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GDC State of the Game Industry 2022

Dream-Knife

Banned
You can download the report here: https://reg.gdconf.com/state-of-gam...973.1529328875.1642772176-95973847.1642772175

Some interesting stats.

Seems PC is growing to become the dominant platform.
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It appears most devs don't care about NFTs.

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PC as top platform makes sense since most devs are (poor, newbie) indies and to release on PC is cheaper and faster. Regarding interest on cryptocurrency, they aren't related to games at all.

Regarding the NFT's, they are the future of gaming because will allow players to earn money by playing and will bring 2nd hand to digital games, dlcs, game items and mods.

But people is retarded regarding new and different things, so as any previous paradigm shift innovation in the gaming industry many devs and random people will keep rejecting it until a almost decade after it became the majority of the industry. As happened with F2P, microtransactions, mobile gaming, polygons vs sprites, digital games vs physical games, analog sticks vs dpad, disk vs cartridges, console games vs arcade etc.
 
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PC as top platform makes sense since most devs are (poor, newbie) indies and to release on PC is cheaper and faster. Regarding interest on cryptocurrency, they aren't related to games at all.

Regarding the NFT's, they are the future of gaming because will allow players to earn money by playing and will bring 2nd hand to digital games, dlcs, game items and mods.

But people is retarded regarding new and different things, so as any previous paradigm shift innovation in the gaming industry many devs and random people will keep rejecting it until a almost decade after it became the majority of the industry. As happened with F2P, microtransactions, mobile gaming, polygons vs sprites, digital games vs physical games, analog sticks vs dpad, disk vs cartridges, console games vs arcade etc.
For the first part, with nintendos e-shop I think we wouldn't see such a discrepancy.

How will NFTs bring second hand to digital games? How will NFTs let you earn money?

If a game isn't worth it for enjoyment, I don't see how paying people will make it any better. It's literally just expensive jpegs thrown into the crypto pyramid scheme.
 
Of course, it's where most indie devs need to start

I feel like both Playstation and Xbox have really lost their way at fostering indie support
 
Most games are developed on pc so pc should be number one. I was most shocked at the jump for developers being interested in developing for the switch.
 
The industry is taking every other form of entertainment combined to the woodshed more than it did last year, same as it has for the last decade.

30 years ago the Vidyagame Industry was simping for recognition from Pedowood, now it scoffs at the trash that comes out of that shit hole.
 
It's interesting that developers have wanted to develop their games on PS5 over the other consoles since before launch
 
Of course, it's where most indie devs need to start

I feel like both Playstation and Xbox have really lost their way at fostering indie support
Id@xbox to me seems like a really good and open program that hasn't really changed for the worse, you think otherwise? Any reason?
 
The industry is taking every other form of entertainment combined to the woodshed more than it did last year, same as it has for the last decade.

30 years ago the Vidyagame Industry was simping for recognition from Pedowood, now it scoffs at the trash that comes out of that shit hole.
The industry makes so much money, yet acts like it is constantly on the verge of bankruptcy.
 
I don't think this shows that PC is becoming the dominant gaming platform as much as it shows that developing for PC is the most accessible platform for developers to make games for. It's the best way for indies to get going.
 
Regarding the NFT's, they are the future of gaming because will allow players to earn money by playing and will bring 2nd hand to digital games, dlcs, game items and mods.
NFTs are a future of misery and oppressive personalized DRM that adds nothing any of those things.
 
NFTs are a future of misery and oppressive personalized DRM that adds nothing any of those things.
Agreed NFTs won't earn you anything as all you are buying is a place in a queue represented by those items, not the actual items.
 
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How will NFTs bring second hand to digital games? How will NFTs let you earn money?

If a game isn't worth it for enjoyment, I don't see how paying people will make it any better.

It's literally just expensive jpegs thrown into the crypto pyramid scheme.
jpeg nfts are totally unrelated to gaming. It's like to say people shouldn't use dollars because they are used to sell dumb stuff, people use them for speculation business and pyramid schemes.

NFTs only means 2nd hand market of digital items using secure transactions in stores out of the control of the owner of the product, but doublechecking that transactions are made following some rules as would be too keep a public record of the present and past ownership o that digital item or how the revenue share of that transaction is split.

Typically, when a user sells an NFT this user gets a % of that money, the store that made the transaction gets another %, and the creator of the item (the gamedev, digital artist, a user if it's UGC content or a game item originally sold by some user) gets another %. This means that the game publisher gets money every time an NFT digital item they made gets sold from a player to another.

In gaming, as of now NFT digital items are weapons, potions, armors, houses or 'Pokemons' you got inside the game, maybe leveled up and once you don't want to use them anymore because you got other ones, instead of keeping them in your inventory for nothing, you can sell them to other users who may be interested on buying them instead of unlocking them by playing normally. Like those 'early unlock' or 'XP boosts' DLC that some games have, that basically are to save time. Other ones use them for UGC, meaning a player makes a customized/leveled up/modded character and sells it to other player.

They can be applied to normal, current game design without damaging the gameplay or fun. It simply allows the player to earn some extra bucks by playing, and the dev gets a cut of that. The more transactions, the more revenue makes the dev.

So now, illustrations, videos, songs or in-game items can be sold as NFTs, because they are digital items. Games and DLCs are also digital items, so they can also be sold via NFTs. If I sell you my NFT digital copy of the game Super God of Halo Bros, the dev will get a % of this transaction, so will be happy with it. If instead I sell you a physical copy of that game, the dev doesn't get a % of the transaction, so he gets pissed off because there's another player playing the game that didn't generate revenue for acquiring the game/unit/account.

It's a business model change, not a gameplay change. And a disruptive one, because not only allows the dev to make more revenue (which means devs will be interested on it) but as F2P highly increased the player userbase and interest because allowed them to play for free instead of paying, with NFT/P2E (play to earn) it will also highly increase the player userbase and interest because not only will allow them to play for free: they now will be able earn real money by playing.

For rich countries/people, the impact of F2P wasn't too high, but for poor countries/people was a blessing. Most of them are able to play those games without spending a single dollar, and it's what way over 90% F2P users do.

Now with NFT games in some countries there's people earning more by playing that with a normal salary of their country. And not by spending a lot of hours per day boringly grinding or stuff like that: but instead having fun by selling customizables/skins/buildings they made for a game, or in a Pokemon-like game finding rare monsters, leveling up and breeding them, and selling some of them.

Obviously we're in the early steps, it' still starting. Many implementations suck/still are too early/the games are pretty poor, there's a ton of room to improve, iterate and learn. But it's already working, already has a market and a ton of potential.


NFTs are a future of misery and oppressive personalized DRM that adds nothing any of those things.
The opposite. NFTs allow players and dev to earn money with 2nd hand market of digital items. And to do it on a secure environment to avoid getting scammed, on independent stores that aren't owned or controlled by the devs making transactions that don't need to be approved by the devs but that they will welcome because they will get a cut of it.
 
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The opposite. NFTs allow players and dev to earn money with 2nd hand market of digital items. And to do it on a secure environment to avoid getting scammed, on independent stores that aren't owned or controlled by the devs making transactions that don't need to be approved by the devs but that they will welcome because they will get a cut of it.
NFTs allow nothing of the sort. They're an unregulated, shark-infested market where it's scam or be scammed. The entire reason why non-'independent' stores are trusted, is that they provide a basis for fairness and a level of trust enforcement. The only thing NFTs allow, is for just anyone to set up a 'lemonade stand' without bothering with managing a proper market platform that has the tools and systems in place to verify deals and undo damage dealt by scams. I don't trust any developer or content creator who would put a slim extra cut of profit over my potential financial safety.
 
NFTs allow nothing of the sort.
Yes, they allow that. It's the definition of NFT.

They're an unregulated, shark-infested market where it's scam or be scammed. The entire reason why non-'independent' stores are trusted, is that they provide a basis for fairness and a level of trust enforcement.
The NFTs are backed/regulated by the unhackable blockchain, securing that what you get is what you buy (in this case in-game items of a specific game) and also offering a public history of the previous ownership, plus mandating rules for the transaction (how the revenue share of the transaction is split).

So when in this case you buy let's say a skin for a game, you see there verified that what they are selling it's really a skin for that game and who owned it previously to you, so that the user who is selling it is the current owner. So they can't scam you.

Since the blockchain takes cares of that, multiple stores can sell them and the gamedevs and players don't worry about it.

It solves issues that the non-nft 2nd hand market and it's more secure.
 
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The NFTs are backed/regulated by the unhackable blockchain, securing that what you get is what you buy (in this case in-game items of a specific game) and also offering a public history of the previous ownership, plus mandating rules for the transaction (how the revenue share of the transaction is split).

Let's take that apart, shall we?

- Unhackable: When was the last time a major digital trade server or store was "hacked" directly, resulting in items being stolen or moved? It probably happened at some point, but never in recent memory. That's because whenever theft of digital items happens, it's almost always by social engineering and scamming, targeting the item owner themselves as the weakest link in security. The "unhackable" blockchain is useless in this case - all it means is that when something is taken from you, or rather you are tricked into giving something away, nobody has the power to give it back.

- Items for a specific game: It's interesting that you specify this, hehe. (more on that later)

- Public history: Curious, but how useful? The only reason it's not implemented (or rather, usually visible) for conventional digital markets is that there's no conceivable purpose to it. Standard servers keep transaction records too, they just don't show it unless they have to. Privacy and everything.

- Mandating rules for transaction: Not any different from traditional markets. Worse, really, considering it's all based on one volatile currency you have to buy into, instead of relying on the dollar or your country's own currency. If it ever becomes a sore point, Steam can just enable the same thing on their Community Market, giving a specified percentage to the game's developer per every trade. It's not like they wouldn't be the beneficiary for most of the trades anyway. :P

So when in this case you buy let's say a skin for a game, you see there verified that what they are selling it's really a skin for that game and who owned it previously to you, so that the user who is selling it is the current owner. So they can't scam you.

Since the blockchain takes cares of that, multiple stores can sell them and the gamedevs and players don't worry about it.

It solves issues that the non-nft 2nd hand market and it's more secure.
Oh, hah hah. That is exceptionally funny. So, pray tell, how useful is the NFT thing, if you're buying an item for a specific game, anyway? Wouldn't you be better off just buying the item from within the game? Like, you could actually see the item in-game immediately, verified by the game's own servers and the content database of the developers. With an NFT, how will you verify that you're seeing the right thing? Anyone can make an NFT, containing any code, pointing to any image. You can't verify that whatever preview you're being given, is actually an ingame item, rather than a picture of an ingame item - you can only do that when you're already in the game. And if the developers have to actually manage that preview, and provide an external database, and all the means necessary to verify an external trade, then - the devs do still have to worry about it, no? They would be far better off using the tools of a major platform to verify trades, to have legal fallback to handle scams, and to do literally any kind of enforcement for them. And if they don't want to do that, they don't deserve the trust of their users.

There are quite possibly things NFTs can be useful for. Gaming, is not one of those things. NFTs in gaming exist only for the enrichment of those who backed NFTs in gaming first, at the expense of everyone else.
 
jpeg nfts are totally unrelated to gaming. It's like to say people shouldn't use dollars because they are used to sell dumb stuff, people use them for speculation business and pyramid schemes.

NFTs only means 2nd hand market of digital items using secure transactions in stores out of the control of the owner of the product, but doublechecking that transactions are made following some rules as would be too keep a public record of the present and past ownership o that digital item or how the revenue share of that transaction is split.

Typically, when a user sells an NFT this user gets a % of that money, the store that made the transaction gets another %, and the creator of the item (the gamedev, digital artist, a user if it's UGC content or a game item originally sold by some user) gets another %. This means that the game publisher gets money every time an NFT digital item they made gets sold from a player to another.

In gaming, as of now NFT digital items are weapons, potions, armors, houses or 'Pokemons' you got inside the game, maybe leveled up and once you don't want to use them anymore because you got other ones, instead of keeping them in your inventory for nothing, you can sell them to other users who may be interested on buying them instead of unlocking them by playing normally. Like those 'early unlock' or 'XP boosts' DLC that some games have, that basically are to save time. Other ones use them for UGC, meaning a player makes a customized/leveled up/modded character and sells it to other player.

They can be applied to normal, current game design without damaging the gameplay or fun. It simply allows the player to earn some extra bucks by playing, and the dev gets a cut of that. The more transactions, the more revenue makes the dev.

So now, illustrations, videos, songs or in-game items can be sold as NFTs, because they are digital items. Games and DLCs are also digital items, so they can also be sold via NFTs. If I sell you my NFT digital copy of the game Super God of Halo Bros, the dev will get a % of this transaction, so will be happy with it. If instead I sell you a physical copy of that game, the dev doesn't get a % of the transaction, so he gets pissed off because there's another player playing the game that didn't generate revenue for acquiring the game/unit/account.

It's a business model change, not a gameplay change. And a disruptive one, because not only allows the dev to make more revenue (which means devs will be interested on it) but as F2P highly increased the player userbase and interest because allowed them to play for free instead of paying, with NFT/P2E (play to earn) it will also highly increase the player userbase and interest because not only will allow them to play for free: they now will be able earn real money by playing.

For rich countries/people, the impact of F2P wasn't too high, but for poor countries/people was a blessing. Most of them are able to play those games without spending a single dollar, and it's what way over 90% F2P users do.

Now with NFT games in some countries there's people earning more by playing that with a normal salary of their country. And not by spending a lot of hours per day boringly grinding or stuff like that: but instead having fun by selling customizables/skins/buildings they made for a game, or in a Pokemon-like game finding rare monsters, leveling up and breeding them, and selling some of them.

Obviously we're in the early steps, it' still starting. Many implementations suck/still are too early/the games are pretty poor, there's a ton of room to improve, iterate and learn. But it's already working, already has a market and a ton of potential.



The opposite. NFTs allow players and dev to earn money with 2nd hand market of digital items. And to do it on a secure environment to avoid getting scammed, on independent stores that aren't owned or controlled by the devs making transactions that don't need to be approved by the devs but that they will welcome because they will get a cut of it.
I don't think that really alligns with what developers are trying to do. They want all digital so they get maximum money everytime.

I am aware of that NFT pokemon-like game that makes 500 million a month or whatever, but I think that type of market appeals more to mobile players and whales.
 
PC being number 1 in those makes sense since essentially it's a free platform which no one really "owns"and everyone can profit from, even newbie devs.
 
I don't think that really alligns with what developers are trying to do. They want all digital so they get maximum money everytime.

I am aware of that NFT pokemon-like game that makes 500 million a month or whatever, but I think that type of market appeals more to mobile players and whales.
The only difference it has with normal games is that it allows 2nd hand sale of in-game items and devs get a portion of the money of these 2nd hand transactions. This has a major implication: in the same way that players prefer to play for free than to pay to buy a game, players prefer to earn money for playing than not earning money.

So as player you get some dollars from the crap that you have in the inventory and won't use again, or by creating and selling cool user generated content. This means a new -and with potential to be bigger than existing ones- revenue source for devs, so they will use it and iterate it, so big companies will follow these early crappy games who make a lot of money. And MS will buy that crappy NFT pokemon-like game.

In the same way console publishers ended making mobile games, F2P and microtransactions, they will end using them and their fans will accept them. Probably once Nintendo/Microsoft/Sony 'invents' NFT in-game items in 2040.
 
The only difference it has with normal games is that it allows 2nd hand sale of in-game items and devs get a portion of the money of these 2nd hand transactions. This has a major implication: in the same way that players prefer to play for free than to pay to buy a game, players prefer to earn money for playing than not earning money.
There's a major difference between playing "for free", and getting money for playing.

The moment you introduce even the shadow of a possibility of gaming being "profitable", you immediately do irreparable damage to a wide swath of gaming genres. Where instead of having fun playing games, players will have the constant reminder of "you could be making money if you do something else". Turning gaming, into work. Work that doesn't have meaningful output, at that.

Steam already has the best implementation of "play to earn", the closest you can get to it while maintaining gaming as a fun activity. Just get tradeable cards for playing different games, and boosters for playing more games past the card-earning cutoff. You get a little store credit on the side, or you do something fun with your profile, or you collect the different card sets and display the best ones, etc. It's not monetization of playing time, it simply adds value to playing games - and you still have crazy people who do nothing but grind out cards. Allowing this to go any further, into actual broad design of games, trading with real money, and allowing developers to apply traditional MTX incentives like FOMO pressure and pay2win mechanics, will completely wreck gaming for people who just want to have fun playing games.
 
Let's take that apart, shall we?

- Unhackable: When was the last time a major digital trade server or store was "hacked" directly, resulting in items being stolen or moved? It probably happened at some point, but never in recent memory. That's because whenever theft of digital items happens, it's almost always by social engineering and scamming, targeting the item owner themselves as the weakest link in security. The "unhackable" blockchain is useless in this case - all it means is that when something is taken from you, or rather you are tricked into giving something away, nobody has the power to give it back.
It happens constantly: games being pirated, games hacked to get in-game currency or items, games hacked to cheat in multiplayer, social engineering to scam people telling telling them you're selling them unoficially FIFA FUT, skins or any other stuff for games, etc.

With NFT the blockchain secures that your user has X game item (let's say a skin or a weapon), period. You can fake having this item. Sames goes with 2nd hand stuff: now with NFT it would be official in a controlled and secure environment where you can verify that the user who says it's selling to you that Counter Strike skin, FIFA FUT card or whatever they really own it and that the transaction is made on a secure channel so they don't scam you.

- Public history: Curious, but how useful? The only reason it's not implemented (or rather, usually visible) for conventional digital markets is that there's no conceivable purpose to it. Standard servers keep transaction records too, they just don't show it unless they have to. Privacy and everything.
Useful first to verify that the user selling it has it. And to bring extra value for very rare cases involving celebrities: the Air Jordan shoes you buy on a store have a price, but the specific ones he was wearing on some NBA finals, even if look the same and smell worse than the ones you can get in the store, will have way more value for a few specific people.

So applied to gaming simps of gamer girls who lick microphones on Twich while wearing a bikini would value more certain in-game item she did use (skin, weapon, customized character, etc). And well, you can also apply it for the average gaming streamer/youtuber/random gaming celebrity (like the sword Mark Cerny was using while platinumed Bloodborne).

Or in terms of eSports, the item a certain popular player did own, on any random moment, or even more when won certain important world finals.

- Mandating rules for transaction: Not any different from traditional markets. Worse, really, considering it's all based on one volatile currency you have to buy into, instead of relying on the dollar or your country's own currency. If it ever becomes a sore point, Steam can just enable the same thing on their Community Market, giving a specified percentage to the game's developer per every trade. It's not like they wouldn't be the beneficiary for most of the trades anyway. :p
No, it isn't worse.

Your Steam, PSN, eShop, XBL account is volatile, so once they shut down the servers or if you get banned you'll lose every game or dlc you bought there. Same goes with any non-nft game (and all their DLC) that depends on servers, it's also volatile since it will stop working once they shut down the servers. This instead is backed by the blockchain, meaning that doesn't depend on Steam, but in the blockchain instead, that will continue exising as long as people keep using it for this or for other stuff hosted there.

In a traditional market you can't sell me digital items, as would be in-game items or digital games. And well, everything in Steam means that Valve gets a % revenue share cut, and devs don't want to give Valve (or other platform holder) a 30%. In the same way, on Steam you as dev and as customer have to deal with Valve's implementation of nft/whatever system they would use for 2nd hand transaction. The good thing of NFTs is that devs get rid of Valve and similar and do the things in the way they want.

So, pray tell, how useful is the NFT thing, if you're buying an item for a specific game, anyway?
It allows secure 2nd hand transactions making sure the player doesn't get scammed and that the dev gets a revenue share of the transaction.

Wouldn't you be better off just buying the item from within the game? Like, you could actually see the item in-game immediately, verified by the game's own servers and the content database of the developers.
Obviously nothing stops the dev from allowing the player to buy it from the game in addition to being able to unlock it in-game. That would be the same than with traditional games.

The important and different thing here is having a secure -and profitable for the dev- digital items 2nd hand market (player to player transactions). Someone makes a super cool castle in Minecraft and sells it to another user who for some reason deserves it's worth that money. Or a player wants to get rid of certain inventory items no longer is using. Or another one wants to buy the specific weapon an eSports player was using on a certain match. Not one with the same look and stats: the specific one he was using.

With an NFT, how will you verify that you're seeing the right thing? Anyone can make an NFT, containing any code, pointing to any image.
You can't verify that whatever preview you're being given, is actually an ingame item, rather than a picture of an ingame item - you can only do that when you're already in the game. And if the developers have to actually manage that preview, and provide an external database, and all the means necessary to verify an external trade, then - the devs do still have to worry about it, no? They would be far better off using the tools of a major platform to verify trades, to have legal fallback to handle scams, and to do literally any kind of enforcement for them. And if they don't want to do that, they don't deserve the trust of their users.
NFTs are stored in a database where it's listed that certain user that has digital item. Any kind of digital item: doesn't have to be an image. It can be a song, a video, a game, and in-game item, whatever. That database protected by the blockchain can't be hacked. Only the game create the type of nfts it uses, so a random player can't make a similar looking one. You see there that it comes from the game.

The game checks out the database and sees your user is the legit owner of a blue shotgun, so allows you to play using it.

In addition to check out the name, a preview image or the list of current and previous owner, the gamedev also can show there metadata, meaning some extra text that may be useful, images, pictures, whatever. As it could be the stats of the weapons, its level, how many zombies or skeletons have been killed with that sword, if it's a normal/fire/ice/thunder sword, etc. Whatever the dev considers.

There are websites that are NFT stores/auction houses, where users buy, bid or trade there their NFTs. They are handle the transactions/legal stuff/etc. and in exchange they get a % of each transaction.

NFTs in gaming exist only for the enrichment of those who backed NFTs in gaming first, at the expense of everyone else.
Yes, it made people rich. So this is why companies will use it in gaming. Same as in any other industry. Companies introduce stuff that gives them profit.
 
There's a major difference between playing "for free", and getting money for playing.

The moment you introduce even the shadow of a possibility of gaming being "profitable", you immediately do irreparable damage to a wide swath of gaming genres. Where instead of having fun playing games, players will have the constant reminder of "you could be making money if you do something else". Turning gaming, into work. Work that doesn't have meaningful output, at that.

Steam already has the best implementation of "play to earn", the closest you can get to it while maintaining gaming as a fun activity. Just get tradeable cards for playing different games, and boosters for playing more games past the card-earning cutoff. You get a little store credit on the side, or you do something fun with your profile, or you collect the different card sets and display the best ones, etc. It's not monetization of playing time, it simply adds value to playing games - and you still have crazy people who do nothing but grind out cards. Allowing this to go any further, into actual broad design of games, trading with real money, and allowing developers to apply traditional MTX incentives like FOMO pressure and pay2win mechanics, will completely wreck gaming for people who just want to have fun playing games.
There is single a difference between "free to play" and "play to earn" games: in the first ones you start to play for free, and in the second one you can earn money by selling stuff you got or made in a game. Other than that, it's only the implementation of each individual game.

As happened with everything else, regarding game design and monetization in games with NFT some devs will make crap and other will do great things. Players will support ones and will avoid other ones. Devs will keep iterating looking at what works better, and will work better what players accept and prefer. It's called competition and free market. Players not only will decide if NFT games rule the market or get rejected, will also keep adapting the design and monetization to what they prefer, as always happened in gaming and in any other market.

Yes, the concept is pretty much like the Steam cards but with devs implementing it with more things than with cards and without paying Valve the 30%. So basically they will "damage to a wide swath of gaming genres" in the same way Steam cards do. And yes, it's Valve cards are an additional way of monetizing your time playing plus a feature to increase user engaged and retention, meaning Valve wants you to keep games for longer to monetize you better (and the dev too). And yes, Steam cards are traded with real money.
 
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