Wired UK - 11.2019

(Darren Dugan) #1
and bad, but we will need to look at
merchandise opportunities – and some
kind of deal with the content streaming
platforms, like YouTube, to actually get
a cut from them when people use their
platforms to watch our content being
played, just like music companies have
for music being used in any context on
the videos on their platforms.”

Back in his office, Phil Harrison says
everyone is missing the big picture.
“Arguably, the least interesting
thing about Stadia is the fact that it’s
a streaming platform,” he says. “Every
successful technology disappears – it
becomes ambient, and you only think
about the experience. That changes
fundamentally the way that the game
is designed and the market works.”
For the last 40-odd years of game
development, Harrison maintains,
every game has been device-centric.
Game design has been gated by
the capabilities of the box, and the
hardware and software inside. Each
time a developer wants to move a game
to a different box, they have to go and
reinvent some aspect of it.
“Stadia turns it on its head,” he
says. “We are allowing the developer
to make the game once and then bring
it to any screen in your life, so that you,
the player, has the relationship with the
game, not the device. That’s a big mental

shift in the way that games are made,
but also the way that games are played.”
This shift can be compared to the
history of the moving image, Harrison
says. In the very early days of cinema,
the creation and distribution of content
was vertical, not horizontal. Films only
worked in certain cinemas, because
they had been shot on certain cameras.
“Then the distributors democratised
the exhibition of movies and created a
platform that everybody could build to


  • which detonated a huge explosion of
    content and access to content.”
    What game would he design with all
    of Stadia’s potential? Harrison pauses.
    “I now look at games through the eyes
    of my children,” he says. “I would love
    to create an experience that my eight-
    and ten-year-old sons would allow me
    to play with them. To have that shared
    experience where we can go on a
    journey together as a band of brothers.
    “Those kind of experiences become
    shared and memorable, like if you go to
    a theme park with your kids and take
    photographs and videos – why shouldn’t
    you have the same experiences
    when you go into the game world?”�


Stephen Armstrong wrote about the
search for an Alzheimer’s vaccine in 07.19

is shifting towards in-game spending,
under which they earn more money per
minute of play rather than per copy
sold. Developers offering a game with
a defined end goal – such as first-
person shooter Doom (which on the
PlayStation 4 takes an average of 23
hours to finish) or the beautifully simple
puzzle game Gorogoa, which takes just
over two hours to complete – might
struggle financially on a subscription
streaming service.
That said, increased competition
among gaming platforms could be
good news for developers. In December
2018, Epic Games opened its digital
store for Mac and PC games, targeting
Steam owner Valve, which currently
controls 90 per cent of that market.
In a bid to disrupt Valve, Epic is taking
just 12 per cent of a game’s earnings.
Google remains tight-lipped about its
financial agreements with developers,
but Miles Jacobson, studio director at
Football Manager developer Sports
Interactive Games, says that Google’s
deal “works for us – which I haven’t
been able to say about other attempts
at streaming platforms previously”.
Jacobson does think that any future
arrangements will need to include
ancillary revenues. “We need to be better
as an industry at monetising away from
just core game sales,” he says. “Mobile
has done this in some ways, both good

Playing to win: Stadia’s product director
Andrey Doronichev (left) and head of games
Jack Buser at Google’s Mountain View HQ

11-19-FTGoogleStadia.indd 97 13/09/2019 11:11

Free download pdf