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- Serious Games - Fundamentals and
Function before Fluff - Part 3
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- Go To Part
1
2
3
4
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- June 16,
2009
- By Eric M. Scharf
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Confirming the Market and Improving
Engagement
There is, indeed, a market for serious games, but with no more than
ten to twenty store-shelf-viable products available internationally,
the serious games market is not
currently retail-friendly. The market may never become commercial-centric
until developers and clients show interest in and agree there
is a very real necessity for serious games that involve a more
refined focus
for training smaller groups and individuals.
Serious games are currently devised around large-scale mainframe
activities, events, and projects. The government agencies and private
sector entities which fund serious games development do so with the
training of their own specific workforces as their primary goal.
Not everyone can or wants to play a game that trains people, in a
range of roles, on how to construct a freeway overpass, or how to
run a busy shipyard, or how to run a hospital triage unit. These
types of scenarios would obviously be too overwhelming to individual
users looking to pick up a commercial job training product at Best
Buy.
Imagine, however, a training product that shows owners of
conventional automobiles a step-by-step detailed process of how to
convert their gasoline engines into hybrid gasoline or pure electric
propulsion systems . . . at half of the proportional cost a
dealership would charge for a new hybrid vehicle. This type of
training just happens to be offered right now in blueprint and
video format through a variety of public Internet sites run by
ordinary, everyday private citizens. A certified serious game of
this engine conversion would provide a much crisper, 360 degree
real-time 3D representation of the bare minimum garage environment a fully-articulated and personable mechanic to guide you, the
appropriate and highly-visible safety measures, the necessary tools
and engine components than anything currently available from any of
those web sites.
This simulation would be complete with
properly-labeled viewable-and-printable high resolution images of
every component and procedure involved. You would also have the
ability to halt the simulation at any point and ask the mechanic
more exclusive, hardcore questions about any part of the operation,
or to select any particular item in your virtual body shop and zoom
in / orbit around that item for further investigation. This
description is just the beginning of what type of training and
results could be achieved with this serious games concept, because
there is also the issue of expandability, where higher-grade real
world components and work environments could be added to match
larger-scale attempts at the same (or enhanced) version of the procedure.
Another small-scale serious games concept example would be training
for how to build and install your own water filtration system for
your home, again, at a much lower cost than a commercial provider
would demand.
These small capacity concepts for serious games depending on scope
would take a limited amount of time and resources to develop,
similar to the requirements of a casual game. Imagine the attention
and potential clients this might attract from aftermarket auto parts
distributors / manufacturers. Imagine this serious games concept as
an individually-wrapped product also available in locations like
Chief Auto Parts, Ace Hardware, Lowes, or Home Depot.
Commercial serious games do not have to reside only with other
fellow game products at Best Buy, Toys R Us, or Game Stop. The
growing onslaught of online sales and distribution, however, makes
the desire of store shelf space almost pointless. Manipulate "The
Matrix" like Neo. Quaid Open your mind. Open your mind! Kuato
from "Total Recall."
The current serious games market also requires a few changes in
the standard
client engagement policy. Early serious games developers used to
almost tease potential clients with their polished entertainment
software products, and, then, wait for the interested-yet-naive
funding sources to knock on their doors. Game developers must now be
the professional aggressors with clients who represent an
unbelievable opportunity that most developers have never had with
modern day publishers: beginning their business relationship on
equal footing regardless of who is paying and who is developing with a mutual effort to study and draw up a logical plan for the
concept, and, ultimately, with the developer being able to
respectfully educate the client on what resources are truly
necessary across the board for the success of their product. A
serious games client who has already been through this process a
time or two will be that much more pleasant and appreciative of the
detailed planning and execution associated with most-but-not-all
game products.
Serious games clients objectively are not yet completely familiar
with the behavioral tactics of the 800-pound entertainment software publishing gorillas
loathed by developers throughout the galaxy. Serious games clients are true
professionals (from academia to banking to medicine to military) who more often than not are willing to
do (or are insistent on doing) things by
the book, from A-Z. "Let us play it by ear / table it until later"
is not a popular theme among these clients. They are actually willing to listen and learn,
so that they are on the same page with developers from beginning to
end. Developers must engage these clients and show legitimate
unwavering interest in transforming their desired subject matter and
goals into flexible, successful, and expandable products. These
clients will respond well, if not immediately, and they will be even
more intrigued by a developer who has actually researched them,
first, and then, approached them with their own training product
proposal.
Some entertainment software publishers to be clear have been
attempting to improve upon development relationships that continue
to be unreasonably lopsided in favor of publishers. While this is
always encouraging news, the serious games market gives
game developers a grand opportunity to replace a sometimes painful
client history with a brand new experience. The future is not set.
There is no fate but what we make for ourselves. John Connor from
"Terminator 2."
Another important change to client engagement involves never
underestimating their understanding of the tasks you are performing
for them. These clients may hail from a non-gaming background, but
they are sharp, and nine times out of ten, they will have performed
in-depth due diligence on you and the concept(s) they need realized.
They know exactly what they want, and they require your expertise on
how to properly execute the conversion of a serious games concept
into a fully-functioning simulation that will be a major part of the
training backbone for what could potentially be tens of hundreds of
thousands of personnel (whether through a carefully-staged rollout
or all at once). While such hardcore serious games are,
indeed, a large component of a client's overall training program, it
must never be forgotten that no matter how in-depth the simulation, it will
(almost) always be secondary to invaluable hands-on experience.
One other change to client engagement in the mode of "do unto
others as you would have them do unto you" involves never appearing
like a snake oil salesperson. I have been involved with multiple
entertainment software and serious games developers, where some are
on-the-level with their clients and others have tested the
patience and professional threshold of their (otherwise kind and
willing) clients and lost them for good. While this occurs in all
industries, it is good to remember there will always be more game developers in the sea than
clients.
Serious games clients may
be interested in arranging a contract to purchase your original IP
in support of similar high-level product concepts which they
have yet to push forward on their end. Thoroughly studying up on
your client's background as stated earlier could potentially
result in multiple IPs changing hands. You certainly want fair value
for your IPs, but you do not want to become greedy with these
clients. They need their products to serve a
legitimate, long-term purpose with the minimum promise of
enhancements and the maximum promise of brand new products to fill a market
void year-in and year-out. Do not expect them to deviate from
this pathway, either, especially if your clients are not
commercially-minded, such as government agencies.
Regarding clients that happen to be
government agencies, while taxpayer money may be more productively
invested in serious games (which can potentially help re-train
hundreds of thousands of people), rather than keeping a
mistake-ridden auto manufacturer alive, you should not expect
government subsidies or outright bids on your development studio
anytime soon.
Government agencies just like their private client counterparts are not interested in
funding internal development teams. It is simply not good
business, and keeping development efforts external, of course, ideally
allows for competitive bids from equally competitive and talented
developers. These clients want you and your
team to perform the work for them (not as an internal agency
component that due to potentially unproven ROI could easily
become a federal budget cut victim).
They are not interested in your
proprietary game development technology. They want you to
perform the work on any potential product sequels. They will
certainly let you know if they cannot imagine a future without your
team or your technology. You can attempt to request more funding for any follow-on work in order to reclaim any R&D
costs that went into the creation of your development tool sets and
core technology and the client may
be amenable even though it will be a rare occurrence in this day
and age for an established developer to have to generate new core
game engine technology for a serious game.
Regarding the recovery of development
costs, it is certainly worth noting that serious games and royalties
have been thus-far mutually exclusive. Serious games
developers are typically compensated through milestone payments or
one lump sum. You can expect this arrangement to remain this way
especially for example if a government unemployment agency decides
to utilize a massive
server farm through which the unemployed can train from home, free
of charge, on any available serious game in that agency's catalogue.
No monthly
subscription fees, and, in turn, no royalties for anyone, either.
While a successful partnership with a serious games client on
multiple projects can establish the familiarity and trust necessary
for enhanced funding to become a given, the very best thing you can
do as a developer is simply make sure you and your legal council are
paying attention during the negotiation of your first contract,
rather than daydreaming about how much better the fancy figures may
be with the next one. Either
way, you have a pleasant and trusting business relationship to
nurture, as you have experienced the unsavory alternative.
Go To Part
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