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© eWave Interactive
- - Multiplayer Mobile GamesMultiplayer Mobile Games - -Business Models for a new Business Models for a new
Mainstream Market in GamingMainstream Market in Gaming
Hendrik H. Heimer - CEO / Founder -
IDATE Video Game Forum22.11.2005
Montpellier (France)
2
© eWave Interactive
About eWave InteractiveAbout eWave Interactive
• eWave is the gaming label of NAVUS GmbH (10 years of excellence in software research for industry, EU and ESA)
• eWave will become an independent business in 2006• Business focus on
Massively multiplayer mobile games Multiplayer platform technology (real-time, mobile payment) Mobile marketing
• 1st prize at the Game Olympics with KILLING FIELDS , the world-wide first multiplayer real-time strategy game for mobile phones
• Football Manager game for the FIFA World Cup in progress; 500.000 players in 8 European countries
• More multiplayer games will be releasead in 2006
3
© eWave Interactive
The Future of Gaming is Mobile!The Future of Gaming is Mobile!
"As computer games become increasingly persistent,
there will be an increasing demand to access
the game information at all times."
Guido Henkel (Game Over Magazine, 2004)
4
© eWave Interactive
Increasingly persistent worlds...Increasingly persistent worlds...
In 2005, online game revenues will outrun desktop games (million USD).
Total MMOG subscribers (1997-2005)
www.mmogchart.com
5
© eWave Interactive
... and increasing mobile access...... and increasing mobile access...
ARC – arcresearch.comSD – screendigest.com
Mobile Gaming Revenue Estimates
1100
8400
1100
4200
0100020003000400050006000700080009000
2003 2008
USD
(M
illion)
ARCSD
6
© eWave Interactive
...will result in converging markets...will result in converging markets
Step 1: massively multiplayer mobile games will enter the market
Step 2: cross-platform MMOGs will offer a mobile "window" to the persistent game world
Step 3: Main access to the game will be through mobile devices
Step 1
Step 2
Step 3
Year 2006 2007 2008 2009
7
© eWave Interactive
Mobile Access to persistent Game Mobile Access to persistent Game WorldsWorlds
Online games will offer different device specific
"windows" to the persistent game world.
8
© eWave Interactive
Nice theory, but can it happen?Nice theory, but can it happen?
Main constraints still are• Signal latency of data traffic• Jitter (variance of the latency)• Traffic costs (no cheap flat-rates)• Complex configuration of mobile phones for socket connections• Restricted IP access in some carrier networks• Blocked socket connections on some prepaid cards
Result: only 2 constraints have technical reasons, the rest are purely administrative and can be easily resolved.
9
© eWave Interactive
Connect/Ping Sockets
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20:3
320
:5721
:2121
:4522
:0922
:3322
:5723
:2123
:4500
:0900
:3300
:5701
:2101
:4502
:0902
:3302
:5703
:2103
:4504
:0904
:3304
:5705
:2105
:4506
:0906
:3306
:5707
:2107
:4508
:0908
:3308
:5709
:2109
:45
Ping
Connect
Standard socket connection has a very irregular signal latency (Jitter) that makes a predictable game behaviour difficult.
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© eWave Interactive
T-Mobile - 6230 Connect/Ping eWGS21.07.2005
0
1
2
3
4
5
6
7
8
9
10
11
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13
14
15
16
17
18
19
20
20:3
821
:0621
:3422
:0222
:3022
:5823
:2623
:5400
:2200
:5001
:1801
:4602
:1402
:4203
:1003
:3804
:0604
:3405
:0205
:3005
:5806
:2606
:5407
:2207
:5008
:1808
:4609
:1409
:4210
:1010
:3811
:06
Ping
Connect
The eWGS protocol provides a much smoother characteristics of the signal latency and is also much faster than sockets (~ 600 ms).
11
© eWave Interactive
Typical MMMG CharacteristicsTypical MMMG Characteristics
• Server based game-engine Allows a much higher complexity of the persistent game-world Content can be changed/added dynamically Device independend – many different mobile devices can
connect Secure – only registered users can connect Scalable – server hardware is cheap; performance increases
with # users
• Real-time protocol, even with GPRS• In-game payment• Secure transactions (Triple DES encoded)• Content, content, content
12
© eWave Interactive
Example: KILLING FIELDSExample: KILLING FIELDS
• Multiplayer RTS game for up to 100 players per map• Dynamic, server-based content• In-game payment and bonus system
Interface to CRANDY mobile payment Pay-per-level Bonus payment for completion of levels / highscore
• 1st prize at the Game Olympics 2005
13
© eWave Interactive
Example: Football Manager GameExample: Football Manager Game
• Server based game engine• Highly scalable for 500,000+ players• Asynchroneous gameplay• Mobile payment interface to CRANDY
Transfer market for football players Monthly subscriptions Hugh money prizes, in total 100,000€ p.a.
• Launch 01/2006 in 8 European countries, among them France, UK, Germany, Switzerland (depending on availability of CRANDY)
• Game will be available for free
14
© eWave Interactive
Football Manager: business potentialFootball Manager: business potentialNumber of Players
0
100000
200000
300000
400000
500000
600000
06/Q
1
06/Q
2
06/Q
3
06/Q
4
07/Q
1
07/Q
2
07/Q
3
07/Q
4
08/Q
1
08/Q
2
08/Q
3
08/Q
4
Revenue Forecast
- €
500.000,00 €
1.000.000,00 €
1.500.000,00 €
2.000.000,00 €
2.500.000,00 €
3.000.000,00 €
06/Q1 06/Q2 06/Q3 06/Q4 07/Q1 07/Q2 07/Q3 07/Q4 08/Q1 08/Q2 08/Q3 08/Q4
15
© eWave Interactive
New Business ModelsNew Business Models
• Games provided for free• In-game payment per play, per time, per level,...
Direct billing through mobile payment systems No payment through carrier No payment with PremiumSMS
• Micropayment for game items (magic sword, football player,...)• Bonus system for long-term game attraction• Mobile marketing platform for
product placement (depending on game scenario) in-game advertisement ( " ) sponsoring
16
© eWave Interactive
ContactContact
Hendrik Heimer
Mail: [email protected]
Phone: +49-171-7520246
www.ewave.de