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Article Imaginary gaming: hidden influences in the entertainment software market 20 Volume 4 │ Issue 2 How did entertainment software go from being a market venture that capitalists avoided at all costs, to one where a single company was able to raise a billion dollars in investments in just two years? Author Chris Bateman Game designer, philosopher and writer 21 Article F or most of the 40 year history of the digital games industry, it has been an unattractive option for venture capitalists, who have tended to see it as a high-risk space with disappointing returns. Yet, in 2010, social games company Zynga raised US$480m from investors, and in 2011, they have raised an unprecedented US$485m in further investments, bringing their total funding to US$1b. What changed in the last few years that allowed digital entertainment software to generate such 22 Volume 4 │ Issue 2 frothy investment conditions? Behind the economics of gaming lies a subtle influence that has not been fully appreciated until recently — a significant variation in the degree of imagination that individuals bring to their game experiences. When Nintendo was considering its options for a new console in the early 2000s, Shigeru Miyamoto, the creator of Mario and the most successful commercial game designer of all time, recognized that it was going to be difficult for the company to compete with the growing technological power that Sony and Microsoft were able to put into the marketplace. Whereas its Imaginary gaming rivals were willing to sell hardware as a loss leader, Nintendo has always insisted on at least breaking even on hardware; it also lacks the technical resources of its rivals. Nintendo decided, therefore, to focus on a new form of interaction as the basis of its next device, in the hope of reconnecting with the mass market audience it had enjoyed with its first home console, the NES (Hall, 2005). The result was the hugely successful Wii, which has sold over 50% more units than its more powerful (and more expensive) rivals. Nintendo’s Wii console and 145 millionselling DS handheld device, which will soon overtake Sony’s PlayStation 2 as the best- designed to entertain their own staff, in the belief that their own employees are representative of the audience at large. Nintendo, by not falling prey to this fatal error, have enjoyed considerable success, but even they fall short of the astronomical scale of Zynga’s gold rush. The revenues in what is termed “social gaming” — including Facebook games such as the ones made by Zynga — have skyrocketed. John Riccitiello, CEO of Electronic Arts, which used to be the biggest global software publisher by revenue prior to the merger between Activision and Blizzard, has stated that, while consoles used to be 80% of the Behind the economics of gaming lies a subtle influence that has not been fully appreciated until recently – a significant variation in the degree of imagination that individuals bring to their game experiences selling console of all time, demonstrate a fundamental shift in the market for games. For the first time, commercial videogames are truly embracing a wider audience for games, and as a result are enjoying all the benefits that a mass-market focus can bring. As a consultant in this sector, I have been repeatedly shocked by the number of companies who make software products market in 2000, they are now only 40% of revenues (Brightman, 2011). This is primarily a consequence of a radical increase of revenue from social games, not a fall of revenues in the console space — the successful console titles, such as ActivisionBlizzard’s Modern Warfare franchise, are setting new high standards (20 million units in the case of Modern Warfare 2). However, the number of successful titles in this space is receding while the cost of development continues to rise dramatically. Modern Warfare 2, for instance, cost US$50m to develop, and accrued a further US$200m in marketing costs. The billion dollar revenue this title has generated seems impressive but it is almost impossible for competitors to replicate, and most rival titles flounder and fail, often at great expense. In fact, these two marketplaces — the consoles servicing the gamer hobbyists, and the social and mobile gaming companies servicing the mass market for play — are almost two entirely separate commercial spaces, although they have a close connection. As an example of the interconnectivity between the two, consider successful social games company Wooga, which recently raised US$24m in venture capital investments. Wooga produces social games that are all highly derivative of earlier titles released by Japanese companies: Bubble Island, for instance, is a direct clone of Taito’s Bust a Move, originally released as Puzzle Bobble for arcades in 1994. What Wooga has done, and indeed, what every successful social games company is doing, is convert the pay-to-play model of the arcades to a new games-asservice model, in which a game is made available to play for free but monetized via microtransactions. The scale of payments from the perspective of the consumer is similar to the old coin drops for arcade cabinets, but the scale of the audience is radically greater: Bubble Island has five million monthly active users, for instance. The outcome can be incredible revenues on relatively modest initial investments. 23 Article I first began investigating how and why people play games back in 2002, conducting one of the first studies in what is now termed “player satisfaction modeling.” At the time, I recognized that there was a radical distinction between the players who engaged with videogames as a hobby, and those who dabbled with games as a diversion. This first study, completed in 2004, discovered that the difference between these two groups was largely expressible in terms of a psychological measure connected to imagination, known as “intuition” in Myers-Briggs typology or “openness to experience” in “Big five” (Bateman and Boon, 2005). In the years since this study, I have continued to investigate psychological factors in play and have confirmed that imagination is a significant discriminating factor, one that in essence separates the two marketplaces from one another. The gamer hobbyists, targeted by hardware manufacturers like Sony and Microsoft, as well as by publishing corporations such as EA and ActivisionBlizzard, are more imaginative players than those targeted by Zynga or Wooga. Why is imagination such an important factor? To find an answer to this, I perused the literature but could find nothing in the scientific studies thus far. However, I came across a theory in philosophy of art by Professor Kendall Walton that was particularly apposite to this question. According to Walton’s theory, artworks such as paintings, novels, movies can be 24 Volume 4 │ Issue 2 best understood as games of make-believe, similar in nature to the kinds of imaginary games children play. Just as a toy gun or a hobbyhorse serves as a prop in a child’s game of make-believe, so a painting, a novel or a movie serves as a prop in an adult’s game of make-believe. The latter dictate more of the experience than the child’s toy, but the same imaginative process is central to both experiences (Walton, 1990). Walton’s theory was ideally suited for an adaptation to digital entertainment, and I have spent the last couple of years working on an extension to the make-believe theory of representation that includes games of all kinds, including videogames (Bateman, 2011). Between my player satisfaction studies and philosophy of art, an explanation for the difference between the two markets for entertainment software can be offered. The gamer hobbyists, those that primarily play console games, are more imaginative players and are a relatively small proportion of the population as a whole. They actively enjoy science fiction and fantasy, are willing to learn new kinds of games, and in some cases actively seek out the challenge of doing so. They want their games to work their imagination, to offer them new experiences beyond the familiar. Conversely, the players of social games are typically less imaginative individuals, seeking their entertainment within familiar contexts. It is no coincidence that Zynga’s most successful title, FarmVille (a design Imaginary gaming The success of social gaming rests not only on the opportunity to leverage the huge networks of players provided by social media channels, but also on a careful restraint in terms of the kind of makebelieve being offered descended from an original Japanese game, Harvest Moon, originally published in 1996), is based around farming, an activity conceptually familiar to everyone. The influence of differing powers of imagination on the commercial fortunes of games is evident not only in the difference between the services offered in the social gaming space and the products offered in the console marketplace, but also in the degree of success enjoyed by individual titles in the latter. It is not coincidental that first person shooter titles, of the kind epitomized by Modern Warfare, began to enjoy significantly higher sales figures when they represented contemporary contexts instead of science fiction settings. The 1997 Nintendo 64 title GoldenEye 007 sold eight million units on the back of its James Bond spy license, while its rival first person shooter Quake II sold just a million units with its science fiction branding, despite intense attention from the specialist press. Modern Warfare is perhaps the pinnacle of this trend — even with incredible marketing expenditure by its competitor, ActivisionBlizzard’s franchise has been able to outsell Microsoft’s science fiction shooter franchise Halo precisely because its “real world” setting has wider appeal. It requires less imagination to pretend to be a modern soldier than it does to pretend to be a futuristic space marine, and that distinction ultimately has commercial consequences. Of course, imagination is not the only aspect of player satisfaction that is 25 Article pertinent to the economic fortunes of the entertainment software market. Tolerance for frustration, for instance, which may relate to testosterone levels (Bateman and Nacke, 2010), appears to be another significant factor distinguishing games such as Modern Warfare from games such as FarmVille. The mass market for games doesn’t just choose games requiring less imagination, but games requiring less persistence. Nonetheless, the success of social gaming rests not only on the opportunity to leverage the huge networks of players provided by social media channels, but also on a careful restraint in terms of the kind of make-believe being offered. Familiarity, as in any marketplace, is a powerful commercial selling point when dealing with the mass market. For videogames, part of that appeal rests in the lower demands of imagination offered by recognizable settings, and the significantly larger target audience that implies. 26 Volume 4 │ Issue 2 Imaginary gaming Chris Bateman is a game designer, philosopher and writer, best known for the games Discworld noir and Ghost master, and the books Game writing: narrative skills for videogames, 21st century game design and Beyond game design. Chris runs International Hobo, a leading consultancy in market-oriented game design and narrative operating out of Manchester, UK. He has worked on dozens of digital game projects over the last 15 years for almost all the major publishers. Graduating with a Masters degree in Artificial Intelligence/Cognitive Science, he has since pursued highly acclaimed independent research into how and why people play games. In 2009, he was invited to sit on the IEEE’s (the world’s largest professional association for the advancement of technology) Player Satisfaction Modeling task force, in recognition for his role in establishing this research domain. His most recent player model, BrainHex, is based upon neurobiological principles published in his paper Neurobiology of play, and the BrainHex test has been taken by more than 70,000 people. His latest book is Imaginary Games, which adapts Professor Kendall Walton’s prop theory to digital and other games, providing a robust argument which demonstrates not only that games are art, but that all art is itself a kind of game. 27