Games industry leaders go face to face in the Crossfire Gamesbeat

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It was a night of intense discussion and verbal Smackdowns in Gamesbeat’s Crossfire LoungeDuring the GDC Conference (GDC) in San Francisco. Dean Takahashi, the main writer of Gamesbeat, hosted three face -to -face conversations, address the end of the world of artificial intelligence, marketing and direct sales of the player, and the status of the game industry.

The first round: Artificial Intelligence: A savior or sabotage to develop the game?

The first discussion, which was managed by Takahashi, Simon Davis, founder and executive head, appeared, Mighty Bear Gaming opposite Dave Taylor, Adviser, Programmer, Future and Harbinger of Doom. Taylor has argued that knowledge workers are the end of the world in the United States coming, and artificial intelligence accelerates the Day of Resurrection.

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“There are about 132 million full -time acquaintances,” Taylor said. “Within two to three years when huge data can, chains and rapid chains can deal with any topic well, we will see a major collapse in these workforce.”

He said that Amnesty International is not in error, but instead the US money trade is a broken system where the official value of the commodity or service is linked to one number – price or wage. He added that it directly affects the game developers.

He said: “In the game design, especially the design of the MMO game, Cliter Money Commerce is generally stripped of our games.” “It is like a gas playing mechanic, and it is a good example of being the auction house in Diablo,” who immediately undermined the game economy when it is presented.

In the short term, Davis agreed in the short term, but Amnesty International is a powerless tool for positive change. Mighty Bear Gaming is invested extensively in artificial intelligence as part of the basic development pipeline, which is on how to work the studio. Artists or artists in the team can deal with the work that would have taken up to 30 artists in the past.

“About a month ago, I predicted that during the year you will see studios from one man with someone who has no background in developing the game that runs a game as a service,” said Davis. “This has been achieved six days after taking this prediction. So this is the type of speed in which we work. You have one man who builds a game in one day and makes a hundred kilograms a month.”

What will become possible is very specialized games and new experiences that serve different interest groups and different societies, which are really viable products that you can build with only two people. The net result may be many smaller and more experimental executives over time.

“The economies of making games have been broken for a long time,” Davis added. “Therefore, this is moving towards dealing with it and making it more costly effective to develop games, develop content and experience new ideas.”

Before the end of the world comes, anyone can get rid of time using artificial intelligence to create games, Simon said: “Go there, experience, see what you can build, download the cursor, see what is happening.”

Round 2: Game App Staff: Gate Guard or Growth Motors?

In the second confrontation, Takahashi Berkeley IGINES, chief marketing and growth office at XSOLLA and Jake Ward, co -founder and CEO of data protocol.

https://www.youtube.com/watch?

The traditional applications, Apple and Android, have always dominated the mobile applications market in the United States and Europe, while the Meta’s Horizon store is the transition platform for VR applications. It can be said that developers are held in an unfair system in which they must pay a heavy share of their revenues in order to obtain the list. China, which does not have the same privacy and other regulations, has a wide range of stores, giving developers more choice, the biggest control of the player’s basic data and analyzes that you cannot get in the United States

Ward Company, Data Protocol, ONBOARDS developers who are built in Meta Horizon, and expect the application platform market to continue to grow with the development of technology – and these stores are gate engines and growth engines.

He said: “I don’t think the problem we will face is that there are only two stores for mobile applications.” “I think the problem we will face is that there are 50 different stores for applications through technologies.”

These platforms close developers in specific payment types, but they are also a critical way to launch a game, and the reduction of 30 % of the profits should not be deterrent. He added that strategies such as the Apple and Google epic suit, which reduced the grip of platforms in the market, are not the answer.

He said: “30 % a lot. He also feels arbitrary if he is not limited to growth,” he said. “But my preference is never for judicial treatment. It always kicks its ass on the market, and can be done.”

Egenes agreed that application stores are still an important way to enter the market, but the developers – especially the smaller operations – must change the way they think about liquefying if they want to survive. This is because the launch of an application, its distribution and marketing is costly, especially if the developer does not own this entire ecosystem. The fees and revenue sharing plans can be a question.

He said: “You are tired if you are developed.” “You may have a great game with a great idea and it is a great thing, but how will you make the salaries lists? How will you go to version 2.0, version 3.0 of your game? Or if you play it here in saying, San Francisco, and we want to take it to Paris?

Tour 3: The future of the game industry: boom, a bust, or a new birth?

In the final debate, Mary Mejalwal, gaming advisor at Mejerwall Consulting, Ashraf Kamings, CEO of 10Six Games and David Highley, a partner in Pearlla Weinberg.

https://www.youtube.com/watch?

Kamings noted that there is no traditional investment space in video games at the present time, and that the industry is more separated than ever. VCS companies a few years ago were told that they would get several financing rounds and then launch, but this never happened. Many had to find a publisher and ended up with the same publishing deal that they would have obtained anyway, while also giving up a large part of their company to VCS.

“I think we need to correct the training course, and we need to consider building real business, and the smaller companies that discover their validity as soon as possible before expanding their scope and generating revenues,” she said. “It is time to stop allowing VCS to tell us about our work. I have been tired of asking them about admitting or agreeing to what I do. We are gaming developers, right? It is time to have regained our industry.”

She added that the investment space now is publishers, saying that VCS must pour money in publishers, so that they can return the money to the developers and rebuild the industry. “

Unfortunately, Higli said, this means that you depend on the publisher.

He said: “There are games that have never seen the light because the publisher said, yes, I do not like it.” “They may be informed, there may be a reason. But part of it is, where should the gate guard occur? The ability to go directly to the consumer, it’s very strong.”

Payment models also change the industry, with distinguished games, subscribe, free operation and ads in this mix. Higli said that the contributions are not common and successful as other models, in part because consumer expectations are much greater than they are free, for example. But the Camings caused MMOS like Everquest and World of Warcraft, which are both both.

She said, “There is a really healthy model in the presence of a small, loyal, and pushing society.” “We do not need 20 billion people to play. If you can get 50,000 people to pay $ 15 a month, this is a great work. I think the industry will become a little more around specialized sub -groups of things you love while you are ready to support them, and this is really healthy.”

She added that the games that are popular on Steam are also a good lesson in obtaining profit and profit, and this is not because they pump money into marketing. She said that it is all about society.

She said: “If you really do something good and sponsor your community and get it properly, you can succeed.” “It is about quality. Suddenly, when it is really difficult to earn money, you better believe in what you build, because you will really struggle every step on the road.”

And while you can access the players, when you move from the application store and the publisher model, the downside is you to do this yourself.

“We have seen a lot of people say, oh, I am just going to self -spread. No, it’s very difficult to do more than they realize,” he said. “It is not only the steam on steam and seeing what is happening. But publishers must improve if they will intervene and affect the outcome. They actually have to do the task to move the needle to the content of the content.”

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