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The
Future of Gaming - Part 1 of 2
Editor's Note: Greg Gibson is a long time contributor to TFH Gaming
- writing reviews and humorous articles as Thomas Knollwood (a nom de
plum). Mr. Gibson has an MBA in International Business (Honors), a Master's
of Science in Electronic Commerce (Honors), and his Bachelor's degree
is in Physics/Nuclear Engineering. He currently has 20 years experience
with a Fortune-100 Company as senior Manager of Projects and Programs,
is the CEO of his own successful consulting company, and is a National
Executive Committee member & Regional President of a national Scientific
society. His copyrighted article is presented in TFHGaming with all rights
reserved . Mr. Gibson can be contacted at ggibson@SGSInternational.com.
Chapter 1: Futurism - An Introduction
"Futurist" is a term used to describe an individual who extrapolates human
behavior, culture, society, mores, and technology to forecast/predict
likely outcomes for future conditions or events.
In this series, we will examine the current state of gaming and extrapolate
likely outcomes for the future of gaming. In differentiating ourselves
between a "Futurist" and a "Fortuneteller", we will present the basis
for our predictions, and attempt to address the evolutionary changes that
will shape the future of gaming. Also, futurists do not attempt to extrapolate
50 years from now (science fiction writers do that) - rather they take
the current situation and attempt to extrapolate 5 to 10 to 15 years ahead.
Also, futurists do not assume quantum jumps in technology (antigravity
warp-drive may occur someday, but at the moment there is no physics to
support it, and therefore no basis for crediting it in the immediate future).
So with that caveat, let us begin…
At its' most basic level, gaming is simply personalized, individual entertainment
(PIE). It competes with movies, television, hobbies, books, and recreation
and sports. The principle differentiation is that the individual gamer
has active first-person involvement in a pre-established environment and
can generate infinite outcomes. This contrasts starkly with books and
movies where the participants are passive third-person observers in a
singular story line, but has many commonalties with recreation and sports
where the participants have active first person involvement and infinite
outcomes.
The important fundamental elements of PIE are common: story line richness
and originality, and the sophistication of the presentation.
Story line richness and originality are creative qualities that depend
on the initiative and genius of the creator. Books, for example, have
been around since Guttenberg's Bible - yet we constantly see new plots,
twists, settings, environments, and a myriad of characters. If there were
only a finite number of these, we would have run out of them years ago.
So, one "given" is that creativity will continue to spontaneously occur,
in unpredictable ways, such that new and innovative story lines and characters
emerge.
The sophistication of the presentation relates to the "believability"
of the presentation within a technical frame of reference. Movies are
a good example where some cellulite, light, and audio, can recreate the
sinking of the Titanic so realistically that the audience is immersed
in the story and loses oneself in the presentation. Movies can also contain
examples of anachronisms, plot/story inconsistencies, or physical impossibilities
that are so discordant (all Japanese Monster movies where a guy in a Godzilla
suit smashes little toy houses) that the audience is jarred out of involvement
in the movie and are left thinking "boy, that's stupid!"
The higher the PIE fundamental elements, the more immersive the PIE will
be and as a consequence - the more successful. However, these fundamental
elements are not only critical, but impossible to predict. What can be
said is, that the future will contain new and innovative stories, plots,
and presentations.
Chapter 2: Operating Systems & Dedicated Platforms
I suppose you could say the whole thing started with PONG.
PONG was a game that took the single most important and enjoyed item in
the home (TV) and changed it from a passive, third party observer to an
active first person PIE. Indeed, PIE was created by the birth of PONG
[sorry, but the card game Solitaire is pre-history in PIE). It was also
differentiated by the ability to play against an artificial intelligence
"the computer"… unlike board games such as Monopoly and Tactics II which
are very difficult and boring to play solo.
However, the key element was that the game was actually defined, and limited
by, the technology associated with the operating system - all the game
could do was bounce a square around the screen.
As operating systems have evolved, fundamental element one has matured
- the sophistication of the presentation. Now recognize that we are not
talking about the differences between DOS and WINDOWS - those are simply
the difference in text based I/O with the user versus graphical user interfaces.
In this context, operating systems are at the chip level and how the processing
structure allows for increased use of program and graphical memory. Indeed,
in this context, the observations are equally valid between a PC, a MAC,
or SEGA-box.
This brings us to the first "nugget" - at the atomic level, PIE is independent
of platform. This explains why we see expansion of the gaming world on
all platforms (PC and dedicated platforms such as X-BOX and PS) and why
competition between platforms is so volatile - there is no compelling
reason for the consumer to pick one platform over another. Therefore,
current product branding efforts by these companies are largely wasted.
Immediately, the issue becomes "is it linear or is it exponential at some
point"? In the linear case, with infinite computing power PIE would be
infinite. In the exponential case, at some point increasing computer power
yields diminishing increases in PIE. For example, audio speakers may be
able to reproduce an increasing range of frequency - but I can't hear
above a certain level (my dog might but I don't buy speakers for him to
hear). So, unless a new technology is introduced (i.e., holo-decks), there
will come a point where doubling computer speed and processing will not
double the enjoyment from PIE.
Let us also recognize that we have already increased PIE by making it
more "realistic" through platform improvement - from Black & White to
Color, from grainy pictures to HDTV (1070x800), from flat paintings to
3D, from monaural to surround sound. [Note: Recall that there are only
5 senses; and taste, smell, and touch require a technological quantum
leap before they are feasible]. Also, we have seen increasing sophistication
in the presentation in improved story lines, improved character development,
and the integration of video segments.
So what can we extrapolate… what does the future hold, as it relates to
operating systems and platforms?
- Improvements in the operating system (WIN98, WINMe, WIN2000,
WINXP) are largely irrelevant. Significant PIE system increases/improvements
will come through the evolution of data processing chips, storage, memory,
and price.
- PC operating systems from Microsoft, Linux, Apple, et
al, will therefore see dramatically dropping revenues (probably beginning
with WINXP and accelerating with subsequent releases) - as there is
simply no reason for the consumer to always have the latest operating
system. This will put negative pressure on research and development
efforts within these companies.
- The next significant step will be the integration of
voice control into the operating systems - operating systems will be
voice controlled as well as graphical user interfaced. This will effect
the game design (see Chapter 3).
- Dedicated platforms (X-Box versus PS2/3) will increasingly
become a cutthroat market. Games developed for one platform will quickly
have compatible versions available or equivalent versions created for
each platform. This will result in predatory tactics by Microsoft and
Sony, resulting in decreasing profits for the respective companies.
SEGA's exit from the platform market to the game-developer market is
therefore a natural and not unexpected consequence - remember ATARI.
- The natural consumer forces acting to improve PIE will
result in a significant evolution over the next 5 to 10 years, and the
emergence of a completely new entity - the "Digital Center". Two companies
will likely vie for dominance of this new entity: Microsoft and SONY.
If Microsoft fails, the company will become stagnant and significant
shrinkage will occur; indeed, if they fail - Microsoft as we know it
will be known in 20 years as the "Nova-Company" brilliant for a while
and then burning out completely.
- Microsoft to date has shown a remarkable lack of foresight,
future planning, and Executive Management direction, it is likely that
they will be unable to be evolutionary as well as revolutionary. Their
Company has evolved into something different, their management hasn't…
if they do not quickly reinvent themselves, the results will likely
be catastrophic for investors over the next 10 years.
- SONY has the infrastructure and a glimmer of management
competence to give Microsoft a lethal blow. However, it remains to be
seen whether SONY can harness the talents of their largely segregated
Divisions to create a hybrid product - project management is the most
glaring weakness at SONY.
- The "dark horse" in the future will be MITSUBISHI… want
to know why - then read the conclusion of this commentary next week.
In our next article, we will review in Chapter 3 - Game Design. We conclude
the series with Chapter 4 - Digital Center, The Future Frontier.
Commentary By: Greg Gibson ggibson@SGSInternational.com
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