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	<title>Cohort Studios Blog &#187; digital distribution</title>
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		<title>10 Years on?</title>
		<link>http://www.cohortstudios.com/blog/10-years-on/</link>
		<comments>http://www.cohortstudios.com/blog/10-years-on/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 16:05:49 +0000</pubDate>
		<dc:creator>Bruce</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[apple console]]></category>
		<category><![CDATA[cloud gaming]]></category>
		<category><![CDATA[digital distribution]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[opinion]]></category>

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		<description><![CDATA[The push from Sony and Microsoft into the motion space could have  significant influence over their next generation of hardware.  The  motion controller will inevitably provide a more accessible control  mechanism, as it has with the Wii, and will help push more innovations  in game design that have not really [...]]]></description>
			<content:encoded><![CDATA[<p>The push from Sony and Microsoft into the motion space could have  significant influence over their next generation of hardware.  The  motion controller will inevitably provide a more accessible control  mechanism, as it has with the Wii, and will help push more innovations  in game design that have not really been possible with the aging joypad  control method.  However, I don’t think much focus has been given to the  additional benefits we will get via camera interfaces.  Technologies  such as facial and speech recognition will not only be used to determine  the emotion of the player and for issuing commands, but will also be  enhanced to accurately map who is in the room.  This will open up the  possibility of the console becoming “one of the family”; something that  has been demonstrated via the original Milo Natal demo.</p>
<p>Going back to the next generation of hardware, both MS and Sony  obviously know what Nintendo did this generation, namely take the  GameCube, improve the specs, add connectivity, motion control and  rebrand it as the Wii.  Given the potential innovation their new  peripherals give, I believe that MS and Sony will follow suit and simply  increase the clock speeds, memory resources and the number of CPU cores in a logical fashion, but keep the same  basic architecture. These will be more upgraded 360s and PS3s rather  than entirely new machines.  This would help reduce the R&amp;D costs  associated with the development of a new console and help, Sony in  particular, claw back some investment made in the current generation’s  technologies by re-utilising it.  This would be welcomed by third-party  publishers, middleware providers and developers who would not need to  invest heavily to transition to the new platforms but rather simply  expand upon existing systems.</p>
<p>Talking of Nintendo, its future, on the other hand, is harder to  envisage.  Nintendo has openly decided to not go head-to-head with Sony  and Microsoft and instead focus on making their products appeal as a  ‘toy’.  This has worked very well for them, first with the DS and then  with the Wii.  Both products faced some harsh criticism for being a  ‘gimmick’ when initially announced and no-one, probably not even  Nintendo, could have predicted how successful they would be.  It will be  interesting to see what they do next.  The sales of the Wii seem to  have peaked and are declining, which isn’t hard to believe given the  size of its installed userbase; which I am sure Nintendo will want to  captialise on for their next home console.  However, the question of  what will make current Wii owners upgrade to a new console is a hard one  to answer.  A recently released report has shown that the Wii is the  least used home console.  This leaves Nintendo with a tough challenge in  answering the “I hardly use my Wii, in fact I haven’t used it that much  at all.  Why would I purchase a Wii 2 when I have not gotten value for  money from my Wii?”</p>
<p>So, the ‘big three’ will be looking at developing another console  within the next 2-3 years.  What about newcomers trying to muscle in on  the action?  2009 saw the rise of so called ‘Cloud gaming companies’,  with OnLive and Gaikai being the most prominent.  The fundamental  premise for their approach is that you will not need a powerful console  as all the processing power within one of their server farms.  This  leads to the consumer spending substantially less on a piece of hardware  for their home as it has dramatically less work to do.  Sure the  concept is a very good one, from a consumer point of view.  However, the  main issue regarding this approach is latency; i.e. how quickly will  the players’ screens show the effect of their inputs.  There has been  much debate via online forums on this point both for and against its  validity.  The latency figures have been released that are <strong>VERY</strong> low, which I can only assume pertains  to the time that the server takes to process any received inputs from  their clients.  When you add in the latency of sending the player  commands to the server farm and, more detrimentally, the time it will  take to compress then send the updated image back to the client will it  be possible to maintain a high quality level.  Does this mean that there  will need to be a server farm somewhat local to the clients?  If so,  what does this mean for online gaming?  I guess that client inputs could  be sent to multiple server farms with each online sending the results  to locally connected clients? What does this mean for gaming resolutions  or framerates?  If there is one thing that core gamers hate it is  inconsistent framerate and low resolutions.  Will it be able to maintain  HD resolutions, i.e. 720P 30FPS title, not to mention 1080P 60FPS?   There is still a lot of scepticism and questioning surrounding the  validity of ‘Cloud Gaming’ but if they get it working to an acceptable  level and sort out the business model then it could spell trouble from  the traditional console manufacturers.</p>
<p>There will no doubt be other newcomers in the next decade; will  Apple look at combining its App Store and Apple TV setup to develop a  home console?  If there is any company that has the finances to back an  entry into the home gaming market it is certainly Apple.  The iPhone has  been a phenomenal success, has allowed Apple the time to develop its  App Store, and has also given a large number of developers experience of  developing for their platform using the now mature SDK.   This platform could easily be used as the basis of a home-based  console, so I would be more surprised if they did NOT  develop some kind of overt home gaming hardware.</p>
<p>From one type of up-and-coming digital distribution to another that  is more established.  It seems today that everybody is building their  own App Store to help get straight to the consumer, cut out retail and  retain a larger piece of the revenue pie. This includes Apple, Sony,  Microsoft, Nintendo, Blackberry, Nokia, Intel, Valve’s Steam platform  and I dare say a few more.  What does this actually mean for the future  of the retail business?  To answer this, we have to look at where the  future of gaming will lie.  It looks like there is a polarisation in the  size of products available both in terms of cost to the consumer and in  their respective development budgets.  You can pick up smaller, cheaper  to develop titles from the App Stores at an impulse buy price.  As  these titles have been cheaper to produce they do not need to sell as  many titles to break even.  Moreover, an independent developer could  make a tidy profit going down the bite sized gaming route due to the  lower risk and quicker turn around of product.  On the other hand, the  hardware manufacturers will always be looking to show off their consoles  and will therefore commission titles that try and push the hardware to  the limit.  Outside of the first party published titles, there are  several titles published across platform by third parties that are  pushing for ’cinematic’ experiences. These high-asset, high-budget  titles generally result in a longer, more expensive development cycle,  with the end product relying on a large amount of data.  Given the  generally prohibitively large downloads that would be required to  distribute such games, boxed product on high-density media is not going  to be going away any time soon.  Having said that, there are an  increasing number of people that are opting to purchase titles and  hardware via online stores or supermarkets, at a price lower than what  the High Street can offer; so the question should not be about whether  we need retail but rather; “do we still need the high street?”   Traditional High Street retail is going to face an increasingly  difficult time in the coming decade. They will have to rethink their  strategies or face bankruptcy.</p>
<p>Bruce McNeish, CTO, Cohort Studios</p>
<p>Quotes from this article can be found in a recent <a href="http://www.techradar.com/news/gaming/gaming-in-2020-what-the-next-decade-holds-667099">Tech Radar</a> story.</p>
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