The Age of the Dinosaurs
This was my lecture at the 2006 Austin Game Conference. It’s about the way in which the games business was changing from a business perspective, along with some speculations about what the future holds for those publishers and developers who adapt.
There is also a PDF of the presentation available, courtesy of Morgan Ramsay.
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[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22x, and therefore we got six times more efficient […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22x, and therefore we got six times more efficient […]
[…] 2005, and had arrived a easy conclusion (one which I repeated in a number of later talks resembling “Age of the Dinosaurs”): recreation dimension went up by 122 instances, prices rose by 22 instances, and subsequently we […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22 times, and therefore we got six times more […]
[…] to 2005, and I'd come to a easy conclusion (which I've repeated in different next interviews like "Age of the Dinosaurs" ): the dimensions of the sport has greater 122 occasions, the prices have greater 22 occasions, and […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22 times, and therefore we got six times more […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22 times, and therefore we got six times more […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22 times, and therefore we got six times more […]
[…] 当然我们想看到的结果是:单字节成本下降。在我之前的《摩尔墙》演讲中,我考察了1985-2005年间的单字节成本,结论很简单(再后来我其他的演讲也提到了,如《恐龙年代》):游戏数据量提升了122倍,成本上升了22倍,因此,可以说,我们的开发效率比原来高了6倍。 […]
[…] to 2005, and had arrived a simple conclusion (one which I repeated in several later talks such as “Age of the Dinosaurs”): game size went up by 122 times, costs rose by 22x, and therefore we got six times more efficient […]