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ITEC Stockholm
14 May 2019
Learning from the
Latest Generation
of Online Games?
Andy Fawkes
Disruption
“If you want
something new, you
have to stop doing
something old”
Peter Drucker
1909-2005
• Some Current Online Gaming Developments:
– Fortnite
– Apex Legends
– Rec Room
– Cross Platform Play
– Smart Game Objects
– Google Stadia
– Other Technology Drivers
• So What for the Training & Simulation Community?
Overview
Fortnite
Fortnite Battle Royale (March 2017)
• As of March 2019: >250 million players and ≦10.8 million concurrents
• The goal is to be the last player alive out of 100 by eliminating or avoiding
other players within a game area that decreases in size over time
• Nearly all objects in the game can be harvested for materials to build
walls and ramps for protection, to help move, or slow down other players
• Free-to-Play but players have the option to purchase cosmetic skins,
dances, and pre-released game modes for their characters.
• Average spend $84.67 each player with game revenues >$1 Billion
• Game constantly refreshed through “Seasons” (now Season 9)
Fortnite Battle Royale
• Epic Games exploits Amazon Web Services (AWS)
• Fortnite servers around the world to reduce latency
• Each month Epic collects two petabytes of data
• From 0 to 250 Million Players in 24 Months
Fortnite Hosting
• Across PC, PS4, Xbox One, Switch, Mac & mobile
• All platforms require an Epic Games account
• Becoming friends through Epic enables cross-platform play
• Progress and purchased content travels with Epic account
• Party Finder searches for Epic Games friends across platforms
Fortnite Cross-
Platform Play
10.7m Online Players Watched Live Concert
Fortnite’s DJ Marshmello Concert – 2 Feb 2019
User Generated Content
• Over 26M videos referencing
Fortnite were published across
YouTube, Twitch, Instagram,
Twitter, and Facebook, and
viewed over 89bn times in 2018
• The second most popular
livestream game Minecraft,
generated 4.7M videos with
35.8B views
Tubular Labs
Fortnite Battle Royale - eSports
• The global eSports industry
is $905m (2018/Newzoo)
• Top Fortnite player “Bizzle”
- Earnings $322k (Oct 18)
• On 14 Mar 18, a game of
Fortnite pulled in 630,000
concurrent viewers on
Twitch TV, a service for
watching competitive video
game streams
Fortnite Generations
39% of Dads & 18% Mums Play
www.commonsensemedia.org/fortnite-frenzy-key-findings
New Media
Dynamics
People do Play a Lot
Random Rewards
• Random “loot” or “variable-ratio schedule”, like a slot machine
• The hope of finding something desirable paired with occasional reward is
exciting
• The gap between high- and low-skill players is also reduced making the game
less punishing and more difficult to dominate
Finding Order in Chaos
• The instinctive need to find order in chaos
• Players must build a mental model of the game’s mechanics building their
intuitive judgement
• If their intuition leads to success this is pleasurable whilst unexpected failure
leads to a need to learn and play more
Social Status
• The need to signal social status
• Impressing other players through “skins” or visual customisations of player’s
avatars or weapons, that are also restricted to “Seasons”, signalling success,
much like in Fashion
Fortnite Battle Royale - Addictive?
Games as Social Networks
Apex Legends
Apex Legends (Team-Based Battle Royale)
• Released 4 February 2019, Free-to-Play
• 50 Million Players Joined in One Month
• Earning $92 million in revenue across all platforms
• A novel ping system allows teammates to mark supplies,
locations, and enemies
Apex Legends
• Google Cloud Based
• With no pre-launch
marketing it reaches:
– 1m Players in 8 Hours
– 10m in 3 Days
– 50m in 1 Month
Rec Room
Rec Room
• VR-Based social spaces and multiplayer games, including first-
person shooters & cooperative role-playing games
• Provides in-game tools for user-generated maps and games
• Cross-Platform
Cross-Platform Play
• An online video game that allows
players using different game hardware
such as Consoles, PCs, Mobiles etc to
play with each other simultaneously
• Cross-Platform games generally use
standard TCP/IP-based communications
between players' clients, or between a
client and a game server, compensating
for the differences between hardware
platforms
• The term is related to but distinct from cross-
platform development, which uses software
languages and tools to enable deployment of
software on multiple platforms
What is Cross-Platform Play?
• 2002
– PlayStation 2 & PC cross-platform play enabled for Final Fantasy 11
• 2012
– PS3 and PS Vita support cross-platform play
• 2016
– Microsoft announce cross-network play for Xbox One & Windows 10
• 2018
– Sony announce cross-platform beyond Sony ecosystem (Fortnite)
• 2019
– >200 games support cross-platform play
A Little History
• Game Developers
– Can keep game's player base large over a period
of time providing ongoing sources of income
• Console Providers
– Increases attractiveness of console
• Gamers
– Can more easily play with friends and increases
usefulness of console/PC
Cross-Platform Play Incentives
• Gameplay
– Fair Fight
• Technical
– Matchmaking
– Security
• Business
– Strategic Planning
Cross-Platform Play Challenges
Towards a unified, cross-platform social experience, launching over 2019:
• Game analytics:
– Store telemetry about your players and their gameplay to understand and boost retention and engagement in real time
• Ticketing system:
– Connect directly with players through integrated customer support tools accessing player data from a single dashboard
• Player reports:
– Allow players to report others for positive or negative in-game behaviour
• Player data storage:
– Store and enumerate arbitrary game data on behalf of authorized players
• Achievements, leaderboards & stats:
– Keep track of individual and global player statistics, award in-game achievements, and rank players on leaderboards
• Communications:
– Enable in-game communication between players across any platform
• Parties:
– Enable players to form groups and play together
• Overlay:
– Provide a unified overlay for friends and other online services that are available to the player across different games and engines
• Matchmaking:
– Set up game matches for individual players or predetermined groups
• Player identity:
– Enable players to log in and connect with others across different platforms
• Player inventory:
– manage player inventories, including purchases across different game stores.
Epic Games SDK “Any engine. Any store. Any platform.”
Smart Game Objects
Smart Game Objects
• For any object in a game, its data is stored and read off a blockchain
• Users own and can change an object’s attributes through winning
challenges, purchases, modifications etc
• The data is stored externally to the game and can be owned (or sold)
long term and potentially passed across games
Smart Contract on Ethereum Same Colour Green Appears in Game D-PARC
Google Stadia
Google Stadia
• Platform-Agnostic Cloud Gaming Service Launching Late 2019
• Streaming Games at up to 4K resolution/HDR at 60FPS
• “State Share" Integration with YouTube allows Viewers to Launch a Game
using the Same Save State as the Streamer
Stadia GDC 2019 Gaming Announcement
Related Technologies
Other Technology Drivers
AI
• Already closely linked to Gaming
• Game levels that Automatically Change to fit the Skill
level of the Player
• Better Codify Human Attributes of Vision, Speech, &
Sentiment leading to new forms of Interaction
• More Cost Effective, Faster Game Design &
Production
• Improved AI-Driven Characters & Effects
• Improved Player Analytics
5G
• More Mobility, Less Reliance on Fixed Infrastructure
• Greater Exploitation of the Cloud
• Enhanced Capability for VR/AR, Reducing Local
Headset/Processor Burden
So What for the
Training and Simulation
Community?
• Simulation as the Core of a Training Ecosystem
– Sharing & Discovery
– Matchmaking & Social
– At the Point of Need Across Hardware & Geographically
– Consistent User Interfaces Across Training Systems
• Drive Towards Cloud/Hybrid Cloud
• Exploit Data, Analytics & AI across the Enterprise
• New Methods of Communication to Enhance Human
Interoperability (& perhaps with Autonomous Systems)
• Track Cultural and Recruitment Implications
• Learn how Technology & Convergence in Gaming are Forcing
Innovation & Industry Competitiveness
New Priorities?
Disruption
What is the Training &
Simulation Community
Going to Stop Doing to
Exploit the Latest
Gaming Trends?
Learning from the Latest Generation of Online Games?

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Learning from the Latest Generation of Online Games?

  • 1. ITEC Stockholm 14 May 2019 Learning from the Latest Generation of Online Games? Andy Fawkes
  • 2. Disruption “If you want something new, you have to stop doing something old” Peter Drucker 1909-2005
  • 3. • Some Current Online Gaming Developments: – Fortnite – Apex Legends – Rec Room – Cross Platform Play – Smart Game Objects – Google Stadia – Other Technology Drivers • So What for the Training & Simulation Community? Overview
  • 5. Fortnite Battle Royale (March 2017)
  • 6. • As of March 2019: >250 million players and ≦10.8 million concurrents • The goal is to be the last player alive out of 100 by eliminating or avoiding other players within a game area that decreases in size over time • Nearly all objects in the game can be harvested for materials to build walls and ramps for protection, to help move, or slow down other players • Free-to-Play but players have the option to purchase cosmetic skins, dances, and pre-released game modes for their characters. • Average spend $84.67 each player with game revenues >$1 Billion • Game constantly refreshed through “Seasons” (now Season 9) Fortnite Battle Royale
  • 7. • Epic Games exploits Amazon Web Services (AWS) • Fortnite servers around the world to reduce latency • Each month Epic collects two petabytes of data • From 0 to 250 Million Players in 24 Months Fortnite Hosting
  • 8. • Across PC, PS4, Xbox One, Switch, Mac & mobile • All platforms require an Epic Games account • Becoming friends through Epic enables cross-platform play • Progress and purchased content travels with Epic account • Party Finder searches for Epic Games friends across platforms Fortnite Cross- Platform Play
  • 9. 10.7m Online Players Watched Live Concert Fortnite’s DJ Marshmello Concert – 2 Feb 2019
  • 10. User Generated Content • Over 26M videos referencing Fortnite were published across YouTube, Twitch, Instagram, Twitter, and Facebook, and viewed over 89bn times in 2018 • The second most popular livestream game Minecraft, generated 4.7M videos with 35.8B views Tubular Labs
  • 11. Fortnite Battle Royale - eSports • The global eSports industry is $905m (2018/Newzoo) • Top Fortnite player “Bizzle” - Earnings $322k (Oct 18) • On 14 Mar 18, a game of Fortnite pulled in 630,000 concurrent viewers on Twitch TV, a service for watching competitive video game streams
  • 12. Fortnite Generations 39% of Dads & 18% Mums Play www.commonsensemedia.org/fortnite-frenzy-key-findings
  • 14.
  • 15. People do Play a Lot
  • 16. Random Rewards • Random “loot” or “variable-ratio schedule”, like a slot machine • The hope of finding something desirable paired with occasional reward is exciting • The gap between high- and low-skill players is also reduced making the game less punishing and more difficult to dominate Finding Order in Chaos • The instinctive need to find order in chaos • Players must build a mental model of the game’s mechanics building their intuitive judgement • If their intuition leads to success this is pleasurable whilst unexpected failure leads to a need to learn and play more Social Status • The need to signal social status • Impressing other players through “skins” or visual customisations of player’s avatars or weapons, that are also restricted to “Seasons”, signalling success, much like in Fashion Fortnite Battle Royale - Addictive?
  • 17. Games as Social Networks
  • 19. Apex Legends (Team-Based Battle Royale) • Released 4 February 2019, Free-to-Play • 50 Million Players Joined in One Month • Earning $92 million in revenue across all platforms • A novel ping system allows teammates to mark supplies, locations, and enemies
  • 20. Apex Legends • Google Cloud Based • With no pre-launch marketing it reaches: – 1m Players in 8 Hours – 10m in 3 Days – 50m in 1 Month
  • 22. Rec Room • VR-Based social spaces and multiplayer games, including first- person shooters & cooperative role-playing games • Provides in-game tools for user-generated maps and games • Cross-Platform
  • 24. • An online video game that allows players using different game hardware such as Consoles, PCs, Mobiles etc to play with each other simultaneously • Cross-Platform games generally use standard TCP/IP-based communications between players' clients, or between a client and a game server, compensating for the differences between hardware platforms • The term is related to but distinct from cross- platform development, which uses software languages and tools to enable deployment of software on multiple platforms What is Cross-Platform Play?
  • 25. • 2002 – PlayStation 2 & PC cross-platform play enabled for Final Fantasy 11 • 2012 – PS3 and PS Vita support cross-platform play • 2016 – Microsoft announce cross-network play for Xbox One & Windows 10 • 2018 – Sony announce cross-platform beyond Sony ecosystem (Fortnite) • 2019 – >200 games support cross-platform play A Little History
  • 26. • Game Developers – Can keep game's player base large over a period of time providing ongoing sources of income • Console Providers – Increases attractiveness of console • Gamers – Can more easily play with friends and increases usefulness of console/PC Cross-Platform Play Incentives
  • 27. • Gameplay – Fair Fight • Technical – Matchmaking – Security • Business – Strategic Planning Cross-Platform Play Challenges
  • 28. Towards a unified, cross-platform social experience, launching over 2019: • Game analytics: – Store telemetry about your players and their gameplay to understand and boost retention and engagement in real time • Ticketing system: – Connect directly with players through integrated customer support tools accessing player data from a single dashboard • Player reports: – Allow players to report others for positive or negative in-game behaviour • Player data storage: – Store and enumerate arbitrary game data on behalf of authorized players • Achievements, leaderboards & stats: – Keep track of individual and global player statistics, award in-game achievements, and rank players on leaderboards • Communications: – Enable in-game communication between players across any platform • Parties: – Enable players to form groups and play together • Overlay: – Provide a unified overlay for friends and other online services that are available to the player across different games and engines • Matchmaking: – Set up game matches for individual players or predetermined groups • Player identity: – Enable players to log in and connect with others across different platforms • Player inventory: – manage player inventories, including purchases across different game stores. Epic Games SDK “Any engine. Any store. Any platform.”
  • 30. Smart Game Objects • For any object in a game, its data is stored and read off a blockchain • Users own and can change an object’s attributes through winning challenges, purchases, modifications etc • The data is stored externally to the game and can be owned (or sold) long term and potentially passed across games Smart Contract on Ethereum Same Colour Green Appears in Game D-PARC
  • 32. Google Stadia • Platform-Agnostic Cloud Gaming Service Launching Late 2019 • Streaming Games at up to 4K resolution/HDR at 60FPS • “State Share" Integration with YouTube allows Viewers to Launch a Game using the Same Save State as the Streamer Stadia GDC 2019 Gaming Announcement
  • 34. Other Technology Drivers AI • Already closely linked to Gaming • Game levels that Automatically Change to fit the Skill level of the Player • Better Codify Human Attributes of Vision, Speech, & Sentiment leading to new forms of Interaction • More Cost Effective, Faster Game Design & Production • Improved AI-Driven Characters & Effects • Improved Player Analytics 5G • More Mobility, Less Reliance on Fixed Infrastructure • Greater Exploitation of the Cloud • Enhanced Capability for VR/AR, Reducing Local Headset/Processor Burden
  • 35. So What for the Training and Simulation Community?
  • 36. • Simulation as the Core of a Training Ecosystem – Sharing & Discovery – Matchmaking & Social – At the Point of Need Across Hardware & Geographically – Consistent User Interfaces Across Training Systems • Drive Towards Cloud/Hybrid Cloud • Exploit Data, Analytics & AI across the Enterprise • New Methods of Communication to Enhance Human Interoperability (& perhaps with Autonomous Systems) • Track Cultural and Recruitment Implications • Learn how Technology & Convergence in Gaming are Forcing Innovation & Industry Competitiveness New Priorities?
  • 37. Disruption What is the Training & Simulation Community Going to Stop Doing to Exploit the Latest Gaming Trends?