Tag: gaming

  • The Hits Business — Games Edition

    The best return on investment in terms of hours of deep engagement per dollar in entertainment is with games. When done right, they blend stunning visuals and sounds, earworm-like musical scores, compelling story and acting, and a sense of progression that are second to none.

    Case in point: I bought the complete edition of the award-winning The Witcher 3: Wild Hunt for $10 during a Steam sale in 2021. According to Steam, I’ve logged over 200 hours (I had to doublecheck that number!) playing the game, between two playthroughs and the amazing expansions Hearts of Stone and Blood and Wine — an amazing 20 hours/dollar spent. Even paying full freight (as of this writing, the complete edition including both expansions costs $50), that would still be a remarkable 4 hours/dollar. Compare that with the price of admission to a movie or theater or concert.

    The Witcher 3 has now surpassed 50 million sales — comfortably earning over $1 billion in revenue which is an amazing feat for any media property.

    But as amazing and as lucrative as these games can be, these games cannot escape the cruel hit-driven basis of their industry, where a small number of games generate the majority of financial returns. This has resulted in studios chasing ever more expensive games with familiar intellectual property (i.e. Star Wars) that has, to many game players, cut the soul from the games and has led to financial instability in even popular game studios.

    This article from IGN summarizes the state of the industry well — with so-called AAA games now costing $200 million to create, not to mention $100’s of millions to market, more and more studios have to wind down as few games can generate enough revenue to cover the cost of development and marketing.

    The article predicts — and I hope it’s right — that the games industry will learn some lessons that many studios in Hollywood/the film industry have been forced to: embrace more small budget games to experiment with new forms and IP. Blockbusters will have their place but going all-in on blockbusters is a recipe for a hollowing out of the industry and a cutting off of the creativity that it needs.

    Or, as the author so nicely puts it: “Maybe studios can remember that we used to play video games because they were fun – not because of their bigger-than-last-year maps carpeted by denser, higher-resolution grass that you walk across to finish another piece of side content that pushes you one digit closer to 100% completion.”


  • A Digital Twin of the Whole World in the Cloud

    As a kid, I remember playing Microsoft Flight Simulator 5.0 — while I can’t say I really understood all the nuances of the several hundred page manual (which explained how ailerons and rudders and elevators worked), I remember being blown away with the idea that I could fly anywhere on the planet and see something reasonably representative there.

    Flash forward a few decades and Microsoft Flight Simulator 2024 can safely be said to be one of the most detailed “digital twins” of the whole planet ever built. In addition to detailed photographic mapping of many locations (I would imagine a combination of aerial surveillance and satellite imagery) and an accurate real world inventory of every helipad (including offshore oil rigs!) and glider airport, they also simulate flocks of animals, plane wear and tear, how snow vs mud vs grass behave when you land on it, wake turbulence, and more! And, just as impressive, it’s being streamed from the cloud to your PC/console when you play!

    Who said the metaverse is dead?