Google Games Chat, Episode 1


Uploaded by GoogleDevelopers on 14.08.2012

Transcript:

TODD KERPELMAN: Hello, I do believe we are live.
How about that?
Sorry for the delay, it's all Colt's fault.
So we are here today--
COLT MCANLIS: It's true.
It's completely true.
I'm sorry.
WOLFF DOBSON: It is, in fact, true.
COLT MCANLIS: Sorry, internet.
WOLFF DOBSON: Didn't think we would go there this early in
the broadcast.
COLT MCANLIS: No, it's OK, call me out.
I will apologize for the internet.
It will not be not be the first time I've done that.
JOHN MCCUTCHAN: Look them in the eyes, now apologize.
TODD KERPELMAN: We are sorry, internet, for making you wait.
COLT MCANLIS: Sorry, 3.6 billion people, my fault.
TODD KERPELMAN: So, this is the Google Games Chat.
We need a better, catchier name.
I had Google Games Gab, but I don't think that's better.
WOLFF DOBSON: No, that is not better.
TODD KERPELMAN: So we'll work on that.
Hopefully by the next time we do this we'll actually have a
decent title for you.
WOLFF DOBSON: The Google Games Coffee Clatch,
something like that.
You're the only one with coffee though.
TODD KERPELMAN: Yeah, actually it's tea.
COLT MCANLIS: Google Gameville?
TODD KERPELMAN: Yeah, so anyway, let's start with the
introductions.
So hi, I'm Todd Kerpelman.
Hopefully there's a little label underneath my face that
you can actually see that will show you my name so you know
how to spell it.
Let's see, over here to my right, your left probably,
this is Colt McAnlis.
COLT MCANLIS: Hello, how are you doing?
And if you would like to contribute to our Hotline Fund
Relief, call the number live on your screen right here.
Operators are standing by to take your call.
TODD KERPELMAN: Or ask a question on the little
moderator link below.
WOLFF DOBSON: Right.
TODD KERPELMAN: Let's see, to my immediate left, this is
Daniel Wolff Dobson.
He is our Hangouts guy.
I'm wearing the shirt in [INAUDIBLE].
WOLFF DOBSON: Yeah, I don't know why you're wearing my
product shirt, but that's OK.
TODD KERPELMAN: Well, it's warm down here.
For those of you not in the Bay Area, the difference
between San Francisco and Mountain View in the summer is
about 25 degrees.
So every San Francisco resident has to have a heavy
jacket or a sweater or something that they put on at
the beginning of the day.
And then somewhere in the commute down, you
have to take it off.
COLT MCANLIS: It's layers.
WOLFF DOBSON: But by the end of the day, Todd is not
wearing anything.
TODD KERPELMAN: And gradually--
JOHN MCCUTCHAN: It keeps getting hotter.
COLT MCANLIS: Especially when Todd's wearing nothing, that's
the hottest part.
TODD KERPELMAN: I was just going to say, it's a very good
thing we didn't schedule this at like 4:30-5:00 PM, because
then we'd have to have--
WOLFF DOBSON: It's a whole different kind of hangout is
what you're saying.
COLT MCANLIS: Speedo hour.
TODD KERPELMAN: Yes, then we'd have to have age restrictions
and all sorts of fun stuff like this.
WOLFF DOBSON: Wow.
TODD KERPELMAN: And then to my far left,
we have John Mccutchan.
You've been here at Google for a grand total of
two and a half days?
JOHN MCCUTCHAN: Yeah.
COLT MCANLIS: 40 hours?
That's the perfect time to put him on the internet.
TODD KERPELMAN: Yeah, and we said that's great, and you're
going to go on TV.
So, John, what are you going to be doing here?
JOHN MCCUTCHAN: I'm going to be working on Native Client
and Dart, bringing better games to the web.
TODD KERPELMAN: All right.
COLT MCANLIS: I think that's good.
TODD KERPELMAN: It so happens we like the web.
WOLFF DOBSON: We're big fans.
TODD KERPELMAN: Yeah.
COLT MCANLIS: I don't know if it's going to last though.
JOHN MCCUTCHAN: Yeah, it's a fad.
WOLFF DOBSON: I mean, there's a story here where I saw one
of the first web browsers on my NeXT in like 1992.
And I was like, this is completely disorganized.
How will you be able-- you're not going to be
able to find anything.
JOHN MCCUTCHAN: Who's going to organize our information?
WOLFF DOBSON: No, I didn't think somebody should organize
this, I thought this is completely disorganized, it'll
never catch on.
I deleted the browser.
It was really bad.
TODD KERPELMAN: There was a time when Gopher was just way
more convenient.
WOLFF DOBSON: Well, that was the thing.
It was like Gopher, you knew where things were.
TODD KERPELMAN: Things were nicely organized.
COLT MCANLIS: And much like the Michael Jordan story, the
owners of Google knew that you said this is impossible.
And that gave them the ambition to win the gold medal
and launch a company.
Sorry, I'm a big Olympics fan, so everything this week is
very Olympics-oriented.
TODD KERPELMAN: All right.
WOLFF DOBSON: I actually did see Sergey and Larry when they
came out to where I was in grad school.
They gave a talk about this company they were thinking
about founding.
COLT MCANLIS: Thinking about founding?
WOLFF DOBSON: Well, they were gonna.
They were just kind going on this little academic tour.
TODD KERPELMAN: Interesting.
WOLFF DOBSON: And I remember scratching my chin thinking
wow, is that going to work?
I don't even know.
JOHN MCCUTCHAN: It's so disorganized.
WOLFF DOBSON: There's not enough understanding in that.
JOHN MCCUTCHAN: At Microtransactions, yes.
COLT MCANLIS: We should actually talk about something.
WOLFF DOBSON: Well, we should talk about something.
COLT MCANLIS: All right, moderator, yeah.
WOLFF DOBSON: We should talk about games.
TODD KERPELMAN: So what's new in NACo Land?
Actually, why don't you start, for people who don't know what
Native Client is, give us the pitch.
COLT MCANLIS: Absolutely.
So, Native Client is a technology that allows you to
run C and C++ code in your web browser, as safely as
JavaScript, no plug-in required.
Which is fantastic, because this means that there's this
perfect little critical point between developers who pride
themselves on reaching the maximum amount of users
running on lots of platforms but still want the executional
control and the speed required to be able to
actually execute the code.
So the critical thing is that you can actually run Native
Client code.
So this is C++ code, you've got an existing code base,
you've got years of development, engineers have
been trained, millions of dollars in the code base.
You can run it right in the web browser without the
plugin, which is typically where your C++ code on the web
comes in right now.
And of course, most of those you install the plugin and
than all of sudden you have like 50 new toolbar
modifications to search for gophers, and cats, and new
deals on gophercat.com.
So Native Client's a fantastic technology that we have in
Chrome, and we've been seeing really good adoption with it.
I think since our official launch in December of last
year, we've seen over two dozen games shipped using
Native Client technology inside of Chrome.
Which is great, right?
I mean, these are games that span from the indie, to
mobile, to console as well.
We have actually a full suite of games that have come to
Native Client from consoles like the Xbox 360.
And they're getting the same performance, the same
graphics, which is really inspiring to see.
When you see that kind of power and that kind of
leverage inside of the web browser, it's awesome, I love
working on it.
TODD KERPELMAN: So let's say I'm a
traditional PC game developer.
Why go from having my EXEs to running
something in a browser?
What do I get out of that?
COLT MCANLIS: Well, first off is reach, right?
I mean, a lot of developers, when you're executing in code
in the PC space you have a certain number of digital
distribution silos that you're locked into.
Where we are in my opinion in the digital distribution age
of games right now is really just a one-off from where we
were a few years ago in the retail market.
Where effectively, developers spent a lot of time scrapping
and fighting for market share and visibility and eyeballs.
We're in a better place because we're digital, but we
really haven't fixed that model.
Developers are still spending tons and tons of time fighting
for small pieces of user attention in these larger
digital distribution ecosystems.
The web fixes that.
The web isn't about a single digital distribution silo,
it's about any link anywhere.
I can send a link to you and you can go watch a cat skiing
on some little tiny skis made out of watermelons right now.
And then you can share it with your friend, and share it with
that friend, and it can go everywhere and there's no
restrictions on that.
So when you're talking about gaming on the web, what you're
really talking about is the ability to touch every human
on the planet.
And put your product, your artwork, your
game in front of them.
And have them experience that and have them create an
emotional attachment and then turn around and be able to
share it with everyone else.
So it's really a powerful medium.
For those game developers who understand what the web
brings, it allows them to break out of a lot of these
molds that there's a lot of frustration with.
TODD KERPELMAN: Your long-term goal for game developers is I
can share a game as easily as I can
share a link to a medium?
COLT MCANLIS: Absolutely.
Can you imagine that?
Like really, imagine this where you've got an MMO and
you're sitting there playing inside of your web browser and
you need one of your buddies to join.
And you pop up your chat console and
you send him a chat.
And that goes right to him, he can click on the link, it goes
right into the game, loads the game, into his character, and
he's right in the instance with you.
And that's no install, no load time, hypothetically.
We'd like to optimize for that.
WOLFF DOBSON: In a world where assets are incredibly
infinitesimal.
COLT MCANLIS: Or asset transfer has been optimized in
the correct way.
We see a lot of these console development systems, you get
seven gigabytes, that takes time to transfer.
But we have to get into--
and this is, again, another harp I can get on about
digital distribution silos, but I'll keep that for later.
Separate discussion.
In any case, that's the main thing.
If you can actually share a game and experience a game as
easy as sharing a link, that's the power of the internet.
That's really what we're here to do.
And that's really what game developers have been queueing
on and releasing the power of Native Client with.
TODD KERPELMAN: Pretty cool, yeah.
COLT MCANLIS: Or at least that's my pitch.
TODD KERPELMAN: That's a good pitch.
JOHN MCCUTCHAN: I think it is possible to
really reduce load times.
If you design a game around the idea that--
let's say an MMO.
If you compartmentalize and chunk the world up, you should
be able to stream the immediate world where the
player is landing very, very quickly.
And then slowly propagate and fill out the rest of the world
in the background.
COLT MCANLIS: And we've seen success with this, right?
I mean, Blizzard created Try WoW which was effectively a
downloadable, free, streamable client for their World of
Warcraft MMO.
Effectively, if I recall correctly,
it was like 25 megs.
You would download it, you could actually play up to
level 20 for free with this thing.
And what you'd do is you would download it, and all it
basically gave you was your character creation screen,
knowing that a user's going to sit there
and tweak with stuff.
And while they're playing, it would be streaming in data in
the background.
JOHN MCCUTCHAN: Exactly.
WOLFF DOBSON: I mean really, if you think about it, this is
the problem that we've been going at for 15 years.
And the PlayStation 2 was all about well, we have all these
different streaming paths that are going through.
And we have to make sure that we're actually streaming the
textures in live as we're rendering it.
And you always had to build in the lag from oh, we've got to
get it off disk, then we get it into memory, from memory
onto the graphics runner.
We've been doing this for 20 years now.
COLT MCANLIS: Yeah, it's definitely an old problem and,
in fact, solved very well.
I don't know if you guys remember playing Jak and
Daxter back on the PS2, this had probably one of the
greatest solutions I've ever seen for this.
So it was a live streaming world, probably one of the
most successful and one of the first to really do it.
I don't know if you guys ever noticed, but if you like just
took off in one direction as fast as you could go, and the
data wasn't streamed in yet, the designers actually put in
something funny.
They'd trip your character.
Your character would fall over and play like a 30-second get
up animation allowing enough time for
the data to be streamed.
JOHN MCCUTCHAN: That's great.
COLT MCANLIS: That's brilliant.
WOLFF DOBSON: It's like those doors in Mass
Effect, or the elevators.
TODD KERPELMAN: The elevators.
WOLFF DOBSON: Ah, the elevators.
Man, this elevator's taking forever.
Why did we ever install this?
COLT MCANLIS: Why is floor two nine million
feet above floor one?
WOLFF DOBSON: Why didn't we install a pole
just to slide down?
I don't understand.
No, but it is an old problem.
And it's a problem--
well, and I can go all the way back to-- when I was working
on basketball for the Dreamcast where you would put
the ball up.
And we didn't have the physics running all the way forward to
know whether or not the ball is going to go in.
So we had to stream four or five different audio clips.
It was like it's in, it's off the rim, no
good, all these things.
And then by the time the ball was coming down the arch, we
knew we had five of them in memory, and then
it wouldn't go in.
And then we'd go ah, it was this one, and
then we'd play that.
And every now and then we were spectacularly wrong.
So we'd jump up and swat it away, and then the commentary
just wouldn't say anything because we had nothing ready.
COLT MCANLIS: So let me ask you this.
Do you feel that in the modern age of development we have
right now that users still benefit from streaming of
assets and being closer to instant load as possible?
Do you think that's something that users actually care
about, that will actually drive sales for developers?
JOHN MCCUTCHAN: Yes.
Yeah, I do.
TODD KERPELMAN: I mean, I think it
depends on the system.
Like if I'm going through a traditional model where I go
on to Steam and I say hey, I'm going to buy this thing.
Actually, at that point I've bought it and I've sort of
accepted that maybe, depending on my internet connection, it
might take a few hours until I can actually play.
If I could play it right away, or if I could start playing
and then it asked me for my credit card or
something like that.
You know, I bet you--
I'm going to say I bet you could get a few
more sales that way.
JOHN MCCUTCHAN: Let me give a scenario, and I think that we
could all relate to this.
You get home from work and you've got 30
minutes to play a game.
You don't want to spend 10 to 15 minutes of those waiting
for everything to load up, and get everything started.
You just want to drop in, play your 30 minutes, and get out.
So streaming absolutely will help there.
And it's going to make our very busy schedules
have room for games.
And really high quality games, too, not just small games.
WOLFF DOBSON: Well, I think
streaming and caching together.
Once you have it downloaded, then you are able to drop back
in instantaneously.
JOHN MCCUTCHAN: I think if you organize your game world in
such a way that the immediate assets you need are five to 10
megs, and then you're streaming in after that, I
think you could still do it without caching.
TODD KERPELMAN: I don't know.
I guess that's assuming everyone's got a very good
internet connection.
JOHN MCCUTCHAN: Yes, yeah.
TODD KERPELMAN: I would love it if it started streaming
while I was playing.
And then when I was done playing, it just kept
downloading all the game data.
WOLFF DOBSON: Just kept chewing on it.
Well, I think Steam does that, right?
You can start playing Episode 2 when it's half downloaded,
and then it'll keep--
JOHN MCCUTCHAN: They have some checkpoints where
you can start it.
COLT MCANLIS: Well, I think Todd actually brought up the
crux of the situation here.
We're definitely at an inflection point.
I think if you're a game developer right now and you
haven't read the millions of articles that are talking
about the monetization differences in the mobile
space, then you're living under a rock.
Right now we're seeing lots of studies showing freemium is
definitely dominating in terms of monetization over
premium-style content.
Like there's still the niche for it, they're still there,
especially in the Steam platform where AAA hardcore
developers work in that premium model.
But I think Todd really caught on to it where you said you
started with if this is a premium content, I expect to
buy it and take some time.
But if this is a freemium-style content--
WOLFF DOBSON: I just want it to be there.
COLT MCANLIS: Right.
And so that's where I think the crux is right there.
Even with the monetization methods that we're seeing have
huge success in the industry right now, the freemium-style
content, we're still sort of gated by this mental model
that consumers have given from our silos.
That I'm going to click a button and then it's going to
take some time to download, and then I can play it later.
And that's where, again, I think I come back to wanting
the webification of games.
Wanting the ability to send someone a link and have them
instant load it without having all this install and
everything.
That's really a dream of mine.
That's something that John and I hopefully will work on a lot
more in the coming years.
WOLFF DOBSON: Well, I mean, I also just like applying
patches, too.
COLT MCANLIS: Oh, yeah.
WOLFF DOBSON: Anybody who's ever left their favorite
console or whatever, or their game, alone for a while,
they're like yeah, I haven't played this in forever-- aw.
JOHN MCCUTCHAN: And there goes your 30 minutes.
WOLFF DOBSON: Yeah, exactly.
So definitely all that stuff.
I do find it interesting though, especially for mobile
gaming, I kind of do want it all on the device before I
walk out the door.
Because I don't actually know what my
connectivity is going to be.
COLT MCANLIS: That's fair, yeah.
Absolutely.
WOLFF DOBSON: Especially for--
I'm going to Alaska pretty soon.
So no idea what my internet connection is going to be.
TODD KERPELMAN: I don't know what your coverage
is going to be there.
WOLFF DOBSON: I'm going to be adjusting the moose antler.
Yeah, OK.

COLT MCANLIS: Moose internet connection.
Where do you plug-in?
Just get a moose.
WOLFF DOBSON: I'm very, very sorry to all
of our Alaska watchers.
TODD KERPELMAN: If they're watching then
they have good internet.
WOLFF DOBSON: Well, I actually am going out to the national
parks and stuff where the coverage is going to be poor.
And I'm bringing my Nexus 7 with me.
COLT MCANLIS: Well, I think that's just the next place we
should put out Google Fiber is the Alaskan wildlife park.
WOLFF DOBSON: Is Denali.
Three fourths of the way up Denali there's like a bunch of
code books.
COLT MCANLIS: I think it works.
JOHN MCCUTCHAN: We'll send Pitbull up there.
There you go.
WOLFF DOBSON: Because he's already in
Kodiak, it would be awesome.
COLT MCANLIS: It's all right, we're completely off-base.
TODD KERPELMAN: No, that's not, that's fine.
WOLFF DOBSON: So next question, Todd.
TODD KERPELMAN: Well, I was actually going to touch on the
freemium model.
Do you feel like that's the future for all games?
COLT MCANLIS: Oh, absolutely not, no, no, no.
The way I correlate freemium versus premium is much like
television versus movies right now.
Like there is always a market that someone wants that rich,
immersive, interactive environment, and that is never
going to go away.
I think the fact that Steam sales and consoles actually
stayed relatively strong considering how much attention
and money is now in the mobile market is proof that there is
definitely a market there and that's not going to go away.
That's your movie, that's you're AAA content.
That's your sit down, play some time, spend a good
weekend ignoring the kids, shooting some people in the
face, right?
That's there.
TODD KERPELMAN: Good wholesome fun.
COLT MCANLIS: Yeah, good wholesome family fun.
WOLFF DOBSON: I do that even without a console.
COLT MCANLIS: What I think we're seeing right now is that
we've never had an opportunity for anything but that--
that's been the only medium.
It's effectively like only ever having bookstores for the
first 20 centuries of human existence, and then one day
someone starts handing out leaflets.
And it's like oh wait, I can actually get some data in a
very short condensed form, and then go on back with my day.
And because we're a very attention interrupted society
right now, these devices we have in our
pocket are very much--
I'm standing in line at the DMV, I'm waiting to get
punched in the face.
Let me whip out and play some games and then go back.
It's very much small installments of
little pieces of data.
I think that's just a different ecosystem and a
different model, a different environment.
And they both have their place, especially when you
look at social games in social networks and
who that caters to.
I thought Zynga's presentation a couple years ago at GDC was
completely eye-opening when their lead designer had talked
about her mental model of designing games.
WOLFF DOBSON: I remember that.
COLT MCANLIS: Understanding that when a house mother sits
down to play a game, she's just had a kid
yelling at her for hours.
She doesn't want to sit down and try 15 times to shoot an
alien in the face.
She want something that's progressive and moving
forward, and something that makes her feel like she's
getting investment for her time.
That was really eye opening.
That was a medium that, as game developers, we'd never
considered before.
And I think we just have more avenues to
explore these voices.
Now, I don't think anything is going to be the
one dominant future.
Just like anything it'll ebb and flow.
I think there's going to be points for all of them.
JOHN MCCUTCHAN: An analogy that I've really liked is like
people are always going to want to go to a five-star
restaurant, and they're going to want to go to a sports bar
type restaurant, and they're going to want to go to
McDonald's.
These are the different tiers.
And just because McDonald's is out there and cheap doesn't
mean that everyone wants to eat every meal at McDonald's.
You want different experiences, and you're going
to get it with different content.
COLT MCANLIS: Also, by the way, don't take a McDonald's
hamburger into the steak house.
Really bad.
Like, they frown on that entirely.
WOLFF DOBSON: Wait, I've lost this metaphor.
Does this mean I shouldn't bring my freemium game--
TODD KERPELMAN: Don't bring your phone.
WOLFF DOBSON: I can't bring my cell phone into
Mass Effect, got it.
COLT MCANLIS: That's actually a great question.
So what was the latest one?
I think it was Mass Effect.
TODD KERPELMAN: It was Mass Effect where there was a
mobile game that I believe as you played it, it gave you
bonuses in the actual retail game.
COLT MCANLIS: Yeah, so did you guys get a chance to try that?
What were your thoughts on that?
WOLFF DOBSON: It's been interesting for me with all of
that stuff from the DLC and the rest of the things for
Mass Effect.
Because Mass Effect is such a coherent story from one end to
the other when I'm exploring these side stories.
COLT MCANLIS: Except the ending.
TODD KERPELMAN: Wait.
COLT MCANLIS: Separate discussion, sorry.
TODD KERPELMAN: I haven't played it yet, don't talk
about the ending.
COLT MCANLIS: Sorry.
TODD KERPELMAN: It's still on my list.
WOLFF DOBSON: We all have opinions about how it ended.
But as a whole, there's this coherent thing that happens
running together and when you go off and
explore these side stories.
Sometimes it deepens your understanding of what happens.
They had the DLC where you go and explore your own crashed
ship from the previous game.
Yeah, that's really cool, I'm seeing the results of this
other thing that was very important to me in the
previous thing.
At other times it seems sort of like well, this would be
things that you might cut from when you were editing this in
the first place.
But they say oh, we had more stuff so we added on to it.
And I think it's a little bit like the problem you have when
there are comic books based on really popular TV shows.
And you think to yourself, I want to read more about your
favorite TV show, Buffy or whatever it is.
Except that they can't really change anything in the
universe in the comic world because not everybody is going
to be buying the DLC, which is the comic part.
So it ends up feeling kind of starved because you say well,
you know, something will happen, it might be
interesting.
But it's not going to be that interesting as compared to
what's going to happen on the thing.
And Buffy interestingly broke out of that by ending the TV
series and letting the comic books begin changing the
continuity as they went forward.
And suddenly the comic books got 100 times better.
COLT MCANLIS: And I'm really looking forward to the comic
book series of Cougar Town.
Really looking forward to that.
I think that's going to be big.
Mark my words.
TODD KERPELMAN: [INAUDIBLE] a lot, but it's a good show.
COLT MCANLIS: It is a good show.
TODD KERPELMAN: It's a fantastic show.
COLT MCANLIS: It's going to be a great comic book.
TODD KERPELMAN: Terrible title, but it's, yeah.
WOLFF DOBSON: But I think the DLC kind of thing
is in there, too.
Where if you're exploring things that aren't important
to the main story but are important unto themselves, the
DLC works really well.
And if you're a big fan, you're just like let me get
out my credit card because I need more of this action.
COLT MCANLIS: And where's the limit though?
Because DLC is this concept--
again, it's what John said about tiers, right?
You've got Microtransaction which has different variations
of durable achievement, versus here's a plasma weapon that I
gained, versus some other thing.
WOLFF DOBSON: Like here's extra bullets for this one.
COLT MCANLIS: Right, and then you've got the next level up
which is DLC.
Which really has only been born in the past couple years
with console.
I remember 2007-2008, DLC was just really coming out.
Before that there were called Expansion Packs, and then it
became DLC, and now that's even getting cut down.
So where's the line with AAA games?
Again, so we've got Borderlands which I think did
Microtransaction DLC stuff very well, we've got Mass
Effect in there.
Do we feel that this has a proper
place in the AAA industry?
JOHN MCCUTCHAN: Absolutely.
I think to your point, it either has to be completely
satisfying on its own, or in some way actually affect the
game world to make it really entertaining.
But definitely.
I mean, I'm really looking forward to the Dark Souls
expansion pack coming out this fall.
That's a AAA game, and I am ridiculously excited for it.
TODD KERPELMAN: Yeah, I know some hardcore
gamers don't like DLC.
They look at it like oh, the companies are just holding
back content or leeching off of us.
WOLFF DOBSON: It's on the disk already.
TODD KERPELMAN: Yeah.

I can see their issue, but it's like I think the thing
about DLC is one, it provides a very real incentive for the
developers to make sure their game is good.
If it's just a title that they sell you, and then all they've
got to do is get over that hump of providing enough
[INAUDIBLE]
video.
Or a nice package that you say, OK, I'll buy this, and
then you find out the game's not any good.
They've still gotten their $50-$60.
But with DLC now, they have an incentive for you to play
through the entire game and say wow, that was great and I
would like more of this.
So I think it helps in that I think it provides an incentive
for developers to make sure that you enjoy their games.
I think from an economics model it allows you to pay as
little or as much as you want within limits for the game
experience.
And in some ways I could see a future where even the AAA
titles, the base value is lower.
Maybe not zero, but getting down to $40 or $30 even as
they try and provide a wider range of I'm sort of a casual
gamer, but I'd like to play some hardcore console games.
They can get in there with a cheaper version and then as
you're more and more of a fan, they can provide
more and more to you.
COLT MCANLIS: Aren't we talking about episodic content
at that point?
JOHN MCCUTCHAN: Yeah, I'm starting to wonder if that's
what you're going towards is like a very
limited initial release.
Kind of like back with Doom where you would get the first
10 stages in Shareware.
WOLFF DOBSON: Or TryWoW where you get 20 levels.
All of this, I think if I recall correctly, the economic
term for this is differential pricing.
Which is knowing you are the person who wants the premium
experience.
You are the person who wants the smaller experience.
You're the person who we're just barely going to be able
to convince to buy this in the first place.
I mean, you need to provide a wide variety of options so
that you can figure it out.
Whether it's luxury cars versus economy cars.
They both get you someplace, but they obviously have these
very different reward path sorts of things.
And the same thing is true with collector's editions.
Collector's editions are $15 more.
And, I mean, you get cool stuff.
And I totally have collector's editions, because they
differentially priced me very correctly.
I said yes, I would like that, thank you very much.
COLT MCANLIS: The Halo 3 helmet was probably the best
one, but it wasn't life-sized enough.
They gave you this little Halo 3 helmet.
TODD KERPELMAN: You couldn't wear it?
COLT MCANLIS: No, you couldn't wear it.
My child could wear it.
JOHN MCCUTCHAN: Could a cat wear it?
COLT MCANLIS: Could a cat wear it?
You know what, I think we should Google that.
WOLFF DOBSON: Dead Space gave you the plasma cutter.
COLT MCANLIS: Oh, really?
WOLFF DOBSON: Yes, I have the little plastic
clip, plasma cutter.
TODD KERPELMAN: That's nice.
WOLFF DOBSON: Actually, it's like maybe half-sized, which
means actually my daughter is perfect and she ran around the
house plasma cutting things for a while.
COLT MCANLIS: Especially cats.
JOHN MCCUTCHAN: So the house just burnt down.
WOLFF DOBSON: Yeah, she just kept slicing
holes in the house.
Eh, you know.
JOHN MCCUTCHAN: I think it was someone from Nintendo that
said a few years ago that the vast majority of gamers never
reach the end of a game.
WOLFF DOBSON: Oh, that study's been done lots of times.
Sierra did it as well, it's like less than
12% of their users.
JOHN MCCUTCHAN: So maybe most consumers would like to be
able to buy the first 30% of a game and play that.
And then once they've reached that limit, they're like OK,
now I'm completely dedicated to this, I'm
going to keep going.
And then you DLC.
WOLFF DOBSON: Well, at that point you need the
frictionless purchase experience.
Where it's like yeah, this is awesome, let's keep going
right now and don't let me stop and get out my wallet.
COLT MCANLIS: And then have to download 7
gigs worth of content.
JOHN MCCUTCHAN: So you definitely have to streamload.
WOLFF DOBSON: And speaking of streaming, I just remembered
the other thing, which is if you ever play a game like a
Jak and Daxter Naughty Dog game.
Try running the opposite direction down the corridor.
Like if you play Uncharted and you start running the other
way, it starts like god, because you weren't supposed
to run that direction.
Don't run backwards.
TODD KERPELMAN: They need to trip you.
JOHN MCCUTCHAN: Yeah, exactly.
TODD KERPELMAN: So we actually have a question on [INAUDIBLE]
that is related to web games.
COLT MCANLIS: Someone's watching.
TODD KERPELMAN: On our moderator.
Yeah.
Thank you everyone for watching.
So let's see here.
The question is, HTML5 games use JavaScript game engines
and this code can be viewed by players.
Is there any way that we can make sure that the game code
is not edited while saving high scores?
COLT MCANLIS: So I think there's some assumptions about
this question that I think are worth addressing before we
actually answer it.
So the direct question is the code is not edited while
saving high scores.
So some assumptions there is that the code itself is
editable in a form that could save it.
Like whether or not the high score is saved locally versus
pushed to cloud store, things along those lines.
I assume that if you do have some high score that you do
have some login mechanisms.
So there is an authentication token involved with the
process there, too.
Just to lay the groundwork to make sure that we're all
talking about the same thing with that one.
I didn't have an answer.
WOLFF DOBSON: There's lots of ways to get around that.
This problem exists even outside of HTML5, and Flash
has this problem in spades.
TODD KERPELMAN: Or Compiled C.
WOLFF DOBSON: Yeah, I mean, I've never opened up an object
file and begun changing things.
COLT MCANLIS: What's an object file?
WOLFF DOBSON: Yes, exactly.
But one of things you can do if you develop online games is
make sure that the actions that players do, the ones that
matter, actually have a round trip to the server.
That's the basic thing to do, which also stops race
conditions.
You need some place that's transactional, that players
don't have an entire free access to the entire way.

Another way to go about that is authentication systems and
token systems.
We deal with that in Hangouts all the time.
Where it's like how do I know that I'm actually acting on
behalf of me, and not-- and then there's a long discussion
of OAuth and if I had that--