The Phnom Penh Post

Lone gamers a dying breed as community play gains steam

- Glenn Chapman

THE lone gamer appeared to be a dying breed on Tuesday at a premier industry event as play took to the cloud where contenders join forces or face off as foes.

Industry insiders and game lovers thronged to the premier Electronic Entertainm­ent Expo (E3) show floor that opened here on Tuesday for peeks at hot titles set for release in the year ahead.

Once known for secretive demos given behind closed doors to partners and press, E3 has opened its doors to fans, reflecting trends toward cooperativ­e online play and broadcasti­ng action as spectator sport.

The advent of streaming games Netflix style from the internet cloud promised to fuel those trends, tapping into the power of datacenter­s to let countless people play simultaneo­usly in shared worlds or tune in to watch.

“The video game market is continuous­ly and radically changing,” said Christelle Melchor of the Ubisoft business intelligen­ce team.

“With cloud gaming, we are not only developing games for players, but we are developing games for viewers.”

She added that Google’s soon-tolaunch Stadia service will also open doors to weaving the internet giant’s other offerings, such as YouTube, into game life.

Video games were the number one source of home entertainm­ent globally last year, handily eclipsing films, television, and music, according to statistics cited by Melchoir.

Never-ending games

Of the billions of dollars spent on video games last year, more than half of that revenue came from play on mobile devices. Borderland­s3

Studios making games for consoles or personal computers see wisdom in building communitie­s of loyal players who continuall­y engage with titles the way they might with a hit television series instead of finishing them and putting them down, as they might a good book.

“If you want to maintain a base of subscriber­s, engagement is key,” said Hugues Ouvrard, head of Xbox in France.

“You have to offer them new games or new features.”

The power of datacenter­s wil l a l low a r t i ficia l i ntel l igence to be put to work making ga me worlds r icher in st rea med ser v ices.

Players could be able to climb any tree in a forest, or chop a branch to make a bow. Wide worlds could be populated with software characters with unique virtual lives and daily routines.

But, never-ending games mean relentless work for real people working in studios. A growing concern in the industry is that “crunch” time that once involved long, stressful hours just ahead of a title launch is becoming a perpetual condition.

“The production cycles for our games are evolving, especially with more of them developed as a gameas-a-service, in which there is less ramp up and ramp down than traditiona­l game production,” Ubisoft chief and co-founder Yves Guillemot said.

“In parallel, our working methods are evolving and leading to efficiency and productivi­ty gains. This all helps to foster a healthier work-life balance.”

A consolatio­n in cloud-based games is that studios can make one title for streaming to all kinds of internet-linked devices instead of needing to tailor software for different hardware and screen sizes.

Microsoft’s strategy for supplying fresh content for its subscripti­on game service included ramping up its stable of in-house game studios to 14.

“Rather than crunch people, we bought more studios,” Ouvrard of Xbox said.

Microsoft at E3 revealed it will release a next-generation Xbox next year to assure players consoles are not going away, but said that cloud gaming is a core of its strategy.

“Most of the music consumptio­n in the word is subscripti­on based and most video consumptio­n is subscripti­on based, “Ouvrard said.

“There is no reason why most video game consumptio­n wouldn’t be subscripti­on based. It’s a no-brainer.”

Contenders in the game-streaming arena will need content, cloud capacity and a community of players.

Along with Google’s Stadia game streaming service, Microsoft is also building on its Xbox success with an xCloud service. Eyes are on Amazon to see whether it will leverage its leading AWS cloud business and its popular Twitch gaming community to host titles online themselves.

“We are getting to a point where any phone, any screen is going to be a way to play these games,” Josh Schmidt, who runs game-focused website N64Josh, said on the E3 show floor.

“It’s super-convenient, but I do have a ton of concerns. If I have to subscribe to 15 different services, what is that going to do to my bank account.”

Schmidt said he probably has more friends online than offline, and that E3 was rife with first-time real-world encounters of friends who met in game worlds.

“Gaming is doing some magical things bringing people together.”

 ?? AFP ?? Gaming fans play at the 2019 Electronic Entertainm­ent Expo, also known as E3, in Los Angeles on Tuesday.
AFP Gaming fans play at the 2019 Electronic Entertainm­ent Expo, also known as E3, in Los Angeles on Tuesday.

Newspapers in English

Newspapers from Cambodia