WEBVTT - Could Live Service Games Kill the Games Industry?

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<v Speaker 1>Welcome to Tech Stuff, a production from iHeartRadio. Hey thereon

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<v Speaker 1>Welcome to Tech Stuff. I'm your host, Jonathan Strickland. I'm

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<v Speaker 1>an executive producer with iHeart Podcasts and how the tech

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<v Speaker 1>are you? You know, it's a tough time to work

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<v Speaker 1>in the tech industry, unless, of course, you're an executive,

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<v Speaker 1>in which case you probably can't hear how tough it

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<v Speaker 1>is because of the sound of huge bags of money

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<v Speaker 1>hitting your desk. It's drowning everything else out socept maybe

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<v Speaker 1>the demands of your shareholders. But if you're not some

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<v Speaker 1>suit who is laying waste to the ranks of your

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<v Speaker 1>staff in an effort to secure payouts to the folks

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<v Speaker 1>who hold stocks in your company plus a hefty compensation

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<v Speaker 1>package for yourself, times are pretty scary. Now. That's true

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<v Speaker 1>across multiple industries. But today I want to talk a

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<v Speaker 1>bit about the video games sector in particular. Idea came

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<v Speaker 1>to me when I heard about Microsoft, which is a

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<v Speaker 1>three trillion dollar company, and how it was shutting down

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<v Speaker 1>several notable video game studios, which included some that are

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<v Speaker 1>known for a pretty wide spectrum of games. And some

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<v Speaker 1>of those games, yes, were clunkers. They performed less well

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<v Speaker 1>than expected in the market. Games like Redfall, which came

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<v Speaker 1>from R. Kane Austin. That's a notable example of a

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<v Speaker 1>game that was met with a fairly lukewarm reception. R

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<v Speaker 1>Kane Austin would find itself as one of the studios

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<v Speaker 1>that got shut down by Microsoft recently. And to be

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<v Speaker 1>fair to R. Kane Austin, my understanding is that Redfall

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<v Speaker 1>was a project that had a lot of shifting priorities

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<v Speaker 1>that were placed upon the development team. So I'm not

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<v Speaker 1>laying blame here. I think the Redfall was a pretty

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<v Speaker 1>complicated story. I'm not sure that what came out of

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<v Speaker 1>that project was the same thing as what people were

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<v Speaker 1>hoping for when they first started it. Anyway, those cuts

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<v Speaker 1>that Microsoft made, they also included studios that have produced

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<v Speaker 1>games that got a lot of recent critical acclaim. Tango

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<v Speaker 1>GameWorks is one of those studios. I mean it developed

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<v Speaker 1>a game called Hi Fi Rush last year, which released

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<v Speaker 1>to no real announcement, like it was a surprise release,

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<v Speaker 1>and people really clicked with that game, sometimes literally because

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<v Speaker 1>it's a rhythm based game. That was an unexpected pun

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<v Speaker 1>from me. Now, these cuts are really rough, and the

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<v Speaker 1>first thing I really want to say is that I

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<v Speaker 1>hope all the people who have been affected by those

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<v Speaker 1>cuts are able to land on their feet. Because it's

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<v Speaker 1>a really tough world out there for game development, particularly

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<v Speaker 1>among the big studios, which we've seen a lot of

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<v Speaker 1>big companies make some drastic cutbacks. I hope those who

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<v Speaker 1>perhaps have found themselves out of employment are able to

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<v Speaker 1>land a really rewarding gig soon, both professionally rewarding and

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<v Speaker 1>personally rewarding. But today I wanted to talk about what

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<v Speaker 1>might be behind Microsoft's strategy, at least to an extent. Now,

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<v Speaker 1>I want to preface this by saying I don't have

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<v Speaker 1>any special insight. It's not like I was brought into

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<v Speaker 1>the boardroom to talk about these things. The impressions I

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<v Speaker 1>get are similar to those proposed by other outside observers,

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<v Speaker 1>so I'm not also saying that I have a unique

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<v Speaker 1>perspective on this. By far is not unique. If you

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<v Speaker 1>do a search online, you will find countless articles and

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<v Speaker 1>videos of people giving their take on what's going on

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<v Speaker 1>in the industry. But by looking at Microsoft's recent moves,

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<v Speaker 1>I think I can make some general guesses. So, for

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<v Speaker 1>one thing, after many months of trying to close a

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<v Speaker 1>truly massive deal, while regulators around the world were raising

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<v Speaker 1>concerns about it. Microsoft finally acquired another enormous game studio

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<v Speaker 1>called Activision Blizzard, and that was for sixty eight point

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<v Speaker 1>seven billion with a B dollars. Now, it's not unusual

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<v Speaker 1>to see layoffs in the wake of a large acquisition

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<v Speaker 1>or merger because typically you do have overlap between the

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<v Speaker 1>two entities, right, and you say, well, why do we

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<v Speaker 1>want these these roles duplicated. That's bloat, that's unnecessary. So

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<v Speaker 1>we do need to make some hard choices in order

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<v Speaker 1>to run an efficient operation. That stinks for the people

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<v Speaker 1>who are affected. But from a business perspective, you can

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<v Speaker 1>understand that that there's no need to employ twice as

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<v Speaker 1>many people that are needed to do a specific task. However,

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<v Speaker 1>these studios that Microsoft just recently shut down were their

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<v Speaker 1>own individual organizations. They were not part of some heterogeneous whole.

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<v Speaker 1>It's not like Microsoft has one truly enormous room just

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<v Speaker 1>filled with video game developers who are all working on stuff.

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<v Speaker 1>These are largely separate and semi autonomous game studios. They

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<v Speaker 1>just have Microsoft as sort of their parent company umbrella.

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<v Speaker 1>So one possible reason for these shutdowns is that Microsoft

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<v Speaker 1>just needed to make some cutbacks to decrease the impact

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<v Speaker 1>of this incredibly large transaction they made to acquire Activision Blizzard,

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<v Speaker 1>and so like they like, well, we bought it, we

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<v Speaker 1>got what we said we wanted, but now we need

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<v Speaker 1>to cut back so that it doesn't have as large

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<v Speaker 1>an impact on our balance sheet at the end of

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<v Speaker 1>the year. I'm guessing another reason is that Microsoft is

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<v Speaker 1>pushing toward a game model that has become increasingly popular

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<v Speaker 1>because of its ability to continue to generate revenue after

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<v Speaker 1>a game is released, and that's the games as a

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<v Speaker 1>service approach, and more specifically live service games, which you

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<v Speaker 1>could argue is like a subcategory of games as a service. Now,

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<v Speaker 1>the as a service model is one that's really taken

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<v Speaker 1>hold of tech in general, not just the games industry,

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<v Speaker 1>and that has both good and bad consequences as a result.

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<v Speaker 1>I am not going to make a blanket statement and

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<v Speaker 1>say that all games as a service or live service

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<v Speaker 1>games are bad. I don't feel that way, but I

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<v Speaker 1>will say that a lot of the elements of games

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<v Speaker 1>as a service have had a disruptive and from at

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<v Speaker 1>least some points of view, harmful impact on the industry.

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<v Speaker 1>As a whole. Now as a service model has been

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<v Speaker 1>used for lots of stuff. You have security as a service,

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<v Speaker 1>computing as a service, storage as a service. The list

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<v Speaker 1>goes on and on, and essentially all of these boil

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<v Speaker 1>down to a provider company offering certain services over the

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<v Speaker 1>Internet so that the customer doesn't have to run stuff

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<v Speaker 1>on their own hardware, so instead the customer uses their

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<v Speaker 1>hardware to access this online service over the Internet. That

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<v Speaker 1>can be a huge help if you are launching a

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<v Speaker 1>startup and it's an Internet based business, using some as

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<v Speaker 1>a service stuff can really help you meet customer and

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<v Speaker 1>partner expectations. But you don't have to take on the

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<v Speaker 1>expense and effort of building everything from scratch on your

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<v Speaker 1>own premises, so there is a benefit to this approach.

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<v Speaker 1>With games, things can be a little bit different. Games

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<v Speaker 1>as a service or live service games are ones that

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<v Speaker 1>have a long tail revenue opportunity. The game itself might

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<v Speaker 1>cost money upfront, or it could be a free to

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<v Speaker 1>play title where gamers don't have to spend any money

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<v Speaker 1>to access the game initially. A lot of mobile games

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<v Speaker 1>fall into this category, where downloading the game is free,

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<v Speaker 1>but players are given incentives to spend money on the

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<v Speaker 1>game in return for some sort of in game benefit

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<v Speaker 1>or cosmetic option. Often those games could also be supported

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<v Speaker 1>by advertising. That's pretty typical in a lot of these

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<v Speaker 1>games where ads will pop up. We've also heard recently

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<v Speaker 1>that some Triple A studios have been talking about putting

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<v Speaker 1>ads into games, and that again is not a new thing.

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<v Speaker 1>It's happened in the past, often to disastrous results because

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<v Speaker 1>generally speaking, gamers are not a big fan of that.

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<v Speaker 1>But we're hearing Triple A studios talk about that again

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<v Speaker 1>as a way to continually generate revenue off of a sale,

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<v Speaker 1>So again it's another potential revenue changing strategy for games.

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<v Speaker 1>For some games, players actually see a benefit in this

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<v Speaker 1>arrangement in that the developer will occasionally release new content

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<v Speaker 1>and expand the game itself in some way. So there's

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<v Speaker 1>an incentive to be part of this long tail revenue

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<v Speaker 1>generation system because the game continues to generate value and

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<v Speaker 1>you're not just playing the same thing perpetual. The method

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<v Speaker 1>of extending revenue generation does vary. It could be a

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<v Speaker 1>subscription service. It might be pay for content where you've

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<v Speaker 1>got pay walls that block certain types of content and

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<v Speaker 1>you can't access it until you have paid. There are

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<v Speaker 1>even games that kind of get the derisive label of

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<v Speaker 1>pay to win. Generally speaking, that particular strategy, it's not

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<v Speaker 1>looked upon favorably by most of the people in the

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<v Speaker 1>gaming audience. Pay to win essentially just means that you

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<v Speaker 1>get access to things in the game that give you

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<v Speaker 1>an advantage over other players, and it's typically something that

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<v Speaker 1>you would hear about in player versus player type games.

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<v Speaker 1>You know you're going up against other humans and you

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<v Speaker 1>have paid for advantages that can help offset any imbalance

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<v Speaker 1>and skill you might have against other players. Generally speaking,

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<v Speaker 1>people hate that, but there are a lot of different options.

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<v Speaker 1>But the idea itself is not new at all. It's

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<v Speaker 1>almost as old as video games themselves are. In fact,

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<v Speaker 1>you could argue that the arcade machine model, which predates

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<v Speaker 1>the home video game, that kind of falls in line

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<v Speaker 1>with games as a service. Right, whether you're traditional arcade machine,

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<v Speaker 1>you pay to play, and when your play session is

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<v Speaker 1>over because you know, a ghost gobbled your pacmand three times,

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<v Speaker 1>or you missed one too many centipedes or whatever, you

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<v Speaker 1>got to cough up another quarter, or you got to

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<v Speaker 1>move along. But while that model would work for companies

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<v Speaker 1>that made arcade cabinets, or, to be more accurate, it

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<v Speaker 1>actually worked for arcade owners who would typically purchase an

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<v Speaker 1>arcade cabinet and then use that cabinet to generate revenue,

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<v Speaker 1>with the obvious goal meaning being that you know, you

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<v Speaker 1>make more in quarters than you paid for the machine,

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<v Speaker 1>and it would just take a certain amount of time.

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<v Speaker 1>While that same model would prove a little more elusive

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<v Speaker 1>for the home market. Initially, the way the home video

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<v Speaker 1>game market would work is that a video game development

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<v Speaker 1>company would create a game and then either it would

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<v Speaker 1>publish that game, or it would work with a third

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<v Speaker 1>party publisher to do so, to actually manufacture the game

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<v Speaker 1>and package it and market it and ship it to

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<v Speaker 1>retailers and then hope that the game sells really well.

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<v Speaker 1>I'm not going to dive further into that business model.

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<v Speaker 1>There is more to it than that. It's a little

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<v Speaker 1>more complicated, but that's the basic idea. But the important

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<v Speaker 1>thing with that business model is that we're really just

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<v Speaker 1>talking about individual transactions. Right. That happened one time someone

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<v Speaker 1>a customer comes up and buys a copy of the game,

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<v Speaker 1>and that sale is the one and only transaction between

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<v Speaker 1>the gamer and the retailer and represents the one purchase

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<v Speaker 1>that matters to the video game developer. Now, that gamer

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<v Speaker 1>might later choose to give their copy of the game

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<v Speaker 1>away to somebody, or to sell it, you know, used

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<v Speaker 1>to someone else, or to trade it into a retailer

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<v Speaker 1>for credit, and the credit would just be a you know,

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<v Speaker 1>a percentage of what the original value of the game

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<v Speaker 1>used to be, and then the retailer would go around

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<v Speaker 1>and sell it for more than that because that's how

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<v Speaker 1>you make money as a retailer, But the video game

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<v Speaker 1>developer and publisher wouldn't see any of that money in

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<v Speaker 1>those transactions, right. The aftermarket leaves those companies out, so

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<v Speaker 1>they only get a slice when it's a sale of

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<v Speaker 1>a new copy of their game to someone. And eliminating

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<v Speaker 1>the aftermarket was really something that was pretty enticing to

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<v Speaker 1>video game companies from the get go. Like it's largely

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<v Speaker 1>been done now because digital distribution is largely the way

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<v Speaker 1>that games are distributed these days. There aren't that many

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<v Speaker 1>versions of games where you're going out and buying a

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<v Speaker 1>physical copy anymore. Heck, a lot of computer systems don't

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<v Speaker 1>even have optical drives, so there's like no physical medium

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<v Speaker 1>you would purchase in order to play on your PC.

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<v Speaker 1>There are exceptions, obviously, there are games where you can

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<v Speaker 1>still buy on cartridge based systems and such, but largely

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<v Speaker 1>we're talking about digital downloads these days. That has really

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<v Speaker 1>cut into the aftermarket, but that's fairly recent. Way back

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<v Speaker 1>in the early eighties, there were already efforts to figure

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<v Speaker 1>out ways to kind of eliminate the aftermarket, because it

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<v Speaker 1>sure would be better for these companies if they could

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<v Speaker 1>convince folks to only buy new copies of the game

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<v Speaker 1>instead of going and purchasing a used copy at like

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<v Speaker 1>a flea market or a retailer or something. And it

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<v Speaker 1>would take some time to essentially achieve that goal, but

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<v Speaker 1>there were some early attempts. One of those had its

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<v Speaker 1>birth way back in the late nineteen seventies, although it

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<v Speaker 1>would not debut until the nineteen eighties, and it would

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<v Speaker 1>involve a home video game console called the in television.

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<v Speaker 1>I'll talk more about that, but first let's take a

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<v Speaker 1>quick break to thank our sponsors. Before the break, I

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<v Speaker 1>mentioned the Intellivision, a home game console. I actually had

0:14:19.760 --> 0:14:23.520
<v Speaker 1>an intelevision, although the one I had I inherited from

0:14:23.680 --> 0:14:25.920
<v Speaker 1>a cousin who had just sort of, you know, was

0:14:25.960 --> 0:14:27.960
<v Speaker 1>going off to college and had given it up. So

0:14:28.520 --> 0:14:31.360
<v Speaker 1>my Intellivision was not a brand new one. It was

0:14:31.960 --> 0:14:36.040
<v Speaker 1>already an obsolete console at that point. But I did

0:14:36.040 --> 0:14:39.800
<v Speaker 1>have probably a couple dozen games, as I recall, although

0:14:40.000 --> 0:14:43.320
<v Speaker 1>the intelevision controller was like almost like a remote control,

0:14:43.400 --> 0:14:46.000
<v Speaker 1>and you would have overlays you could slip into it

0:14:46.080 --> 0:14:49.600
<v Speaker 1>that matched the games that you played. I remember distinctly

0:14:50.080 --> 0:14:53.720
<v Speaker 1>that I had overlays for cartridges I did not own,

0:14:53.880 --> 0:14:56.760
<v Speaker 1>and vice versa. I had cartridges where there was no overlay,

0:14:56.800 --> 0:14:58.920
<v Speaker 1>and I would have to use trial and error to

0:14:58.960 --> 0:15:01.640
<v Speaker 1>figure out what the the different buttons did in that

0:15:01.680 --> 0:15:06.600
<v Speaker 1>particular game. Anyway, the Intellvision was a cartridge based game system,

0:15:06.840 --> 0:15:09.440
<v Speaker 1>so you would typically go to your local toy store

0:15:09.600 --> 0:15:12.320
<v Speaker 1>or electronics store whatever you and you go and purchase

0:15:12.360 --> 0:15:16.120
<v Speaker 1>a new game. Now, back then cartridges cost about thirty dollars,

0:15:16.280 --> 0:15:19.000
<v Speaker 1>but that's in nineteen eighty dollars, so if we adjust

0:15:19.080 --> 0:15:22.080
<v Speaker 1>for inflation, that's around one hundred and fifteen bucks today.

0:15:22.360 --> 0:15:24.400
<v Speaker 1>So just in case you thought video games are too

0:15:24.480 --> 0:15:27.640
<v Speaker 1>expensive these days, you know, some Triple A titles start

0:15:27.720 --> 0:15:30.400
<v Speaker 1>off at seventy dollars a pop. And then go up

0:15:30.440 --> 0:15:33.480
<v Speaker 1>from there if you want a special edition. Just know

0:15:33.600 --> 0:15:37.800
<v Speaker 1>that video games have always been expensive, it's just that

0:15:37.960 --> 0:15:41.280
<v Speaker 1>a dollar doesn't go as far as it used to anyway.

0:15:41.600 --> 0:15:44.320
<v Speaker 1>The folks that in television came up with a pretty

0:15:44.320 --> 0:15:48.760
<v Speaker 1>clever idea. Why not create an add on in which

0:15:48.960 --> 0:15:53.120
<v Speaker 1>players could subscribe to an ongoing service provided by a

0:15:53.160 --> 0:15:57.800
<v Speaker 1>local cable TV company so the players could end up

0:15:57.880 --> 0:16:02.080
<v Speaker 1>accessing encoded games in television would encode the games using

0:16:02.160 --> 0:16:06.520
<v Speaker 1>the FM band frequencies and send those frequencies over cable

0:16:06.560 --> 0:16:09.520
<v Speaker 1>lines because the frequencies wouldn't interfere with all the other

0:16:09.520 --> 0:16:12.480
<v Speaker 1>stuff that was traveling over cable. The players would be

0:16:12.520 --> 0:16:16.400
<v Speaker 1>able to connect their intelevision systems up to their cable

0:16:16.440 --> 0:16:19.640
<v Speaker 1>service using a special adapter. The plug right into the

0:16:19.680 --> 0:16:22.240
<v Speaker 1>cartridge slot of the Intellvision, so it was like it

0:16:22.280 --> 0:16:26.360
<v Speaker 1>was an oversized game cartridge with wire that could attach

0:16:26.560 --> 0:16:31.040
<v Speaker 1>to your cable and to access a game using the service,

0:16:31.080 --> 0:16:34.280
<v Speaker 1>the player would turn their television to a particular channel.

0:16:34.680 --> 0:16:37.600
<v Speaker 1>This would only be available in around a dozen cities

0:16:37.640 --> 0:16:40.640
<v Speaker 1>in the United States, but they could choose from different

0:16:40.720 --> 0:16:44.520
<v Speaker 1>video game titles that would switch out each month, So

0:16:44.960 --> 0:16:48.360
<v Speaker 1>typically there was somewhere between fifteen and twenty games on

0:16:48.480 --> 0:16:53.600
<v Speaker 1>this I saw different versions of that depending on the source,

0:16:53.760 --> 0:16:56.240
<v Speaker 1>and I didn't have access to this when I had

0:16:56.360 --> 0:16:59.520
<v Speaker 1>in television, so I don't really have direct experience with it.

0:16:59.760 --> 0:17:03.440
<v Speaker 1>The idea was that you could choose a game available

0:17:03.480 --> 0:17:06.960
<v Speaker 1>on this service and it would tell the terminal to

0:17:07.080 --> 0:17:10.760
<v Speaker 1>accept the game code the next time the cable channel

0:17:10.880 --> 0:17:16.360
<v Speaker 1>transmitted that specific game, so the channel was constantly transmitting code,

0:17:16.600 --> 0:17:19.960
<v Speaker 1>your terminal just didn't pick it up because the terminal

0:17:20.000 --> 0:17:22.600
<v Speaker 1>was only waiting for a specific signal based upon whichever

0:17:22.600 --> 0:17:25.480
<v Speaker 1>game you wanted to play. And once that transmission started,

0:17:25.480 --> 0:17:28.080
<v Speaker 1>the terminal would say all right and would download that

0:17:28.240 --> 0:17:33.359
<v Speaker 1>code into memory on the adapter, and that's where it

0:17:33.359 --> 0:17:36.000
<v Speaker 1>would live. And it was just in memory, volatile memory,

0:17:36.160 --> 0:17:40.240
<v Speaker 1>so once it shut off or once you wanted to

0:17:40.280 --> 0:17:43.280
<v Speaker 1>play a different game, that information would get whited. So

0:17:43.320 --> 0:17:46.879
<v Speaker 1>you wouldn't have access to this title forever, just for

0:17:46.960 --> 0:17:50.440
<v Speaker 1>however long your play session was going. Really so instead

0:17:50.480 --> 0:17:52.520
<v Speaker 1>of going out and buying a copy of the game

0:17:52.760 --> 0:17:55.959
<v Speaker 1>and in television, owner could subscribe to the service and

0:17:56.000 --> 0:17:59.120
<v Speaker 1>pay a monthly fee and then play games that way

0:17:59.400 --> 0:18:02.280
<v Speaker 1>and again. Because the games were just stored in memory,

0:18:02.320 --> 0:18:06.159
<v Speaker 1>they weren't permanently part of the player's library. In television

0:18:06.240 --> 0:18:10.320
<v Speaker 1>called this technology the play cable. Now, this was really

0:18:10.359 --> 0:18:13.520
<v Speaker 1>forward thinking, but you could argue it was two forward

0:18:13.560 --> 0:18:15.840
<v Speaker 1>thinking and it was ahead of its time. Now. According

0:18:15.880 --> 0:18:19.680
<v Speaker 1>to Stuart Schlay of CED magazine, way back in two

0:18:19.760 --> 0:18:23.240
<v Speaker 1>thousand and five, in television was only able to secure

0:18:23.359 --> 0:18:28.160
<v Speaker 1>about three percent of all households that could access this service.

0:18:28.400 --> 0:18:31.399
<v Speaker 1>So while the Intellivision had a decent install base for

0:18:31.480 --> 0:18:34.240
<v Speaker 1>the time, like more than two million units were sold

0:18:34.240 --> 0:18:38.240
<v Speaker 1>by nineteen eighty two, for example, only around six hundred

0:18:38.280 --> 0:18:41.919
<v Speaker 1>and fifty thousand of those even would have access to

0:18:41.960 --> 0:18:45.119
<v Speaker 1>the play cable service. And then of those six hundred

0:18:45.119 --> 0:18:47.840
<v Speaker 1>and fifty thousand, not that many people took the plunge

0:18:47.840 --> 0:18:50.399
<v Speaker 1>to pay four dollars ninety five cents per month to

0:18:50.560 --> 0:18:53.280
<v Speaker 1>actually use it. Now, there were some problems with the

0:18:53.280 --> 0:18:56.280
<v Speaker 1>business model from the get go, because gamers weren't the

0:18:56.320 --> 0:18:58.240
<v Speaker 1>only folks who had to cough up a decent amount

0:18:58.240 --> 0:19:00.240
<v Speaker 1>of money to be part of play cable. Right, you

0:19:00.280 --> 0:19:03.000
<v Speaker 1>had to buy the adapter, and then you had to

0:19:03.240 --> 0:19:06.359
<v Speaker 1>pay a subscription to the service. But the cable television

0:19:06.400 --> 0:19:10.240
<v Speaker 1>providers also had to pay in order to be able

0:19:10.359 --> 0:19:13.479
<v Speaker 1>to use this service. They would have to purchase a

0:19:13.560 --> 0:19:18.639
<v Speaker 1>really expensive computer to run the transmission side of this

0:19:18.760 --> 0:19:22.479
<v Speaker 1>service because it wasn't provided by Intellvision, So the cable

0:19:22.520 --> 0:19:25.960
<v Speaker 1>companies would have to pay like twelve grand for these

0:19:26.680 --> 0:19:31.480
<v Speaker 1>really expensive and particular computer systems. By nineteen eighty four,

0:19:31.960 --> 0:19:36.040
<v Speaker 1>in television had decided to unplug the play cable because

0:19:36.040 --> 0:19:39.000
<v Speaker 1>it just hadn't caught on plus in nineteen eighty four.

0:19:39.320 --> 0:19:43.440
<v Speaker 1>That's obviously after the video game crash of nineteen eighty three,

0:19:43.760 --> 0:19:46.520
<v Speaker 1>the home video game market in the United States was

0:19:46.560 --> 0:19:48.359
<v Speaker 1>in ruins. In other parts of the world it was

0:19:48.400 --> 0:19:52.080
<v Speaker 1>a different story, but the entire market crashed for the

0:19:52.200 --> 0:19:55.399
<v Speaker 1>US in nineteen eighty three. It's what would create the

0:19:55.480 --> 0:19:59.679
<v Speaker 1>opportunity for Nintendo to kind of resurrect that market. But

0:19:59.680 --> 0:20:03.639
<v Speaker 1>for all a good year, it was desolation in the

0:20:03.640 --> 0:20:06.959
<v Speaker 1>home video game space. Computers were kind of taking up

0:20:07.000 --> 0:20:10.760
<v Speaker 1>some of the gaps. Yeah, it was grim. In television,

0:20:11.040 --> 0:20:14.000
<v Speaker 1>games had been getting more complex, and that was also

0:20:14.080 --> 0:20:17.000
<v Speaker 1>part of the problem because the play cable system could

0:20:17.000 --> 0:20:21.000
<v Speaker 1>only support transfers of up to six kilobytes. So as

0:20:21.080 --> 0:20:24.440
<v Speaker 1>games were getting more sophisticated, the play cable couldn't keep up.

0:20:24.520 --> 0:20:28.760
<v Speaker 1>It physically was limited to six kilobytes of data for

0:20:28.880 --> 0:20:31.960
<v Speaker 1>these transfers, so if a game required more than that,

0:20:32.200 --> 0:20:34.800
<v Speaker 1>it would not be eligible for play cable. It just

0:20:34.840 --> 0:20:38.200
<v Speaker 1>wouldn't work. So, no matter what, the play cable had

0:20:38.359 --> 0:20:42.200
<v Speaker 1>probably a pretty limited lifespan. Even if the video game

0:20:42.240 --> 0:20:45.800
<v Speaker 1>market had not crashed in nineteen eighty three, it's unlikely

0:20:45.880 --> 0:20:48.240
<v Speaker 1>that in television would have kept it going that it

0:20:48.240 --> 0:20:51.000
<v Speaker 1>would have remained relevant, So it went could put unless

0:20:51.040 --> 0:20:53.920
<v Speaker 1>you think in television was the only example of an

0:20:54.000 --> 0:20:57.800
<v Speaker 1>early go at the games as a service model. Allow

0:20:57.880 --> 0:21:00.359
<v Speaker 1>me to tell you about the Atari game lie Line

0:21:00.600 --> 0:21:04.639
<v Speaker 1>from a company called Control Video Corporation. So this wasn't

0:21:04.720 --> 0:21:09.760
<v Speaker 1>from Atari itself, but from this CVC company, which interestingly

0:21:09.880 --> 0:21:14.800
<v Speaker 1>was founded by a guy named Bill von Meister, so

0:21:14.960 --> 0:21:19.480
<v Speaker 1>Bill the Mister. He he also co founded one of

0:21:19.520 --> 0:21:23.119
<v Speaker 1>the earliest online services called the Source, so really really

0:21:23.160 --> 0:21:26.960
<v Speaker 1>forward thinking dude. Similar to the play cable, GameLine was

0:21:27.000 --> 0:21:29.600
<v Speaker 1>a product and a service that would let Atari twenty

0:21:29.640 --> 0:21:32.920
<v Speaker 1>six hundred owners connect their console, by this time using

0:21:32.960 --> 0:21:36.160
<v Speaker 1>their phone line with an adapter that would plug into

0:21:36.200 --> 0:21:39.320
<v Speaker 1>the cartridge slot of your Attari twenty six hundred and

0:21:39.400 --> 0:21:41.560
<v Speaker 1>so it was similar to the play cable, but play

0:21:41.600 --> 0:21:45.399
<v Speaker 1>cable obviously connected to cable. Game Line connected to a

0:21:45.440 --> 0:21:49.360
<v Speaker 1>phone line, and so gamelines transmissions were over the telephone

0:21:49.359 --> 0:21:52.880
<v Speaker 1>system instead of cable TV frequencies. Now. According to Dan

0:21:52.960 --> 0:21:57.200
<v Speaker 1>Skelton in the Atari Compendium, this adapter cost forty nine

0:21:57.240 --> 0:22:00.720
<v Speaker 1>dollars and ninety five cents, and that included a year

0:22:00.840 --> 0:22:05.120
<v Speaker 1>of service. I'm not sure how much service was after that,

0:22:05.640 --> 0:22:07.960
<v Speaker 1>but that's not the only fee we'd be talking about,

0:22:08.119 --> 0:22:11.400
<v Speaker 1>because the way game line worked is that you would

0:22:12.040 --> 0:22:14.360
<v Speaker 1>get one of these adapters, you'd plug it into your

0:22:14.400 --> 0:22:16.879
<v Speaker 1>computer and hook it up to your phone system, and

0:22:17.040 --> 0:22:19.800
<v Speaker 1>when you turned it on for the first time, game

0:22:19.880 --> 0:22:24.160
<v Speaker 1>Line would automatically dial in to a particular phone line

0:22:24.200 --> 0:22:26.760
<v Speaker 1>and a computer system, and you would be prompted to

0:22:26.880 --> 0:22:31.560
<v Speaker 1>register your GameLine system and to create a personal identification

0:22:31.680 --> 0:22:35.920
<v Speaker 1>number or PIN, and then you would get to enter

0:22:36.600 --> 0:22:39.119
<v Speaker 1>whichever game you wanted by putting in a three digit

0:22:39.320 --> 0:22:43.840
<v Speaker 1>code that correlated to that specific game, and then that

0:22:43.920 --> 0:22:49.000
<v Speaker 1>game would be sent to temporarily live on the memory

0:22:49.160 --> 0:22:52.159
<v Speaker 1>of the adapter you were using. The adapter you had,

0:22:52.200 --> 0:22:54.800
<v Speaker 1>by the way, also required a nine volt battery to

0:22:54.880 --> 0:22:57.879
<v Speaker 1>remain powered because again it's volatile memory, so if it

0:22:57.960 --> 0:23:01.720
<v Speaker 1>loses power, then the information and is wiped from the system.

0:23:02.080 --> 0:23:05.240
<v Speaker 1>So you wanted to create a pen for every person

0:23:05.240 --> 0:23:07.560
<v Speaker 1>in your household because, as it would turn out, the

0:23:07.600 --> 0:23:11.560
<v Speaker 1>service would grant a user unlimited plays on their birthday.

0:23:11.840 --> 0:23:14.119
<v Speaker 1>So if you made a pen for everyone and the

0:23:14.200 --> 0:23:17.920
<v Speaker 1>dog in your family, you could use that specific pen

0:23:18.040 --> 0:23:21.600
<v Speaker 1>to log into the service on the respective person or

0:23:21.680 --> 0:23:26.040
<v Speaker 1>animal's birthday for unlimited plays. You know, hack the system,

0:23:26.080 --> 0:23:28.639
<v Speaker 1>is what I'm saying. Like the play Cable game lines

0:23:28.720 --> 0:23:31.280
<v Speaker 1>lineup would change month to month, and it would include

0:23:31.320 --> 0:23:33.880
<v Speaker 1>new games as well as, you know, really the most

0:23:33.880 --> 0:23:36.400
<v Speaker 1>popular titles that were on the service. They also put

0:23:36.440 --> 0:23:39.240
<v Speaker 1>out a magazine that informed customers about which titles would

0:23:39.240 --> 0:23:42.439
<v Speaker 1>become available in the upcoming month. Games could be played

0:23:42.560 --> 0:23:45.240
<v Speaker 1>only a limited number of times before they would get

0:23:45.320 --> 0:23:48.800
<v Speaker 1>wiped from memory. At that point, you could choose to

0:23:48.880 --> 0:23:51.760
<v Speaker 1>download the code again or access the code again, but

0:23:51.840 --> 0:23:55.040
<v Speaker 1>it would be for another charge, another fee, and we're

0:23:55.080 --> 0:23:59.199
<v Speaker 1>typically talking about one dollar per title. So for a

0:23:59.359 --> 0:24:02.560
<v Speaker 1>dollar you could play titles on the service for up

0:24:02.560 --> 0:24:05.760
<v Speaker 1>to eight times or so before they would just disappear

0:24:06.000 --> 0:24:09.280
<v Speaker 1>from your cartridge. The instruction manual for the device argued

0:24:09.320 --> 0:24:12.879
<v Speaker 1>that the limit was only on game plays, not the

0:24:13.000 --> 0:24:17.040
<v Speaker 1>time spent while playing, which means if you're really good,

0:24:17.480 --> 0:24:20.840
<v Speaker 1>then you could play all night. Because it doesn't matter

0:24:20.880 --> 0:24:23.440
<v Speaker 1>that it's only for eight plays. You're a master gamer.

0:24:23.760 --> 0:24:25.679
<v Speaker 1>You're going to breeze through this game and have a

0:24:25.680 --> 0:24:29.240
<v Speaker 1>great time, and you're not going to die every three seconds.

0:24:29.520 --> 0:24:32.160
<v Speaker 1>If you were to take a break during your game session,

0:24:32.280 --> 0:24:35.800
<v Speaker 1>the manual stress that you should only turn off your television,

0:24:36.080 --> 0:24:39.639
<v Speaker 1>but not the Atari console, nor should you remove the

0:24:39.680 --> 0:24:42.160
<v Speaker 1>cartridge from the game system or else the play session

0:24:42.160 --> 0:24:46.600
<v Speaker 1>would terminate early before all the plays had been exhausted. Now,

0:24:46.600 --> 0:24:49.760
<v Speaker 1>I'm sure, when compared to arcade machines, which were typically,

0:24:49.840 --> 0:24:53.000
<v Speaker 1>you know, twenty five cents per play, this could seem

0:24:53.080 --> 0:24:55.560
<v Speaker 1>like a bargain. You would get twice as many plays

0:24:55.680 --> 0:24:59.080
<v Speaker 1>as your typical arcade machine for the same amount of money,

0:24:59.200 --> 0:25:02.560
<v Speaker 1>eight plays for a versus four. But then I would

0:25:02.600 --> 0:25:04.440
<v Speaker 1>say for it to be a real bargain, I would

0:25:04.520 --> 0:25:07.000
<v Speaker 1>argue Atari games would have to be at least half

0:25:07.040 --> 0:25:09.720
<v Speaker 1>as good as the kind of games you could find

0:25:09.760 --> 0:25:12.760
<v Speaker 1>in the arcade and as a former Atari twenty six

0:25:12.840 --> 0:25:16.080
<v Speaker 1>hundred owner, I can assure you the Atari games, even

0:25:16.119 --> 0:25:18.719
<v Speaker 1>the really good ones, were not as good as what

0:25:18.800 --> 0:25:21.919
<v Speaker 1>you could find in an arcade. They just weren't, not

0:25:22.119 --> 0:25:25.120
<v Speaker 1>graphically and most of the time not gameplay wise, even

0:25:25.119 --> 0:25:28.080
<v Speaker 1>though there were some true bangers on the Atari twenty

0:25:28.119 --> 0:25:30.639
<v Speaker 1>six hundred. To this day, I think River Raid and

0:25:30.760 --> 0:25:34.560
<v Speaker 1>Pitfall are some of my favorite games for my childhood,

0:25:34.760 --> 0:25:36.439
<v Speaker 1>but I don't think they were better than what you

0:25:36.440 --> 0:25:39.920
<v Speaker 1>could find in the arcade. Now, this company, CBC, had

0:25:39.960 --> 0:25:42.720
<v Speaker 1>some hurdles that were pretty hard to overcome, and one

0:25:42.720 --> 0:25:45.600
<v Speaker 1>of the biggest is that the larger game companies that

0:25:45.600 --> 0:25:49.200
<v Speaker 1>were making titles for the Atari refused to license their

0:25:49.240 --> 0:25:53.439
<v Speaker 1>games to CVC so they could carry those games on

0:25:53.480 --> 0:25:56.440
<v Speaker 1>their service, and this left out a lot of really

0:25:56.440 --> 0:26:00.560
<v Speaker 1>important companies like Atari itself would not sign on. Neither

0:26:00.640 --> 0:26:04.280
<v Speaker 1>did Activision or Mattel or Parker Brothers, and there were

0:26:04.280 --> 0:26:06.800
<v Speaker 1>some others that held out too, and that kept the

0:26:06.880 --> 0:26:09.680
<v Speaker 1>library of games that were available on the game line

0:26:09.720 --> 0:26:13.399
<v Speaker 1>system pretty limited to games that had less appeal. You know,

0:26:13.440 --> 0:26:16.320
<v Speaker 1>these weren't necessarily bad games, although I'm sure there were

0:26:16.400 --> 0:26:19.520
<v Speaker 1>some of those too, but they were not the games

0:26:19.560 --> 0:26:23.200
<v Speaker 1>that had the best marketing and the largest demand among

0:26:23.280 --> 0:26:25.760
<v Speaker 1>Atari twenty six hundred owners, so that was a big

0:26:26.160 --> 0:26:29.959
<v Speaker 1>challenge for game Line. Now, it's possible that these bigger

0:26:29.960 --> 0:26:33.679
<v Speaker 1>companies were working on their own competing service ideas and

0:26:33.720 --> 0:26:37.119
<v Speaker 1>that's why they held out. They didn't want to contribute

0:26:37.359 --> 0:26:40.160
<v Speaker 1>to a company that would then become a competitor. This

0:26:40.240 --> 0:26:43.200
<v Speaker 1>is kind of like the Netflix story. Right when Netflix

0:26:43.240 --> 0:26:46.520
<v Speaker 1>started to stream movies, it started to run into issues

0:26:46.600 --> 0:26:51.480
<v Speaker 1>getting licensing agreements with different studios because the studios would

0:26:51.520 --> 0:26:55.320
<v Speaker 1>prefer to hold out and have their own operated service

0:26:55.640 --> 0:26:58.399
<v Speaker 1>rather than allow their stuff to be carried by a

0:26:58.440 --> 0:27:01.520
<v Speaker 1>potential competitor. But the whole thing would become moot anyway,

0:27:01.560 --> 0:27:04.800
<v Speaker 1>because again, the nineteen eighty three video game crash happened,

0:27:05.119 --> 0:27:07.320
<v Speaker 1>and a lot of the smaller third party companies that

0:27:07.320 --> 0:27:10.600
<v Speaker 1>were creating the titles the game Line was relying upon

0:27:10.720 --> 0:27:14.320
<v Speaker 1>they went belly up. That disaster trickled down to GameLine

0:27:14.359 --> 0:27:17.880
<v Speaker 1>and CVC itself, so the service did not last much longer.

0:27:18.119 --> 0:27:20.840
<v Speaker 1>In fact, you could see why it wouldn't because you

0:27:20.920 --> 0:27:25.159
<v Speaker 1>suddenly had this glut of Atari twenty six hundred cartridges

0:27:25.280 --> 0:27:28.560
<v Speaker 1>on the market and they were at insane markedown prices,

0:27:28.920 --> 0:27:31.639
<v Speaker 1>so you could go out and scoop up a dozen

0:27:31.720 --> 0:27:35.359
<v Speaker 1>or more cartridges for like twenty bucks, and then you

0:27:35.359 --> 0:27:37.640
<v Speaker 1>would have the cartridges, you could play the game as

0:27:37.680 --> 0:27:40.199
<v Speaker 1>many times as you wanted all day, and you wouldn't

0:27:40.240 --> 0:27:42.760
<v Speaker 1>have to worry about spending a dollar on just eight

0:27:42.800 --> 0:27:46.720
<v Speaker 1>plays or whatever. So game Line's business model was entirely

0:27:46.800 --> 0:27:50.639
<v Speaker 1>undercut by this industry crash. Now, that was not the

0:27:50.640 --> 0:27:53.720
<v Speaker 1>fault of CBC, and as time would show, the idea

0:27:53.720 --> 0:27:56.679
<v Speaker 1>of creating a service rather than focusing on just a

0:27:56.760 --> 0:28:00.840
<v Speaker 1>game would continue to be a goal for the industry. Okay,

0:28:01.240 --> 0:28:04.480
<v Speaker 1>we've got so much more to cover. We're going to

0:28:04.560 --> 0:28:17.840
<v Speaker 1>be back after a quick break to thank our sponsors. Okay.

0:28:17.840 --> 0:28:20.800
<v Speaker 1>So that was the sad tale of the play cable

0:28:20.880 --> 0:28:24.440
<v Speaker 1>from in Television and game Line from Atari. But there's

0:28:24.480 --> 0:28:28.640
<v Speaker 1>still more early attempts we could talk about. Nintendo itself

0:28:29.080 --> 0:28:32.480
<v Speaker 1>had such a service. It was called the Stela View

0:28:32.800 --> 0:28:36.480
<v Speaker 1>or Sateleeview, I guess because it's after satellite. But this

0:28:36.600 --> 0:28:39.040
<v Speaker 1>service was only in Japan and it was during the

0:28:39.120 --> 0:28:44.880
<v Speaker 1>Super Nintendo Entertainment System era. Subscribers to the Stelaview service

0:28:45.160 --> 0:28:48.479
<v Speaker 1>would get access to more than one hundred games using

0:28:48.520 --> 0:28:52.760
<v Speaker 1>an SNS Super Nintendo Entertainment System and add on an

0:28:52.800 --> 0:28:56.600
<v Speaker 1>adapter that could access these games via satellite as the

0:28:56.680 --> 0:28:59.360
<v Speaker 1>name suggests, and they could also access other stuff too.

0:28:59.400 --> 0:29:02.080
<v Speaker 1>It wasn't just games. You could actually use your SNS

0:29:02.200 --> 0:29:05.360
<v Speaker 1>to do stuff like read magazine articles and other media,

0:29:05.560 --> 0:29:08.560
<v Speaker 1>which is kind of cool, Like it really predates the

0:29:08.640 --> 0:29:13.120
<v Speaker 1>era of consoles, video game consoles becoming media centers, right.

0:29:13.320 --> 0:29:17.800
<v Speaker 1>Microsoft really stressed that when the Xbox three sixty came out,

0:29:18.160 --> 0:29:20.800
<v Speaker 1>really the Xbox One, I should say the Xbox One

0:29:20.920 --> 0:29:24.080
<v Speaker 1>was where the media center stuff really became front and center,

0:29:24.120 --> 0:29:27.160
<v Speaker 1>to the point where Microsoft kind of alienated the gaming

0:29:27.320 --> 0:29:32.080
<v Speaker 1>crowd as a result of that. Anyway, the teleview service

0:29:32.160 --> 0:29:35.720
<v Speaker 1>only lasted a few years before Nintendo withdrew support for

0:29:35.800 --> 0:29:39.800
<v Speaker 1>it due to some corporate shenanigans between it and a

0:29:39.840 --> 0:29:43.080
<v Speaker 1>company called st Giga or I don't know if it's

0:29:43.120 --> 0:29:46.800
<v Speaker 1>Saint Giga, but it is big S, little t period,

0:29:47.160 --> 0:29:50.840
<v Speaker 1>all caps Giga. Anyway, this company operated the actual satellite

0:29:50.840 --> 0:29:55.920
<v Speaker 1>service and Nintendo in this company got into some corporate

0:29:55.960 --> 0:30:00.320
<v Speaker 1>disagreements and ultimately Nintendo decided that it was done, and

0:30:00.760 --> 0:30:04.520
<v Speaker 1>once it left, Giga continued to operate the service for

0:30:04.560 --> 0:30:08.760
<v Speaker 1>a little while, but without Nintendo's support it was unsustainable.

0:30:09.040 --> 0:30:12.400
<v Speaker 1>So apparently, even before this corporate relationship soured between the

0:30:12.440 --> 0:30:15.480
<v Speaker 1>two companies, the service had a pretty limited rollout. I

0:30:15.560 --> 0:30:18.480
<v Speaker 1>mean again, it was just in Japan, it wasn't outside

0:30:18.520 --> 0:30:22.800
<v Speaker 1>of that market, and it was an expensive subscription, so

0:30:23.680 --> 0:30:26.600
<v Speaker 1>you know, not that many gamers were necessarily in a

0:30:26.640 --> 0:30:29.400
<v Speaker 1>position where they could even subscribe in the first place.

0:30:29.520 --> 0:30:31.240
<v Speaker 1>And it also came to a time when the next

0:30:31.280 --> 0:30:34.800
<v Speaker 1>generation of consoles was coming out, So why would you

0:30:34.840 --> 0:30:39.120
<v Speaker 1>spend more money to play games on the previous generation's

0:30:39.160 --> 0:30:43.120
<v Speaker 1>consoles when a new one is right on the horizon. Meanwhile,

0:30:43.240 --> 0:30:47.080
<v Speaker 1>competitor Sega created a service that harkened back to the

0:30:47.120 --> 0:30:51.640
<v Speaker 1>play cable system from in television. They introduced the Sega Channel.

0:30:51.960 --> 0:30:54.920
<v Speaker 1>So like the play Cable service, the Sega Channel relied

0:30:55.000 --> 0:30:59.120
<v Speaker 1>upon the cooperation of cable television carriers and Sega Genesis

0:30:59.160 --> 0:31:02.720
<v Speaker 1>owners could use an adapter to connect to this service

0:31:02.960 --> 0:31:07.240
<v Speaker 1>through their cable provider, so each month, players would be

0:31:07.320 --> 0:31:10.840
<v Speaker 1>able to try out somewhere between fifty and seventy titles

0:31:10.880 --> 0:31:14.280
<v Speaker 1>a month as options. Various sources disagree on exactly how

0:31:14.280 --> 0:31:16.800
<v Speaker 1>many titles were available, so I can't give you a

0:31:16.840 --> 0:31:20.040
<v Speaker 1>firm number. I saw one that said, definitively it was

0:31:20.080 --> 0:31:23.840
<v Speaker 1>seventy and another that said, definitively it was fifty. Whether

0:31:24.320 --> 0:31:26.360
<v Speaker 1>these are both true and at different times it was

0:31:26.400 --> 0:31:29.360
<v Speaker 1>different numbers, I don't know, because I never had a

0:31:29.400 --> 0:31:33.920
<v Speaker 1>Sega Genesis, but these games changed out month to month. However,

0:31:34.400 --> 0:31:37.719
<v Speaker 1>the timing on this launch was terrible because the Sega

0:31:37.760 --> 0:31:41.720
<v Speaker 1>Saturn debuted essentially the year after Sega Channel went live,

0:31:42.200 --> 0:31:45.160
<v Speaker 1>and since the Sega Channel was for the Sega Genesis,

0:31:45.200 --> 0:31:49.200
<v Speaker 1>the previous generations console, that was not ideal. Plus, the

0:31:49.200 --> 0:31:52.800
<v Speaker 1>subscription fee was something like fifteen dollars a month, and

0:31:52.840 --> 0:31:55.360
<v Speaker 1>there was a twenty five dollars activation fee at the

0:31:55.440 --> 0:31:58.640
<v Speaker 1>very beginning anyway, so not that many gamers were eager

0:31:58.680 --> 0:32:01.680
<v Speaker 1>to spend a recurring fifteen dollars a month to play

0:32:01.720 --> 0:32:05.080
<v Speaker 1>games on the previous generation hardware. So just a few

0:32:05.120 --> 0:32:08.880
<v Speaker 1>years after its debut, the Sega Channel fizzled out. The

0:32:08.920 --> 0:32:12.760
<v Speaker 1>strategy for the services I mentioned so far mostly revolved

0:32:12.800 --> 0:32:16.320
<v Speaker 1>around granting players access to games that otherwise they could

0:32:16.400 --> 0:32:19.720
<v Speaker 1>just go outside and buy right like. These were games

0:32:19.760 --> 0:32:23.959
<v Speaker 1>that also existed in cartridge or disc form so you

0:32:24.000 --> 0:32:26.520
<v Speaker 1>could go to your store and buy a copy. So

0:32:26.600 --> 0:32:29.720
<v Speaker 1>really these were for people who wanted to try out

0:32:29.800 --> 0:32:33.880
<v Speaker 1>games but didn't necessarily have the money to commit to

0:32:34.520 --> 0:32:37.440
<v Speaker 1>making a full on purchase. It was really a lot

0:32:37.480 --> 0:32:40.120
<v Speaker 1>like the video rental model, you know, where you would

0:32:40.160 --> 0:32:42.960
<v Speaker 1>go to a place like like Blockbuster and rent a

0:32:43.000 --> 0:32:45.200
<v Speaker 1>movie as opposed to going out and buying a copy

0:32:45.240 --> 0:32:47.800
<v Speaker 1>of it, because you know, you didn't have to go

0:32:47.840 --> 0:32:51.040
<v Speaker 1>and get a physical copy of that and purchase it.

0:32:51.120 --> 0:32:53.040
<v Speaker 1>You didn't even need a physical copy at all. You

0:32:53.080 --> 0:32:56.120
<v Speaker 1>would just download the stuff onto the memory of the

0:32:56.240 --> 0:33:00.240
<v Speaker 1>adapter or whatever. But then we would see developers move

0:33:00.240 --> 0:33:03.680
<v Speaker 1>to create games specifically to tap into a recurring subscription

0:33:03.840 --> 0:33:08.920
<v Speaker 1>revenue stream and bypass the whole physical copy or having

0:33:08.920 --> 0:33:12.840
<v Speaker 1>it being available in some other format entirely. They said, well,

0:33:13.160 --> 0:33:16.280
<v Speaker 1>this model is going to work, but only if we're

0:33:16.320 --> 0:33:18.880
<v Speaker 1>not making it an alternative to just going out and

0:33:18.960 --> 0:33:22.160
<v Speaker 1>buying the game. So we're going to change tracks a

0:33:22.200 --> 0:33:26.600
<v Speaker 1>little bit, because subscription service and live service these are

0:33:26.600 --> 0:33:30.720
<v Speaker 1>two terms that are related, but they're not necessarily synonymous.

0:33:31.000 --> 0:33:34.000
<v Speaker 1>I want to first mention a game called Air Warrior,

0:33:34.240 --> 0:33:37.280
<v Speaker 1>which I had never heard about until I had researched

0:33:37.360 --> 0:33:42.000
<v Speaker 1>this topic. Air Warrior was a flight combat simulator game

0:33:42.040 --> 0:33:45.640
<v Speaker 1>released by a company called Kesmi in nineteen eighty seven.

0:33:46.040 --> 0:33:50.800
<v Speaker 1>You could argue this was an early MMOG with actual graphics.

0:33:50.800 --> 0:33:55.760
<v Speaker 1>So MMO stands for massively multiplayer online and g stands

0:33:55.760 --> 0:33:58.320
<v Speaker 1>for game. And there's a lot of different MMOs. Right,

0:33:58.360 --> 0:34:01.640
<v Speaker 1>There's MMO RP, which I would argue are probably the

0:34:01.640 --> 0:34:06.719
<v Speaker 1>most famous massively multiplayer online role playing games, but there

0:34:06.760 --> 0:34:09.760
<v Speaker 1>are a lot of games that are massively multiplayer online games.

0:34:10.000 --> 0:34:12.520
<v Speaker 1>The case with Air Warrior was, you know, it was

0:34:12.560 --> 0:34:15.960
<v Speaker 1>a game with very primitive graphics. It actually had graphics.

0:34:16.520 --> 0:34:19.480
<v Speaker 1>It was an early MMO that had graphics that was

0:34:19.520 --> 0:34:22.880
<v Speaker 1>pretty incredible. And this is in the late nineteen eighties

0:34:22.920 --> 0:34:26.960
<v Speaker 1>where not many people even had dial up modems at

0:34:27.000 --> 0:34:30.040
<v Speaker 1>that point, and those who did often had dial up

0:34:30.080 --> 0:34:32.920
<v Speaker 1>modems that had a pretty low bad rate, which meant

0:34:33.280 --> 0:34:37.360
<v Speaker 1>you couldn't make a really, you know, deeply sophisticated game.

0:34:37.520 --> 0:34:41.480
<v Speaker 1>It just wouldn't be a good experience because the transmission

0:34:41.520 --> 0:34:44.080
<v Speaker 1>speeds would be far too low. So this was like

0:34:44.360 --> 0:34:49.680
<v Speaker 1>a monochromatic wire frame air combat simulator. The eighties saw

0:34:49.719 --> 0:34:54.359
<v Speaker 1>some really early MMOs besides Air Warrior. Ones that came

0:34:54.400 --> 0:34:57.600
<v Speaker 1>out before Air Warrior, but those were text based, so

0:34:57.640 --> 0:35:00.759
<v Speaker 1>they were often dungeon crawlers called MUDs, which stands for

0:35:00.920 --> 0:35:05.320
<v Speaker 1>multi User dungeon. These are descendants of early text based

0:35:05.400 --> 0:35:09.280
<v Speaker 1>computer games, stuff like the Old Old Old Zork series

0:35:09.400 --> 0:35:13.880
<v Speaker 1>or Hitchiker's Guide to the Galaxy or Leather Goddess of Phobos.

0:35:13.920 --> 0:35:15.799
<v Speaker 1>Those are the ones I think of when I think

0:35:15.800 --> 0:35:19.200
<v Speaker 1>of the text based adventure games. Air Warrior was different.

0:35:19.239 --> 0:35:22.200
<v Speaker 1>It was a game with real but primitive graphics, and

0:35:22.239 --> 0:35:24.719
<v Speaker 1>to play Air Warrior, gamers had to subscribe to a

0:35:24.800 --> 0:35:28.200
<v Speaker 1>service and they paid a fee of around eleven dollars

0:35:28.239 --> 0:35:31.880
<v Speaker 1>an hour to play this game online. So there was

0:35:31.960 --> 0:35:36.040
<v Speaker 1>a dedicated but small fan base for this game, not

0:35:36.120 --> 0:35:39.000
<v Speaker 1>really surprising considering the limitations of the game and the

0:35:39.080 --> 0:35:42.839
<v Speaker 1>expense that went along with it. The first computer role

0:35:42.880 --> 0:35:47.200
<v Speaker 1>playing game to really tap into this model was arguably

0:35:47.400 --> 0:35:52.960
<v Speaker 1>Never Winter Nights. This debuted as part of America Online's offerings.

0:35:53.040 --> 0:35:56.879
<v Speaker 1>So AOL's business model was essentially to charge users by

0:35:56.920 --> 0:36:01.640
<v Speaker 1>the hour for accessing online services. So it benefited the

0:36:01.680 --> 0:36:05.920
<v Speaker 1>company to create features on their service that were compelling

0:36:06.000 --> 0:36:08.840
<v Speaker 1>and you know, sticky for lack of a better word,

0:36:09.040 --> 0:36:11.719
<v Speaker 1>It's really not that different from how social platforms like

0:36:11.760 --> 0:36:16.520
<v Speaker 1>TikTok and Facebook use algorithmic strategies to keep people on

0:36:16.680 --> 0:36:19.680
<v Speaker 1>those apps for as long as possible to drive engagement.

0:36:19.800 --> 0:36:23.400
<v Speaker 1>It's the same idea, what can we offer that is

0:36:23.520 --> 0:36:27.200
<v Speaker 1>compelling to our customers so that they keep using our

0:36:27.239 --> 0:36:30.399
<v Speaker 1>services and drive up the amount of money they owe

0:36:30.440 --> 0:36:35.040
<v Speaker 1>us in that per hour charging. So Never Winter Nights

0:36:35.080 --> 0:36:37.400
<v Speaker 1>was part of this strategy. It was based off the

0:36:37.440 --> 0:36:41.120
<v Speaker 1>Forbidden Realms mythology of the Dungeons and Dragons game. It

0:36:41.200 --> 0:36:44.200
<v Speaker 1>also followed in the footsteps of some computer role playing

0:36:44.239 --> 0:36:48.480
<v Speaker 1>games or CRPGs, not Internet based ones, but just computer

0:36:48.560 --> 0:36:51.600
<v Speaker 1>based ones, like Pool of Radiance. By the way, that

0:36:51.680 --> 0:36:53.839
<v Speaker 1>was one of my favorite games as a kid. Pool

0:36:53.880 --> 0:36:57.480
<v Speaker 1>of Radiance I thought was a truly brilliant adaptation of

0:36:57.600 --> 0:37:02.239
<v Speaker 1>Dungeons and Dragons rules andthologies, and I loved playing it.

0:37:02.520 --> 0:37:07.160
<v Speaker 1>AOL initially introduced two different tiers of pricing for game

0:37:07.239 --> 0:37:10.160
<v Speaker 1>sessions on Never Winter Nights. If it was during an

0:37:10.200 --> 0:37:13.279
<v Speaker 1>off peak hour, you would be expected to pay five

0:37:13.320 --> 0:37:16.520
<v Speaker 1>dollars an hour. For play sessions during peak service, that

0:37:16.560 --> 0:37:19.800
<v Speaker 1>would double to ten dollars an hour in order to

0:37:19.840 --> 0:37:22.960
<v Speaker 1>be able to play this game. Later on, AOL would

0:37:23.000 --> 0:37:26.160
<v Speaker 1>switch the game to be a free to play option

0:37:26.680 --> 0:37:30.000
<v Speaker 1>in the overall subscription service of AOL, so you didn't

0:37:30.040 --> 0:37:32.640
<v Speaker 1>have to pay extra just to play this game. It

0:37:32.680 --> 0:37:35.319
<v Speaker 1>was part of the overall offering, and that moved to

0:37:35.320 --> 0:37:37.080
<v Speaker 1>free to play is also something we would see a

0:37:37.120 --> 0:37:40.280
<v Speaker 1>lot more of in the next decade and a half

0:37:40.360 --> 0:37:44.400
<v Speaker 1>or two decades or actually three. I am in denial

0:37:44.440 --> 0:37:48.440
<v Speaker 1>about how long ago the nineteen nineties were because to

0:37:48.520 --> 0:37:52.560
<v Speaker 1>think about it is really disheartening when I realized how

0:37:52.719 --> 0:37:55.240
<v Speaker 1>much of my life was in the nineties a decade.

0:37:55.480 --> 0:37:58.640
<v Speaker 1>As it would turn out anyway, Never Winter Nights would

0:37:58.960 --> 0:38:02.919
<v Speaker 1>would sun at by the late nineties. It didn't stick

0:38:02.960 --> 0:38:07.680
<v Speaker 1>around forever. Obviously, AOL itself transformed quite a bit throughout

0:38:07.719 --> 0:38:10.680
<v Speaker 1>the nineties, so it is no longer an active thing.

0:38:10.719 --> 0:38:14.080
<v Speaker 1>There would be other games with the name Never Winter Nights,

0:38:14.120 --> 0:38:19.440
<v Speaker 1>but they are not directly connected to this early MMO RPG. Also,

0:38:19.480 --> 0:38:23.320
<v Speaker 1>it wasn't initially that massive, you know, the two MS

0:38:23.840 --> 0:38:27.840
<v Speaker 1>Stanford massively multiplayer, and at least initially Never Winter Nights.

0:38:28.160 --> 0:38:31.239
<v Speaker 1>While multiplayer was not massive, I think the servers were

0:38:31.239 --> 0:38:35.440
<v Speaker 1>limited to around fifty players at a time. Later on,

0:38:35.560 --> 0:38:38.440
<v Speaker 1>I think it expanded, but it didn't start out as

0:38:38.480 --> 0:38:44.359
<v Speaker 1>being truly massive, despite getting the name MMO RPG. But yeah, never.

0:38:44.400 --> 0:38:49.200
<v Speaker 1>Winter Nights was an early example, and other MMORPGs would follow.

0:38:49.360 --> 0:38:53.160
<v Speaker 1>There was Meridian fifty nine that was the first MMOORPG

0:38:53.320 --> 0:38:56.520
<v Speaker 1>with graphics rendered as three dimensional objects instead of just

0:38:56.560 --> 0:39:00.960
<v Speaker 1>two D icons or sprites. Meridian fifty was a game

0:39:01.080 --> 0:39:03.920
<v Speaker 1>that had a flat rate subscription fee, so you didn't

0:39:03.920 --> 0:39:06.839
<v Speaker 1>pay by the hour, you paid by the month, and

0:39:07.000 --> 0:39:09.760
<v Speaker 1>the servers from Ridy and fifty nine were also limited.

0:39:09.800 --> 0:39:13.359
<v Speaker 1>They could support fifty players per server, so you could

0:39:13.440 --> 0:39:17.240
<v Speaker 1>argue the first M didn't really apply for that one either. Also,

0:39:17.480 --> 0:39:20.040
<v Speaker 1>if the server you wanted to play on was really popular,

0:39:20.280 --> 0:39:23.160
<v Speaker 1>you would find yourself unable to connect, which could be

0:39:23.160 --> 0:39:25.600
<v Speaker 1>really frustrating. You'd have to just keep trying and hope

0:39:25.640 --> 0:39:30.240
<v Speaker 1>that someone had either quit their play session or lost

0:39:30.239 --> 0:39:32.640
<v Speaker 1>a connection, and you just take it. But yeah, it

0:39:32.719 --> 0:39:35.399
<v Speaker 1>was a somewhat of a limited experience and it would

0:39:35.480 --> 0:39:38.840
<v Speaker 1>only last for a few years before Sunsetting as well.

0:39:39.040 --> 0:39:43.600
<v Speaker 1>Lots more MMORPGs would follow. Ultima Online was a big one.

0:39:43.719 --> 0:39:46.560
<v Speaker 1>I actually remember when Ultima Online launched because I was

0:39:46.600 --> 0:39:49.640
<v Speaker 1>at a convention and Richard Garriott, the guy who created

0:39:49.680 --> 0:39:53.080
<v Speaker 1>the Ultimate series, was there and was introducing people to

0:39:53.200 --> 0:39:56.800
<v Speaker 1>an early build of Ultima Online. So they had an

0:39:56.880 --> 0:40:00.480
<v Speaker 1>instance running where we got a chance to kind of

0:40:00.600 --> 0:40:03.239
<v Speaker 1>just see where the game was in development. It was

0:40:03.280 --> 0:40:06.000
<v Speaker 1>an incredible experience because usually you don't get that kind

0:40:06.000 --> 0:40:08.920
<v Speaker 1>of insight. That's a really rare thing unless you happen

0:40:08.960 --> 0:40:11.719
<v Speaker 1>to be, you know, someone who's already in the industry.

0:40:11.920 --> 0:40:15.120
<v Speaker 1>Otherwise you just don't get that kind of access. EverQuest

0:40:15.200 --> 0:40:19.480
<v Speaker 1>was a really big, popular early MMO RPG that depended

0:40:19.520 --> 0:40:23.560
<v Speaker 1>upon the subscription service. EverQuest two would continue that, but

0:40:23.640 --> 0:40:27.719
<v Speaker 1>the powerhouse of the entire industry was World of Warcraft

0:40:27.800 --> 0:40:31.480
<v Speaker 1>and still is World of Warcraft that's still going on today. Obviously,

0:40:32.000 --> 0:40:35.000
<v Speaker 1>games of this nature didn't stop with World of Warcraft.

0:40:35.000 --> 0:40:37.319
<v Speaker 1>It's not like that came out and then you'd never

0:40:37.360 --> 0:40:41.919
<v Speaker 1>heard about any other MMO RPG. There are others out there.

0:40:42.040 --> 0:40:44.440
<v Speaker 1>You know, there's Fallout seventy six, which is just you know,

0:40:44.480 --> 0:40:47.600
<v Speaker 1>a few years old at this point, Elder Scrolls Online,

0:40:47.800 --> 0:40:53.600
<v Speaker 1>Final Fantasy fourteen, a Realm Reborn, and tons of others exist.

0:40:53.920 --> 0:40:56.080
<v Speaker 1>So those games go on and on, with the idea

0:40:56.120 --> 0:41:00.359
<v Speaker 1>being that players will occasionally get new content that keeps

0:41:00.400 --> 0:41:03.560
<v Speaker 1>them invested in the gameplay, and in return, they will

0:41:03.600 --> 0:41:06.640
<v Speaker 1>continue to subscribe to the service, or, in the case

0:41:06.640 --> 0:41:09.400
<v Speaker 1>of free to play games, they will be tempted to

0:41:09.440 --> 0:41:13.200
<v Speaker 1>spend real world money on things that will enhance their

0:41:13.360 --> 0:41:18.320
<v Speaker 1>online experience in some way, and that prospect would find

0:41:18.560 --> 0:41:22.560
<v Speaker 1>its way into other kinds of games outside of RPGs.

0:41:22.840 --> 0:41:25.760
<v Speaker 1>It would also be boosted by a trend toward requiring

0:41:25.800 --> 0:41:28.960
<v Speaker 1>players to have a persistent Internet connection in order to

0:41:29.000 --> 0:41:32.600
<v Speaker 1>play the game at all, even a game that did

0:41:32.600 --> 0:41:37.040
<v Speaker 1>not have some sort of online component to it, and

0:41:37.160 --> 0:41:41.040
<v Speaker 1>that would complicate things. We'll pick up there in our

0:41:41.080 --> 0:41:44.279
<v Speaker 1>next episode to continue to talk about games as a

0:41:44.320 --> 0:41:47.520
<v Speaker 1>service and live service games and why this move is

0:41:47.640 --> 0:41:50.359
<v Speaker 1>changing the industry. A lot of people feel that it's

0:41:50.440 --> 0:41:53.960
<v Speaker 1>changing the industry for the worst, that it's not it's

0:41:54.040 --> 0:41:57.480
<v Speaker 1>not a good thing. And certainly there are practices within

0:41:57.960 --> 0:42:04.759
<v Speaker 1>live service games that are predatory and exploitative and just

0:42:05.320 --> 0:42:09.200
<v Speaker 1>not good for the consumer, and they tend to feel

0:42:09.360 --> 0:42:13.560
<v Speaker 1>very cynical and crass and short sighted. But there are

0:42:13.600 --> 0:42:17.719
<v Speaker 1>also ways of doing live service games that even if Ultimately,

0:42:17.760 --> 0:42:20.759
<v Speaker 1>you're talking about ways to continue to generate revenue from

0:42:20.760 --> 0:42:24.799
<v Speaker 1>your game. Don't feel predatory. So we're going to talk

0:42:24.840 --> 0:42:28.000
<v Speaker 1>more about this in our next episode. We've got plenty

0:42:28.000 --> 0:42:31.440
<v Speaker 1>of other examples to talk about, and developments and evolution

0:42:31.719 --> 0:42:35.680
<v Speaker 1>of the business model to take into consideration to kind

0:42:35.719 --> 0:42:38.000
<v Speaker 1>of see how we got to where we are now

0:42:38.320 --> 0:42:41.920
<v Speaker 1>and why some people in the industry say stay alive

0:42:42.040 --> 0:42:45.680
<v Speaker 1>till twenty five, meaning twenty twenty five, because twenty twenty

0:42:45.760 --> 0:42:50.920
<v Speaker 1>four so far has been a really tough and scary

0:42:51.040 --> 0:42:55.160
<v Speaker 1>year for people in the games industry. Okay, we're going

0:42:55.239 --> 0:42:57.440
<v Speaker 1>to wrap up here for now. We'll be back on

0:42:57.520 --> 0:43:00.719
<v Speaker 1>Wednesday to talk more about this. And I hope all

0:43:00.760 --> 0:43:03.200
<v Speaker 1>of you out there are well. I hope none of

0:43:03.239 --> 0:43:09.040
<v Speaker 1>you are struggling with any concerns about your living because

0:43:09.160 --> 0:43:12.040
<v Speaker 1>I've been there and it sucks, and I hope that's

0:43:12.080 --> 0:43:15.480
<v Speaker 1>not the case for you. I hope you're flourishing and

0:43:15.560 --> 0:43:18.640
<v Speaker 1>doing way better than I am, because I want to

0:43:18.640 --> 0:43:22.480
<v Speaker 1>see y'all succeed and to just have a wonderful life.

0:43:22.840 --> 0:43:26.520
<v Speaker 1>That's my desire. Because I'm a SAP. That's it for me.

0:43:27.160 --> 0:43:36.719
<v Speaker 1>I'll talk to you again really soon. Tech Stuff is

0:43:36.760 --> 0:43:41.319
<v Speaker 1>an iHeartRadio production. For more podcasts from iHeartRadio, visit the

0:43:41.360 --> 0:43:45.000
<v Speaker 1>iHeartRadio app, Apple Podcasts, or wherever you listen to your

0:43:45.040 --> 0:43:49.280
<v Speaker 1>favorite shows.