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Joe Ludwig’s blog
Today is the last day for the cheapest registration rate for the LOGIN conference. The price goes up at midnight, so register now.
I had a wonderful dinner the other night with a bunch of game developers who are interested in Augmented Reality. In attendance were Stefan Misslinger and Noora Guldemond from MetaIO, Mitch Ferguson from Carbine, John Walker, Cory Bloyd, and Ron Haidenger and Paul Travers from Vuzix. It was great to spend the evening talking to other people who are as interested in AR as I am.
Noora from MetaIO talked a bit about how their LEGO kiosks have been received by end users. At first they don’t get it because they’re looking at the box in their hand. Once they notice the screen they are amazed and start running around the store trying out other boxes. There is a kiosk installed at a LEGO store in San Mateo. I’m not sure if the store in Seattle has one or not, so I may try to go and take a look over the weekend.
John Walker spent quite a bit of time talking about about the AR applications he has worked on for the Department of Defense. Even though I was sitting directly across from him, I unfortunately couldn’t hear a word he was saying. Hopefully I can catch up with John later in the week and get the scoop. (Since I’m posting this on Sunday, I can say that didn’t happen.)
I spent the night peppering Paul Travers from Vuzix with questions about the Wrap 920AV glasses and other things they are working on. This is a bunch of the stuff I was intending to ask when I get a chance to go by their booth, but I got that out of the way early. Here are the answers to those questions:
It turns out that as part of their research into how to get the IMU working they have been with the same SparkFun 6DOF IMU that I have. They have also had trouble with the magnetic sensors. The voltage range provided by the sensors is far too small and there is no amplification between the sensors and the microcontroller. The result of all this is that the noise in the system tends to swamp the actual readings. That sound like exactly the problem I have run into.
I left dinner very excited about the next year of Augmented Reality. In six months or so I will be able to buy a pair of glasses (with IMU) for less than $500 that will show visuals over the world. Right now the other options in this space cost $1700 for the IMU and $30,000 for the glasses. When the price on a piece of technology drops to 1/60th of what it used to be it unlocks a huge potential for exciting new applications. I can’t wait!
It stuck me recently that GameStop might be falling victim to The Innovator’s Dilemma. This book, published in 1997, a model of why a company that is at the top of its industry can fail to maintain their dominant position in the face of disruptive innovation. If you haven’t read the book, I highly recommend it. This summary does a good job of explaining the premise of the book, so if you haven’t read it, go read the summary and come back. The rest of this post attempts to apply the model outlined in the book to the situation GameStop (and other niche game retailers) face with respect to digital download.
The argument that digital distribution is a disruptive technology is an easy one to make. It disintermediates retailers, distributors, and manufacturers, by letting publishers and developers by through a single layer of middlemen (in the form of Steam, Impulse, or Direct2Drive) or even directly to their customers. Digital distribution also removes the sharp shelf-space restrictions that keep a game’s shelf-life artifically low and allow game sales to enjoy a long tail. Numbers are hard to find, but digital distribution has also been accelerating in the past few years.
Part of the Innovator’s Dilemma model predicts that established players will be able to enjoy significant revenue growth by retreating from low-margin and low-volume markets as those fall to the invading technology. GameStop’s last two quarters are the best they have ever been. However, one part of GameStop’s business has been in serious decline over the past several years, and that is PC games. That is partly due to an overall decline in PC games in general, but it is also to the fact that PC games can’t be repurchased and sold as used like heavily DRMed console games can. This resale of games accounted for 23% of the company’s revenue last year, and that number is increasing. According to the Wall Street Journal, used game sales account for 42% of GameStop’s gross profits.
I suspect that the other major reason for GameStop’s withdrawal from PC games is that digital downloads have made their strongest inroads on the PC. Steam is selling tons of AAA games, and casual and indie games are sold primarily online at this point. The company is not mounting much of a defense in the market where its competition is strongest. They will likely lose the console market the same way, since I would be shocked if the next generation of consoles (Xbox 720, Playstation 4, and Nintendo Puu) didn’t include large hard drives and the ability to download full sized titles as easily as on a PC.
GameStop is making the choices they are because that is what is demanded of them by their customers and investors. As a multi-billion dollar public company the tiny digital sales available five years ago would have just been a distraction from meeting their growth goals. That allowed Valve and others to get experience and partnerships that give them a huge head start in the the digital distribution space. Just in the past 18 months Steam has picked up titles from EA, THQ, and Sony Online Entertainment. These major publishers join Activision and Take-Two that joined the service a few years ago. In fact, GameStop was reportedly so upset at how much THQ was favoring Steam that they temporarily refused to offer pre-orders of Dawn of War II. (Or at least that was the rumor.) All the while, the biggest complaint that most of GameStop’s customers have is that it doesn’t give them enough for a used game. By and large their customers are quite happy with the company.
Broadband penetration in the US has increased from 4.4% to 50% in the past 9 years. At this point the extensive selection available for download is primed to combine with the relatively new viability of large downloads and drive GameStop completely out of the PC game business. I believe the same thing is likely to happen for console games within the first two years of the next generation of consoles. Within ten years the dedicated video game store will have gone the way of the travel agent, cable driven earthmover, and walled garden internet service provider.
Or at least that’s now it seems to me as a retail outsider and recent convert of The Innovator’s Dilemma. What do you think?
This morning I read a post by Dusty Monk where he described the forces that were working to push the Halo MMO toward “WoW in Space”:
For me personally, this was probably one of the most conflicting parts of working on Titan. Don’t get me wrong — I’d wanted to work on an MMO for as long as long as I’ve been in games, and this was the dream game of a lifetime. But while there were a few of us that had played MMO’s before WoW, by far and large, as the team grew, most of the people on the team had never played a single MMO before WoW. This led to a dilemma that the entire team struggled with throughout the lifetime of the project. And it’s a dilemma I think every team out there that’s designing an MMO today has to struggle with, and the actual point of this post, which I’m only just now actually getting around to:
How much do you copy the genre leader?
Dusty’s actual question is a good one, but that isn’t what really caught my eye. You see, while we were building Pirates of the Burning Sea we had a similar dynamic to our team. World of Warcraft came out two years after we started, so nobody had played it. Instead we had one designer who figured that the MMO genre started with EverQuest where most of the rest of us pegged that event at some earlier game. This guy refused to acknowledge Ultima Online as a “real” MMO despite its hundreds of thousands of subscribers and massive success. He thought even less of the games that came before it: The Realm, Meridian 59, and the thousands of MUDs.
For my part, I saw Ultima Online as a logical next step from the MUDs I played in college in the early 90s. I was pretty far gone into a couple of TinyMUCKs back then. (I just checked and I do, in fact, still have my wiz bit on PegasusMuck.) When called on to date the start of the MMO I usually give two answers: UO was the first commercial success. MUDs (starting with MUD1, I guess) were the origin of the design genre. To me the distinction is important because of all the ways that MUDs break when your playerbase is counted in the tens of thousands instead of hundreds. UO was really the first game to deal with that kind of scale in the design, so it was the first “real” MMO.
It shouldn’t surprise me that there are people working on MMOs today that consider World of Warcraft the first real example of this kind of game. It has thirty or fourty times the number of subscribers that EverQuest had at its peak. That increase changed the dynamics of the game just as much as the previous 30-40x jump made EverQuest and Ultima Online different from the games that preceeded them. My only fear is that this will drive more companies into direct competition with WoW (and the $40 million plus games that are intended to compete with it) instead of toward building a nice tidy business aimed at a niche of 100,000 to 300,000 players who are craving something different.
What is your answer when you are trying to come up with the first real MMO?
After getting roll and pitch working through the Kalman filter, this week I wanted to move on to yaw. Too bad the magnetic sensors in the SparkFun IMU don’t actually work:

While I was recording those values the IMU rotated a full 360 degrees and was even turned upside down. MagZ should have inverted when it turned upside down, at least. I guess there is enough stuff going on inside the IMU that it mostly detects itself.
I tried using just the gyros to track yaw by dead reckoning, but they drift enough that the fish are turned 90 degrees after about ten seconds. I’ll have to wait to track yaw until I can get a magnetic compas that works or have vision-based tracking working well enough to use it to compensate for the drift.