Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

GDC2013 트렌드리뷰

GDC2013에서 개발자들이 피력한 혼란은 2004년 닌텐도발 파괴적 혁신의 마무리 과정으로 볼 수 있다.

GDC2013 트렌드리뷰

  1. 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
  2. 2. 2001 2001 2003 2005 2006 2008 2009 2010 2011 2013 김주복 넥슨13년차|GDC참관7회 @eiaserinnys|beforu.egloos.com 무선사업팀도트디자이너 마비노기팀리드프로그래머 마비노기프로그래밍팀팀장 그룹웨어개발팀팀장 W팀테크니컬디렉터 개발3본부3실실장 마비노기2개발디렉터 신규개발3본부1실실장 GDC엔지니어링세션강연 엔스퀘어개발본부엔지니어링실장
  3. 3. Game Developer's Conference의약자로, 전세계게임개발자들의교류의장 GDC2013 참가세션수, 참가자수
  4. 4. 들어가기전에… 이보고는주로개발자관점에서GDC 세션을요약, 설득력있는메시지가되도록재구성한것입니다 최대한객관성을확보하고자하였으나엄밀한비즈니스리포트는아니며, 발표자의개인적해석과견해에가깝습니다 Photo courtesy of the Game Developers Conference
  5. 5. 멘붕의해? 모든게임플랫폼에서마주하고있는혼란과패닉의정체 혁신의여파 파괴적혁신은일단락되었으나, 여전히여파가이어지는중 어떻게만들것인가? 결국중요한것은'게임디자인'이다 Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
  6. 6. 모든플랫폼에서마주하고있는혼란과패닉의정체 Photo courtesy of the Game Developers Conference Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
  7. 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. 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. 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
  10. 10. 2004년닌텐도發 파괴적혁신의 마무리단계
  11. 11. 제품이나서비스는(고객의니즈이상으로)지속적으로발전Sustaining Innovation 더낮은수준의기술과가격으로핵심니즈를충족하는제품이시장을재편http://en.wikipedia.org/wiki/File:Cyber-shot_DSC-P9_(2).JPG http://en.wikipedia.org/wiki/File:Nikon_F6_face.jpghttp://cdn.techpp.com/wp-content/uploads/2012/01/smartphone-camera.jpg
  12. 12. 2004년시작되어긴시간에걸쳐세단계로진행 복잡한양상을띠며혼란이장기지속된이유http://pocketmedia.ign.com/pocket/image/article/528/528931/super-mario-brothers-2-famicom-mini-series-20040707064327333.jpghttp://www.whitegadget.com/attachments/game-reviews/19266d1227329366-final-fantasy-iv-advance-game-boy-game-final-fantasy-iv-advance-game-boy-game.jpg http://www.thocp.net/software/games/consoles/sony/screenshots/playstation_resident_evil_01_large.jpghttp://download.gamezone.com/uploads/image/data/1107135/Metal.jpghttp://moviesmedia.ign.com/movies/image/article/119/1196607/gears-of-war-20110926011225512.jpghttp://www.wired.com/images_blogs/photos/uncategorized/2007/10/02/kartrider.jpghttp://company.zynga.com/nfs/files-0123-01/styles/featured_game_hero_large/public/featured-games-380-226-fv-game-board-02.png?itok=cM7RdUyjhttp://www.digitalmomblog.com/wp-content/uploads/2010/06/angry-birds-game.jpg
  13. 13. 2004년시작되어긴시간에걸쳐세단계로진행 복잡한양상을띠며혼란이장기지속된이유http://www.nintendojo.com/wp-content/uploads/2011/02/pic_iwataOriginalDS.jpghttp://www.sunnycero.com/blog/attach/2/1119870786.jpghttp://1.bp.blogspot.com/-k6nwZZ2DB_o/UWtYia0cJFI/AAAAAAAABXU/IdqC6HCrTmw/s1600/mark-zuckerberg.jpghttp://www.gamingangels.com/wp-content/uploads/2011/01/IWATA.jpg http://www.tegames.co.uk/media/raw/dfgdg.jpghttp://static7.businessinsider.com/image/2e37544b1a0b314a1c610c00/zynga-founder-mark-pincus.jpghttp://deansomerset.com/wp-content/uploads/2013/03/Angry-Birds.jpg http://cdn.cultofmac.com/wp-content/uploads/2012/07/Steve-Jobs-holding-original-iPhone.jpghttp://sphotos-c.ak.fbcdn.net/hphotos-ak-prn1/538566_259218387502855_360601449_n.jpg <닌텐도DS>, 2004 <페이스북>, 2004 <닌텐도Wii>, 2006 <징가>, 2007 <iPhone>, 2007
  14. 14. 콘솔의최전성기인GDC2008에서는 높은퀄리티로더많은컨텐츠를생산하기위해서 테크니컬아티스트의역할이강조됨 경쟁이절정에달한GDC2009에서는 폴리싱을통해품질을최대한끌어올리는논의와함께 닌텐도가최전성기를누림 GDC2010에서는불황과함께 게임업계의주도권이급성장한페이스북게임으로넘어가고 북미에서진정한온라인게임시대가개막
  15. 15. GDC2011에서는페이스북게임이전성기를맞았으나 스패밍, 카피캣등문제점이부각되기시작, 탑티어콘솔게임의매출은여전히견조 GDC2012에서는PC에서스마트폰으로 주플랫폼이넘어가면서페이스북게임의성과가떨어지고 오래서비스하는스마트폰게임이부각되기시작
  16. 16. 1|늘어난차세대 게임개발비부담 주로일본게임개발사가 NDS(2004)와Wii(2006)로이탈 3|스마트폰보급및 시장확장 iPhone(2007)는긴시간에걸쳐 사람들의정보기기사용패턴을 완전히변화시킴 2|불황으로인한 적극적F2P 모델도입 경제적으로상황이좋지않을때 열등재로소비패턴이바뀌는현상? 퀴즈퀴즈(1999)→카트라이더(2003) 메이플스토리북미(2005)→팜빌(2009)
  17. 17. 파괴적혁신은일단락되었으나, 여전히여파가이어지는중 Photo courtesy of the Game Developers Conference Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
  18. 18. 10대남성의문화에서벗어나모든곳으로http://archivenew.vop.co.kr/images/8fc5d1792af708d7e3260be624f752cc/2013-02/marked/02094859_3.jpg http://postfiles7.naver.net/20130328_118/shcard01_1364433363427H4kRI_JPEG/%BD%C5%C7%D1_m_%C3%D6%C1%BE.jpg?type=w1http://www.pocketgamer.biz/FCKEditorFiles//ipad-supercell-clash-of-clans_iap(1).jpg <Awesome Video Game Data 2013>, GDC2013 <City of Wonder Postmortem>, GDC2011 모바일화 무료화 <Still Kicking: The Viability of Paid Apps in the Era of F2P>, GDC2013 대중화 <Candy Crush Saga Postmortem: Luck in the Right Places>, GDC2013
  19. 19. 흐름을파악하기어려운사건의연속 http://social.lge.co.kr/view/opinions/anipang/http://www.inven.co.kr/webzine/news/?news=52154 http://company.zynga.com/games/farmvillehttp://www.g4tv.com/thefeed/blog/post/727631/farmville-2-available-now-its-harvesting-time/ http://www.edge-online.com/news/what-discovery-problem-king-com-launches-ipad-game-and-tops-free-chart-within-hours/ http://toucharcade.com/2011/11/30/infinity-blade-2-review-an-ios-masterpiece/http://iphone.pandaapp.com/news/07202012/045609547.shtml 게임문법의발전순서를 무시하는것같은방식으로진화
  20. 20. 하나씩소거하며생각해보면… http://www.jenfongspeaks.com/wp-content/uploads/2010/06/Farmville-money-tree-invitation.jpghttp://danbis.net/12797http://www.thisisgame.com/board/view.php?category=102&id=1501552 http://www.edaily.co.kr/news/NewsRead.edy?SCD=JE61&newsid=01482566599721784&DCD=A00506&OutLnkChk=Yhttp://www.etnews.com/news/contents/game/2706009_1489.htmlhttp://littlehope.tistory.com/334http://bbs.danawa.com/view.php?seq=2346235http://mobilegames.about.com/od/toppicks/ig/Best-Old-School-Mobile-Games/Street-Fighter-IV.htm <Growth Opportunities for Online Games Beyond Facebook>, GDC2013
  21. 21. 낯선것은발전과정과프론트엔드뿐http://forums.hardwarezone.com.sg/eat-drink-man-woman-16/ios-android-puzzle-dragons-3966615-415.html <Free to PlayGame Design: A Year in Review>, GDC2013 <Why Won't Farmville Go Away?>, GDC2013 <Awesome Video Game Data>, GDC2013 <Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the American Charts>, GDC2013 <클래시오브클랜>의 RTS + OGame은상당히하드코어한메카닉 <팜빌>의플레이어층은대단히캐주얼했지만 현재의플레이패턴은캐주얼한것과는거리가멀다 모바게로부터비롯한일본스마트폰게임은 일본콘솔게임스타일의그라인드메카닉을탑재
  22. 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. 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. 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. 25. 결국중요한것은'게임디자인'이다 Photo courtesy of the Game Developers Conference Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
  26. 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. 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
  28. 28. 게임의대중화는복잡한문법의리셋덕분에가능했음 물론, 그사이게임디자인분야의발전덕분에핵심적인요소만추려제공하는것이가능해진것도사실http://www.videogamesblogger.com/2009/01/16/kirbys-adventure-review-nes-wii-vc-kirby-is-colored-a-glorious-shade-of-pink-for-his-home-console-debut.htmhttp://gearsofwar.wikia.com/wiki/Controls <Bingo Bash Deep Dive: Understanding andOptimizing Player BehaviorAcross Platforms>, GDC2013 <How I Got Mt Mom to Play Through Plants vs. Zombies>, GDC2012 시간의흐름에따라복잡해진게임의문법은 새로운유저의진입을막는장벽으로동작해옴 <FarmVille2 Postmortem: What Grew Wild & What Withered Away>, GDC2013 단순한게임에도튜터리얼은필수적이지만, 게임속에녹여넣는것이중요 플레이어가미리알고있는것들, 직관적인메카닉을레버리지하는것이중요 메타포가다르면다른게임이라고간주해도무방
  29. 29. 처음접했을때도파민이없다면리텐션도없다 이른바타격감의중요성 http://m.thisisgame.com/board/?board=711&n=1386441http://wow.inven.co.kr/dataninfo/wdb/edb_quest/detail_popup.php?id=2880&a_chainID=2877http://ameblo.jp/konbumax/image-10379577350-10294977351.html 이후에어떤컨텐츠가있는지모르는 초보플레이어는초반컨텐츠에서 만족하지못하면이탈할가능성이높다 <FarmVille2 Postmortem: What Grew Wild & What Withered Away>, GDC2013 <팜빌2>는초반조작부터 플레이어가즐거움을얻도록정밀하게디자인 <몬스터헌터>의경우, 시시한첫퀘스트를 강렬한연출로커버하여흥미를유도 <기어즈오브워>는엄페동작의조작감하나로 초반몰입감을극대화하는데성공
  30. 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. 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. 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
  33. 33. 당연하다면당연한과정 http://www.forbes.com/fdc/welcome_mjx.shtml 흥미유발 접하는순간부터 놀라움과재미 정착 직관적인메카닉과 매끈한학습과정 유지 리텐션메카닉과 라이브운영 애착형성 브랜드관리와 팬계층형성 확장 방송등 자발적홍보 캐주얼혁신의핵심 기존게임의정수 유저유입의정밀화
  34. 34. 파괴적혁신의여파속에서게임을어떻게만들것인가 Photo courtesy of the Game Developers Conference Game Developer's Conference 2013 Trend Review | JubokKim, devCATSTUDIO
  35. 35. 현재의혼란은2004년닌텐도로부터촉발된 캐주얼게임혁신이장기간에걸쳐마무리되어가는 여파에서비롯됨 혁신의결과게임이재정의되었으나, 여전히게임은게임이고 소수의뛰어난게임이시장을과점하는상황으로귀결 상황이이렇다보니당연히성공은어렵고, 캐주얼게임혁신으로인한교훈을 잘살려게임을제대로만드는것이정석적인접근
  36. 36. @eiaserinnys| beforu.egloos.com Q&A?

×