Archive for the ‘gameindustry’ Category

只是开始

Saturday, June 19th, 2010

六月十六,EVE的新版本《虫洞》终于在中文服务器登陆。不容易,嗯。合作运营商的团队是很配合和支持的,投了不少广告预算,相比2009年而言可以说是天壤之别了。由于一些商业方面的原因,这个版本迟到了整整一年,而不能及时更新的原因,我却不能在个人博客里说。实际上在任何公开场合都不能说,憋死在肚子里就是了。事实上从2006年以来,EVE的运营可谓命运多舛,可以说作为一款代理产品在中国能遇到的问题,它都遇到过了,合作运营商也是经历了无数变故(这些变故很多都是我们作为开发商是无法预料和控制的,毕竟是独立的两个公司,一份两百页厚的合同并不能涵盖和预料所有运营过程中遇到的所有问题,甚至现在回头看,最多涵盖了三分之一的问题)。然而这一切都是学习过程,CCP作为一个外来的公司,对中国市场,需要一个适应和学习的过程。我个人学到了很多,公司的核心管理层也学到了很多。可以说到目前为止CCP全球在对中国市场的认识上,比以前要深刻了很多。

简单看看中国网游行业的发展历程,可以看到直接从国外代理产品,其实是整个行业兴起的一个开始。很多运营商,通过代理国外开发商产品实现了快速崛起,其实这是一个很成功的模式。然而在运营商的实际工作过程中,很容易想当然地形成很多惯性思维:适合韩国游戏的推广运营模式,必然可以简单拷贝复制到欧美游戏上;适合这款游戏的运营方式,必然能够简单地移植到那款游戏上;对一款游戏的运营预期,可以与另一款产品的预期相同。实际上这些思维惯性都是很正常的,作为希望快速盈利并且成功的运营商而言,这么想无可厚非。更多时候,作为开发商的心态是和运营商天然冲突的:开发商当然希望运营商把自己的产品像孩子一样珍惜,但运营商代理产品的唯一目的就是快速有效的提高盈利,他们天然没有耐心和专一的态度;开发商希望运营商以最大的资源来支持产品的运营,运营商则会理性冷酷地看待整个平台产品上所有地产品,他们会想尽办法压缩资源和成本,让多个项目共享一个通用的平台,共用各个部门的资源和管理,其结果就是多个产品经理会为各自产品争抢资源,到市场部、技术部、平台开发部门那里去打架。这一结果就是决策层原来预想的节省资源提高效率反而造成了各个产品的内耗和矛盾,所有的产品都受到了影响。我的结论就是:理想中的多游戏平台化运营必须有强大的合作文化和高效的内部管理机制作为支撑,如果没有这些,还不如每个产品配备完全独立的团队和资源。

作为珍视自己的宝贝产品的国外开发商,在进入中国的时候,选择合作伙伴对这方面的考量极为重要。如果能在评估潜在运营合作伙伴的时候,认真考量对方对多产品的管理方式 ,基本可以预见签约后你的生活会是什么样的。多游戏产品的管理模式是“各自独立”还是“共享平台”没有对错之分,其实都可以是有效的管理方式,各有利弊,关键是——这个运营商内部是否有配备其管理模式的企业文化。

类似的,需要在代理合作过程中需要回答的问题还有:你将交给运营商的产品,在运营商现有运营产品线中的地位会是什么位置?运营商对这种位置的预期是否符合产品的特性?你和运营合作伙伴对产品营销方式和预算的共识是否真的符合产品本身的特性和定位,在这个问题上其实两方面都容易犯很多想当然的错误,如果双方在这个问题上出现判断失误,会造成不小的麻烦,甚至直接决定一个代理产品的生死。在这个方面,EVE其实是很幸运的,虽然在前期出现了不小的偏差,但在最近一年来,我们获得了不少宝贵的经验(更多都是教训)。这里面一个经验是,如果双方能放下许多过去的经验和想象(这种冲突在双方都有成功运营经验的时候尤其明显),开诚布公地分享各自地经验和数据,以谨慎和务实的态度工作,能够消除很多事后的麻烦。

还有一点其实很重要的,是合作双方企业文化的配合度。网游运营是一个长期而复杂的服务过程,一款产品的成功需要设计 、美术、程序、QA、翻译、营销、媒介、客服管理、社区管理等等许多职能部门的配合,而代理模式天生是两个公司的合作,最终是两个团队的合作。这个过程中有很多琐碎和频繁的沟通合作,如果两个公司在文化上有较大差异,那么日常工作必然会有非常多摩擦。这里面当然最重要的就是“人”的因素,如果开发方和运营方有两个能充分沟通和信任的项目带头人,带领双方多沟通,促进了解和信任,达到一种默契和稳定状态,那么这些麻烦会小很多。当然这个过程不会很短,长达数月甚至数年都是正常的——这方面国内还得考虑的一个因素是人员的频繁流动,会对双方合作造成很大的障碍。刚刚建立的关系和了解,往往很快就丢失,这种损失不仅仅是某个美工或者某个市场经理的工作能力,更大的损失是这个成员之前对产品和项目的理解和积累,还有别人对他的投入和培养。这方面,开发商恐怕没有任何办法,只能被动应对,因为就算代理合同有这方面的约束,这种约束往往不会被运营商放在心上。

我们看看许多产品通过代理进入中国的外资公司,很少在本地有一个完整的运营支持团队的?其实这是代理类产品能否在国内成功的关键因素。往往国外的开发商和中国运营商并不在一个时区,至少相差3个时区,欧美的时区则在8个左右,那么运营过程中的沟通和合作就成了一个很大问题。往往一封邮件发过去,需要等待最少24小时以上才能得到恢复,技术问题就需要更多时间了。而网游本身的服务行业性质要求运营服务要对消费者的反馈做出及时的答复和跟进,这个过程必须要运营方对产品有极深的认识和了解。不要小看这24小时的反馈时间,这往往是两个使用不同语言,有着两种迥异文化和不同工作习惯的团队之间的鸿沟。

CCP从2006年起,开始不断在上海扩张,一开始是主要负责EVE国服的运营支持,后来开始建立服务全球英文服务器的GM团队,再后来开始了DUST 514的开发。到目前为止,形成了代理运营支持、全球运营支持、独立新产品开发三块工作。这在在中国有代理产品运营的外资网游公司里是独一无二的。这种结构使得CCP上海分部不再是一个纯粹的“国外开发商”,而成为一了一个集“中国代理运营”、“全球运营支持”、“独立产品开发“为一体的混合型公司。

值得总结的是,正是因为CCP越来越全面地支持EVE国服的运营,所以才能使得这款产品的发展越来越稳健,相信将来它会不断爆发出它的后劲和潜力。毕竟,EVE是CCP的招牌产品,而且其未来的开发计划会越来越庞大(比如欧服的Incarna版本,将在2011年左右引入空间站行走的全新游戏特性,这将从根本上改变游戏的面貌)。这种更新不会是像很多其他网游产品一样的小修小补,而是革命性的进化和蜕变。到时候游戏人物会以大众玩家更熟悉的全身人物的形式出现,这将更符合他们的游戏习惯,吸引许多这类用户的目光。

总有一天,国内玩家会厌倦千篇一律的升级打怪,会摒弃千人一面的游戏模式,会期待尝试更高层次的互动体验,到时候类似于EVE的互动式产品会大放光彩。这一天或许还需要几年,或许就在明天。

中美网络游戏(MMO)市场的不同与趋势

Saturday, May 29th, 2010

美国和中国网络游戏市场的显著不同点(根据工作经验直观感受总结):

中国

美国

融合与趋势

收费模式

多数为道具收费游戏,付费用户约占总用户15%-25%,平均ARPU值在100-300人民币之间。

大多数大型网游多为信用卡月费绑定模式,月卡价格约在1014.99美元之间,个别还需要额外付费开启账户。少数游戏为道具收费。

中国市场上的游戏极个别已经有回归月费制的趋势,但依然是非主流。相信在较长时间内,依然以道具收费为主,只有个别强势产品能坚持包月制或时间制。

就大型网游而言,美国市场用户由于对游戏公平性的极端敏感,对道具收费的接受度不是很高,但未来会有尝试性产品出现。休闲类游戏已有道具收费成功案例。

用户年龄层次

16-32岁为主,近几年随着用户的累计平均年龄层有所上升。

18-35岁为主——相比中国用户年龄层次略高。

随着时间推移,中国玩家的主要年龄段会趋于和美国用户接近。

性别分布

经过多年发展,中国网游用户的男女比例总体而言已趋于接近。而且针对不同性别已经有专门的产品出现。

在大多数网游产品用户群体中,男性依然占主导地位,女性比例低于中国市场。在大型科幻和复杂的奇幻题材类游戏中尤其如此。

在大型网游中,中美男性玩家长期依然会占据多数;

在休闲类游戏中,女性比例会趋于上升,等于甚至超过男性玩家。

教育程度

少数高中学历(一部分在读),大多数为大专到本科及以上学历。

相比中国用户而言学历平均水平略高。

中国玩家教育程度会长期保持目前状态,随着互联网在低龄人群的普及,整体平均教育水平甚至会略有下降。

美国玩家的教育程度会更稳定,因为其互联网在全体人口的渗透率已经趋于稳定。

游戏设计偏好

依然倾向于打怪升级型主题公园式的游戏,单打独斗型PvP型玩家占相当数量,当然也有部分玩家乐于团队活动的设计。

比中国玩家更乐于尝试探索型游戏设计内容,更乐于合作和沟通。不排斥内容丰富的自由度较高的游戏设计,比如EVE Online

中国玩家由于文化背景和教育模式的原因,会长期倾向主题公园式打怪升级的设计;美国玩家则更富有创造性,会更易于接受各种游戏类型。

产品题材

多数大型网游以武侠或奇幻类主题为主;

休闲游戏以卡通、Q版或轻型竞技类主题为主;

大型网游多以西方传统奇幻类角色扮演游戏为主,有少数科幻类题材;

休闲游戏以卡通和Q版游戏为主

中美两国玩家对题材的偏好都会长期保持目前的倾向,难有大的突破。

产品类型分布

大型网游为主,也有相当大数量的休闲游戏。产品细分已经非常充分。

网页游戏数量猛增,但市场被前几名垄断。

大型3D网游为主,休闲游戏比例相对中国较少。产品细分尚不充分,每个门类的产品同类竞争不如中国市场多。

美国市场依然以强势厂商推出的3D大作为主要市场要素。小厂商产品影响力不高,往往只针对较小的细分市场。

中国市场继续以大型网游和休闲类游戏双轨格局发展,会有一些成功的网页游戏出现(包括基于社交网络的产品)

竞争格局

数量上:整体数量庞大,市场极为拥挤。各个类型的游戏都有充分的竞争。

质量上:相互借鉴更多,相似性较强,用户黏度较低。

由于免费游戏的大量存在,用户迁移成本极低。

单款产品想获得成功需要付出较高营销和运营成本。

数量上:活跃的大型网游不超过30-40款,远少于中国近300款左右的数量。

质量上:由于相对规范的知识产权法律规则约束,原创性相对中国市场更强,相互之间相似度不多,各种产品更容易找到生存空间,但由于主要为月卡付费,用户对产品品质的要求相比中国用户更高。

营销环境没有中国市场拥挤,较为成熟和规范。单款产品只要质量过硬,比中国市场更容易找到生存空间。

由于美国游戏市场依然以PC单机+视频游戏(PS3/Xbox360/wii)电视家用机游戏)为主体,PC网游产品数量在未来3年不会像中国市场一样庞大。

整体上游戏品质美国市场比中国市场更高,产品开发的规划更长远。单款产品寿命一般比中国产品长一倍以上。当然这跟美国游戏多以月费制有关。美国网游更多是以不断更新的新版本来延长产品寿命。而中国市场则更依赖运营层面的多种努力。

美国的整体网游用户数会在未来几年大幅提高。

整体上,美国网游市场会随着用户对游戏体验的互动化要求的提高而不断增长,越来越多的单机PC游戏玩家家用机游戏玩家,会逐渐开始尝试网游。从我所了解的情况看,许多家用机平台已经开始筹划全面网络化的战略,基于家用机的大型网游会出现。其市场增长潜力巨大。

在基于PC的大型多人网络游戏方面,美国的市场也会进入一个高速扩张期。大作会更多,而中小型的休闲游戏会大量涌现。基于移动互联网设备(比如iPad)的多人在线网络游戏也会开始萌芽,这种平台上轻型休闲类游戏会更多。

China GAPP tightened (foreign) online game regulation

Wednesday, November 11th, 2009

The government notice regarding online game product & industry regulation from GAPP(20091010)

Chinese Official link:

http://www.gapp.gov.cn/cms/html/21/508/200910/466283.html

English translation and Horace’s analysis(in blue):

1.  Definition. Online game concept in this notice include all game products that offer public download or access for interactive entertainment experience, including but not limited to MMORPG, webpage games, casual games, single player games containing online experience, LAN games, online player vs. player games, cellphone games.

Imported online games means games developed by foreign company/developer, owned by original IP creator, authorized and licensed to China publishers for operation.

2.  Offering public access or download to game content for interactive experience is publishing activity. Such publishing activity should acquire prior approval according to national regulation. GAPP is the exclusive governing authority for such approval application. None other department have right to approve such publishing activity.

Without prior approval, organization or individual are not allowed to operate online game business. GAPP will crack down unapproved operator in coordinating with ISP & Data center  to revoke their ICP license, and notify related commercial administration to revoke their business license

Unapproved online games are not allowed to be published online. Network operator (like China Telecom and China Netcom) should not provide server hosting or internet bandwidth to such products. Online games approved by GAPP can be published and other department are not allowed to censor them again. Cultural and Telecom regulators should regulate the online games’ content according to GAPP’s approval result.

If any unapproved online games got published or approved online games modify its content after the censorship, GAPP have the right to notify its local branches to ban the operation.

(Horace: GAPP is extending its regulating scope from traditional MMOs to all games operates on internet, based on cable internet, LAN or wireless. It’s the first time in GAPP’s formal notice that they included web games and mobile phone games into their governing scope. Even the games in App Store of iPhone, which will be introduced to China by China Unicom in 2009 Q4, will need to be censored by GAPP before publishing. That’s crazy….Such aggressive move will definitely interfere with other central government department and make national owned telecommunication currier unhappy. This definition is too wide for GAPP to regulate, they don’t have qualified staff with required expertise to do the job. They are just claiming more territory for bribe, frankly speaking.)

3.       GAPP is the exclusive governing department for imported online game censorship. All imported game should acquire copyright owners’ authorization/license  before publishing. Copyright owner should also certified their ownership of the online games. Once the license deal got <Approval of the IP license deal> from copyright administration department, the deal should be submitted to province level publishing regulator. If the province level publishing regulator approved the product, the case will be escalate to GAPP for final approval.

Without GAPP’s approval, entities that providing operation service for imported online games, or conducting marketing/promotion service for foreign online games(i.e.: games that hosted in foreign territories), will be cracked down by local news & publishing regulators. Related service will be terminated, internet bandwidth access will be cut off by telecommunication authorities, websites will be shut down.

Operating imported games without original copyright’s license will be defined as illegal piracy activity. GAPP will cooperate with telecommunication, commercial regulator to crack down such activities according to <COPYRIGHT LAW OF THE PEOPLE’S REPUBLIC OF CHINA> and <Ordinance on the Protection of the Right to Network Dissemination of Information>. Suspected criminal will be submitted to public security department.

(Horace: again, GAPP is reiterating its exclusive governing authority for imported online games. They are afraid of losing the war with Ministry of Culture. Well yes, in latest regulation authority definition from central government, after 2010 GAPP will still remain as exclusive organization can give prior approval to imported/licensed games, but Ministry of Culture will take over all the day to day industry/market regulation responsibilities.)

4.  Foreign enterprises are not allowed to provide online game operation in China market in forms of WOFE, joint venture or so-called cooperation. Foreign enterprises are not allowed to indirectly control  domestic companies that providing online game operation service, by means of forming joint venture company or signing technical support contract/agreement. Foreign enterprises are not allowed to indirectly control or participate online games operation business by importing user billing, account management, credit points data to their own platform. GAPP will crack down such activities in cooperation with other national departments. In severe cases, involved entities’ license will be revoked.

(Horace: this is hidden rule in China gaming business since its beginning, this time they formally announce it. It’s also an answer to the9’s accusal to Netease and Blizzard’s under table deal for the WoW license transfer. i.e.:  there are facts indicating Netease is using complicated investment/capital structure to let Blizzard participate the operation of WoW and coming Battle.net in China.
)

5.  Approved online games should reapply prior approval from GAPP if the game’s publisher changed. The game operation should stop from the date that publisher changed till the game got approval from GAPP. In this period, any operation activity will be viewed as illegal online publishing.

6.  For approved online games, all new version, new expansion or updates should apply for prior approval from GAPP. Without prior approval, all new versions, new expansions or updates are not allowed for launching. Approval paper for involved games, which violate this rule, will be revoked by GAPP. Publishers that launch unapproved new version, expansion or updates contain illegal content, will be treated with special attention. Related government department will be notified to disconnect their internet access, shut down their website.

(Horace: this is absolutely unrealistic. There are about 300 online games are running in China. There are hundreds of updates, patches and expansions launched every month. For each application, the usual censorship period is 20 work days. How can GAPP handle such big number of application? If they really want it, they will need to hire thousands of game censor specialist working 24X7 in a huge office. So this clause is just specifically designed for big titles like WoW who has millions of user across China. As far as I know, no other games need to submit prior-approval application to GAPP for updates before or after this notice published)

All local news & publishing, copyright administration departments, should notify local departments, enterprises regarding above regulation. Besides, a focused regulating campaign will be launched in October to crack down illegal activities in the market.

China Regulation on Virtual Currency

Monday, October 19th, 2009

NOTICE: I know many int’l investors,  game industry professionals, analysts will find this text relevant to their interests. The purpose that I publishing this blog is trying to share the true and firsthand regulation info to non-Chinese speakers. There are obviously lot of misunderstanding and mistakes about the industry regulation environment in China game market, especially on English media. Please note that this translation analysis is just for information sharing purpose, the author will not responsible for any consequences of readers’ business decision based on this text, if you want to contact the author, please email to horace.xiong at Gmail.com

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On June 26th 2009 China Culture Ministry published a Notice regarding online games virtual currency regulation. Click here to see the Chinese official version. Following  is my full text translation:

Most important clauses in red and Horace’s analysis in blue.

A.      Market entity regulation:

1. Definition: The Online game virtual currency(referred as “virtual currency”) are countable virtual token/credit issued by game operators, bought by game players with real money(RMB), stored on billing system of game operators in digital format. Virtual currency are consumed by players to buy online gaming service provided by game operators. It exist as online game prepaid card, prepaid amount or points, but NOT as in game item.

(Horace: so what this regulation will talk about is “service credit/point issued by game operator that can be bought by customer using real money, it’s not about ingame currency like Gold in WoW. You may feel strange why they don’t include ingame currency to the definition. The reason is because ingame item/currency is a too big(complicated) thing for government to regulate in current status. It involved with too many sophisticated fields and regulating departments. So the government choose to start with a smaller definition. But this definition missed one thing: what if game publisher allow players to use the points to buy ingame stuff?—-actually that’s what most micro translation game do. They all have 2 type of currencies in game, one is old style ingame currency, the other is credits exchanged/bought with RMB at a fix rate. Some salable ingame items have 2 price tag, the other only have one. This regulation won’t talk about this, which leave more uncertainties for the future)

2. Market Entry Conditions: “Online game virtual currency issuing service” and “Online game virtual currency exchanging service” are two different type of services. Entities want to provide these two type of service to customers should submit application to province level culture administration department. After initial review, the province level culture administration department should submit the application to Culture Ministry for approval. “Online game virtual currency issuing service” means game operators issue virtual currency that can be used by customers on their own gaming platform; “Online game virtual currency exchanging service” means a service provider build a platform to facilitate exchange activities among users. One entity should not provide these two services at the same time.

(Horace: These rules raise the entry barrier for game operator who want to establish virtual currency/point on their operation platform. Besides, by making it clear that one company can’t have two business at same time, China government, for the first time, officially recognized the legal status of many virtual currency exchange service providers  like 5173.com, even though they didn’t mention “ingame item exchange” here. Such administration style exist widely in China: the authority will not say I encourage (or don’t allow) you to something, but only say you have to submit the application before you want to do it. Of course another reason government don’t allow one company to provide both issuing and exchange/trading service is to create a shield between these two behavior. Well, publishers can still bypass this restriction by setting up two independent companies. Another controversial issue is: How culture ministry can regulate this? These are definitely not “culture activity”, but more like “monetary or financial activities”. Who give them the administration authority to regulate monetary activities. China Central bank seemed to be a proper regulator in this field. My guess is Culture Ministry just pick it up as a big pie for their own interests while China Central Bank is busy enough managing real banks)

3. Online game virtual currency issuing service provider should prepare following extra information when submitting application documents:

  • Virtual currency format(i.e.: in what way it exists);
  • Issuing scale;
  • Unit price;
  • Termination method (how player can get refund when the service terminated);
  • Payment method(cash, bank card, online payment and such);
  • User right protection terms;
  • User account and genuine name bank account binding information;
  • Technical security protection terms;

(Horace: the purpose of these data requirement are mainly for risk control and user right protection. Some insider said the China central bank might even ask virtual currency issuer to pay deposit reserve (very similar to how real bank works) to make sure when the publisher bankrupt, customers can get refund.)

4. Online game virtual currency exchanging service provider should prepare following extra information when submitting application documents:

  • Platform model;
  • Payment method(cash, bank card, online payment and such);
  • User right protection terms;
  • User account and genuine name bank account binding information;
  • Technical security protection terms;

5. Enterprises already involved in these business, should submit related operation information to culture administration department within 3 months.

B.      Issuing & trading regulation, market risk control.

6. Online game operator should issue virtual currency properly according to business operation status and product condition. Issuing excessive amount of virtual currency to collect real money is strictly prohibited. Online game operator should submit total virtual currency scale information to province level culture administration department quarterly.

(Horace: this will force publishers to reduce activities like selling too much prepaid card to take advantage of the abnormal cash flow. By review all report, regulator will know the overall status of their operation)

7. Real money purchase should be the only method that game operator provide virtual currency to its customers. Game operator should not provide virtual currency to its customers in any other way. Service provider should store user transaction record for at least 180 days.

(Horace: this endeavor is trying to stabilize the exchange rate of virtual currency and real money. Publishers in the future should be more careful when planning any promotion plan or discount activities. In operation practice, this can be violated very easily)

8. Virtual currency’s usage should be limited to purchasing issuing entity’s own virtual service. It should not be used to buy any real physical product or service from other companies.

(Horace: basically this is the second important clause in this notice. It wipe out the dreams of many big publishers who plan to make their virtual currency become hard currency across the whole internet ecosystem. For some of them, like Tencent’s Q-money, already became universal currency on internet. You can use it to buy all kinds of stuff and service on China internet, including webcam strip dance. (10-20q for 20mins btw) :)

9. Online game operator should prepare necessary petition channel and customer service procedure to protect user’s legit right. Such information and channel should be presented expressly on the service official website.

10. If there is any dispute, user should present effective ID information as the same with registration profile. Online game operator should provide virtual currency transaction and transfer record after ID authentication, and proceed with petition handling procedures. Whenever user’s legit right are infringed, online game operator should cooperate to provide evidence and help to resolve the problem.

(Horace: these is quite time consuming effort for publishers to keep all these data and provide timely feedback. Basically the government are loading more responsibility  to publisher as policeman when dispute arises.)

11. When online game operator plan to terminate the product operation or service, it should publish the notice 60 days before the termination date. Upon service termination, online game operator should refund the unconsumed virtual currency to user in cash or ways that accepted by users. Online games that are inaccessible by user over 30 consecutive days because of technical problem or business operation, can be recognized as “terminated”.

(Horace: previously there was no written requirement for online game service termination reorganization or refund arrangement or time limitation, this clause set the first government guideline. The most obvious impact is it will speed up the death of some underperformed product. i.e.: game publisher should refund the prepaid money to players if the sever is down for consecutive 30 days.)

12. Online game operator should not change the unit price of virtual currency. If want to issue new type of virtual currency, game operator should submit application files to regulator according to clause 3.

(Horace: so the price for one virtual currency is fixed since beginning, which means temporary promotion or discount is not allowed)

13. Online game operator that doesn’t support virtual currency exchange/trade function, should use technical procedure to make it impossible for use to transfer virtual currency between accounts.

14. Online game virtual currency exchanging service provider should require virtual currency seller to register with effective ID, and bind their account with domestic real currency bank account under same genuine ID. All exchange/trade transaction record should be kept for at least 180 days after the transaction date.

(Horace: these requirements can’t be achieved easily for most virtual currency exchange/trade service providers.)

15. Online game virtual currency exchanging service provider should establish illegal transaction tracking system and technical procedures. Once the trading parties are found or reported to be illegal(like the source of the virtual currency is suspicious), the trade/exchanging service provider should delete the trade order and terminate the service for the seller.

16. Online game virtual currency exchanging service provider should not offer service to people under 18 years’ old.

(Horace: can’t be achieved easily given current ID authentication environment)

17. Online game virtual currency issuing service provider and Online game virtual currency exchanging service provider should take necessary endeavor to protect user’s personal information security, and provide necessary data and cooperation when government department take any investigation according to law.

18. Online game operator providing virtual currency transfer between users should keep transaction record for at least 180 days.

C.      Ban on gambling and other crime activities using virtual currency.

19. In coordination with public security ministry and culture ministry, all service providers should not allow any gambling activities using virtual currency.

20. If customers already spent real currency to buy virtual currency issued by game operator, game service provider should not use random distribution method like  drawing lots, betting, or Roulette-like mechanism to give in game item or virtual currency to players.

(Horace: this is the most important clause in this regulation. For most free-to-play micro transaction based products, this is the key feature to stimulate the consumption. i.e.: some product can get 60m rmb revenue a month from such features solely. Its impact can be found on the stock price of many listed China publishers, their share price drop significantly recently. Like Giant from 8.75$ to 7.5$. It predicted that revenue of games with such features will drop 5-10%. For self-developed titles, it’s easier for the publisher to remove these features and modify the game; for licensed product it will take longer time. Well this restriction can also be bypassed in many ways. i.e.: it only prohibit gambling activity if you directly use real or virtual currency as “chip”.  but game publishers can modify the game that you can use ingame item as chip to get other type of ingame item.)

21.   Online game virtual currency issuing and exchange/trade service provider should cooperate with related government departments to crack “game account theft”, “game illegal server” and “game illegal software(like unauthorized macro tools)”.

22.   If any website use online payment service for illegal privacy server or unauthorized macro tool sales, Culture Ministry will notice such cases to China Central Bank.

D.      Punishment and Market Regulation.

23.   Entities providing virtual currency issuing and exchange/trading service without government approval and authorization will be cracked down by province level culture administration department according to related rules.

24.   Entities violate this regulation will be notified by culture or commercial administration department and should fix the violation within given timeframe, or will be cracked down by related departments.

25.   All departments should establishing online game virtual currency management collaboration mechanism and strengthen regulation capabilities against “game account theft”, “illegal piracy server”, “unauthorized macro tool”, illegal activities like monetary laundry. All parties should communicate and cooperate regularly to share the information and improve the virtual currency regulation work.

26.   Virtual currency issued by online game operator should not have the same name with ingame item. Online game ingame item regulation will be defined and published by central government separately in the future.

(Horace: interesting,I felt this one was added just for one case in last minute)

China Culture Ministry & China Commerce Ministry

—-

NOTICE: I know many int’l investors,  game industry professionals, analysts will find this text relevant to their interests. The purpose that I publishing this blog is trying to share the true and firsthand regulation info to non-Chinese speakers. There are obviously lot of misunderstanding and mistakes about the industry regulation environment in China game market, especially on English media. Please note that this translation analysis is just for information sharing purpose, the author will not responsible for any consequences of readers’ business decision based on this text, if you want to contact the author, please email to horace.xiong at Gmail.com

CCP发布全新大作《DUST514》

Wednesday, August 19th, 2009
CCP宣布全新大作《Dust 514》
EVE Online (星战前夜) 开发商将家用机游戏带上全新高度
2009年8月18日,德国科隆。CCP游戏公司正式对外宣布了一款开发中的新游戏——《DUST 514》。该游戏将是一款基于EVE宇宙世界观的、大型多人在线第一人称视角射击游戏 (hybrid MMO/FPS) ,首发平台将为次时代家用游戏机平台。CCP公司全球首席执行官Hilmar Veigar Pétursson先生是在德国科隆举行的2009游戏开发者大会欧洲站 (Game Developer Conference Europe) 的一个主旨演讲中正式对外宣布该新游戏的。在演讲中,他还向现场游戏界人士和媒体首次展示了介绍该游戏的视频。
《DUST 514》这款FPS游戏将融入即时战略(RTS)的游戏设计,并与CCP游戏公司的另一广受赞誉的旗舰大作——EVE Online(星战前夜)紧密相连并相互影响。这两款游戏之间的互动设计,将把这款新游戏的所有玩家带入前所未有的、跨越宇宙太空和星球表面的宏大合作、社交互动体验中。
“我们在2003年就对外发布了EVE Online,从那时起到现在,EVE的全球玩家群体连续6年都持续增长,这一点可能在游戏行业并不多见,尤其是在去年全球经济危机的大背景下”,Pétursson先生说。“EVE的成功,使得我们有实力汇聚全球游戏业最顶尖的设计师和开发人才。这些绝顶聪明的思想相互碰撞,激发我们最终下定决心,开创这一虚拟世界开发的新领域,也就是《DUST 514》。”
《DUST 514》这款游戏的核心游戏世界观设定,是发生在EVE浩瀚宇宙中无数星球上残酷激烈的地面战争。它带给玩家的,将是前所未有的、惊心动魄的、令人肾上腺素狂飙的未来主义风格战争体验。借助当前家用游戏机平台的强大机能,《DUST 514》将巧妙地揉合未来战场中所可能存在的各种元素和可由玩家控制的战略部署特性,给予指挥官和地面步兵作战单位即时的、可配置的未来武器装备、模块和战略交通工具,让他们能自如地掌控并影响战争局势。
自2006年起,《DUST 514》的设计和开发已秘密进行了三年,由CCP中国上海分部所负责。该项目团队的成员包括经验丰富的前EVE游戏设计师以及电影和游戏行业各领域的资深人士。
CCP上海总经理Kjartan Pierre Emilsson 博士表示:“从CCP创立上海分部起,我们就立志投资建立一支敢于突破游戏行业极限,拥有开创精神的先锋性团队。《DUST 514》这款游戏从创意设计到开发的全过程,都将在上海办公室完成。我们很荣幸地在此宣布:这将是我们CCP上海分部设计开发的首款产品。”
有关《DUST 514》游戏的更多细节,将于2009年10月1-3日在冰岛雷克雅维克举办的CCP Fanfest(全球玩家聚会)上发布。(中国境内合作/中文媒体联络:CCP中国首席代表 熊振horace@ccpgames.com)
以下是《DUST 514》游戏首次公开的两幅游戏画面:
CCP简介
CCP游戏公司被誉为全球单服务器架构多人在线网络游戏的行业领袖。其旗舰产品为广受赞誉的科幻主题太空游戏EVE Online。利用跨职能的无缝协作方式,借助其业界顶尖的技术实力和卓尔不凡的艺术表现力,CCP只专注于设计开发令人惊叹的、魅力无穷的游戏产品。这些产品力求通过建立逼真而精细的虚拟世界,借助各种工具促进人与人在游戏内的社会互动,进而突破其他传统大型网络游戏的设计模式。CCP于1997年成立于冰岛首都雷克雅维克,由私人投资者创立。CCP在雷克雅维克、亚特兰大、伦敦以及上海设有多个办公室。有兴趣了解更多信息请访问www.ccpgames.com

Horace: 呵呵终于发布了

EVE Online (星战前夜) 开发商将家用机游戏带上全新高度

2009年8月18日,德国科隆。CCP游戏公司正式对外宣布了一款开发中的新游戏——《DUST 514》。该游戏将是一款基于EVE宇宙世界观的、大型多人在线第一人称视角射击游戏 (hybrid MMO/FPS) ,首发平台将为次时代家用游戏机平台。CCP公司全球首席执行官Hilmar Veigar Pétursson先生是在德国科隆举行的2009游戏开发者大会欧洲站 (Game Developer Conference Europe) 的一个主旨演讲中正式对外宣布该新游戏的。在演讲中,他还向现场游戏界人士和媒体首次展示了介绍该游戏的视频。

《DUST 514》这款FPS游戏将融入即时战略(RTS)的游戏设计,并与CCP游戏公司的另一广受赞誉的旗舰大作——EVE Online(星战前夜)紧密相连并相互影响。这两款游戏之间的互动设计,将把这款新游戏的所有玩家带入前所未有的、跨越宇宙太空和星球表面的宏大合作、社交互动体验中。

“我们在2003年就对外发布了EVE Online,从那时起到现在,EVE的全球玩家群体连续6年都持续增长,这一点可能在游戏行业并不多见,尤其是在去年全球经济危机的大背景下”,Pétursson先生说。“EVE的成功,使得我们有实力汇聚全球游戏业最顶尖的设计师和开发人才。这些绝顶聪明的思想相互碰撞,激发我们最终下定决心,开创这一虚拟世界开发的新领域,也就是《DUST 514》。”

《DUST 514》这款游戏的核心游戏世界观设定,是发生在EVE浩瀚宇宙中无数星球上残酷激烈的地面战争。它带给玩家的,将是前所未有的、惊心动魄的、令人肾上腺素狂飙的未来主义风格战争体验。借助当前家用游戏机平台的强大机能,《DUST 514》将巧妙地揉合未来战场中所可能存在的各种元素和可由玩家控制的战略部署特性,给予指挥官和地面步兵作战单位即时的、可配置的未来武器装备、模块和战略交通工具,让他们能自如地掌控并影响战争局势。

自2006年起,《DUST 514》的设计和开发已秘密进行了三年,由CCP中国上海分部所负责。该项目团队的成员包括经验丰富的前EVE游戏设计师以及电影和游戏行业各领域的资深人士。

CCP上海总经理Kjartan Pierre Emilsson 博士表示:“从CCP创立上海分部起,我们就立志投资建立一支敢于突破游戏行业极限,拥有开创精神的先锋性团队。《DUST 514》这款游戏从创意设计到开发的全过程,都将在上海办公室完成。我们很荣幸地在此宣布:这将是我们CCP上海分部设计开发的首款产品。”

有关《DUST 514》游戏的更多细节,将于2009年10月1-3日在冰岛雷克雅维克举办的CCP Fanfest(全球玩家聚会)上发布。(中国境内合作/中文媒体联络:CCP中国首席代表 熊振horace@ccpgames.com)

以下是《DUST 514》游戏首次公开的两幅游戏画面:

CCP简介

CCP游戏公司被誉为全球单服务器架构多人在线网络游戏的行业领袖。其旗舰产品为广受赞誉的科幻主题太空游戏EVE Online。利用跨职能的无缝协作方式,借助其业界顶尖的技术实力和卓尔不凡的艺术表现力,CCP只专注于设计开发令人惊叹的、魅力无穷的游戏产品。这些产品力求通过建立逼真而精细的虚拟世界,借助各种工具促进人与人在游戏内的社会互动,进而突破其他传统大型网络游戏的设计模式。CCP于1997年成立于冰岛首都雷克雅维克,由私人投资者创立。CCP在雷克雅维克、亚特兰大、伦敦以及上海设有多个办公室。有兴趣了解更多信息请访问 www.ccpgames.com

外资游戏企业的“中国式困境”(转)

Wednesday, February 18th, 2009

Horace: 两年前看到的一篇文章,放在这里做个记录。

2007年3月《21世纪经济报道》的一篇报道披露,从去年10月起,EA拖欠合作伙伴广东天悦的各项运营费用,包括员工工资,导致双方的合作出现危机。广东天悦方面称:“我们已经发出最后通函,如果仍得不到回复,天悦将停止‘POGO中国’的运营。”

一年前,2006年4月,EA将其在中国大陆网络游戏业务的独家运营权交给广东天悦,由后者负责运营EA的休闲网游平台——POGO。然而不到一年,双方的合作就产生了严重的裂痕。这仅仅是因为EA中国高层的变动吗?如果是,新任总裁为何要改变EA的在华策略?当初EA又为何要承担起广东天悦的运营费用,甚至员工工资?

中国游戏业发轫之初,来自欧美、日本和港台地区的外资企业曾经占据重要地位,从育碧到EA,从智冠到大宇,从华彩到华义。 2002年后,随着网络游戏在中国的高歌猛进,越来越多的国外游戏巨头开始关注中国这块市场。2002年,任天堂以美日对等方式注资成立神游科技有限公司,后者于2003年9月在中国大陆推出基于N64主机技术的神游机。2004年1月,索尼的PS2在上海和广州两地正式发售。2004年8月,世嘉携三款网游而来,吹响了进军中国的号角。两个月后,美国艺电(EA)也宣布成立中国工作室,目标直指网游市场。

然而奇怪的是,虽然汇聚中国的国外游戏公司越来越多,外资游戏企业在中国的影响力却日渐式微。从最初的高调进入到今天的默默无闻,它们仿佛一簇簇烟花,在短暂的绽放后便消失在了茫茫夜空中。仅仅是因为水土不服?或是过于自信?“泯然众人”背后是否还有其它原因?本刊记者采访了部分外资企业及相关协会的业内人士。

三个号,一个都不能少

陈朝勋的穿着朴素到不能再朴素,上身白衬衫,下身牛仔裤。在街上碰到他,你会把他当成一个发福的普通中年人。和他交谈,你更会觉得这就是一个地地道道的北京人,“忒”、“倍儿”、“哥几个”、“海了去了”……各种儿化音和俚语脱口而出,你不会想到他是史克威尔艾尼克斯中国(SEC)的总经理,更不会想到他在台湾生长了30年。“不管在哪儿,你都得照当地人的方式去办事。”他笑着说。

1998年2月,陈朝勋被台湾光谱资讯派驻到北京管理北京分公司,从蹬三轮给软件店送货的那段日子起,他就开始学习中国游戏业的形形色色的规则。对于外资游戏企业在中国的难处,他深有体会:“外商投资企业到底困难在哪儿?首先肯定是准入——怎么进来?怎么合法地进来?想进中国的往往是家大业大的上市公司,上市公司不可能作违法的事,它们必须先弄清中国的法律法规。可是,在对中国的法律环境作了深入调查后,这些国外公司会发现——它们根本进不来。”

在中国大陆运营一款网络游戏通常需要具备“三证 ”,在“广东天悦网络科技有限公司”网站首页的底部,我们可以看到这三个证号:“新出音管号”、“文网文号”和“ICP证号”。“ISBN及新出音管字号 ”是新闻出版总署颁发的电子出版物的书号和批准文号,“文网文号”是文化部颁发的《网络文化经营许可证》号,ICP证号即信息产业部颁发的《增值电信业务经营许可证》号。

为什么需要这些“证”?这是由网络游戏在中国的多重身份所决定的。首先,网络游戏及其网站的运营属于互联网内容服务,按照中国的法律法规,任何企业要从事互联网内容服务,必须申请ICP牌照。而ICP牌照对外资企业的发放是极为严格的,外商独资企业无法取得,合资企业要想申请 ICP牌照,外资比例不得超过50%,即便如此,拿到ICP牌照的合资企业也是凤毛麟角。其次,网络游戏同单机游戏一样属于电子出版物,同时也是互联网出版物,要在中国大陆境内合法出版,就必须取得新闻出版主管部门的批准,而目前来看,主管部门对于境外游戏产品的引入是有总量控制的。另外,网络游戏及其网站还属于互联网文化产品,需要遵守《互联网文化管理暂行规定》的相关规定。2004年9月,上海育碧电脑软件有限公司因“非法提供游戏《无尽的任务》”而被文化部查处,即是因为《无尽的任务》虽然拿到了新闻出版总署的版号,却未持有文化部的《网络文化经营许可证》。

在中国大陆合法运营网络游戏,这三个证是必不可少的,而这三个证对于外资企业都有严格限制,怎么办?就此打道回府?且慢,为什么那些公司可以在中国运营网络游戏?

借壳上市

一位不愿透露姓名的业内人士对记者说:“请问,盛大是外商吗?是的。九城是外商吗?是的。网易是吗?是的。它们哪一个不是在纳斯达克上市的?哪一个不是对美国发行存托凭证?哪一个不拥有外国股东?统统都有。久游网也一样,背后是境外资本,可有谁把久游当外商来看?真正纯粹由国内资本经营的公司有没有?有,但非常少。”

我们所熟悉的“上海盛大网络发展有限公司”是一家内资企业,而纳斯达克上市的“盛大互动娱乐有限公司”是境外公司,它于2003年11月在开曼群岛注册成立,陈天桥家族通过英属维京群岛注册的地平线媒体有限公司持有其57%的股份,其余股份来自公众募集。正在酝酿海外上市的久游网也是如此,润星国际有限公司的注册地在开曼群岛,它的前三大股东分别为中科英华(香港)商贸有限公司、科润国际控股有限公司和润星海外控股有限公司,其余股份为美国凯雷集团等风险投资商所持有。

无论是海外上市的公司、有风险投资的公司,还是“纯粹”的国外公司,只要在境外注册,依照法律都属于境外公司,都不能在中国从事互联网内容的运营业务。既然盛大互动娱乐和润星国际是境外公司,为什么它们可以在中国大陆运营网络游戏?其实回顾一下以往中国内地许多互联网公司的海外上市历程,我们就会明白。为了满足政府对互联网业的监管条件,这些互联网公司在海外上市之前首先会剥离其国内的ICP 业务,与ICP业务相关的资产、人员、域名、商标、经营权和用户关系等,以协议的方式有偿或无偿地转让给一家纯内资公司,然后再通过商业合作的方式,间接地将这家内资公司的收益转移过去。我们看到,盛大的网游运营实体是“上海盛大网络发展有限公司”,久游网的运营实体是“上海润星网络科技有限公司”,这两家公司都是内资企业。它们的大部分成本和收益,分别通过“盛趣信息技术(上海)有限公司”和“久之游信息技术(上海)有限公司”,被盛大互动娱乐和润星国际这两家境外企业所接纳。

盛大2005年度财务报告对“盛大网络”和“盛趣”之间的关系有着清晰的解释:“中华人民共和国的法律规章目前限定提供互联网内容服务,包括网络游戏运营,的外资企业的外资股权比例不得超过50%。而且,外商或外商投资企业目前无法申请在中华人民共和国境内运营网络游戏所需的牌照。盛大互动娱乐有限公司成立于开曼群岛,根据中华人民共和国法律,盛趣相应地被认为是一家外资企业。为了遵守对外资的限制,本集团通过盛大网络在中华人民共和国境内运营网络游戏。盛大网络由陈天桥和陈大年全资拥有,他们两人均为中华人民共和国公民。盛大网络持有运营网络游戏和在盛大网页销售网络广告所需的牌照和许可,盛趣拥有运营网络游戏所需的大部分实物资产。盛趣与盛大网络、南京盛大和杭州边锋签有一系列协议,根据协议,盛趣为盛大网络、南京盛大和杭州边锋提供服务、软件授权和设备,以此交换酬金。盛趣还为盛大网络、南京盛大和杭州边锋提供运营所需的财务支持。此外,盛趣与盛大网络及其股东签有协议,该协议保证盛趣对盛大网络享有实际控制能力。”

借壳落地

已在纳斯达克上市的盛大和九城,必须通过一家内资企业去持有运营网游所需的互联网内容服务许可、互联网文化经营许可以及互联网出版经营许可;正在酝酿海外上市的公司,如久游和天联世纪,也需要作类似的重组。

除了实现海外上市的目的外,这种“借壳”的模式也会被境外资本用于曲线进入受政策法律限制的网游市场,例如在中国物色一家纯内资企业与之合作,由后者申请运营网游所需的牌照,或是利用后者已有的牌照。去年5月,《第一财经日报》一篇题为“文化部紧急叫停网游《街头篮球》天联连喊误会”的报道中提到:“在网络游戏行业,类似天联这样通过收购或者合作来取得运营资质的例子并不鲜见。……更有一些拥有各类证件的中国企业认为奇货可居,即便公司已经不再有游戏产品在运营,也不会宣布关门,而是静悄悄地等待外资企业出高价与之合作,或者将其收购。”

一位业内人士告诉记者,外资对于这类合作伙伴的考察一般有三个标准:“第一,要干净。从资本、人员结构到债务,都要很干净。第二,要听话。听话,牌照才好用,严苛点的会要求对方把营业执照和公章都交出来。第三,要小。越小越好,小了才干净,小了才听话。”达成合作后,表面上看,外资企业只是为这家内资企业提供技术支持;而实际运作中,内资企业的最大价值就是持有牌照,其资金来源和决策权往往控制在外资企业手中。这家内资企业甚至可以不雇用任何一名员工,而只是一个空壳。这就是所谓的“假内资”企业。

“假内资”企业在法律和经营管理上的风险显而易见。法律上,一旦被查出是“假内资”,营业执照就会面临被吊销的危险。经营管理上,由于外资企业的“真身”与内资企业这个“壳”之间的默契关系是不受法律保护的,因此,今后双方如果产生矛盾,例如“真身”被“壳”反咬一口,或是在“亲兄弟明算帐”时出现利益上的纠纷,或是某一方的高层战略发生变动,问题就会变得复杂化。毕竟,“真身”的所有业务都要通过持有牌照的“壳” 来完成,而“真身”却并不拥有“壳”的任何实际股份。这中间存在着无法预估的灰色风险。

即便是为海外上市而“借壳”的公司,也存在着类似的风险。很多人对六年前的“王志东事件”仍然记忆犹新,“借壳”模式最早被公开揭示出来即源于此。2001年6月,《南方周末》一篇题为“新浪不是经营报”的文章在评论“王志东去职事件”时将这一模式及其风险解释得很清楚:“北京新浪互动广告公司和北京新浪互联网信息服务公司,王志东个人持有前者75%以及后者70%的股份。新浪广告是一家拥有国内广告经营执照的公司,在NASDAQ上市的新浪网的所有国内广告都必须通过它来完成;新浪信息是一家持有ICP执照的公司,新浪网国内部分的运营必须由它来进行。上市公司新浪网和这两家公司签定协议,通过协议,这两家公司的成本和收益都进入了新浪网。之所以让王志东个人持有这两家公司的股份并不是因为新浪网没钱了,需要王志东个人来投资,而是因为政策壁垒。……绕过中间的山山水水,我们看到,整个事件大致是这样的:外资的新浪网和中国籍的前CEO王志东合谋,由王志东个人出一个名义,要过来一个中国政府颁发的广告经营和ICP资格证,现在新浪网让王志东下课了,王就警告新浪道,别忘了,你之所以能在中国运营,是因为我的名义。”

回顾王志东与新浪之间的这段恩恩怨怨,我们很容易联想到EA与广东天悦之间正在进行着的这场风波。

八个法律规章

外经贸部商务部研究院研究员王志乐与何茂春撰写的《我国利用外资法律的修订及影响》一文对“假内资”企业做过总结,他们认为“假内资”企业的存在说明了三个问题:“一是有些限制措施也许本来就不必有;二是有些限制措施技术上很难限制;三是有些限制措施在执行过程中被腐化了。”

今年1 月,美国市场咨询公司Niko Partners与权亚律师事务所(TransAsia Lawyers)共同发布了一份题为《中国游戏产业法规全景》(China s Videogame Industry Regulatory Landscape)的调查报告,该报告对单机游戏、网络游戏和电视游戏在中国所处的法律环境作了考察。Niko Partners执行董事丽莎·科斯马斯·汉森(Lisa Cosmas Hanson)认为:“复杂的法律环境是国外公司进入中国市场的主要壁垒,这主要是因为十个政府部门和机构都在为这个行业制定法律规章。”

在 2004年7月9日举行的“国产游戏软件和网络游戏产业发展”研讨会上,网游行业的三个主要管理部门——信息产业部、新闻出版总署和文化部——的领导均到场并作了发言。新闻出版总署音像电子和网络出版管理司副司长寇晓伟在会上指出,游戏从业人员必须了解八个法律规章,他归纳为“一法、三条例、二决定、二规定”。“一法”即《著作权法》,“三条例”为《电信管理条例》、《互联网信息服务管理办法》和《出版管理条例》,“二规定”包括《电子出版物管理规定》和《互联网出版管理规定》,“二决定”指《国务院关于第三批取消和调整行政审批项目的决定》和《国务院关于第三批保留行政审批项目的决定》。除了这八个法律规章外,文化部的《互联网文化管理暂行规定》也是各游戏公司必须了解的。而就在这次研讨会召开的一年前,2003年7月2日,即《互联网文化管理暂行规定》正式实施的第二天,新华网曾刊登过一篇题为《行政法规重复交叉互联网出版企业困惑尴尬》的文章,该文作者认为多头管理不仅会增加企业的运营成本,而且会贻误商机。

对于不熟悉中国法律环境和市场环境的国外游戏公司,如果它们只是想把自己的游戏引入中国,而没有更大的野心的话,最理想最稳妥的方式无疑还是传统的授权代理模式。不过近几年,即便是产品的引入也变得不那么容易。有人将四年多前《奇迹》(MU)的遭遇视为这一变化的重要分水岭,2002年9月,九城与Webzen成立合资公司,获得《奇迹》的中国大陆地区代理权;而直到五个月后,2003年2月,《奇迹》才正式收费,原因是版号迟迟没有拿到。从那一年起,政府开始对境外游戏产品,即“外版产品”,的进口总量实施控制。

然而,究竟什么是“外版”、什么是“内版”,并没有一个很准确的定义。目标软件作为一家外资企业,它的游戏产品属于内版还是外版?大宇开发的以中国传统文化为题材的游戏,属于内版还是外版?那些“借壳”的游戏公司,是否会利用“内资”的身份走捷径?两年前,台湾松岗科技线上游戏处总监陈居丰在接受本刊记者采访时即对内外版的标准提出过质疑。他说:“海外游戏的引进受到限制,目前内版是蛮受鼓励的。有人说只要在当地研发的游戏就算内版,有人说必须是要内资公司研发的才能算内版。有很多种说法,到底哪种说法才是可信的?审核的标准能不能更清楚一些?”

如果说ICP证、网络文化经营许可证的发放,影响的主要是网络游戏运营商的话,版号的问题影响的则是包括PC单机游戏、TV游戏和网络游戏在内的所有游戏产品。

以何种方式去适应中国游戏业的法律环境?在中国游戏业中应扮演怎样的角色?这两个问题,无论是关注中国市场的国外企业,还是立足本土的国内企业,都应该慎重思考。正如陈朝勋所说:“外资企业应该也必须遵循中国政府的所有法律法规,这是企业合法、永续经营的基础。不单单是外资企业,所有行业内的企业也都应该这么做。”

可能被创意产业人忽略的政府文件

Sunday, December 28th, 2008

Horace:在《IT经理世界》的读者来信上看到一位读者提到这个纲要,在咱们国家网站上找来全文,原来4月9日已经通过了,我真够迟钝的,先贴再慢读……

读后感:

  1. 2020年建成较为完备的知识产权制度,呵呵,还有12年,到时候我38岁了。到时候是否能彻底消灭文化产品盗版和山寨产品呢?希望可以吧。不过还是觉得这个时间目标设定过于保守,感觉是在给现在的恶劣环境找腾挪时间。
  2. 在最重要的打击知识产品侵权(13)和防止知识产权滥用(14)这两条上居然都用一句话带过,真不知道这帮专家是真不明白还是装傻:这两条应该是知识产权制度里最核心最重要的两条。哦,明白了,如果这两条写得太细就等于是在打自己的嘴巴了;
  3. 嗯,总之有这个东西还是比没有好的,毕竟话说出口了总是有压力的。然而从这个纲要的具体内容看,感觉在宏大的目标和执行的细节上有点头重脚轻,在具体产业的措施上,也存在较大的不平衡:对某些产业提出的措施非常明晰,然而对与广大消费者和文化/创意产业切身利益关系最深的方面却惜墨如金:如何保护文化产品的知识产权,如何维护版权所有人的权益,如果通过知识产权的保护促进相关产业的蓬勃发展。在这个意义上说,这个纲要只是一个一个纲要,这方面的探索和发展,任重道远……

呵,等我38岁的时候回头再来看这个纲要吧!

国家知识产权战略纲要

为提升我国知识产权创造、运用、保护和管理能力,建设创新型国家,实现全面建设小康社会目标,制定本纲要。
一、序言
(1)改革开放以来,我国经济社会持续快速发展,科学技术和文化创作取得长足进步,创新能力不断提升,知识在经济社会发展中的作用越来越突出。我国正站在 新的历史起点上,大力开发和利用知识资源,对于转变经济发展方式,缓解资源环境约束,提升国家核心竞争力,满足人民群众日益增长的物质文化生活需要,具有 重大战略意义。
(2)知识产权制度是开发和利用知识资源的基本制度。知识产权制度通过合理确定人们对于知识及其他信息的权利,调整人们在创造、运用知识和信息过程中产生 的利益关系,激励创新,推动经济发展和社会进步。当今世界,随着知识经济和经济全球化深入发展,知识产权日益成为国家发展的战略性资源和国际竞争力的核心 要素,成为建设创新型国家的重要支撑和掌握发展主动权的关键。国际社会更加重视知识产权,更加重视鼓励创新。发达国家以创新为主要动力推动经济发展,充分 利用知识产权制度维护其竞争优势;发展中国家积极采取适应国情的知识产权政策措施,促进自身发展。
(3)经过多年发展,我国知识产权法律法规体系逐步健全,执法水平不断提高;知识产权拥有量快速增长,效益日益显现;市场主体运用知识产权能力逐步提高; 知识产权领域的国际交往日益增多,国际影响力逐渐增强。知识产权制度的建立和实施,规范了市场秩序,激励了发明创造和文化创作,促进了对外开放和知识资源 的引进,对经济社会发展发挥了重要作用。但是,从总体上看,我国知识产权制度仍不完善,自主知识产权水平和拥有量尚不能满足经济社会发展需要,社会公众知 识产权意识仍较薄弱,市场主体运用知识产权能力不强,侵犯知识产权现象还比较突出,知识产权滥用行为时有发生,知识产权服务支撑体系和人才队伍建设滞后, 知识产权制度对经济社会发展的促进作用尚未得到充分发挥。
(4)实施国家知识产权战略,大力提升知识产权创造、运用、保护和管理能力,有利于增强我国自主创新能力,建设创新型国家;有利于完善社会主义市场经济体 制,规范市场秩序和建立诚信社会;有利于增强我国企业市场竞争力和提高国家核心竞争力;有利于扩大对外开放,实现互利共赢。必须把知识产权战略作为国家重 要战略,切实加强知识产权工作。

二、指导思想和战略目标
(一)指导思想。
(5)实施国家知识产权战略,要坚持以邓小平理论和“三个代表”重要思想为指导,深入贯彻落实科学发展观,按照激励创造、有效运用、依法保护、科学管理的 方针,着力完善知识产权制度,积极营造良好的知识产权法治环境、市场环境、文化环境,大幅度提升我国知识产权创造、运用、保护和管理能力,为建设创新型国 家和全面建设小康社会提供强有力支撑。
(二)战略目标。
(6)到2020年,把我国建设成为知识产权创造、运用、保护和管理水平较高的国家。知识产权法治环境进一步完善,市场主体创造、运用、保护和管理知识产 权的能力显著增强,知识产权意识深入人心,自主知识产权的水平和拥有量能够有效支撑创新型国家建设,知识产权制度对经济发展、文化繁荣和社会建设的促进作 用充分显现。
(7)近五年的目标是:
——自主知识产权水平大幅度提高,拥有量进一步增加。本国申请人发明专利年度授权量进入世界前列,对外专利申请大幅度增加。培育一批国际知名品牌。核心版 权产业产值占国内生产总值的比重明显提高。拥有一批优良植物新品种和高水平集成电路布图设计。商业秘密、地理标志、遗传资源、传统知识和民间文艺等得到有 效保护与合理利用。
——运用知识产权的效果明显增强,知识产权密集型商品比重显著提高。企业知识产权管理制度进一步健全,对知识产权领域的投入大幅度增加,运用知识产权参与市场竞争的能力明显提升。形成一批拥有知名品牌和核心知识产权,熟练运用知识产权制度的优势企业。
——知识产权保护状况明显改善。盗版、假冒等侵权行为显著减少,维权成本明显下降,滥用知识产权现象得到有效遏制。
——全社会特别是市场主体的知识产权意识普遍提高,知识产权文化氛围初步形成。

三、战略重点
(一)完善知识产权制度。
(8)进一步完善知识产权法律法规。及时修订专利法、商标法、著作权法等知识产权专门法律及有关法规。适时做好遗传资源、传统知识、民间文艺和地理标志等 方面的立法工作。加强知识产权立法的衔接配套,增强法律法规可操作性。完善反不正当竞争、对外贸易、科技、国防等方面法律法规中有关知识产权的规定。
(9)健全知识产权执法和管理体制。加强司法保护体系和行政执法体系建设,发挥司法保护知识产权的主导作用,提高执法效率和水平,强化公共服务。深化知识产权行政管理体制改革,形成权责一致、分工合理、决策科学、执行顺畅、监督有力的知识产权行政管理体制。
(10)强化知识产权在经济、文化和社会政策中的导向作用。加强产业政策、区域政策、科技政策、贸易政策与知识产权政策的衔接。制定适合相关产业发展的知 识产权政策,促进产业结构的调整与优化;针对不同地区发展特点,完善知识产权扶持政策,培育地区特色经济,促进区域经济协调发展;建立重大科技项目的知识 产权工作机制,以知识产权的获取和保护为重点开展全程跟踪服务;健全与对外贸易有关的知识产权政策,建立和完善对外贸易领域知识产权管理体制、预警应急机 制、海外维权机制和争端解决机制。加强文化、教育、科研、卫生等政策与知识产权政策的协调衔接,保障公众在文化、教育、科研、卫生等活动中依法合理使用创 新成果和信息的权利,促进创新成果合理分享;保障国家应对公共危机的能力。
(二)促进知识产权创造和运用。
(11)运用财政、金融、投资、政府采购政策和产业、能源、环境保护政策,引导和支持市场主体创造和运用知识产权。强化科技创新活动中的知识产权政策导向 作用,坚持技术创新以能够合法产业化为基本前提,以获得知识产权为追求目标,以形成技术标准为努力方向。完善国家资助开发的科研成果权利归属和利益分享机 制。将知识产权指标纳入科技计划实施评价体系和国有企业绩效考核体系。逐步提高知识产权密集型商品出口比例,促进贸易增长方式的根本转变和贸易结构的优化 升级。
(12)推动企业成为知识产权创造和运用的主体。促进自主创新成果的知识产权化、商品化、产业化,引导企业采取知识产权转让、许可、质押等方式实现知识产 权的市场价值。充分发挥高等学校、科研院所在知识产权创造中的重要作用。选择若干重点技术领域,形成一批核心自主知识产权和技术标准。鼓励群众性发明创造 和文化创新。促进优秀文化产品的创作。
(三)加强知识产权保护。
(13)修订惩处侵犯知识产权行为的法律法规,加大司法惩处力度。提高权利人自我维权的意识和能力。降低维权成本,提高侵权代价,有效遏制侵权行为。
(四)防止知识产权滥用。
(14)制定相关法律法规,合理界定知识产权的界限,防止知识产权滥用,维护公平竞争的市场秩序和公众合法权益。
(五)培育知识产权文化。
(15)加强知识产权宣传,提高全社会知识产权意识。广泛开展知识产权普及型教育。在精神文明创建活动和国家普法教育中增加有关知识产权的内容。在全社会 弘扬以创新为荣、剽窃为耻,以诚实守信为荣、假冒欺骗为耻的道德观念,形成尊重知识、崇尚创新、诚信守法的知识产权文化。

四、专项任务
(一)专利。
(16)以国家战略需求为导向,在生物和医药、信息、新材料、先进制造、先进能源、海洋、资源环境、现代农业、现代交通、航空航天等技术领域超前部署,掌握一批核心技术的专利,支撑我国高技术产业与新兴产业发展。
(17)制定和完善与标准有关的政策,规范将专利纳入标准的行为。支持企业、行业组织积极参与国际标准的制定。
(18)完善职务发明制度,建立既有利于激发职务发明人创新积极性,又有利于促进专利技术实施的利益分配机制。
(19)按照授予专利权的条件,完善专利审查程序,提高审查质量。防止非正常专利申请。
(20)正确处理专利保护和公共利益的关系。在依法保护专利权的同时,完善强制许可制度,发挥例外制度作用,研究制定合理的相关政策,保证在发生公共危机时,公众能够及时、充分获得必需的产品和服务。
(二)商标。
(21)切实保护商标权人和消费者的合法权益。加强执法能力建设,严厉打击假冒等侵权行为,维护公平竞争的市场秩序。
(22)支持企业实施商标战略,在经济活动中使用自主商标。引导企业丰富商标内涵,增加商标附加值,提高商标知名度,形成驰名商标。鼓励企业进行国际商标注册,维护商标权益,参与国际竞争。
(23)充分发挥商标在农业产业化中的作用。积极推动市场主体注册和使用商标,促进农产品质量提高,保证食品安全,提高农产品附加值,增强市场竞争力。
(24)加强商标管理。提高商标审查效率,缩短审查周期,保证审查质量。尊重市场规律,切实解决驰名商标、著名商标、知名商品、名牌产品、优秀品牌的认定等问题。
(三)版权。
(25)扶持新闻出版、广播影视、文学艺术、文化娱乐、广告设计、工艺美术、计算机软件、信息网络等版权相关产业发展,支持具有鲜明民族特色、时代特点作品的创作,扶持难以参与市场竞争的优秀文化作品的创作。
(26)完善制度,促进版权市场化。进一步完善版权质押、作品登记和转让合同备案等制度,拓展版权利用方式,降低版权交易成本和风险。充分发挥版权集体管理组织、行业协会、代理机构等中介组织在版权市场化中的作用。
(27)依法处置盗版行为,加大盗版行为处罚力度。重点打击大规模制售、传播盗版产品的行为,遏制盗版现象。
(28)有效应对互联网等新技术发展对版权保护的挑战。妥善处理保护版权与保障信息传播的关系,既要依法保护版权,又要促进信息传播。
(四)商业秘密。
(29)引导市场主体依法建立商业秘密管理制度。依法打击窃取他人商业秘密的行为。妥善处理保护商业秘密与自由择业、涉密者竞业限制与人才合理流动的关系,维护职工合法权益。
(五)植物新品种。
(30)建立激励机制,扶持新品种培育,推动育种创新成果转化为植物新品种权。支持形成一批拥有植物新品种权的种苗单位。建立健全植物新品种保护的技术支撑体系,加快制订植物新品种测试指南,提高审查测试水平。
(31)合理调节资源提供者、育种者、生产者和经营者之间的利益关系,注重对农民合法权益的保护。提高种苗单位及农民的植物新品种权保护意识,使品种权人、品种生产经销单位和使用新品种的农民共同受益。
(六)特定领域知识产权。
(32)完善地理标志保护制度。建立健全地理标志的技术标准体系、质量保证体系与检测体系。普查地理标志资源,扶持地理标志产品,促进具有地方特色的自然、人文资源优势转化为现实生产力。
(33)完善遗传资源保护、开发和利用制度,防止遗传资源流失和无序利用。协调遗传资源保护、开发和利用的利益关系,构建合理的遗传资源获取与利益分享机制。保障遗传资源提供者知情同意权。
(34)建立健全传统知识保护制度。扶持传统知识的整理和传承,促进传统知识发展。完善传统医药知识产权管理、保护和利用协调机制,加强对传统工艺的保护、开发和利用。
(35)加强民间文艺保护,促进民间文艺发展。深入发掘民间文艺作品,建立民间文艺保存人与后续创作人之间合理分享利益的机制,维护相关个人、群体的合法权益。
(36)加强集成电路布图设计专有权的有效利用,促进集成电路产业发展。
(七)国防知识产权。
(37)建立国防知识产权的统一协调管理机制,着力解决权利归属与利益分配、有偿使用、激励机制以及紧急状态下技术有效实施等重大问题。
(38)加强国防知识产权管理。将知识产权管理纳入国防科研、生产、经营及装备采购、保障和项目管理各环节,增强对重大国防知识产权的掌控能力。发布关键 技术指南,在武器装备关键技术和军民结合高新技术领域形成一批自主知识产权。建立国防知识产权安全预警机制,对军事技术合作和军品贸易中的国防知识产权进 行特别审查。
(39)促进国防知识产权有效运用。完善国防知识产权保密解密制度,在确保国家安全和国防利益基础上,促进国防知识产权向民用领域转移。鼓励民用领域知识产权在国防领域运用。

五、战略措施
(一)提升知识产权创造能力。
(40)建立以企业为主体、市场为导向、产学研相结合的自主知识产权创造体系。引导企业在研究开发立项及开展经营活动前进行知识产权信息检索。支持企业通 过原始创新、集成创新和引进消化吸收再创新,形成自主知识产权,提高把创新成果转变为知识产权的能力。支持企业等市场主体在境外取得知识产权。引导企业改 进竞争模式,加强技术创新,提高产品质量和服务质量,支持企业打造知名品牌。
(二)鼓励知识产权转化运用。
(41)引导支持创新要素向企业集聚,促进高等学校、科研院所的创新成果向企业转移,推动企业知识产权的应用和产业化,缩短产业化周期。深入开展各类知识产权试点、示范工作,全面提升知识产权运用能力和应对知识产权竞争的能力。
(42)鼓励和支持市场主体健全技术资料与商业秘密管理制度,建立知识产权价值评估、统计和财务核算制度,制订知识产权信息检索和重大事项预警等制度,完善对外合作知识产权管理制度。
(43)鼓励市场主体依法应对涉及知识产权的侵权行为和法律诉讼,提高应对知识产权纠纷的能力。
(三)加快知识产权法制建设。
(44)建立适应知识产权特点的立法机制,提高立法质量,加快立法进程。加强知识产权立法前瞻性研究,做好立法后评估工作。增强立法透明度,拓宽企业、行 业协会和社会公众参与立法的渠道。加强知识产权法律修改和立法解释,及时有效回应知识产权新问题。研究制定知识产权基础性法律的必要性和可行性。
(四)提高知识产权执法水平。
(45)完善知识产权审判体制,优化审判资源配置,简化救济程序。研究设置统一受理知识产权民事、行政和刑事案件的专门知识产权法庭。研究适当集中专利等 技术性较强案件的审理管辖权问题,探索建立知识产权上诉法院。进一步健全知识产权审判机构,充实知识产权司法队伍,提高审判和执行能力。
(46)加强知识产权司法解释工作。针对知识产权案件专业性强等特点,建立和完善司法鉴定、专家证人、技术调查等诉讼制度,完善知识产权诉前临时措施制度。改革专利和商标确权、授权程序,研究专利无效审理和商标评审机构向准司法机构转变的问题。
(47)提高知识产权执法队伍素质,合理配置执法资源,提高执法效率。针对反复侵权、群体性侵权以及大规模假冒、盗版等行为,有计划、有重点地开展知识产 权保护专项行动。加大行政执法机关向刑事司法机关移送知识产权刑事案件和刑事司法机关受理知识产权刑事案件的力度。
(48)加大海关执法力度,加强知识产权边境保护,维护良好的进出口秩序,提高我国出口商品的声誉。充分利用海关执法国际合作机制,打击跨境知识产权违法犯罪行为,发挥海关在国际知识产权保护事务中的影响力。
(五)加强知识产权行政管理。
(49)制定并实施地区和行业知识产权战略。建立健全重大经济活动知识产权审议制度。扶持符合经济社会发展需要的自主知识产权创造与产业化项目。
(50)充实知识产权管理队伍,加强业务培训,提高人员素质。根据经济社会发展需要,县级以上人民政府可设立相应的知识产权管理机构。
(51)完善知识产权审查及登记制度,加强能力建设,优化程序,提高效率,降低行政成本,提高知识产权公共服务水平。
(52)构建国家基础知识产权信息公共服务平台。建设高质量的专利、商标、版权、集成电路布图设计、植物新品种、地理标志等知识产权基础信息库,加快开发 适合我国检索方式与习惯的通用检索系统。健全植物新品种保护测试机构和保藏机构。建立国防知识产权信息平台。指导和鼓励各地区、各有关行业建设符合自身需 要的知识产权信息库。促进知识产权系统集成、资源整合和信息共享。
(53)建立知识产权预警应急机制。发布重点领域的知识产权发展态势报告,对可能发生的涉及面广、影响大的知识产权纠纷、争端和突发事件,制订预案,妥善应对,控制和减轻损害。
(六)发展知识产权中介服务。
(54)完善知识产权中介服务管理,加强行业自律,建立诚信信息管理、信用评价和失信惩戒等诚信管理制度。规范知识产权评估工作,提高评估公信度。
(55)建立知识产权中介服务执业培训制度,加强中介服务职业培训,规范执业资质管理。明确知识产权代理人等中介服务人员执业范围,研究建立相关律师代理 制度。完善国防知识产权中介服务体系。大力提升中介组织涉外知识产权申请和纠纷处置服务能力及国际知识产权事务参与能力。
(56)充分发挥行业协会的作用,支持行业协会开展知识产权工作,促进知识产权信息交流,组织共同维权。加强政府对行业协会知识产权工作的监督指导。
(57)充分发挥技术市场的作用,构建信息充分、交易活跃、秩序良好的知识产权交易体系。简化交易程序,降低交易成本,提供优质服务。
(58)培育和发展市场化知识产权信息服务,满足不同层次知识产权信息需求。鼓励社会资金投资知识产权信息化建设,鼓励企业参与增值性知识产权信息开发利用。
(七)加强知识产权人才队伍建设。
(59)建立部门协调机制,统筹规划知识产权人才队伍建设。加快建设国家和省级知识产权人才库和专业人才信息网络平台。
(60)建设若干国家知识产权人才培养基地。加快建设高水平的知识产权师资队伍。设立知识产权二级学科,支持有条件的高等学校设立知识产权硕士、博士学位授予点。大规模培养各级各类知识产权专业人才,重点培养企业急需的知识产权管理和中介服务人才。
(61)制定培训规划,广泛开展对党政领导干部、公务员、企事业单位管理人员、专业技术人员、文学艺术创作人员、教师等的知识产权培训。
(62)完善吸引、使用和管理知识产权专业人才相关制度,优化人才结构,促进人才合理流动。结合公务员法的实施,完善知识产权管理部门公务员管理制度。按照国家职称制度改革总体要求,建立和完善知识产权人才的专业技术评价体系。
(八)推进知识产权文化建设。
(63)建立政府主导、新闻媒体支撑、社会公众广泛参与的知识产权宣传工作体系。完善协调机制,制定相关政策和工作计划,推动知识产权的宣传普及和知识产权文化建设。
(64)在高等学校开设知识产权相关课程,将知识产权教育纳入高校学生素质教育体系。制定并实施全国中小学知识产权普及教育计划,将知识产权内容纳入中小学教育课程体系。
(九)扩大知识产权对外交流合作。
(65)加强知识产权领域的对外交流合作。建立和完善知识产权对外信息沟通交流机制。加强国际和区域知识产权信息资源及基础设施建设与利用的交流合作。鼓 励开展知识产权人才培养的对外合作。引导公派留学生、鼓励自费留学生选修知识产权专业。支持引进或聘用海外知识产权高层次人才。积极参与国际知识产权秩序 的构建,有效参与国际组织有关议程。

今天没什么特别的,只是看到一个天使

Friday, July 28th, 2006
angel

angel

Analyst: PS3 To Slow Industry Growth, Nintendo & Microsoft Could Capitalize

Wednesday, July 19th, 2006

quote from Gamasutra

Analyst: PS3 To Slow Industry Growth, Nintendo & Microsoft Could Capitalize A new report from analyst group DFC Intelligence‘s David Cole has once again questioned Ken Kutaragi’s positioning of the PlayStation 3 in the coming console generation, and has also indicated that the console’s high price could slow the growth of the video game industry. However, the firm also noted that this could make for an exceptional opportunity for competitors Microsoft and Nintendo with each company’s competing consoles.

The full text of Cole’s report, which was released on the analyst firm’s official website as part of a new report, follows below:

“For the past ten years Sony Computer Entertainment (SCE) has been the king of the video game market. The first PlayStation (PSOne) and PlayStation 2 (PS2) platforms were THE platforms on which the leading third party publishers made the majority of their revenues. For third party publishers other game platforms had become of secondary consideration to the Sony driven gravy train. Even in 2006, the PS2 continues to sell the most units at retail.

DFC Intelligence has always said that as the dominant market leader, SCE was largely in control of its own fate. Microsoft and Nintendo had to hope Sony fumbled or significantly changed its strategy so that they could get an opportunity to capture some of that PS2 audience. Now it is clear Sony is handing its competitors a golden opportunity.

DFC Intelligence has just released a 600 page report with our latest forecast for the interactive entertainment industry. In this report we predict several different scenarios for the individual game systems. We emphasize that there is a great deal of uncertainty because much will depend on how individual players execute their strategies over the next several years. However, two things are clear: 1) the high price of the PlayStation 3 is going to slow overall industry growth, especially for software and 2) if Sony does not change its current strategy for the PS3 the system will probably end up in third place in installed base. Microsoft and Nintendo have been handed that golden opportunity and both companies have a chance to make their systems the market leader. However, it looks like under any scenario the video game market is going to be severely fragmented, with several incompatible platforms having strong market share and even the possibility of a platform doing well in one region and struggling in another.

As we have mentioned in past briefs, the big concern with Sony is not only the PlayStation 3 launch price, but the signs that Sony has gotten itself into a business model that is not conducive to the mass market video game audience. There has been a lot of talk about positioning the PS3 as not just a video game system, or even entertainment system, but instead as a computer system.

In fact, SCE chief executive Ken Kutaragi told Japanese computer magazine PC Watch in June 2006 that the PS3 is a computer, not a game console. Kutaragi was quoted as saying "we don’t say it’s a game console, the PS3 is clearly a computer unlike PlayStations so far." In other words, Kutaragi no longer sees the PlayStation brand centered on a specific hardware configuration that has a life of five to seven years, during which time that hardware is steadily reduced in price as production becomes more efficient. Kutaragi views the PS3 as a computer platform that evolves with new features and capabilities on a constant basis. Kutaragi was further quoted as saying "Since PS3 is a computer there are no ‘models’ but configurations. We’ll want to upgrade the hard drive size very soon. If new standards appear on the PC, we will want to support them. We may want the Blu-ray drive to write. In the PC business, if you fix the spec for two years you’ll be caught by competitors. Computers should be changing, right? It’s inevitable that 60GB hard drive will become too small, and memory may become too small as well."

The problem with that computer strategy is that it means prices do not come down. By fixing its hardware standard for several years, video game console systems have been able to significantly lower prices over time by not having to upgrade to the latest technology. Kutaragi has also talked about what he sees in common between the PS3 and current Apple Computer philosophy and products. There is clearly a little envy behind such quotes from Kutaragi like: "If Mr. Jobs adds an Apple logo to the PS3, I think users will say it can be sold at $2,000. However it’s not possible for the PlayStation brand. That is the difference in the computer world between the PlayStation brand and the Apple brand."

We would point out that another major difference between Apple and the PlayStation brand is that the PlayStation 2 had a share of over 60% of the video game console market, while Apple’s computer market share has hovered in the 2-3% range. We believe that under Kutargai’s techno-elite PlayStation 3 strategy, the PlayStation 3 could end up with a market share more resembling Apple products as opposed to the dominant PlayStation 2 market share.

In other words, we think that for the PlayStation 3 to maintain Sony’s number one market share position, Sony will have to shift the current stated strategy of SCE. It should be remembered that SCE is only one part of the much larger Sony Corporation entity. Ten years ago SCE was a non-factor for Sony overall, but the video game business has now become very important. Over the past five years, SCE’s video game business has averaged about $7.4 billion in annual revenue and brought in average annual operating income of around $500 million. Can Sony afford to lose this video game business in order to go after the smaller base of elite consumers?

Right now the PlayStation 3 could be considered a relatively inexpensive part of a household looking to go to a high definition system. Consider this mid-level high-definition home theater budget:

High-definition television: $2,500
Stereo Receiver: $600
Speakers: $1,200
Cables: $400
Installation and Calibration: $1,000
Movie/CD/Game Player: $600

Under this budget, a PlayStation 3 is a fairly small line item in what is a $6,000+ take out a home equity line of credit project. Kutaragi is right, for this consumer the PS3 is a bargain. However, we must ask how big that consumer base is and if these are the type of consumers shopping for bargains.

Furthermore, when we are talking about Sony’s video game base we are looking at a worldwide business. Consumers in markets like Europe lag behind the U.S. when it comes to spending thousands on a new home entertainment system

Take for an example, Valencia, the third largest city in Spain. Walk into an El Corte Ingles (Spain’s flagship retailer) or FNAC (a leading media entertainment retailer) in Valencia and you will see about 67% of video game shelf space given over to Sony products, with another 25% reserved for Nintendo’s portable game systems. Valencia even has entire Sony Stores devoted to Sony products. The PlayStation 2 practically defines mass market video games in Spain (and much of Europe) with its casual party franchises like Singstar and Buzz. In other words, Sony has been absolutely dominant in Spain and most of Europe. All that is now at risk with Sony’s PlayStation 3 strategy. Sony’s new approach seems to be to position its products as luxury items, epitomized by a recent ad in a French high fashion magazine which features a PSP dripping with diamonds.

At 600 euro, the PS3 would be more than 35% of the monthly household income of a family in Valencia. Combined with the 2000 euro for an HDTV that could take advantage of Blu-Ray and four gam

es, the total cost could top 15% of a family yearly income. On a per person basis, that would be almost 40% of an adult Valencian’s average income. Consumers in much of Europe (and North America as well) simply aren’t ready for that type of expenditure and success for Sony will require that 1) they can keep the PlayStation 2 business alive and slow consumer adoption of new systems and 2) they can make the price more affordable. However, as the chart below shows, even under the best case scenario the PlayStation 3 has a much lower installed base than the PlayStation 2. Under the worst case scenario the bottom falls out for Sony’s market share.

So while Sony struggles with positioning issues Microsoft and Nintendo are free to try and build a solid base of actual video game players. The good news is that for both companies, under any scenario, DFC forecasts that the Microsoft Xbox 360 and Nintendo Wii will have a larger installed base than their respective predecessors. However, we think the company with the biggest opportunity is Nintendo. With a market leading price and a compelling mass market message the Wii has the opportunity to be the market share leader in all major regions.

The Xbox 360 also has an opportunity to be the overall market share leader, but we think the system will generally be stronger in North America than in Europe or Japan. In fact, even under the best case scenario for the Xbox 360 we predict the system will finish third in Japan while being the number one system worldwide.

Other potential issues that concern us with the Xbox 360 have been Microsoft’s struggles to break out beyond the hard-core gamer and the significant losses that the company has been forced to take to build market share. Microsoft could become bogged down in efforts to reach out to the mass market via casual games, portable games and other areas that could distract from the overall Xbox 360 business.

On the other hand Nintendo has almost nowhere to go but up with the Wii. Since the 8-bit NES from the 1980s, Nintendo console hardware systems have sold less and less. Now is the time for Nintendo to turn that around. In the last generation, the casual mass market game audience by and large went with the PlayStation 2. The GameCube was stuck with the loyal Nintendo diehard base. Now with the Wii, Nintendo has the chance to keep its loyal base and expand into a much more mass market audience. By letting Sony and Microsoft split the hard-core teenage/twenty something video game marketplace, the Wii could end up number one in market share for the next generation.

Not surprisingly, under all our scenarios, market fragmentation is a big theme. For the past five years, the PlayStation 2 has been a steady platform that provided a solid worldwide base for software publishers. Sony’s strategy is utterly dependent on keeping the PlayStation 2 around for as long as possible and hoping mass market consumers hold-off on upgrading. However slowing the future can be difficult. For a consumer there are all types of choices for playing games: portable games, online games, old console systems, new console systems and so on. The console system remains the largest segment of the overall market, but its importance is clearly declining. Over the next two years we will see which companies can weather the eventual decline by diversifying beyond the PlayStation business."

First CCP blog in Chinese

Thursday, June 15th, 2006
Welcome to EVE, China.
中国,欢迎来到EVE的世界
 
    这一年,对于CCP和光通都是有趣而忙碌的一年。最终,在大量的准备工作之后,我们把EVE带进中国的梦想变成了现实。我们衷心希望我们的游戏EVE能达到你们的期望,它是一个极为庞大和复杂的世界,足以让所有玩家在其中生活、游戏许多年。
    This has been an interesting and intensive year for CCP and Optic to bring EVE to China, but finally, after a lot of work that dream has come true. We certainly hope that our game will meet your expectations and that a truly huge and complex world will emerge where you will be able to live and play for the coming years.
 
     一直以来,我们总视自己为第一个真正游戏世界的创造者。在EVE里,你作为玩家的命运完全掌握在你自己和你的朋友手中,而不是由任何游戏机制决定。EVE没有无休止的怪物杀戮、重复升级,在EVE里,你想真正开辟一片你自己的空间,只能依靠你的智力和组织能力。你将自主决定什么时候做什么事情。所有玩家都在一个巨大的游戏世界里,使得超大规模的玩家政治和策略对抗变得极端重要。
    We have always considered ourselves to be first and foremost worldbuilders. EVE is a game where your destiny as a player is completely governed by yourself and your friends rather than from pure game mechanics. EVE is a not game that revolves around leveling and monster bashing, but rather a game where you have to rely on your own intelligence and organizational skills to carve out a space for yourself, where you control what you do and when you do it. The fact that all players play together in a single very big shard also makes player politics and large-scale strategy extremely important.
 
      我们在欧洲和美国的玩家已经创造了一个这样的世界,他们其中很多人把EVE当作他们的第二个家。现在,所有的中国玩家都有机会去创造这样一个世界,这个世界将比人类有史以来任何虚拟世界更浩瀚更庞大。我们将提供你们所需要的工具,但所有的辉煌都将由你们亲手创造。我们将耐心倾听你们的需要和担忧,竭力把这个世界创造得更加完善,正如我们过去三年在英文服务器上做的那样。即将创造这个伟大的世界的人是你们而不是我们,而我们只是帮助你们实现这一切的仆人。
     Our players in Europe and US have already created such a world, and many of our players there look at EVE as their second home. In China you now also have the opportunity to build up such a world, and an even bigger one. We provide you with the tools, but what you do with them is up to you. We will always listen to your needs and worries and try to make the world better and better, just as we have been doing for our other server for more than 3 years now. The world is for you to build, but we are simply your servants in making it happen.
   
     现在我该向大家介绍一下EVE中文版公开测试的情况了,有几点尤其值得说明:
     Now for more specifics about the launch of the open beta, we would like to point out a few things.
 
      首先大家要明白的是EVE和其他游戏的区别,从一开始,它就被设计成一个单一的巨大宇宙。和其他运行在多个服务器世界的游戏不同,我们仅仅把EVE运行在一组超级计算机集群上,构建一个唯一的游戏世界。很显然,由于单一、巨大的游戏世界的复杂性比多个小型服务器世界有几何级数的增加,游戏的互动性和趣味性也有了根本性的变革,然而这也带来一些技术问题。最主要的问题是:一旦服务器出现故障,整个游戏世界和全体玩家将同时受到影响;另一个问题是:通常,在全面升级到有数万玩家同时互动的主要游戏服务器之前,我们很难有效测试一个新的游戏特性或功能,因为在测试服务器上,极小规模的玩家活动根本无法真实模拟数千倍规模情况下的运行环境。我们真诚希望,将来在遇到类似问题时,大家能够更耐心,我保证我们CCP的开发技术团队和光通的运营团队将尽最大的努力以最快的速度找出并解决问题。从我们过去英文服务器三年的成功运营事实来看,这类问题最可能在游戏升级后出现,但是在我们的努力下,无一例外都很快得到解决。
      First of all you must realize the difference between EVE and other games, in that it runs a single very big shard. This means that instead of running multiple copies of the world on many servers, we actually run a unique world on a single super-computer cluster. This of course makes the whole game experience much more interesting, but also has some technical drawbacks. The main drawback is that if any server problem arises, it is likely to affect all players simultaneously. Another drawback is that it is sometimes difficult for us to fully test new features before putting them up on the live cluster, because some issues will only appear when a great many number of players are actually online, and this is practically impossible to simulate in a test environment. We ask you to be patient towards us and Optic whenever such issues arise, but stand assured that our team of developers and operators are constantly on stand-by to identify and solve any such issues within the shortest time possible. From our previous experience, such issues usually only arise shortly after patches, and are quickly solved.
 
     以这次公开测试为例,我们很早就预料到,在刚开始测试的前几天会有很大的玩家流量。这意味着我们要设计一个全新的游戏机制来应对如此大的新玩家流量。我们新增了48个新手星系,另外设计了登陆队列系统和星系跳跃队列系统。然而即使我们作了以上准备,初始玩家的数量依然超过了系统初始的承载能力。这也是为什么我们在刚开始的时候反复呼吁新玩家在登陆后尽快从新手星系疏散到其他星系的原因,这将大大提高其他在系统外队列中玩家的登陆速度,而且初始星系外的其他星系也有趣得多。
    To illustrate this, we can take the start of the open beta as an example. We anticipated a large influx of players in the first days. This meant that we had to provide new game mechanisms to be able to handle such a large amount of beginning players. We added 48 new starting locations, as well as implementing login queues and jump queues. Even with these mechanisms in place, the influx was still above the capacity of the starting systems. This is why we asked more experienced players to quickly move out of the starting locations, which is a good idea anyway for players, as life in EVE is more interesting outside of the starting systems.
    
      在最开始的两天出现了许多技术问题,导致了服务器的崩溃。一开始,登陆队列就超过了服务器群的承载能力,导致了我们的数据库过载,不过我们很快修复了这个问题;然后,我们服务器群的一个配件(Ramsam)由于过载开始过热,在加载了更强劲的冷却系统后,该配件开始恢复正常;最后,服务器群的一个节点由于过载失效,结果连带影响到其他的节点一起失效,之后我们加入了安全保护机制防止类似问题再次发生。
Some of the technical issues that came up during these first two days, resulted in crashes. In the first, the login queue actually overflowed at the very opening of the cluster, resulting in too much load on our DB. We quickly fixed that issue. The next issue came up when a component of our cluster started overheating due to load. This was resolved immediately by installing more powerful cooling systems for that component. Finally a single node of the cluster failed due to overload, bringing other nodes down with it. Following this we put in some safeguard mechanisms to prevent this from happening again.
   
     除了以上提到这些小的趔趄之外,服务器开始趋于稳定,而且我们确信很快服务器将达到欧洲服务器一样的稳定状态。大家要知道,中文版服务器已经创造了历史,从公开测试的第一天起,中国玩家已经创造了单一服务器世界的同时在线人数的世界纪录:有超过30000人同时在一个游戏世界里互动(目前这一数字被刷新到33000)。全球有史以来,从未有任何其他网络游戏超过甚至接近这一纪录,最接近的是我们欧洲服务器之前27000人纪录,但我们可花了3年时间才有这样的成绩。
     Apart from these hiccups, the cluster has been performing well, and we are certain that we will soon reach the level of stability that we enjoy on our European server. You should remember though that the Chinese version of EVE is already making history. On the very first day, you set a world record in the number of players simultaneously playing in the same game world: more than 30,000 online in the same world. No other game in history has even come close to this, and the previous record holder was our European server with around 27,000 simultaneous, but that took us 3 years to reach.
   
      我确信,将来我们将远远超过这一纪录,但这将基于于我们未来能给大家提供的卓越的服务,并解决大家的担忧和问题。我们冰岛CCP公司的宣言是:We care more, We work harder。因为这是CCP作为一个小型的独立游戏开发运营公司与其他大得多的公司竞争中唯一能做的事情。事实上,我们过去一直将来也会继续为新的中国玩家以及全球所有EVE玩家履行这一承诺。
I have absolutely no doubt that we can go much higher up in this record, but that will rely on us being able to serve you well and address your concerns and worries. Our company motto in Iceland is: "We care more. We work harder". This is because when you are a small independent company like CCP, this is the only thing we can do in order to compete with the much larger game companies. We stand commited to this message, both for our new Chinese players and all our faithful EVE players around the world.
 
此致
爱与尊敬,
Love and respect
Kjartan Pierre Emilsson
Managing Director of CCP Asia/Former Lead Designer of EVE Online
(CCP亚洲区总经理、前EVE Online首席游戏设计师)
 
中文编译:
Horace
CCP Chief China Representative.
(CCP首席中国代表)

CCP 101

Tuesday, May 30th, 2006
 
 

这3年CCP都干什么了

Thursday, April 6th, 2006
下面两张图,右边是EVE Online三年前的第一个demo版本,左边一张是目前版本。
 
 

去北京

Saturday, March 25th, 2006
Before CCP dominate the world, let’s dominate China first :)

CCP Culture

Monday, March 13th, 2006
     "One of the symptoms of an approaching nervous breakdown is the belief that one’s work is terribly important."
                                                                               Bertrand Russell (1872 – 1970)
 
CCP consists of a highly motivated and inspired team of individuals of all sorts that are faced with a cruel choice: make games or play games. Here are a number of pictures from our life on the edge of difficult choices.
 

个人崇拜就是这样产生的

Sunday, March 12th, 2006
Hilmar是我见过的最帅的CEO, CCP的cheese,我的偶像!哦yeah~~~~~~~~~!
 
 

a lesson

Saturday, March 11th, 2006
Never never never make public announcement before you already started/finished a thing
永远不要在已经开始(完成)一件事情之前宣布什么时候开始(完成)
 
——Horace

Simplistic

Tuesday, March 7th, 2006

When NASA first started sending up astronauts, they quickly discovered that ballpoint pens would not work in zero gravity. To combat the problem, NASA scientists spent a decade and $12 Billion to develop a pen that writes in zero gravity, upside down, underwater, on almost any surface including glass and at temperatures ranging from below freezing to 300C.

The Russians used a pencil.

 

——quote from CCP mission

MMO Leaders Offer Future Vision

Tuesday, November 1st, 2005
Updated: 10/31/2005 at 04:41 AM

 

By N. Evan Van Zelfden

统治世界的六个步骤

Thursday, October 20th, 2005
comment: This address is as enlightening as a lightning in a storm


Six Easy Steps To World Dominance


Douglas Lowenstein

President

Entertainment Software Association

May 18, 2005 Address at E3


Good morning. Welcome to the 11th Electronic Entertainment Expo, and our ninth here in Los Angeles.

For historical purposes, can I see a show of hands of how many have attended every E3 since the first one in 1995? I’d like to pay a special thanks to all of you for your long-term support of this event.

I want to spend most of this morning talking about the future, not the past or present. Before I do, another survey:

How many of you have written at any time that the video game industry is bigger than Hollywood, or have heard someone in the industry make such a claim?

Let’s set the record straight once and for all: it is simply not true — yet.

It has never been true. Yes, when you add video game hardware sales and software sales together, you come up with a figure which exceeds the total box office take of the film industry. But including hardware sales in the figure skews the comparison. Why not include the sales of DVD players? And even if you think it is valid to include console, handheld and related hardware sales in the calculation, it fails to account for the streams of additional revenue produced by Hollywood, from DVD and VCR rental and sales to syndication of films for broadcast and cable TV. In truth, the worldwide film industry stands at about $45 billion and the worldwide video game industry checks in at around $28 billion.

Nonetheless, the software sales to box office comparison is not without its benefits. It does dramatize for the uninitiated how big the video game industry has become. Furthermore, with mobile and online game revenue growing, and with console games on the verge of another sharp uptick, retail game software sales may, in fact, surpass movie box office in the near future. But it hasn’t happened yet.

Before I leave industry comparisons, it should be noted that the game industry is, in fact, poised to surge past the music industry in terms of global revenue. Price Waterhouse Coopers reported last year that video games will eclipse music as the second most popular form of entertainment by 2008, with worldwide consumer spending on video games hitting $55 billion compared to $33 billion for recorded music.

Now, $28 billion in global revenue isn’t too shabby for a 30 year old industry, and the outlook for continued growth is extremely rosy, especially if piracy can be cracked, thus opening huge new markets like China, Russia, and South America.

I gave a version of this talk to some people yesterday and one of them said it sounded like I was putting down our industry instead of being it’s cheerleader in residence. Let me be clear: I am not negative about our industry, I am proud and excited to be a part of it, and I think we have a great future ahead of us. Rather than putting down the game industry, the point of my earlier comments is to inject a note of reality into the discussion of where video games actually belong in our entertainment pantheon, and to create a context for what I want to discuss this morning — what will it take for the game industry to be as big or bigger than the film industry at some point in the future?

In thinking about this, I believe there are six fundamental issues the video game industry needs to address to become the dominant form of entertainment in the 21st Century. Let’s take them one by one.

First, we need to continue to broaden the game audience by making more games with mass-market appeal.

In the last decade, since the launch of the original PlayStation, video games have grown up from being the sole province of teenage boys to being embraced by a far wider universe of consumers. It is by now old news that the average gamer is 30 and that a majority are adults. But that does not tell the whole story, or even the most important part of the story. The Yankee Group reported last year that 52 million Americans between 13-34 play video games. Further, it estimated that anywhere from a third to two-fifths of the 147 million Americans between 35-50 play video games, adding another 56 million players to the pool.

ESA’s annual consumer research reports that 66% of gamers between 18 and 25 have been playing games for at least ten years, and nearly 100% of gamers between 12 and 17 have been playing since age 2. Furthermore, the average gamer of all ages has been playing for 9.5 years, and gamers over 18 have been playing an average of 12 years.

Equally revealing, 41% of the most frequent game players say they are playing more now than three years ago, and 54% report that their passion for video games comes mainly at the expense of TV.

All of this sounds pretty good. It’s the glass half full perspective. But if we take a glass half empty perspective, these numbers can be viewed a bit more ominously. Video games have been around 30 years and penetration remains far below that of competing media like film and TV. What do they have that we don’t?

A partial answer is they have done a better job developing products that have truly mass market appeal at mass market prices. That is not to say they create better entertainment necessarily. It suggests, instead, that they are better at creating content with wider appeal. Say what you want about The Passion of the Christ but the fact remains it was the 3rd biggest money maker of all-time, generating $612 million worldwide, and $371 million in the US. Assuming $10 a ticket in the US, that’s an astonishing 37 million people who saw the film. The film revealed something Hollywood was missing —that there is an audience that had been largely unseen or ignored who would swarm to cineplexes if they featured movies of particular interest to them, in this case with openly religious themes.

The question for the game industry is what are we doing to create content these and other specialized audiences feel drawn to? This is not an appeal to make religious games, though that would be welcome. I mention Passion of The Christ as an example of the powerful market expanding potential inherent in making games for less traditional audiences than we’re accustomed to.

There is another major and well-known gap in market penetration for the video game industry: women. It’s true that ESA data shows that women make up a third of the console gaming community and 40% of the PC community but we also know that many of these women are casual gamers who might invest more time and dollars into this form of entertainment if we produced content they could more easily embrace.

But it is more than just content with cross gender appeal that’s necessary. We need a cultural shift so that young girls and women feel that playing games is not a testosterone monopolized hobby reserved for their boyfriends and husbands.

Last February, a woman gamer writing under the name Fizgig on the site womengamers.com asked, “Why do my mom and I lower our voices when she wants to tell me about the new level she just finished with her Amazon in Diablo II? Why don’t I tell people at the university where I work that I play videogames?” The reason, she posited, is that women like her have a sense of “gamer shame.” “Gamer shame,” she wrote, “is a powerful social convention and the gaming industry really isn’t doing a very good job of combating it.”

It’s hard to argue with her complaint that our own industry, mainly through our marketing practices, reinforces the stereotype that most gamers are men. Our challenge as an industry is to break down the social conventions she described if we are to truly create, again in Fizgig’s words, “a gender neutral inclusive gaming community…[in which my daughter] could proclaim her love of games to the world without any shame at all.”

We also need more games that are socially and politically relevant. If we can make games about terrorism, why can’t we make compelling games about politics or global warming? Why can’t there be games which force players to struggle with weighty moral and ethical issues within compelling game worlds?

Finally, one of the pitfalls we need to avoid is the Mature-rated game trap. The message of GTA San Andreas and Halo 2 is not that the sole pathway to blockbuster nirvana is making M rated games. True, great M games can be chart toppers. And M rated games have and will continue to produce some of the finest and most advanced interactive entertainment experiences. We have no reason to shy away from this segment of the market. But we misread the market if we think only M games have that potential. If we want to broaden the market, it’s critical that industry continue making a full spectrum of content. Just because the market is aging does not mean older players won’t play compelling Teen and Everyone-rated games. In fact, of games released in 2004, the average E title sold 534,300 units, the average Teen title sold 265,800 units, and the average M title, not including San Andreas and Halo 2, sold 150,200 units. Draw your own conclusions.

So the key to broadening the market even further is to make our Passions of the Christ, our chick flicks, and our socially relevant games, to shatter negative stereotypes and finally, to resist the temptation to narrowly target the growing Mature segment of the gaming audience. When and if we accomplish all this we will, in the words of that great video game company, the Department of Defense, be all that we can be.

Ok, that was a long opening point but I’ll cover the other five more quickly.


The second issue we need to address is creating more complete game experiences.

Keita Takahashi, creator of the game Katamari Damacy for Namco, which sold 120,000 units in 2004 and won both the Academy of Interactive Arts and Sciences Interactive Achievement Award and an IGDA Gamer’s Choice Award for innovative game design, said at GDC that games should “be a happy part of life. I want to try to represent the feelings of love or of being young.” How many games do you know that do that? And how many more people would play games, of all ages, if they did?

So we need games with more emotional impact. But it’s about much more than the old “we need games that make people cry” nonsense. Games already do trigger a myriad of emotional responses including excitement, fear, gratification, success, pride, triumph, and more. But the Holy Grail for game designers should not be making games that do everything movies do. If that is our ultimate aspiration, we cannot lay claim to being the entertainment media of the 21st Century. But we do need to move past the conventions of the present.

We need games with better stories, more interesting and complex characters, games that keep you up in the middle of the night wrestling with whether you made the right ethical or moral choices, games that stay with you when you’re done with them, games that make you happy when you play them, and afterwards.

Many of today’s games are amazing creative and artistic accomplishments, and many are incredibly fun and absorbing. But we have only scratched the surface of what games can be. We cannot let the lure of onrushing technology blind us to the essence of what makes great entertainment. Great entertainment – whether books, film, or games, must engage us at some emotional level. If video games aspire to movie-like status, then games

need to become topics of conversation at dinner parties and happy hours and they won’t ever achieve that if they are mainly the province of an elite few who speak their own language, congregate in chat rooms and LAN centers, and have an endless amount of time on their hands.

Third, we need to make games more accessible and easier to play.

It is an inescapable fact that many potential gamers are either intimidated by the technology itself – call it the “I can’t even program my VCR syndrome” – or they actually make a stab at playing and after a few minutes throw up their hands hopelessly confused and discouraged. A basic principle of marketing is to draw the consumer in and keep them. Really great games should give the player a thrill from achieving success which, in turn, will make them want to play more. But too often in games, we make it a grueling and ultimately unsatisfying experience for newcomers, driving them away from our products, rather than capturing their loyalty. Let’s be honest: no one likes to die over and over. For God’s sake, we are the only entertainment industry which has spawned a collateral book publishing business which puts out 200 page guides so people can figure out how to play our games.

It seems so obvious that more games should be simple and easily understood. But with each generation, they get more complex. We need to find a happy balance between making a game appealing to the hard core but equally appealing to the newbie. However, this does not mean we should subdivide the gaming audience into two separate but unequal classes. Yes, it’s fine to have casual games and complex games. But we also need games that work for both casual and intense users – games you can quickly enter and enjoy and play for 30 minutes or 30 hours.

And what if more games were shorter and thus less expensive? What if you could buy games for $49 if you wanted 150 hours of game play or games for $10 if you wanted 10 hours of game play? And if the development costs for these shorter games was correspondingly lower, imagine the potential to sell far more units at this lower price point. In fact, ESA’s research found that 60% of Americans and 57% of gamers said they would be more likely to buy more games if they were considerably shorter in length and priced significantly lower.

Of course, part of the problem is that the inbred game culture itself will look down its nose at such games. Game reviewers will likely ignore such offerings as limited, simple, or shallow. Ah, but that is the point: we need games that are limited and simple and shallow, just like we need movies that don’t tax our intellect and psyche but do provide a few hours of forgettable pleasure.

Fourth, we may need new financing models.

Today, games are made in one of two ways: publishers fund internal development or they selectively fund external development. But the key word in that sentence is “publishers.” As a practical matter, no one else funds game development.

It’s hard to argue with this model. A doubling in the market in just over five years is pretty compelling. But if we are going to equal or surpass the film industry, I suspect we will need to find new sources of financing. Faced with development budgets of $10 million and growing, and with a hits dominated market where most games do not make back their R&D outlays, publishers are understandably selective about where they put their dollars. That means funds go either to internal teams with proven track records likely doing either licensed games or sequels, or it means funds go to external developers with a proven track record of delivering commercially successful products. Some of these development dollars do fund truly breakthrough games, and will continue to do so. I totally reject the view that publishers have some form of innovation phobia.

But ideally, we still need new sources of capital to fund game development, especially games that would be regarded as risky and outside the box. I think that money will be out there eventually. Just as the migration of the video game generation into the political and media elite will over time largely end attacks on the industry, their simultaneous emergence as an economic power will create new sources of capital. A few decades ago, kids dreamed of being movie producers. I think it is quite likely that a new generation may dream of being video game producers, the faceless folks with the names you never heard of that flash up on the opening credits of a movie. But instead of movies, these modern day financiers will look at video games as an outlet for some of their investment capital because unlike a prior generation, video games are what they grew up with.

Fifth, we must continue to develop emerging platforms, specifically online and mobile.

Both remain niche markets where only a fraction of their potential has been realized. But both have the potential to power the video game industry past the film industry.

In the film industry, the focus remains on theatrical and DVD releases, with online seen as a secondary platform. But the video game industry has embraced online games as a primary platform. In a world where people are increasingly untethered from the couch, our industry is uniquely positioned to deliver content through online platforms, giving us a huge advantage relative to our film industry brethren.

We know that online games are huge in Korea. In China, the biggest growth market for all entertainment industries, our industry is better positioned to grow there than anyone else. Already, game companies are building successful online game business, focusing less for now on the piracy-riddled hard goods market. We can do it because we’ve integrated online games into our core business. Neither the film or music industry can say that. What’s the potential? According to Niko Consulting, there will be an estimated 103 million Internet users in China by year end, and broadband penetration in major cities is a staggering 31%. Ours is only entertainment sector even capable of capitalizing on this market trend.

Here in North America, the potential of online games can be seen in numerous ways: take a look at how the developer Bioware, maker of hit games like Jade Empire and Neverwinter Nights has linked people with common interests and passions together in a growing virtual community, or how gamers flock to Everquest, or how Sims fans created hundreds of customized web sites, or how millions have embraced online console gaming. All of this bears witness to our industry’s unique ability to connect people through community. We need to continue to exploit this competitive advantage over the film industry.

Mobile phones also offer the game industry unique advantages over the film industry. To date, the game industry has not created games that exploit the mobile handsets. In part, that is a function of the carriers and the network. Payment plans are confusing and costly, the phones themselves are often complicated to use, screen resolution is improving but not yet high end game quality, 3G service is being introduced painfully slowly in the US. But this market is developing. Screen Digest in the UK reported that the mobile games market attracted about $193 million of venture capital in 2004 alone. So the market is there for the taking, and when the video game industry figures it out, this will be a major growth driver I doubt the film industry can equal.


Sixth, and last, we need to overcome cultural resistance and fear.

The writer Steven Johnson, author of “Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter” muses on his website about what the reaction to books would have been from parents, teachers, and other self appointed cultural guardians had they emerged as an art form years after video games. He imagines their comments would have sounded something like this:

“Reading books chronically understimulates the senses. Unlike the longstanding tradition of game playing — which engages the child in a vivid, 3D world filled with moving images and musical soundscapes, navigated and controlled with complex muscular movements – books are simply a barren string of words on the page. Only a small portion of the brain devoted to processing written language is activated during reading, while games engage the full range of sensory and motor cortices.

“Books are also tragically isolating. While games have for many years engaged the young in complex social relationships with their peers, building and exploring worlds together, books force the child to sequester him or herself in a quiet space shut off from interaction with other children.”

But books did not post date video games so books have an exalted cultural status. Meanwhile, as I stand here today, video games are under attack by politicians in states across the country. True, some of these politicians are certifiably extreme; some have their own ideological agendas; some are cynically exploiting media violence concerns for political gain, some are trying to curry favor with parents worried about raising their children. But all of these proposals to ban game sales are unjustified, unnecessary, unconstitutional and, ultimately most importantly, they’re ineffective – they will never be enacted and they won’t do a single thing to really help parents raise their kids safely.

But you don’t have to be a cynical politician or a cultural extremist to raise questions about video game content. There are many thoughtful, rational people who share the concerns. And we ignore them at our own peril – they are the Moms and Dads who buy games and increasingly, play them. Disrespecting their concerns is dangerous indeed.

We can use things like the American Constitution’s guarantee of free speech as a shield to legitimize virtually any content. Indeed, the very essence of art is that it has no boundaries, and the critical acclaim accorded various paintings, photographs, or books attests to that. But I submit to you it is one thing to say a product is protected speech, which it is, or that it is rated and parents need to accept responsibility for what their kids play, which they do. But it is quite another thing to say we have no larger responsibility for shaping the quality and values of the culture we live in.

We’ve all seen games that depict content which is constitutionally protected artistic expression and yet which also raises the question of whether it really was necessary to realize the designer’s artistic vision. That’s not a call for censorship or government intrusion into video game sales. But it is meant to say that it is fair for critics, and us, to ask whether everything that is cool and pushes the envelope is, in fact, creatively necessary.

Long time game developer Ernest Adams says the industry needs “cultural cred.” He’s right. Acceptance in the culture is the key to legitimacy. None of us were alive when film first came on the scene but historians will tell you it was not regarded with great and instant acclaim. Our industry is just thirty years old and has produced more than its fair share of classics. No doubt, many more will come. But if we as an industry aspire to the same cultural and artistic credibility and stature achieved by other major forms of entertainment, our creative community and our publishers will have to eschew some of the historically easy and successful formulas for commercial success and draw consumers into some new kinds of interactive entertainment experiences that more often ennoble our industry.

Things like The Serious Games Movement and The Education Arcade are an important part of that. The fact that the Federation of American Scientists whose Board is populated by Nobel Prize winners is developing video games, funded by a grant from no less a symbol of America’s intellectual might than the National Academy of Sciences, is evidence of the growing sense beyond our industry of the potential for video games beyond the living room.

Similarly, the recent Harvard Business School Press book “Got Game” further validated the legitimacy of video games in the culture by reporting that by playing games, new entrants into the work force of today and tomorrow are bold but prudent risk takers, have a strong ability to multitask, have strong leadership skills, are more sociable, are more creative and have better problem solving skills, and are less easily discouraged.

In the end, cultural cred will come as the video game generation itself grows into positions of power and influence over politics and culture, as today’s GTA fans become tomorrow’s Senators and editors. But in this period where we are no longer cultural outsiders, but rather are at the center of defining and creating the culture, some self criticism and self examination is healthy. Burying our heads in the sands or adopting a bunker mentality is an immature response.

So there you have it – broaden the market, create more complete games, make games that are easier to play, evolve new financing models, exploit emerging platforms, and solidify cultural credibility — six easy steps to world dominance. Can we do it? Absolutely. Will we do it? Speaking of matters somewhat more profound than video games, Robert Kennedy said that the “future does not belong to those who are content with today.”


(中文大意)


统治世界的六个步骤

“我希望和大家谈谈未来,而不是昨天或现在。” 5 月 20 日,在 E3 的媒体见面会上,美国娱乐软件协会( Entertainment Software Association , ESA )主席道格拉斯·卢德仁提出了他对游戏业未来趋势的六点看法,并称之为“统治世界的六个步骤”( Six Easy Steps To World Dominance )。
一、拓宽市场
“开始演讲之前,我想做一个调查:在座的各位,你们有多少人曾经写过关于‘游戏业超过电影业’的报道?有多少人曾经读到过这样的报道?现在让我坦率地告诉大家:这类报道完全是不真实的。”
作为美国游戏行业协会的管理者,卢德仁并未偏袒游戏业。他指出,媒体上的许多关于游戏市场规模的报道夸张失实,游戏作为一种大众娱乐,其市场规模、影响力和渗透力仍然远远低于电影和电视等传统媒体。
卢德仁表示,现阶段游戏业最重要的任务,是通过降低游戏价格、开发面向女性的游戏等途径,让大众有更多的机会接触游戏。他承认游戏业在这方面做得还很欠缺,他说:“去年 2 月,一位网名‘ Fizgig ‘的女玩家在 womengamers.com 上发帖说:‘为什么妈妈在和我讨论《暗黑破坏神 II 》中的亚马逊战士时,会不由自主地压低声音?为什么我不愿意告诉大学里的同事我喜欢玩游戏?’她认为原因在于像她这样的女玩家会有一种‘负罪感’。她说:‘这种负罪感是强大的社会压力所造成的,我认为我们的游戏业在与这种压力的斗争上做得很不够。’”
二、丰富内容
“如果我们可以开发出以恐怖主义为题材的好玩的游戏,为什么我们不能开发出以政治局势、全球变暖为题材的好玩的游戏?为什么我们不能开发出以道德伦理为题材的好玩的游戏?”
卢德仁建议游戏商更多地开发一些反映社会现实问题的游戏,他认为作为一种文化,游戏需要被注入更多的情感因素:“我们需要更多有着精彩的故事情节、有趣而复杂的角色个性的游戏,我们需要让玩家在游戏中感受到人生抉择的艰难,我们需要让玩家在通关后仍能回味无穷。”
卢德仁批评了愈演愈烈的“成人游戏之风”( Mature-rated game track )。他首先承认,“成人游戏”曾经而且今后也会为玩家创造出最精细、最先进的互动娱乐体验,游戏业者对此不必避讳,但游戏市场的成熟、消费者年龄层的提高,并不代表所有玩家都喜欢玩暴力或色情的成人游戏。
卢德仁并没有对听众作简单的教化,为了证明自己的观点,他列举了一系列市场数据作为佐证。根据 ESA 的调查, 2004 年在北美市场上发售的游戏中,“ E 级”(全年龄)游戏平均每款的销量为 53.43 万套;“ T 级”( 13 岁以上)游戏平均每款的销量为 26.58 万套;如果不包括《侠盗猎车手:圣安德里亚》和《光晕 2 》这两个超级怪兽的话,“ M 级”( 17 岁以上)游戏的平均每款销量仅为 15.02 万套。
三、简化玩法
“这是个无法回避的问题,许多潜在的玩家要么是完全的技术盲,连给录像机定时都不会,要么就是浅尝辄止,被困难的上手和难以理解的内容吓退。……上帝啊,在所有的娱乐行业中,我们是唯一一个衍生出了一个庞大的出版市场的行业。想想吧,玩家居然要靠一本厚达 200 多页的书去教他们该怎么去玩我们的游戏。”
卢德仁认为游戏应该更傻瓜、更易于理解,核心玩家与普通玩家之间的差距正在拉大,游戏开发者应该努力在这两个群体之间找到平衡。他的建议是,在埋头开发售价 50 美元的 AAA 大作的同时,游戏厂商也应该考虑制作一些售价 10 美元的短小精巧的游戏,这样既可以扩大游戏的覆盖面,又可以减少游戏的开发风险。他提出了 ESA 的另一份调查报告,该调查显示, 60% 的美国人和 57% 的玩家认为,如果游戏更短小,而且价格更便宜,他们会考虑在游戏这种娱乐方式上做更多的投资。
卢德仁认为,尽管崇尚“游戏内涵”者会看不起“简单”的游戏,但事实上,大众离不开这些简单而有趣的东西:“正如我们不仅仅需要能够给我们的心灵带来震撼的电影,也需要那些只是带给我们几小时轻松的影片。”
四、开发融资渠道
“今天,游戏的开发模式只有两种:一种是发行商投资给内部工作室,另一种是发行商投资给外部工作室。注意,这里的关键词只有一个——‘发行商’。这是个很现实的问题,现在除了发行商外,没人肯投钱给游戏开发者。”
卢德仁承认今天的游戏开发业正在逐渐失去活力,但他反对把所有的罪责都推到发行商身上。他认为现在许多游戏的开发费用动辄上千万美元,而且失败者比比皆是,这必然会给发行商带来巨大的压力,使得发行商对于游戏的投资更加保守,更倾向于那些已经树立起品牌的开发小组或作品。他认为,发行商对创新本身并没有什么恐惧心理,要解决这一矛盾,唯一的出路是扩大融资渠道。
但在尚未完全证明自己的实力前,游戏业还无法引起投资者的足够重视。卢德仁把希望更多地寄托在了下一代身上,他说:“当游戏一族长大后进入政治领域或是成为媒体精英后,社会对于游戏的攻击会越来越少。当他们掌握经济力量后,就会为游戏业带来更多的资金来源。几十年前,当孩子们以崇拜的目光注视着在银幕上跳动着的一个个名字时,他们在梦想着自己将来能成为和这些人齐名的电影导演。现在,当孩子们看着电脑屏幕上的游戏制作人员名单时,脑海中会浮现出同样的梦想。这一代人长大后,会有更大的几率投资于游戏业。这不仅仅是因为他们了解游戏,更是因为游戏曾经是他们童年的一个梦想。”
五、打造未来平台
“对于电影业来说,传统的影院和 DVD 仍然是消费的主要对象,网络只是一个次要平台。唱片业也是如此。但对于游戏业来说,网络已经显露出它的巨大潜能,网络游戏在韩国和中国的风靡已经证明了网络游戏的价值。我们可以预言,网络将赋予游戏业以战胜电影业的独特优势。”
卢德仁认为,尽管网络游戏和手机游戏市场在北美尚未成气候,目前只有很小的一部分潜力被挖掘出来,但在未来,这两块市场将成为游戏业最终超越电影业的法宝。
网络游戏方面,他举了韩国和中国为例,尤其是中国,他认为避开受盗版困扰的“硬通货”,转向网络游戏,是明智之举。卢德仁还援引 Niko 咨询公司的调查报告称,截至今年年底,中国的互联网用户将达到 1.03 亿人,大城市的宽带普及率将达到 31% 。
手机游戏方面,卢德仁认为目前还存在很多障碍,例如手机软硬件的不成熟、费用偏高且付费方式令人困惑、 3G 服务在美国推广不力等等。但他依然看好手机游戏市场的前景,他援引英国 Screen Digest 的调查报告称, 2004 年投入手机游戏市场的资金已高达 1.93 亿美元,这意味着这块市场已经作好起飞的准备。
六、打破文化坚冰
“并不是只有愤世嫉俗的政治家,或是疯狂的文化极端主义者,才会对游戏的内容表示愤慨。社会上很多有思想的理性人士,同样会对游戏的内容产生质疑。对于游戏业来说,这些和蔼可亲的普通人才是最大的阻力。他们不仅仅是玩家的父母,自己也有可能是玩家中的一员。”
卢德仁对于美国某些州政府准备通过立法限制零售商出售“ M 级”(成人级)游戏给未成年人的做法提出警告,他认为这些政策与美国的宪法精神产生了冲突:“所有关于禁止游戏销售的提议都是不公正的、不必要的、违反宪法的,更是完全无效的。禁令丝毫无助于父母更安全地抚养自己的孩子。”
面对舆论的责难,卢德仁表示游戏业者应学会成熟,学会自省。他说:“总有一天,游戏会以更深远的方式影响到政治和文化,《侠盗猎车手》的玩家有一天会成长为参议员或媒体记者。但在那之前,适当的自我批评和自我检查是有益的。我们正在诠释和创造一种新的文化,把头埋进沙子里的‘鸵鸟策略’或无视自身问题的‘阿 Q 精神’都是不成熟的表现。”
卢德仁认为游戏厂商应该主动承担起更多的社会责任,他说:“艺术的核心价值在于它的不受限制。但我们必须把这两个截然不同的问题区分清楚:一方面,游戏产品应该受到言论自由的保护,家长应该对孩子的成长负担更多的责任,这是毋庸置疑的;另一方面,我们应该担起自己应承担的社会责任,为我们所在的这个社会的文化价值和文化质量作出贡献,这是义不容辞的。”



EVE online 16399 PCU, New World Record.

Monday, October 17th, 2005
10/16/2005
Another Peak Concurrent User Record for EVE

This evening at 19:53 UTC, EVE players raised their own Peak Concurrent User record to 16.399.

This record is the latest in a string of PCU records following EVE’s latest expansion – EVE Online: Cold War Edition.

To our knowledge this represents a world record for the largest number of users sharing a persistent virtual world, where no sharding or instancing is used.