology issues in the same way as technology issues are increasingly content issues. This is especially true for the development of games.
The vision is that tools and middleware for content creation are developed – ‘European’ open source, if possible – to easen the access for content creation to the various platforms and render the European content more independent from overseas propetary soft- and hardware. Multiavalibility of content from multiple sources implies both higher diversity and standardisation.
As transaction costs are going down, the value of the content itself becomes more and more central and content will have a higher impact on the whole value chain. Especially content – based SME’s use more and more open software standards to narrow the gap to the big players. In the market of content creation SME’s will continue to dominate the community as big groups usually are uneager to face the uncertainty of development risks and have problems to mobilise sufficient personal motivation of their staff.
Network effects and economies of scale can contribute to the fact that inferior technologies supersede by establishing a standard. It is possible, that those companies, who have already a dominant position, will be taking their dominant position to bring it to other markets. If the standardisation will be from outside Europe, the status quo will even deteriorate. The dominance of other world regions in this sector has to do with their part in bigger homogenous markets, closer relations to hardware manufacturers and other factors. It has little to do with skills, ability or know-how of European content producers, but with a given environment.
The gateway
Game terminals will become one if not the key terminal in the integrated world of networked electronic media. All the console manufacturers are currently preparing for this development as the game consoles have a much larger market penetration than any TV Set Top Box or Living-Room Media PC has ever had or ever will have. They will be the first and set standards concerning technological questions but also concerning formats and genres – e.g. standards in the way how the mass market will perceive and treat information.
There is no European console. This has economic consequences: Gaming terminals are produced overseas. Monopoly like systems lead to drawbacks for the continent and only very few enterprises, who have gained influence and reputation with the console manufacturer companies, can gain access to consoles early in the market cycles. Naturally the manufacturing companies have closer ties to the development and publishing enterprises in their own home markets.
This is also of political and cultural importance. The biggest and most underestimated effect of this development will be the impact on the content. The content provided will have to please the platform owners to be visible. This not only has an impact on issues like cultural diversity, but also on freedom of expression, information etc. This also has major technological implications for Europe. With the increasing importance of game terminals for networked electronic media, Europe is in danger to completely loose track to the key technologies of the future.
In general , the emphasis of the strategic software decisions must be in favour of ‘European’ open software and open source. Europe is not a leader in this industry, and as a result open software can help us to advance quicker, as the creative communities do not have to spend a large part of their development budgets on licences for middleware tools.
The most important issue is the question of technological and legal obstacles to place a game on a game terminal. These obstacles must be analysed in depth and solutions must be found to overcome them. It is not sure that financial support alone can help in this situation, this question definitely also has a regulatory dimension.
The ubiquitous game
Innovation in game genres includes the development of completely new kinds of games based upon pervasive and ubiquitous computing environments; these games represent an area of high innovation and commercial potential unconstrained by significant entrenched business models and commercial structures. Innovation in engine technologies, architectures and production systems can feed into these new markets as well as into existing markets for contemporary computer games.
In the users area games will become the most important entertainment fields over the next ten years. Their impact on society will be constantly growing – mainly outside of public regulation. Communities will be content-driven, not platform driven. For communities the genre – orientation will remain an important element, but experience shows that games cross genres. New games or inventions of new types of genres can be very successful in a limited number of cases.
Two types of business strategies are emerging.
The technological cutting edge of strategy with qickly raising production costs, high personnel and strong power requirements is targeting mainly the mass market. This will be very expensive and therefore only produced by very few. Many of these productions might eventually not come from Western Europe.
The other will be the small business case. Here we will eventually see some games similar to arthouse films. Produced on a small budget, highly content – related, and original with a smaller target group. Technically they will have to rely more strongly on open source elements because they cannot afford to use commercial and expensive game middleware (which is key to work in a content-driven manner). These productions are a chance for Europe and these products will be the trigger of content- wise innovation (similar to the film industry today) and eventually inspire the mass-marketers.
Research and game development
The essence of game development is research. Game research can provide technical innovations supporting new game features and concepts, by investigating new markets and player groups and their design requirements, and investigating new game concepts by the production and evaluation of demonstrators. Traditional industries like the automotive industry or construction industry call upon game developers to solve their simulation requirements.
Some research topics cover the following elements. Man-machine interfaces will change and in concequence the logic of media consumption will be different. In this context we require tools to reduce costs in order to automate processes. Technologies such as automated (procedural) content creation are emerging and will gain importance. Personalization and Service, agent techniques are annother important subject. 3D graphics, physics and artificial
intelligence (AI) research, as well as gaming theory as such are also highly relevant topics.