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Platform Games
Since the last generation of consoles were released 7 years ago,
the gaming industry has been through a seismic revolution with
social media and mobile technology creating completely new
types of gamer. With the next generation of consoles from Sony
and Microsoft likely to be available later this year, we wanted to
explore this fragmented gaming audience landscape and
measure the challenge that lies ahead for the two giants.

In the first of a two part post, we interview four people from
within the gaming industry to understand how they see the
landscape and where the power to engage and own gaming
audiences lies



                     Gaming Insights
Contributers to this piece are:

Mike Masuku, Senior Marketing Manager – Digital, SEGA
Prash Mistry, Playstation Gamer
Chris Dring, Games Editor MCV
Tom Botting, Xbox Gamer




                      Gaming Insights
In the latest 7 year console cycle, at least two new
and powerful types of gamers have emerged with the rise in
prominence of social media and mobile. How would
you categorize this fragmented gaming audience and what, if
any, commonalities exist between them that can be exploited
by the new generation of consoles?
Mike Masuku:




               ‘There are still some commonalities, particularly around demand
               and quality. A gamer always wants quality, irrespective of the
               platform. It’s just that our interpretation of what quality is has to
               change dependent on the platform. For a mobile game, quality
               can actually mean the ease of play. It’s about repetition and
               retention. Short quick bursts. This is completely different from a
               console title, where quality is measured in the look and feel of
               the graphics and how long it takes for the narrative to unfold. It’s
               five minutes versus an hour. But it’s the same

               Price is also another commonality; the perspective of getting
               value for money can be transient across platforms. Whether
               you’re paying 1.99 for a mobile game or £50 for the latest
               console game…’
Prash Mistry:




           ‘Most of us would have grown up playing ‘Snake’ on the old Nokia
           5146, but we wouldn’t be classed as a ‘gamer’. I wouldn’t categorize
           gamers by platform but by behavior. I’d say:

           Social gamer – All my friends are playing so it must be good
           Bored gamer – I only play because I have nothing else to do
           Entertainment gamer – I enjoy playing games and get a buzz out of it
           Hardcore gamer – I am going home especially to play my favourite
           game.’
Tom Botting:



               ‘…I’d say those that play games through social media and mobile
               don’t necessarily take gaming as seriously as those that invest in
               consoles and are more concerned with playing something to
               pass the time whilst on the go. The type of content they
               download and engage with is normally whatever is top of the
               charts or new that week, so it’s based on trends, in many ways
               it’s comparable to the Harlem Shake or LOLCats.

               I think the two are separate to some degree, I think that any
               mobile versions/extensions of XBOX games are pointless, but I
               think console gamers like the idea of retro games such as Golden
               Axe, Sonic and Streets of Rage being available on mobile and at
               the same quality they are used to at the time of release so that
               opens up a whole new area for ‘gamers’ ‘
Chris Dring:




               ‘I would categorise social and mobile players as ‘casual players’
               or as I prefer, mainstream gamers. This is the same sort of
               audience that invested in DS and Wii. People that aren’t
               interested in 40-hour story-driven epics, but something
               light, well-built and with social elements. Consoles face a
               challenge to win over these players as buying a dedicated
               gaming machine is not something they feel the need to do
               anymore. If they can get a fun, simplistic (although I’m not
               saying all games on tablets and mobiles are simplistic, just the
               most popular ones are) gaming experience on a tablet, why
               would they need to go out and buy a PS4, Wii U or PS3? ’
Do you think that the social and mobile gamers value
convenience over quality and what implications does this have
for the likes of PlayStation and Xbox in terms of engaging
them?
Chris Dring:




               ‘Not all gamers of social and mobile titles are casual gamers.
               And there are plenty of deep, hardcore experiences on these
               platforms. However, on the whole I believe the casual fans of
               these products do like the convenience and immediacy of mobile
               and tablet. The accessibility of Angry Birds, in terms of it being
               on your phone and its affordability, is far superior to New Super
               Mario Bros 2 on 3DS. However, consoles are starting to learn a
               thing or two from the mobile world. The fact that you can boot
               up PS4 in seconds, with all updates happening behind the
               scenes, is significant. As is the fact you can start playing your
               game before it is downloaded. This accessibility might make it
               easier for PlayStation to engage these fans. However, Sony’s
               marketing pitch – the future of play – is a telling one. PS4 isn’t
               being pitched as a multi-entertainment device like a tablet
               (although it is). It wants to win over the high-spending gaming
               audience first and foremost.’
Tom Botting:




               ‘…I think convenience over quality, but also gameplay over
               graphics, content or theatrics. Games like Angry Birds have
               become successful due to their addictive nature through simple
               gameplay. In my opinion the likes of PlayStation and Xbox don’t
               really compete however old school games are available to Xbox
               users to download via the dashboard so they can offer this
               service too’
Prash Mistry:




         ‘Convenience is very powerful. It also helps that in times of
         boredom or time passing, a game is always available in the palm
         of your hand, on a device that you will be carrying either way.
         The key things about playing on a console and why I would
         ideally like to play on one if I had the choice of both would be so I
         can be fully immersed into the gaming experience; with a large
         HD screen with amazing graphics, high quality surround
         sound, and communication with peers via a headset. If there
         was a way to continue my game, via my mobile, that doesn’t
         require those other facets of immerse gaming I mentioned
         earlier then that would be amazing!
Mike Masuku:




‘social and mobile game developers remove the barriers to
success, which encourages a different kind of engagement with
the games. These gamers value ease, speed, price and
accessibility – if you want to call that convenience then yes, but
it’s a different paradigm to console gamers. But consoles
manufacturers are looking to remove those barriers to quick and
repetitive gamely with the FTP market. We could see this at the
PS4 event, when Sony mentioned nothing about the cost of the
new machine but spoke at length about enabling FTP and
streaming games. This ‘arcade mode’ is the middle ground
between mobile & social gaming and immersive console games’
Are we seeing a natural maturation of the gaming
industry, where there's a far broader and more diverse
audience that cannot be dominated by one type of technology
or service? In which case who has the most power to engage
and retain these audiences? Game developers, hardware
manufacturers or the social platforms?
Chris Dring:




               ‘Developers need to put their games where consumers are. And
               they are spending so much time on Facebook and iPhone and
               Android, and these are dominant players in the broader games
               industry. However, content is key. It is always about the games.
               Facebook and iPhone would not be interesting gaming platforms
               if developers aren’t making interesting games for them. The
               power to retain and engage audience has always been with the
               developers. Top game makers will pull gamers with them.
               Nintendo may be struggling right now, but its fortunes will turn
               around the moment they release Mario Kart (just look at 3DS) or
               another of its top, quality IP. The mass audience is particularly
               fickle, and will go from playing Wii obsessively on minute, to
               spending all their time down the cinema, to spending all their
               time on Facebook. Making great, attractive games is the best
               way to keep them engaged in the gaming market’.
Mike Masuku:




               ‘In my opinion, right now the hierarchy is Publishers, Hardware
               then social platforms. The ambition has to be to have one title
               across many game pillars and have gaming communities that
               are built around games, not platforms. In this world, the
               developers and the publishers have the power. But the
               challenge, which is not really being fully met yet, is to truly bake
               in social media as part of the experience. This is where the social
               and, to some extent, the mobile platforms hold the power. The
               big buzz tech is asynchronous multi-player where mates can
               ghost race each other or play against people that have already
               played hours before. This makes the whole experience more
               social…’
Tom Botting:




               ‘I think social/mobile gaming has created a new audience of
               gamers who would never normally have considered purchasing
               games on any platform, but with the introduction of games on
               mobile and the popularity of said games this has created a new
               era of gaming. With this in mind I think the social platforms have
               the most power’
Prash Mistry:




                ‘An all-round integrated service for gaming will be most useful to
                everyone, so you can continue your favourite console games
                from your mobile device, and enhance one overall score rather
                than start again on your mobile device. Game developers and
                hardware manufacturers will be forced to use social platforms to
                retain their audiences, as they offer more reach and accessibility
                to the wider audience, as opposed to signing into server specific
                forums and gaming hubs. Social platforms will set the tone for
                how gaming will be perceived and advertised to the wider
                audience and play a key role in making a game a success or a
                failure.’
In part two of this piece we will
explore how these different gaming
audiences can be engaged and how
publishers, platforms and hardware
manufacturers must evolve…

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Platform games

  • 2. Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants. In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies Gaming Insights
  • 3. Contributers to this piece are: Mike Masuku, Senior Marketing Manager – Digital, SEGA Prash Mistry, Playstation Gamer Chris Dring, Games Editor MCV Tom Botting, Xbox Gamer Gaming Insights
  • 4. In the latest 7 year console cycle, at least two new and powerful types of gamers have emerged with the rise in prominence of social media and mobile. How would you categorize this fragmented gaming audience and what, if any, commonalities exist between them that can be exploited by the new generation of consoles?
  • 5. Mike Masuku: ‘There are still some commonalities, particularly around demand and quality. A gamer always wants quality, irrespective of the platform. It’s just that our interpretation of what quality is has to change dependent on the platform. For a mobile game, quality can actually mean the ease of play. It’s about repetition and retention. Short quick bursts. This is completely different from a console title, where quality is measured in the look and feel of the graphics and how long it takes for the narrative to unfold. It’s five minutes versus an hour. But it’s the same Price is also another commonality; the perspective of getting value for money can be transient across platforms. Whether you’re paying 1.99 for a mobile game or £50 for the latest console game…’
  • 6. Prash Mistry: ‘Most of us would have grown up playing ‘Snake’ on the old Nokia 5146, but we wouldn’t be classed as a ‘gamer’. I wouldn’t categorize gamers by platform but by behavior. I’d say: Social gamer – All my friends are playing so it must be good Bored gamer – I only play because I have nothing else to do Entertainment gamer – I enjoy playing games and get a buzz out of it Hardcore gamer – I am going home especially to play my favourite game.’
  • 7. Tom Botting: ‘…I’d say those that play games through social media and mobile don’t necessarily take gaming as seriously as those that invest in consoles and are more concerned with playing something to pass the time whilst on the go. The type of content they download and engage with is normally whatever is top of the charts or new that week, so it’s based on trends, in many ways it’s comparable to the Harlem Shake or LOLCats. I think the two are separate to some degree, I think that any mobile versions/extensions of XBOX games are pointless, but I think console gamers like the idea of retro games such as Golden Axe, Sonic and Streets of Rage being available on mobile and at the same quality they are used to at the time of release so that opens up a whole new area for ‘gamers’ ‘
  • 8. Chris Dring: ‘I would categorise social and mobile players as ‘casual players’ or as I prefer, mainstream gamers. This is the same sort of audience that invested in DS and Wii. People that aren’t interested in 40-hour story-driven epics, but something light, well-built and with social elements. Consoles face a challenge to win over these players as buying a dedicated gaming machine is not something they feel the need to do anymore. If they can get a fun, simplistic (although I’m not saying all games on tablets and mobiles are simplistic, just the most popular ones are) gaming experience on a tablet, why would they need to go out and buy a PS4, Wii U or PS3? ’
  • 9. Do you think that the social and mobile gamers value convenience over quality and what implications does this have for the likes of PlayStation and Xbox in terms of engaging them?
  • 10. Chris Dring: ‘Not all gamers of social and mobile titles are casual gamers. And there are plenty of deep, hardcore experiences on these platforms. However, on the whole I believe the casual fans of these products do like the convenience and immediacy of mobile and tablet. The accessibility of Angry Birds, in terms of it being on your phone and its affordability, is far superior to New Super Mario Bros 2 on 3DS. However, consoles are starting to learn a thing or two from the mobile world. The fact that you can boot up PS4 in seconds, with all updates happening behind the scenes, is significant. As is the fact you can start playing your game before it is downloaded. This accessibility might make it easier for PlayStation to engage these fans. However, Sony’s marketing pitch – the future of play – is a telling one. PS4 isn’t being pitched as a multi-entertainment device like a tablet (although it is). It wants to win over the high-spending gaming audience first and foremost.’
  • 11. Tom Botting: ‘…I think convenience over quality, but also gameplay over graphics, content or theatrics. Games like Angry Birds have become successful due to their addictive nature through simple gameplay. In my opinion the likes of PlayStation and Xbox don’t really compete however old school games are available to Xbox users to download via the dashboard so they can offer this service too’
  • 12. Prash Mistry: ‘Convenience is very powerful. It also helps that in times of boredom or time passing, a game is always available in the palm of your hand, on a device that you will be carrying either way. The key things about playing on a console and why I would ideally like to play on one if I had the choice of both would be so I can be fully immersed into the gaming experience; with a large HD screen with amazing graphics, high quality surround sound, and communication with peers via a headset. If there was a way to continue my game, via my mobile, that doesn’t require those other facets of immerse gaming I mentioned earlier then that would be amazing!
  • 13. Mike Masuku: ‘social and mobile game developers remove the barriers to success, which encourages a different kind of engagement with the games. These gamers value ease, speed, price and accessibility – if you want to call that convenience then yes, but it’s a different paradigm to console gamers. But consoles manufacturers are looking to remove those barriers to quick and repetitive gamely with the FTP market. We could see this at the PS4 event, when Sony mentioned nothing about the cost of the new machine but spoke at length about enabling FTP and streaming games. This ‘arcade mode’ is the middle ground between mobile & social gaming and immersive console games’
  • 14. Are we seeing a natural maturation of the gaming industry, where there's a far broader and more diverse audience that cannot be dominated by one type of technology or service? In which case who has the most power to engage and retain these audiences? Game developers, hardware manufacturers or the social platforms?
  • 15. Chris Dring: ‘Developers need to put their games where consumers are. And they are spending so much time on Facebook and iPhone and Android, and these are dominant players in the broader games industry. However, content is key. It is always about the games. Facebook and iPhone would not be interesting gaming platforms if developers aren’t making interesting games for them. The power to retain and engage audience has always been with the developers. Top game makers will pull gamers with them. Nintendo may be struggling right now, but its fortunes will turn around the moment they release Mario Kart (just look at 3DS) or another of its top, quality IP. The mass audience is particularly fickle, and will go from playing Wii obsessively on minute, to spending all their time down the cinema, to spending all their time on Facebook. Making great, attractive games is the best way to keep them engaged in the gaming market’.
  • 16. Mike Masuku: ‘In my opinion, right now the hierarchy is Publishers, Hardware then social platforms. The ambition has to be to have one title across many game pillars and have gaming communities that are built around games, not platforms. In this world, the developers and the publishers have the power. But the challenge, which is not really being fully met yet, is to truly bake in social media as part of the experience. This is where the social and, to some extent, the mobile platforms hold the power. The big buzz tech is asynchronous multi-player where mates can ghost race each other or play against people that have already played hours before. This makes the whole experience more social…’
  • 17. Tom Botting: ‘I think social/mobile gaming has created a new audience of gamers who would never normally have considered purchasing games on any platform, but with the introduction of games on mobile and the popularity of said games this has created a new era of gaming. With this in mind I think the social platforms have the most power’
  • 18. Prash Mistry: ‘An all-round integrated service for gaming will be most useful to everyone, so you can continue your favourite console games from your mobile device, and enhance one overall score rather than start again on your mobile device. Game developers and hardware manufacturers will be forced to use social platforms to retain their audiences, as they offer more reach and accessibility to the wider audience, as opposed to signing into server specific forums and gaming hubs. Social platforms will set the tone for how gaming will be perceived and advertised to the wider audience and play a key role in making a game a success or a failure.’
  • 19. In part two of this piece we will explore how these different gaming audiences can be engaged and how publishers, platforms and hardware manufacturers must evolve…