1. Ⓒ2013 NEXON Corporation & devCATStudio. All Rights Reserved
M2team, Game Development Team for Project M2in longCAT(The 3rdNew Development Division in NEXON Corp.). M2team Director is Kim, Dong-Gun | Project M2is produced by Kim, Dong-Gun
GT-R team, Engine Development Team for Project M2and more. GT-R Team Technical Director is Jeon, Hyeong-Kyu
GDC2013동향보고| 김주복
Photo courtesy of the Game Developers Conference
4. 들어가기전에…
이보고는주로개발자관점에서GDC 세션을요약,
설득력있는메시지가되도록재구성한것입니다
최대한객관성을확보하고자하였으나엄밀한비즈니스리포트는아니며,
발표자의개인적해석과견해에가깝습니다
Photo courtesy of the Game Developers Conference
7. 각플랫폼마다제각기어려움을토로
Amid challenges, U.S. video game retail trudges ahead
콘솔시장엔몇개의플래그십타이틀만남은가운데
매출이지속적으로하락세
페이스북게임의선두주자인징가의매출이하락하고
차트에서도1위자리를내줌
스마트폰게임중에서롱런타이틀이
나오는가운데앱스토어에서
어떻게홍보할것인지의문제가부각
<Free to Play Game Design: A Year in Review>,
GDC2013No more fun and games: Zyngaearnings wither as users flee thefarm
8. 'Call Of Duty: Black Ops 2' Sales Don't Point To Franchise's Decline
Boosted by mobile, 'Candy Crush Saga' overtakes 'Farmville 2' to become Facebook’smost popular game
플래그십타이틀의매출은견조
콘솔외게임과비교해도여전히압도적
AAA급게임을만들지못하는회사들의이탈?
징가가스마트폰에적응하지못한틈을타서
<캔디크러시사가>가페이스북소셜그래프를
스마트폰에서레버리지한첫사례
앱디스커버리이슈는이전GDC에서도제기된문제이나
롱런타이틀의성공으로새삼스럽게부각
<GDC2011동향보고>
<Resistance is futile: Social will assimilate Mobile>,
GDC2012
<Awesome Video Game Data 2013>, GDC2013
9. 검증이필요하지만추이상의흥미로운관계
U.S. video game hardware in 2012: Winners, losers and retirees
Facebook is Falling in Europe –And It's All Russia's Fault
Top Four Mobile Games Developers Consolidate Lead
닌텐도Wii
22. "Virtually Endless Game" http://www.everyjoe.com/2009/11/15/technology/bejeweled-blitz-now-on-iphone/
<Candy Crush Saga Postmortem:
Luck in the
Right Places>, GDC2013
<NimbleDo's
and Don'ts>, GDC2013
<Blood Brothers:
How a Japanese Mobile RPG Made It to the Top of the American Charts>, GDC2013
<캔디크러시사가> 같은경우
끝나지않는컨텐츠를성공의요인으로제시
유저생성컨텐츠나PVP역시
수명을늘리기위한좋은전략
같은F2P 게임사이에서도
RPG(성장메카닉이있는게임)의ARPU가5~10배높음
<Building Games for the Long-Term: Maximizing Monetization and Player Satisfaction>, GDC2013
23. 최소6개월~1년이상서비스를목표로개발할것을강조
낮은CPA를바탕으로한한철장사는단기적현상, 리텐션메카닉을탑재하는것은당연한방향
http://blog.bot.vc/2012/05/puzdora/http://appadvice.com/appnn/2013/03/unleash-the-true-power-of-dark-elixir-with-clash-of-clans-new-epic-update
http://www.inven.co.kr/webzine/news/?news=47220http://www.christiandaily.co.kr/news/%EB%AA%A8%EB%B0%94%EC%9D%BC-%EA%B2%8C%EC%9E%84-%EC%9C%88%EB%93%9C%EB%9F%AC%EB%84%88-%ED%95%98%EB%A3%A8%EB%A7%8C%EC%97%90- %EC%95%B1%EC%8A%A4%ED%86%A0%EC%96%B4-1%EC%9C%84-%EC%9D%B8%EA%B8%B0%EB%B9%84%EA%B2%B0%EC%9D%80-10538.html
2012.02
2012.08
<Building Games for the Long-Term: Maximizing Monetization and Player Satisfaction>, GDC2013
2012.07
2013.01
24. 소수의뛰어난게임Best in Class이오랜기간생존
캐주얼/스마트폰게임시장도개척은끝나고성숙단계에진입하여유사한현상이유지
[NDC2013] 엔씨소프트배재현부사장의'우린아마안될꺼야'라는말의의미
<Awesome Video Game Data 2013>, GDC2013
<Building Games for the Long-Term: Maximizing Monetization and Player Satisfaction>, GDC2013
가장많이팔린콘솔게임타이틀들은
대부분몇년이상오래된IP들
"Best in Class"라는표현이
하위시장에서가장경쟁력있는타이틀을지칭
우리나라온라인게임시장에서도
그대로발견할수있는현상
25. 결국중요한것은'게임디자인'이다
Photo courtesy of the Game Developers Conference
Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
26. 소셜/스마트폰플랫폼도성숙기에진입
<There's More to Life Than
Press Releases and Promo Codes>, GDC2013
<Awesome
Video Game
Data 2013>,
GDC2013
"앱스토어골드러시는끝났다“
2004년시작된소셜/캐주얼플랫폼이
성숙기에접어들었다는견해도
<Free to Play Game Design: A Year in Review>, GDC2013
페이스북게임업계는이미끝물에돌입했다고자가진단,
서밋이름도소셜→F2P로바꾸면서출구를모색
전통적인관점의게임의출시편수는감소세이나
스마트폰게임을포함하면폭발적증가세
<Today and Tomorrow: Changes in Game Life Cycles and User Flow>, GDC2013
27. 플레이어를잡아두는힘은시스템디자인에서온다
<Design Beyond
the Frontiers of F2P>,
GDC2013
<Awesome Video Game Data 2013>, GDC2013
<There's More to Life Than
Press Releases and Promo Codes>, GDC2013
놀랍게도페이스북게임업계와
스마트폰게임업계양쪽모두
게임을잘만들라고역설
콘솔게임의경우잘알려진것처럼
90점이상메타스코어를받는게임이
판매량의대부분을차지하고DLC 구매로이어짐
<팜빌>의경우, 구체적으로어떤변경이
리텐션에영향을주는지끊임없이테스트하여
좋은게임디자인이기본이되어야한다는것을확인
<Why Won't FarmVilleGo Away?>, GDC2013
30. 피로를불러일으키는바이럴을넘어정교한분석과타게팅
<Mobile Game Discovery and Engagement: The Importance of Consumer Segmentation>, GDC2013
소비패턴별로유저그룹을나누고
각그룹이어떻게게임에접근하는지,
어떻게게임마케팅에영향을주는지를분석
팜빌의경우, 지속적으로업데이트와
리텐션간의상관관계를분석,
바이럴에효과적인요인을찾아내고
각수단을계획적으로번갈아가면서활용
<Why Won't FarmVilleGo Away?>, GDC2013
<Still Kicking: The Viability of Paid Apps in the Era of F2P>,
GDC2013
앱스토어상위랭킹을유지하는게임들은
매출의일부를인스톨구매에사용하고있다며
공공연하게논의
<Mobile App Discovery: How ASO, Network Effects, and Performance Ad Buying Work>, GDC2013
31. 바이럴의대조로Word of Mouth를강조
자발적팬층을구축하는브랜딩전략
많은수의강연에서높은퀄리티의게임을통해
충성고객의자발적인홍보를활용할것을강조
<Supercharging Word-of-Mouth: Best Practice in Virality>, GDC2013
<Mobile Game Discovery and Engagement: The Importance of Consumer Segmentation>, GDC2013
<NimbleDo's
and Don'ts>, GDC2013
<Still Kicking: The Viability of Paid Apps in the Era of F2P>,
GDC2013
<Building Games for the Long-Term: Maximizing Monetization and Player Satisfaction>, GDC2013
32. 게임을말이나스크린샷으로설명하는것은불충분
<Supercharging Word-of-Mouth: Best Practice in Virality>, GDC2013
<Live Streaming Video:
Social Power to Games>, GDC2013
<Supercharge
Your Game with YouTube>, GDC2013
적극적으로게임을홍보하는플레이어층은
영상을많이보고스스로방송도더많이하며
구매에도직접영향을미침
Twitch.TV는게임방송관련인구가늘었으며,
TV 방송만큼게임방송이벤트가커졌다고발표
유튜브는세계에서두번째로큰검색엔진이며,
게임에관한검색중1/3이
유튜브에서일어나고있다는점을강조