Minecraft - Department of Telematics
Transcription
Minecraft - Department of Telematics
1 Minecraft - A success story? Associate Professor Harald Øverby Department of Telematics, NTNU TTM6 Tele-economics, advanced 2 Outline • Sandbox games • Some economic effects in play – Peer-production – Free! • Small game culture • Minecraft – Economic analysis Based on work by: NTNU Msc student M. Bergquist (2011): Economics in the Small and Independent Game Industry 3 Sandbox games • Games that allow the player to freely roam the world • Enables non-linear paths to a goal – Multiple goals • Few constraints on what a player can do (within the gaming limits) • Early examples include – Elite (1984) – Turbo Esprit (1986) – Metroid (1987) 4 Sandbox games 5 Sandbox games 6 Small games (indie games) • Developed by individuals or small teams • No or little financial support – Limited budgets • Focus to creativity and innovative game design in game development • Traditionally associated with the PC platform – No licensing – Availability of development tools and libraries 7 Small game portals • An increased number of portals for small games makes it easier to sell these games – Apple App Store (non-free business models) – Facebook (free business models) 8 “Free” Business models • Giving away something for free, with expectations to receive revenue via other means • Especially attractive in ICT industry – Marginal cost = 0 – No marginal revenue loss by giving away • May be exploited for other industries as well • Has been used for a long time 9 Basic concept of free • Cross-subsidies – “There is no such thing as a free lunch” • Money are shifted between – – – – Products People Now and later Nonmonetary markets 10 1. Direct cross-subsidies Producer Product 1 (free) $$$ Consumer Product 2 (paid) 11 2. Three party market Ad space $$$ Producer Product (free) Products (paid) $$$ Advertiser Consumer 12 3. Freemium Basic product (free) Premium product (paid) Producer $$$ Many consumers Consumer 13 4. Nonmonetary markets Producer Attention Reputation Product (free) Consumer 14 World of Goo • Indie game, developed by two Ron Carmel and Kyle Gabler • Released in 2008 • Develop using open source technologies • No DRM protection 15 World of Goo • Cost of development approx $100 000 • Different pricing models – Direct sale at $20 – iPad version for $5 (125 000 copies sold) – Pay-what-you-want, totalling $100 000 (57 000 copies) • No free models used • Piracy rate of 82 % 16 Minecraft 17 Minecraft gameplay • Create 3D structures by – Create blocks – Destroy blocks • Control an avatar building the structures • Enables various game modes – Suruvival – Creative 18 19 20 Minecraft • Sandbox type game • Developed by Markus Persson – Established company Mojang • Unfinished versions released and charged for – – – – Released alpha version in May 2009 Available for sale June 2009 Released beta version in December 2010 Full version November 2011 21 Minecraft • Retail price model – Alpha stage – € 9,95 . Introduced 13.06.2009 – Beta stage – € 14,95. Introduced 20.12.2010 – Full version – € 19.95. Released 11.11.2011 • Also a freemium version with limited capabilities • Currently 4.8m have bought the game (30.01.12) • Estimated revenue 32.1mEUR 22 Minecraft • Cost estimates for developing and distributing game totals to 3.3mEUR 23 Minecraft 24 Minecraft • Peer production used to increase awareness and marketing the game – – – – Mouth-to-mouth marketing effect User manuals on youtube Pictures/videos of impressive buildings Press coverage • Utilizing the freemium business model • Strong network effects leading to positive feedback! 25 Peer production in the game industry • Users participate to develop game, with no financial motivations • Need a framework and tools for value creation • Examples – Second Life – Custom games in Warcraft III, Starcraft 1 & 2 • DoTA 26 Minecraft 27 • • • The Sims (16 million shipped)[1] Lemmings (15 million, including all platforms)[2] The Sims 2 (13 million)[3] – – • World of Warcraft – – – • • • • • • • • • World of Warcraft: The Burning Crusade [expansion pack] (at least 4.7 million; required to own Cataclysm) World of Warcraft: Wrath of the Lich King [expansion pack] (at least 4.7 million; required to own Cataclysm) World of Warcraft: Cataclysm [expansion pack] (4.7 million)[5] Half-Life 2 (12 million; may include sales on other platforms)[6] StarCraft (11 million)[7] Battlefield 2 (11 million)[8] The Sims 3 (10 million)[9] Half-Life (9.3 million,[10][11] may include PS2 version) – • • The Sims 2: Pets [expansion pack] (5.6 million)[4] The Sims 2: Seasons [expansion pack] (1 million)[4] Half-Life: Opposing Force [expansion pack] (1.1 million)[10][11] Elder Scrolls V: Skyrim (7 million) Guild Wars (6.5 million in North America, Europe, and Asia; includes Factions, Nightfall, and Eye of the North)[12] Myst (6 million)[13] SimCity 3000 (5 million; includes Sim City 3000 Unlimited edition)[14] Minecraft (4.8 million)[15] … 28 Summary • Small game industry has different economic properties compared to big game developers – Less cost – Taking advantage of peer production • Minecraft is a small game with huge market success – Sandbox game – Very good profitability – Keep costs down • Don´t understimate human crave for creativitiy!
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