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Your
move - Interactive gaming's time has come
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March
2002
With
ever-greater numbers of people signing up for Internet access
and interactive digital TV, the new challenge for these respective
service providers is how to get their subscribers to stay
online for longer and pay for new interactive services. One
increasingly popular way is to offer games
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Web-based and
TV-based interactive games are not a new phenomenon; both have been
around for a number of years. But they are now the focus of a renewed
interest as many of the problems that have beset their provision
have been ironed out.
The UK's BT Openworld has just successfully completed a trial online
games subscription service called 'Games Domain'. For about €16
per month, subscribers were able to play each other over the network
using the same peer-to-peer technology pioneered by the music-swapping
service Napster.
Furthermore, Barry's World - a former Web-based games favourite
- is back with new funding from Electronics Boutique and a more
commercially-focused business model. Unlike before, players wishing
to use its multiplayer games services must club together to 'rent'
a server; the company has also developed a micro-payment system
to facilitate the new model.
'Initial services didn't have a fighting chance. It took a while
for the industry to get hold of the solutions,' says John Raczka,
senior vice president Content for BT Openworld. 'Peer-to-peer hadn't
been fully-developed; customer service wasn't up to scratch and
the networks used weren't fast enough - but the business model wasn't
right either,' he says. 'These sites relied on advertising, and
as we all know, that didn't work out.'
Fabio Torlini of XO Communications, the hosting company behind Barry's
World, says that there are a number of other factors behind the
re-emergence of online games. 'The bandwidth at the server end has
come down in price and a heap of new technologies have emerged,
such as caching. There are now servers all over the world that cache
info at the edge of the network, so the amount of data that travels
across the Internet has reduced.'
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Bandwidth
issues remain
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Although
the current environment for the provision of online games
is better, it does not suit everyone. Downloading and playing
multiuser games across networks requires a lot of bandwidth,
which places a strain on the network operator. And some industry
insiders believe the game developers themselves need to get
involved.
'There
hasn't been widespread agreement between ISPs and games providers.
Service providers won't let games take up lots of bandwidth
because they have to guarantee a certain level of service
for their customers. The games companies have to invest in
the networks so that ISPs don't shoulder all of the burden,'
says Matt Tormollen, vice president of marketing for broadband
software developer Broadjump.
One way round this, of course, is to develop online games
that consume the minimum of bandwidth.
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BT Openworld's Games Domain and Sky's Super Manager |
This is where
new streaming and compression technologies are of value. Real Networks
has developed a downloadable software product called Real Arcade,
aimed at the casual rather than the hardcore gamer.
According to
Paul Freeland, product manager for Real Arcade, the firm has stumbled
upon an untapped market. 'Our demographic is 55 to 65 per cent female
with 85 per cent over 30,' he says. 'People are looking for games
that are diversionary rather than intense. "The Sims"
- a popular lifestyle simulation game - stumbled upon this user
base.'
Real Arcade has a subscription service similar to BT Openworld,
but this is not as popular as the download service. 'Subscription
is not doing well. People only want one game a month, so we make
our money from the one-off downloads. The reason why it's so lucrative
is that there are so many people buying,' says Freeland.
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Service suites
Another reason why online games are faring better today is that
service providers are offering them as part of a suite of services,
which is more economic. For example, as well as its online games
service, BT Openworld has a music service and is planning a betting
subscription service. As the 'mechanics' are the same in each case,
the same network and software can be shared.
'There are lots of opportunities for companies like BT, NTL and
Telewest,' says Tormollen of Broadjump. 'They can have a unified
billing service offering lots of different products under one brand.'
The cable companies are certainly realising how valuable their high-speed
cable networks are to gamers. Telewest will begin a limited public
trial of its broadband Playstation 2 network early this year, which
will enable multiplayer games as well as game downloads.
iTV games
The other significant platform for games is interactive TV - although,
as the kind of games that can be played through this device are
different from PC and console games, the business concepts are also
different. There are essentially two kinds of game on interactive
TV: stand-alone games contained in a 'walled-garden' and games based
around existing programming.
Simple stand-alone games make an operator money through a 'pay-per-play'
model. The incentive for the players is to get onto a leader board
or to win a prize. Companies such as Di3 and Two Way TV create these
games to sit inside areas such as Energis Interactive's Bright Blue
channel on Sky.
Until now, games have included word puzzles, simple block-shifting
games or have been based around a TV brand - primarily because of
the limitations of the handset and the need to appeal to the widest
audience.
'In the PC world, gamers tend to be "hardcore" and focus
on their favourite titles and genres. TV is far more broad based,'
says Justin Dewhirst, head of marketing at Energis Interactive.
'In order to gain an audience you need to associate them with a
particular programme; for example, Fox has a Digimon game.'
TV channels are also realising that interactive games offer them
another way of promoting their brand. For example, The Cartoon Network
launched a special games area within the Sky Active walled-garden
at the end of 2001, offering arcade-style games that the company
hopes will appeal to kids.
The second option for TV-based interactive games is to incorporate
them into programmes. At the moment, games companies are looking
at 'retrofitting' old games shows with interactivity - so that viewers
have the option of guessing the answers before the contestants and
accumulating a score as the show progresses. Again, service providers
make money by charging a small fee to play and the incentive is
to win a prize, appear on a leader board or even appear on the programme
itself.
The Discovery Channel has taken retrofitting a stage further by
making a new series of a popular quiz show with interactivity. Viewers
can play along with its new version of Mastermind and submit their
final scores to the channel for a fee.
Viewers can also play along without submitting and therefore without
paying. The top four who do submit are then invited to appear on
the show in a special viewers' final. 'We're primarily hoping to
promote viewer loyalty,' says Tanya Field, director of new media
at the Discovery Channel.
Games certainly offer service providers additional revenue streams
if they can be provisioned sensibly and economically. Many of the
bandwidth problems for Web-based multiplayer games could be overcome
if network operators and games providers worked more closely together.
But no matter what the platform, games provide service providers
with much more than just new revenue streams. They provide a vehicle
for operators to establish one-to-one relationships with their subscribers,
which, in an increasingly networked and marketing-driven world,
is essential for survival.
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