1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to tech Stuff, a production from my Heart Radio. 2 00:00:12,119 --> 00:00:14,880 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:15,000 --> 00:00:17,840 Speaker 1: Jonathan Strickland. I'm ad executive producer with iHeart Radio and 4 00:00:17,840 --> 00:00:21,640 Speaker 1: I love all things tech. And previously on tech Stuff, 5 00:00:21,680 --> 00:00:25,599 Speaker 1: I talked about the founding of the company Niantic, how 6 00:00:25,640 --> 00:00:28,520 Speaker 1: it took its name from a ship that ended up 7 00:00:28,600 --> 00:00:32,400 Speaker 1: being buried under San Francisco, and it went on to 8 00:00:32,520 --> 00:00:36,560 Speaker 1: launch the phenomenally successful Pokemon Go. I covered a bit 9 00:00:36,640 --> 00:00:41,680 Speaker 1: of how Niantic developed another game called Ingress before it 10 00:00:41,840 --> 00:00:44,839 Speaker 1: jumped on Pokemon Go. So today we're going to continue 11 00:00:44,840 --> 00:00:47,080 Speaker 1: our story. We're gonna talk a little bit more about 12 00:00:47,120 --> 00:00:51,360 Speaker 1: how Pokemon Go works and how it makes money, and 13 00:00:51,400 --> 00:00:54,320 Speaker 1: also what else Niantic has been working on. So let's 14 00:00:54,360 --> 00:00:59,240 Speaker 1: first talk about how Pokemon in general, not just Pokemon Go, 15 00:00:59,360 --> 00:01:02,319 Speaker 1: but how Pokemon on in general works. From a very 16 00:01:02,400 --> 00:01:07,679 Speaker 1: high level, the Pokemon are fictional critters. They are pocket monsters, 17 00:01:07,760 --> 00:01:10,400 Speaker 1: if you will, though many of them are far too 18 00:01:10,520 --> 00:01:14,880 Speaker 1: large to fit inside of a pocket. Players called trainers 19 00:01:15,040 --> 00:01:19,120 Speaker 1: attempt to find and catch the various Pokemon and add 20 00:01:19,160 --> 00:01:23,479 Speaker 1: them to their collection or Poka decks. By the way, 21 00:01:23,720 --> 00:01:27,680 Speaker 1: get used to poke a being used a lot in 22 00:01:27,720 --> 00:01:31,880 Speaker 1: this episode. Uh. You use poke balls to catch Pokemon, 23 00:01:32,000 --> 00:01:36,440 Speaker 1: and trainers can even evolve Pokemon into more advanced forms. So, 24 00:01:36,520 --> 00:01:41,480 Speaker 1: for example, the char Mander Pokemon will eventually evolve into 25 00:01:41,560 --> 00:01:45,280 Speaker 1: a form called the char Million and then further evolve 26 00:01:45,480 --> 00:01:49,400 Speaker 1: into the charas Art. Each evolution marks an increase in 27 00:01:49,440 --> 00:01:54,200 Speaker 1: Pokemon power and some changes in their abilities. Trainers pit 28 00:01:54,440 --> 00:01:59,240 Speaker 1: their Pokemon against other trainers into Pokemon battles, and that 29 00:01:59,280 --> 00:02:02,600 Speaker 1: means in most Pokemon games you enter into a turn 30 00:02:02,720 --> 00:02:07,320 Speaker 1: based combat sequence. In the standard Pokemon games, it's clear 31 00:02:07,360 --> 00:02:10,880 Speaker 1: that some trainers are bad guys. They're working to create 32 00:02:10,919 --> 00:02:14,359 Speaker 1: a sort of criminal organization that leans heavily on these 33 00:02:14,400 --> 00:02:18,760 Speaker 1: Pokemon critters to do nefarious things, Team Rocket being a 34 00:02:18,760 --> 00:02:24,280 Speaker 1: prime example. Each Pokemon belongs to a category or a type, 35 00:02:24,760 --> 00:02:28,600 Speaker 1: and each type has strengths and weaknesses against some of 36 00:02:28,639 --> 00:02:32,800 Speaker 1: the other types. And it's kind of like paper rock scissors, 37 00:02:33,120 --> 00:02:36,440 Speaker 1: you know, because paper beats rock, rock beats scissors, scissors 38 00:02:36,440 --> 00:02:40,640 Speaker 1: beats paper. In Pokemon, however, you don't have three types. 39 00:02:40,800 --> 00:02:45,760 Speaker 1: You've got eighteen different types. Some types have no advantage 40 00:02:45,840 --> 00:02:50,040 Speaker 1: or disadvantages against each other. Uh. Some Pokemon types like 41 00:02:50,280 --> 00:02:54,920 Speaker 1: grass types are weak against many other types, and so 42 00:02:55,000 --> 00:02:58,880 Speaker 1: knowing which types are effective against others helps a trainer 43 00:02:58,919 --> 00:03:02,560 Speaker 1: win battles. And just because one Pokemon is naturally weak 44 00:03:02,760 --> 00:03:08,960 Speaker 1: against another does not necessarily mean defeat is inevitable. There's 45 00:03:09,000 --> 00:03:12,720 Speaker 1: an R and G element or random number generator to 46 00:03:12,840 --> 00:03:16,840 Speaker 1: this too, so it is possible, but very unlikely, that 47 00:03:16,919 --> 00:03:20,360 Speaker 1: a Pokemon that's weak against another will still win in 48 00:03:20,360 --> 00:03:22,960 Speaker 1: a battle if it just happens to get really good 49 00:03:23,080 --> 00:03:27,160 Speaker 1: random results and the other one gets really bad results. 50 00:03:27,200 --> 00:03:30,280 Speaker 1: But obviously the odds are against you in that scenario. 51 00:03:30,800 --> 00:03:33,280 Speaker 1: Oh and each Pokemon has a few different moves that 52 00:03:33,360 --> 00:03:36,280 Speaker 1: you can play in this turn based system. Some moves 53 00:03:36,320 --> 00:03:40,200 Speaker 1: are meant to reduce your opponent's defenses, some are meant 54 00:03:40,240 --> 00:03:44,000 Speaker 1: to decrease the potency of their next attack, and some 55 00:03:44,080 --> 00:03:47,640 Speaker 1: are just meant to inflict damage. When a Pokemon has 56 00:03:47,640 --> 00:03:49,800 Speaker 1: taken all the damage it can take, in other words, 57 00:03:49,840 --> 00:03:53,040 Speaker 1: all of its hit points are gone, it faints. There 58 00:03:53,120 --> 00:03:55,720 Speaker 1: is no dying in Pokemon, which is something of a 59 00:03:55,760 --> 00:03:59,360 Speaker 1: relief in most Pokemon games. If you're a creature faints, 60 00:03:59,640 --> 00:04:02,760 Speaker 1: you can swap in another Pokemon from your collection and 61 00:04:02,800 --> 00:04:05,840 Speaker 1: continue the battle. But if all of your Pokemon in 62 00:04:05,840 --> 00:04:09,120 Speaker 1: your in your little group faint, you lose the battle 63 00:04:09,440 --> 00:04:11,600 Speaker 1: plus some money, and you head off to a Pokemon 64 00:04:11,640 --> 00:04:14,080 Speaker 1: center where you can have your poor little critters recover 65 00:04:14,200 --> 00:04:16,800 Speaker 1: before heading back out to do it all over again. 66 00:04:17,640 --> 00:04:20,200 Speaker 1: Now there are other aspects to the game as well. 67 00:04:20,560 --> 00:04:23,720 Speaker 1: Most games allow players to buy various items which can 68 00:04:23,760 --> 00:04:27,800 Speaker 1: help during Pokemon battles, like it can help restore hit points, 69 00:04:27,839 --> 00:04:30,880 Speaker 1: for example. And then there's the poke ball, which is 70 00:04:30,920 --> 00:04:34,039 Speaker 1: a small sphere that acts both like a net to 71 00:04:34,160 --> 00:04:37,160 Speaker 1: catch Pokemon and also a storage space where your little 72 00:04:37,160 --> 00:04:41,320 Speaker 1: pokemons live. It captures them and holds them wild Pokemon. 73 00:04:41,600 --> 00:04:44,120 Speaker 1: If you encounter one in the wild within these games, 74 00:04:44,400 --> 00:04:46,039 Speaker 1: you have a chance to try and capture them and 75 00:04:46,040 --> 00:04:47,760 Speaker 1: add them to your collection, but they have a chance 76 00:04:47,800 --> 00:04:51,640 Speaker 1: to escape capture. Battling wild Pokemon with one of your 77 00:04:51,640 --> 00:04:54,680 Speaker 1: own can weaken the wild ones enough so that when 78 00:04:54,720 --> 00:04:58,240 Speaker 1: you grab them, they don't have the strength to escape. Charming, right, 79 00:04:58,520 --> 00:05:01,200 Speaker 1: all right? So in pokem Mon Go, some of these 80 00:05:01,240 --> 00:05:04,320 Speaker 1: elements made it into play early on, but not all 81 00:05:04,400 --> 00:05:06,760 Speaker 1: of them did. There were some limitations on things like 82 00:05:07,200 --> 00:05:10,039 Speaker 1: whom you could actually battle. You couldn't go head to 83 00:05:10,080 --> 00:05:13,440 Speaker 1: head against another player for example. But Pokemon Go also 84 00:05:13,480 --> 00:05:17,600 Speaker 1: introduced some elements that are not in the standard console games. 85 00:05:18,120 --> 00:05:21,560 Speaker 1: For one, the types of Pokemon you encounter depend heavily 86 00:05:21,680 --> 00:05:25,680 Speaker 1: on where in the world you really physically are. Some 87 00:05:25,720 --> 00:05:29,919 Speaker 1: Pokemon are unique to specific continents, meaning you could wander 88 00:05:30,120 --> 00:05:33,600 Speaker 1: all over uh, well, let's say North America, and if 89 00:05:33,600 --> 00:05:36,760 Speaker 1: you did, you would never see a Mr. Mine, which 90 00:05:37,279 --> 00:05:40,920 Speaker 1: frankly might be a blessing. But that's because Mr. Mime 91 00:05:41,080 --> 00:05:44,039 Speaker 1: is exclusive to Europe. You would have to travel to 92 00:05:44,120 --> 00:05:46,920 Speaker 1: Europe to have a chance of finding one in the wild. 93 00:05:47,480 --> 00:05:49,680 Speaker 1: And also the time of day matters too. You will 94 00:05:49,720 --> 00:05:53,280 Speaker 1: see a different distribution of Pokemon monsters in the morning 95 00:05:53,400 --> 00:05:56,880 Speaker 1: versus the evening, for example. Now for another thing, The 96 00:05:57,000 --> 00:06:01,320 Speaker 1: act of catching a Pokemon in Pokemon involves a gesture 97 00:06:01,360 --> 00:06:04,680 Speaker 1: control mechanic. So you've got your little poke bowl on 98 00:06:04,760 --> 00:06:07,479 Speaker 1: your screen. Then you can also see your Pokemon that 99 00:06:07,520 --> 00:06:10,559 Speaker 1: you're trying to capture on your screen. If you're playing 100 00:06:10,560 --> 00:06:14,240 Speaker 1: an augmented reality mode, the Pokemon actually appears as an 101 00:06:14,240 --> 00:06:16,840 Speaker 1: overlay of a camera view of your environment. So you'd 102 00:06:16,839 --> 00:06:19,480 Speaker 1: be holding up your camera. Maybe you're looking at like, 103 00:06:19,520 --> 00:06:22,200 Speaker 1: say a park bench, and you notice that the little 104 00:06:22,240 --> 00:06:25,719 Speaker 1: Pokemon is apparently standing on top of the park bench. 105 00:06:25,760 --> 00:06:28,840 Speaker 1: It's cute, but a lot of folks actually switch this 106 00:06:28,880 --> 00:06:31,839 Speaker 1: mode off because it does also suck up battery life 107 00:06:32,440 --> 00:06:36,159 Speaker 1: really quickly. Well, then you use a vertical swipe motion 108 00:06:36,279 --> 00:06:40,720 Speaker 1: to virtually toss your poke ball at the Pokemon. If 109 00:06:40,760 --> 00:06:43,240 Speaker 1: you first swing the poke ball around a bit like 110 00:06:43,279 --> 00:06:46,279 Speaker 1: you swirl your finger around in a circle, you charge 111 00:06:46,400 --> 00:06:49,680 Speaker 1: up the poke ball, which increases your chances of catching 112 00:06:49,760 --> 00:06:52,599 Speaker 1: the Pokemon. It also makes a little more challenging to 113 00:06:52,680 --> 00:06:55,200 Speaker 1: aim the poke ball before you throw it, which means 114 00:06:55,240 --> 00:06:57,720 Speaker 1: you might miss wildly. But even if you hit the 115 00:06:57,760 --> 00:07:02,520 Speaker 1: Pokemon smack dab and it's poke a face pa Poco face, 116 00:07:02,920 --> 00:07:06,960 Speaker 1: you aren't guaranteed to catch it. Some Pokemon are rare 117 00:07:07,120 --> 00:07:09,800 Speaker 1: and powerful, and the odds of a successful capture are 118 00:07:09,960 --> 00:07:13,000 Speaker 1: decreased unless you're using a more powerful version of the 119 00:07:13,000 --> 00:07:16,640 Speaker 1: poke ball, which leads us to the next really big 120 00:07:16,680 --> 00:07:22,240 Speaker 1: element of Pokemon Go. Most importantly for Niantic, Pokemon Go 121 00:07:22,720 --> 00:07:26,840 Speaker 1: created lots of opportunities for micro transactions. Now in the 122 00:07:26,880 --> 00:07:30,760 Speaker 1: world of games, micro transactions have become the big money 123 00:07:30,760 --> 00:07:33,840 Speaker 1: maker for certain types of games. They also can be 124 00:07:33,920 --> 00:07:37,640 Speaker 1: a real pain point for players, and depending upon the implementation, 125 00:07:37,960 --> 00:07:41,280 Speaker 1: players could just see it as a small price to 126 00:07:41,400 --> 00:07:43,040 Speaker 1: pay in order to play a game that they really 127 00:07:43,040 --> 00:07:47,920 Speaker 1: love playing, or they might see it as being really predatory. Now, 128 00:07:48,160 --> 00:07:54,240 Speaker 1: let's explain the emergence of micro transactions in the old days. 129 00:07:54,640 --> 00:07:58,280 Speaker 1: Back in like the eighties, buying a computer game meant 130 00:07:58,320 --> 00:08:01,640 Speaker 1: you plunked down your harder cheddar and you purchased a 131 00:08:01,720 --> 00:08:05,400 Speaker 1: copy of Zork and you headed on home to play 132 00:08:05,480 --> 00:08:07,320 Speaker 1: it as much as you like. You just put that 133 00:08:07,400 --> 00:08:10,320 Speaker 1: five and a quarter inch floppy disc into your disk drive, 134 00:08:11,000 --> 00:08:13,040 Speaker 1: loaded it up, and started playing, and you can play 135 00:08:13,040 --> 00:08:15,160 Speaker 1: as much as you wanted. You owned that copy of 136 00:08:15,160 --> 00:08:18,360 Speaker 1: the game, and everything associated with that game was on 137 00:08:18,400 --> 00:08:20,840 Speaker 1: the game's floppy disk. Everything that was that version of 138 00:08:20,920 --> 00:08:23,880 Speaker 1: Zork was right there, forever and ever the point of 139 00:08:23,920 --> 00:08:28,160 Speaker 1: purchase mark the one and only transaction involving you and 140 00:08:28,200 --> 00:08:32,680 Speaker 1: that Zork game. But let's skip ahead. Games get much 141 00:08:32,679 --> 00:08:35,400 Speaker 1: more sophisticated than complicated. Now. You can still buy a 142 00:08:35,440 --> 00:08:39,600 Speaker 1: full game, but now developers start creating additional material based 143 00:08:39,720 --> 00:08:42,560 Speaker 1: on that game build and they offer it as a 144 00:08:42,600 --> 00:08:46,160 Speaker 1: separate purchase. These could be sequels to a title, They 145 00:08:46,200 --> 00:08:49,880 Speaker 1: could be side adventures, or extra levels for certain games, 146 00:08:50,080 --> 00:08:53,600 Speaker 1: and typically these expansions would be built upon the same 147 00:08:53,640 --> 00:08:57,400 Speaker 1: game engine, using the same graphics resources, and featuring the 148 00:08:57,440 --> 00:09:01,439 Speaker 1: same gameplay elements, but with more content. So let's give 149 00:09:01,440 --> 00:09:04,480 Speaker 1: an example. Let's say you really loved Ultimate seven The 150 00:09:04,559 --> 00:09:09,040 Speaker 1: Black Gate, a computer RPG from back in the day. Well, 151 00:09:09,360 --> 00:09:11,679 Speaker 1: you play the game, you love it, and you wish 152 00:09:11,679 --> 00:09:15,040 Speaker 1: that there was more of it. Then you find out, hey, Origin, 153 00:09:15,360 --> 00:09:19,000 Speaker 1: the company behind it, has just made an expansion. They've 154 00:09:19,040 --> 00:09:22,600 Speaker 1: created a game called Ultimate seven The Forge of Virtue 155 00:09:22,880 --> 00:09:27,280 Speaker 1: that has more content within that game world, same graphics, 156 00:09:27,360 --> 00:09:30,600 Speaker 1: same game engine. You can keep the party going, and 157 00:09:30,600 --> 00:09:33,160 Speaker 1: if that weren't enough, you could go even further with 158 00:09:33,280 --> 00:09:36,800 Speaker 1: Ultimate seven Part two Serpent Aisle, which was really more 159 00:09:36,880 --> 00:09:39,960 Speaker 1: like an expansion pack. If that's still weren't enough, you 160 00:09:39,960 --> 00:09:43,560 Speaker 1: could also get Ultimate seven Part to the Silver Seed, 161 00:09:44,000 --> 00:09:49,360 Speaker 1: even more content built on that foundation. So this was 162 00:09:49,400 --> 00:09:52,560 Speaker 1: a way where you could keep players engaged. The players 163 00:09:52,559 --> 00:09:56,400 Speaker 1: who really loved a title could continue buying content that 164 00:09:56,520 --> 00:10:00,720 Speaker 1: tied into that title. And when massively multiplayer or online 165 00:10:00,840 --> 00:10:03,920 Speaker 1: role playing games where m m O RPGs became a thing, 166 00:10:04,559 --> 00:10:07,200 Speaker 1: then we saw this idea expand further. You would have 167 00:10:07,240 --> 00:10:10,080 Speaker 1: eager players who would soak up all the content of 168 00:10:10,120 --> 00:10:13,680 Speaker 1: an M m O RPG, and then naturally they wanted more. 169 00:10:13,960 --> 00:10:17,160 Speaker 1: They had just you know, really explored this whole environment, 170 00:10:17,200 --> 00:10:20,680 Speaker 1: and they wanted to have even more experiences. The way 171 00:10:20,720 --> 00:10:24,040 Speaker 1: the typical M m O RPGs made money, at least 172 00:10:24,080 --> 00:10:27,400 Speaker 1: back then, was twofold. First, the developer would sell a 173 00:10:27,440 --> 00:10:30,240 Speaker 1: copy of the game, just like any other computer game. 174 00:10:30,280 --> 00:10:32,480 Speaker 1: You would you know, buy a game for like thirty 175 00:10:32,600 --> 00:10:36,040 Speaker 1: forty sixty bucks whatever it might be. But then you 176 00:10:36,120 --> 00:10:39,319 Speaker 1: also had a monthly subscription fee that would kick in 177 00:10:39,400 --> 00:10:42,840 Speaker 1: at some point. That was a monthly charge to continue 178 00:10:42,840 --> 00:10:44,800 Speaker 1: to play the game online, which was the only way 179 00:10:44,840 --> 00:10:47,920 Speaker 1: the game existed. So, in other words, players had to 180 00:10:48,040 --> 00:10:51,640 Speaker 1: keep paying to play the game. Now, with that kind 181 00:10:51,640 --> 00:10:54,880 Speaker 1: of revenue model, you obviously need to keep supplying content 182 00:10:55,040 --> 00:10:58,160 Speaker 1: to your customers or else you're gonna lose them. If 183 00:10:58,160 --> 00:11:00,160 Speaker 1: someone feels like they've done everything there is to do, 184 00:11:00,400 --> 00:11:02,160 Speaker 1: then they're like, well, why am I going to pay 185 00:11:02,280 --> 00:11:04,640 Speaker 1: you know, ten bucks a month to keep playing this game. 186 00:11:05,120 --> 00:11:08,439 Speaker 1: So m m O RPGs like World of Warcraft would 187 00:11:08,440 --> 00:11:13,160 Speaker 1: introduce new expansions that would, as the name implies, expand 188 00:11:13,400 --> 00:11:16,600 Speaker 1: the scope of the game, while also typically increasing the 189 00:11:16,720 --> 00:11:20,120 Speaker 1: maximum character level cap so that players could continue to 190 00:11:20,160 --> 00:11:23,120 Speaker 1: progress the characters they had already created when they bought 191 00:11:23,120 --> 00:11:25,880 Speaker 1: the original version and kept them invested in the game. 192 00:11:26,360 --> 00:11:30,680 Speaker 1: This process would repeat many, many times, with lots of 193 00:11:30,720 --> 00:11:33,880 Speaker 1: expansions for the really successful games like World of Warcraft. 194 00:11:34,160 --> 00:11:37,800 Speaker 1: But on top of that, these games would eventually promote 195 00:11:37,840 --> 00:11:42,720 Speaker 1: a different type of transaction, sometimes not on purpose. There 196 00:11:42,760 --> 00:11:47,200 Speaker 1: became a market for in game items, stuff like weapons 197 00:11:47,320 --> 00:11:51,000 Speaker 1: or armor or potions or other things of perceived value 198 00:11:51,040 --> 00:11:53,280 Speaker 1: within within the game. You know. Sometimes these were things 199 00:11:53,280 --> 00:11:57,960 Speaker 1: that legit gave your character extra abilities. Originally, the idea 200 00:11:58,040 --> 00:12:01,199 Speaker 1: was that players would be allowed to trade for this stuff, 201 00:12:01,240 --> 00:12:04,880 Speaker 1: you know, using in game transactions between each other. So 202 00:12:05,280 --> 00:12:07,439 Speaker 1: let's say you and I are both playing this game, 203 00:12:07,440 --> 00:12:10,640 Speaker 1: and I offer you gold that I have acquired within 204 00:12:10,720 --> 00:12:14,559 Speaker 1: the game, and you need some gold, so in exchange, 205 00:12:14,559 --> 00:12:17,880 Speaker 1: you're offering me a sort of butt kicking or whatever 206 00:12:17,920 --> 00:12:21,760 Speaker 1: it might be. But before long, people started offering real 207 00:12:21,920 --> 00:12:25,800 Speaker 1: world money for in game items, or more likely, people 208 00:12:25,800 --> 00:12:30,120 Speaker 1: started soliciting for real world money in order to sell 209 00:12:30,360 --> 00:12:34,600 Speaker 1: an in game item. Initially, the reaction to this from 210 00:12:34,640 --> 00:12:36,680 Speaker 1: the company side was to try and get a lock 211 00:12:36,840 --> 00:12:39,760 Speaker 1: on it. Uh. Some players would be shelling out money 212 00:12:39,760 --> 00:12:42,240 Speaker 1: to deck their characters out and stuff that they didn't 213 00:12:42,320 --> 00:12:45,840 Speaker 1: find themselves, and other players saw it as almost like 214 00:12:45,880 --> 00:12:48,640 Speaker 1: a pay to win kind of scenario, and it created 215 00:12:48,679 --> 00:12:52,680 Speaker 1: an unbalanced environment. I'm sure I would feel a lot 216 00:12:52,720 --> 00:12:55,559 Speaker 1: of resentment if I were playing, you know, the game 217 00:12:55,679 --> 00:13:00,000 Speaker 1: as intended. And then meanwhile, Richie rich is kidding himself 218 00:13:00,040 --> 00:13:02,880 Speaker 1: out in magic armor and weapons that he just bought 219 00:13:02,920 --> 00:13:05,880 Speaker 1: from someone else and never actually bothered to, you know, 220 00:13:06,000 --> 00:13:08,640 Speaker 1: put in any work to trying to earn them himself. 221 00:13:09,679 --> 00:13:12,840 Speaker 1: But that experience also illustrated how lucrative it could be 222 00:13:12,960 --> 00:13:16,839 Speaker 1: to offer in game items for real world cash, and 223 00:13:16,880 --> 00:13:19,679 Speaker 1: we started to see some games begin to experiment with 224 00:13:19,720 --> 00:13:23,360 Speaker 1: this in different ways. Mobile games do this a lot, 225 00:13:23,880 --> 00:13:27,200 Speaker 1: and in fact tend to build in limiting factors within 226 00:13:27,280 --> 00:13:31,480 Speaker 1: the game that keep players from progressing unless they pay 227 00:13:31,600 --> 00:13:34,600 Speaker 1: a small amount to get more playtime or an extra 228 00:13:34,679 --> 00:13:37,280 Speaker 1: item or an extra life or whatever it might be. 229 00:13:37,480 --> 00:13:40,520 Speaker 1: And computer and console games began to implement it in 230 00:13:40,559 --> 00:13:44,360 Speaker 1: the form of lute crates. So these are boxes that 231 00:13:44,400 --> 00:13:51,040 Speaker 1: contain some in game you know, asset inside of them. 232 00:13:51,080 --> 00:13:53,880 Speaker 1: It might be something common, you know, which means it 233 00:13:53,880 --> 00:13:56,559 Speaker 1: wouldn't be of great value to the player. It might 234 00:13:56,559 --> 00:13:59,640 Speaker 1: be useful but not particularly valuable, or it could be 235 00:13:59,679 --> 00:14:03,079 Speaker 1: something really rare, something that's really sought after. And some 236 00:14:03,160 --> 00:14:06,640 Speaker 1: games only allow these items to enter the game through 237 00:14:06,720 --> 00:14:08,880 Speaker 1: loot crates. In other words, you won't be able to 238 00:14:08,920 --> 00:14:12,240 Speaker 1: find them through regular play unless you happen across a 239 00:14:12,320 --> 00:14:14,520 Speaker 1: loot crate and you open it up and you luckily 240 00:14:14,600 --> 00:14:18,240 Speaker 1: get that item. The odds of getting something rare reflect 241 00:14:18,559 --> 00:14:21,640 Speaker 1: how rare it is. Because this is a video game, 242 00:14:21,880 --> 00:14:27,880 Speaker 1: scarcity doesn't really exist, right. The number of Ultimate powerful 243 00:14:28,000 --> 00:14:32,120 Speaker 1: swords is limitless, despite the fact that the word ultimate 244 00:14:32,120 --> 00:14:34,920 Speaker 1: would suggest that you could only have one. No, you 245 00:14:34,960 --> 00:14:38,040 Speaker 1: could have limitless versions of this, so the supply is 246 00:14:38,080 --> 00:14:40,920 Speaker 1: completely controlled by the developer. So if say you wanted 247 00:14:41,000 --> 00:14:45,160 Speaker 1: a fancy costume for your character, like a very specific outfit, 248 00:14:45,800 --> 00:14:48,440 Speaker 1: you might have less than a one percent chance of 249 00:14:48,520 --> 00:14:52,440 Speaker 1: finding it in any given loot crate situation. And of course, 250 00:14:52,760 --> 00:14:55,880 Speaker 1: games began to introduce different tiers of loot crates, so 251 00:14:55,920 --> 00:15:00,360 Speaker 1: a basic loot crate would rarely have anything special in it. 252 00:15:01,160 --> 00:15:04,840 Speaker 1: More expensive, higher tier loot crates had a better chance 253 00:15:05,040 --> 00:15:07,880 Speaker 1: of holding something you wanted, but there was no guarantee, 254 00:15:08,240 --> 00:15:11,360 Speaker 1: and you were encouraged to buy these loot crates for 255 00:15:11,480 --> 00:15:15,800 Speaker 1: real money. A lot most games allow you to earn 256 00:15:15,920 --> 00:15:19,120 Speaker 1: loot crates through play, but it's at a very controlled, 257 00:15:19,400 --> 00:15:23,840 Speaker 1: slow pace, and the goal is to convince players to 258 00:15:24,440 --> 00:15:27,000 Speaker 1: hand over real world money to buy more of these 259 00:15:27,080 --> 00:15:30,520 Speaker 1: loot crates rather than just pouring extra hours, especially if 260 00:15:30,560 --> 00:15:33,560 Speaker 1: you've just played a game for hours, you finally opened 261 00:15:33,600 --> 00:15:35,960 Speaker 1: up the loot crates you've earned and you don't get 262 00:15:36,000 --> 00:15:38,480 Speaker 1: the thing you wanted, and you still have that desire 263 00:15:38,520 --> 00:15:41,920 Speaker 1: to have that thing. Now, let me be clear, there 264 00:15:41,960 --> 00:15:44,800 Speaker 1: are a lot of games out there that have loot crates, 265 00:15:45,000 --> 00:15:47,520 Speaker 1: and some of them don't require you to purchase the 266 00:15:47,520 --> 00:15:50,520 Speaker 1: crates with real world money. You just earned them within 267 00:15:50,560 --> 00:15:52,960 Speaker 1: the game by playing the games. But a lot of 268 00:15:52,960 --> 00:15:55,800 Speaker 1: them also do offer up that option to purchase additional 269 00:15:55,840 --> 00:15:58,360 Speaker 1: loot crates for cash, and the more you spend, the 270 00:15:58,440 --> 00:16:02,160 Speaker 1: more you get. Most of these games will offer discounts 271 00:16:02,160 --> 00:16:05,640 Speaker 1: if you buy in larger numbers. So let's say that 272 00:16:05,840 --> 00:16:08,120 Speaker 1: a single loot crate might set you back a dollar, 273 00:16:08,520 --> 00:16:11,680 Speaker 1: but if you spend five dollars, you get seven loot crates, 274 00:16:11,800 --> 00:16:15,040 Speaker 1: so it's less than a dollar each. Right, ten bucks 275 00:16:15,120 --> 00:16:18,200 Speaker 1: might get you fifteen loot crates. A hundred dollars might 276 00:16:18,200 --> 00:16:20,800 Speaker 1: get you two hundred loot crates. You get the idea. 277 00:16:21,040 --> 00:16:24,360 Speaker 1: Now here's the brilliant thing. From the revenue standpoint, Like 278 00:16:24,400 --> 00:16:27,160 Speaker 1: I said, there's no real scarcity in the real world. 279 00:16:27,640 --> 00:16:30,560 Speaker 1: Buying in bulk means that the merchant who's selling the 280 00:16:30,600 --> 00:16:35,160 Speaker 1: stuff is offloading real merchandise in the process. So if 281 00:16:35,200 --> 00:16:38,160 Speaker 1: I'm selling oranges and you decide you want to buy 282 00:16:38,280 --> 00:16:41,280 Speaker 1: five hundred oranges from me, I'm likely going to cut 283 00:16:41,280 --> 00:16:44,160 Speaker 1: you a big deal because there's a real risk I'm 284 00:16:44,200 --> 00:16:45,600 Speaker 1: not going to be able to sell all of my 285 00:16:45,680 --> 00:16:48,360 Speaker 1: oranges before they start to go bad, which means I'm 286 00:16:48,400 --> 00:16:52,320 Speaker 1: gonna have waste. I'll make no money from those spoiled oranges. 287 00:16:52,720 --> 00:16:56,800 Speaker 1: So even though I might charge customers for each individual orange, 288 00:16:56,880 --> 00:17:00,040 Speaker 1: like I don't know, fifty cents, if I'm selling the 289 00:17:00,200 --> 00:17:03,120 Speaker 1: in bulk to you, it's probably gonna be closer to 290 00:17:03,200 --> 00:17:07,040 Speaker 1: like twenty cents each, less than half, because it's still 291 00:17:07,080 --> 00:17:09,879 Speaker 1: guaranteed money for me, and otherwise I could end up 292 00:17:09,880 --> 00:17:12,359 Speaker 1: with a lot of waste and very little revenue. Right, 293 00:17:12,400 --> 00:17:15,000 Speaker 1: if I don't think I'm gonna sell those five hundred oranges, 294 00:17:15,600 --> 00:17:17,680 Speaker 1: then I'm not gonna make any money from them, So 295 00:17:17,800 --> 00:17:20,119 Speaker 1: of course I'm going to start cutting deals for selling 296 00:17:20,119 --> 00:17:23,160 Speaker 1: in bulk. However, once I do sell you those five 297 00:17:23,240 --> 00:17:27,359 Speaker 1: hundred oranges, clearly I no longer have those five hundred 298 00:17:27,359 --> 00:17:29,919 Speaker 1: oranges anymore. They don't belong to me, they belong to you. 299 00:17:29,960 --> 00:17:34,200 Speaker 1: They're gone from my inventory. So I have whatever is left, 300 00:17:34,480 --> 00:17:37,320 Speaker 1: and maybe I keep selling those for a fifty cents apiece, 301 00:17:37,640 --> 00:17:40,040 Speaker 1: or maybe less if someone else's trying to buy them 302 00:17:40,040 --> 00:17:42,719 Speaker 1: in bulk. But when it comes to stuff like loot crates, 303 00:17:43,160 --> 00:17:45,840 Speaker 1: there is no scarcity. The merchant that is the game 304 00:17:46,080 --> 00:17:48,960 Speaker 1: doesn't run out of loot crates. There's no limitation on 305 00:17:49,040 --> 00:17:52,399 Speaker 1: how many loot crates can be sold. The scarcity of 306 00:17:52,480 --> 00:17:55,639 Speaker 1: the items inside the loot crates are determined not because 307 00:17:55,680 --> 00:17:58,600 Speaker 1: there's a physical limit to how many can exist at 308 00:17:58,640 --> 00:18:03,119 Speaker 1: any given time, but because the percentage of likelihood that 309 00:18:03,200 --> 00:18:05,760 Speaker 1: they will be generated by any loot crate is just 310 00:18:05,920 --> 00:18:09,520 Speaker 1: really small. So if a merchant sells one thousand loot 311 00:18:09,520 --> 00:18:12,080 Speaker 1: crates to someone, that doesn't mean the merchant now has 312 00:18:12,160 --> 00:18:15,399 Speaker 1: one thousand fewer loot crates because they're just digital items. 313 00:18:15,400 --> 00:18:18,639 Speaker 1: The merchant can sell a limitless number to customers, so 314 00:18:18,720 --> 00:18:22,600 Speaker 1: the supply and demand mechanics don't really apply here because 315 00:18:22,640 --> 00:18:27,200 Speaker 1: there's an infinite supply. The merchant can run specials this weekend, 316 00:18:27,359 --> 00:18:30,280 Speaker 1: all loot crates are fifty off, and the merchant isn't 317 00:18:30,359 --> 00:18:33,720 Speaker 1: losing any money in the process because loot crate production 318 00:18:33,840 --> 00:18:37,080 Speaker 1: is effectively free. I mean, yeah, they're the cost of 319 00:18:37,080 --> 00:18:40,199 Speaker 1: doing business. There's the cost of running the computers and 320 00:18:40,200 --> 00:18:43,280 Speaker 1: paying the people who are running the game. Those costs 321 00:18:43,280 --> 00:18:46,639 Speaker 1: exist whether you're doing a promotion or not. But the 322 00:18:46,680 --> 00:18:49,560 Speaker 1: actual generation of loot crates, it's not like that requires 323 00:18:49,640 --> 00:18:54,680 Speaker 1: extra effort or or energy. The off weekend isn't really 324 00:18:54,680 --> 00:18:57,000 Speaker 1: a mark down in the traditional sense. It's an effort 325 00:18:57,000 --> 00:19:00,119 Speaker 1: to convince people who might not otherwise spend money on 326 00:19:00,240 --> 00:19:03,080 Speaker 1: in game stuff to go ahead and do it. And 327 00:19:03,119 --> 00:19:05,560 Speaker 1: once you convince them once, you might be able to 328 00:19:05,560 --> 00:19:09,400 Speaker 1: do it again. These micro transactions within games can be 329 00:19:09,440 --> 00:19:13,320 Speaker 1: incredibly lucrative, and they're not always so micro. There are 330 00:19:13,359 --> 00:19:15,679 Speaker 1: games that include in game purchases that can be in 331 00:19:15,720 --> 00:19:19,040 Speaker 1: the one hundred dollar range, which means you'd be spending 332 00:19:19,080 --> 00:19:22,120 Speaker 1: more money for in game items than you would typically 333 00:19:22,119 --> 00:19:25,640 Speaker 1: spend to purchase a triple A title video game period 334 00:19:26,000 --> 00:19:29,119 Speaker 1: those running the sixty to seventy dollar range. That's for 335 00:19:29,240 --> 00:19:32,160 Speaker 1: a full game. So let's just remember that, like there 336 00:19:32,160 --> 00:19:35,639 Speaker 1: are one in game purchases, which means you'd be spending 337 00:19:35,640 --> 00:19:39,000 Speaker 1: more within a game than you would to buy your 338 00:19:39,040 --> 00:19:42,479 Speaker 1: average game. Now, an important component of this dynamic is 339 00:19:42,520 --> 00:19:46,080 Speaker 1: the psychological rewards. All of these games to some extent, 340 00:19:46,200 --> 00:19:49,520 Speaker 1: depend upon creating a sort of dependency, and I promise 341 00:19:49,920 --> 00:19:52,080 Speaker 1: that will be coming back to Pokemon Go in a 342 00:19:52,119 --> 00:19:55,040 Speaker 1: little bit. But in order to understand revenue models and 343 00:19:55,080 --> 00:19:58,280 Speaker 1: how Niantic went from a scrappy company with around forty 344 00:19:58,280 --> 00:20:02,720 Speaker 1: employees to a multi billion dollar success, we need to 345 00:20:02,760 --> 00:20:05,720 Speaker 1: learn about how our ding dang brains work, because trust me, 346 00:20:06,359 --> 00:20:10,760 Speaker 1: game developers are all over it. But first, let's take 347 00:20:11,119 --> 00:20:22,119 Speaker 1: a quick break. Okay, so I've covered the basics of 348 00:20:22,200 --> 00:20:25,320 Speaker 1: micro transactions and how they work from an operational side, 349 00:20:25,359 --> 00:20:28,359 Speaker 1: but we also need to look at why they work. 350 00:20:28,800 --> 00:20:31,159 Speaker 1: I mean, sure, I might play a game that offers 351 00:20:31,200 --> 00:20:33,960 Speaker 1: me to the chance to, you know, purchase an item 352 00:20:33,960 --> 00:20:37,280 Speaker 1: within game, or maybe just the chance to find an item, 353 00:20:37,280 --> 00:20:40,159 Speaker 1: But why would I actually follow through with that? What 354 00:20:40,440 --> 00:20:44,320 Speaker 1: is compelling me to spend real world money on a game? Well, 355 00:20:44,440 --> 00:20:46,399 Speaker 1: maybe I just like the game and I want to 356 00:20:46,440 --> 00:20:49,840 Speaker 1: reward the developers. I have actually done this before. I 357 00:20:49,840 --> 00:20:52,679 Speaker 1: have a game on my smartphone that was free to download, 358 00:20:53,000 --> 00:20:55,560 Speaker 1: it was free to install, it's free to play, and 359 00:20:55,600 --> 00:20:58,040 Speaker 1: I've played it for about a year without ever making 360 00:20:58,119 --> 00:21:02,240 Speaker 1: any in game purchases. There's no advertising in this game either, 361 00:21:02,320 --> 00:21:05,360 Speaker 1: and I thought, you know, I've had hours of enjoyment 362 00:21:05,359 --> 00:21:07,719 Speaker 1: with this game. I enjoy playing it. I should at 363 00:21:07,760 --> 00:21:10,919 Speaker 1: least fork over some money to the developers. That to 364 00:21:11,000 --> 00:21:13,919 Speaker 1: me seems fair. So I made a twenty dollar in 365 00:21:14,080 --> 00:21:17,359 Speaker 1: game purchase, and every year or so I do the 366 00:21:17,400 --> 00:21:20,120 Speaker 1: same because I'm still playing that game and I'm still 367 00:21:20,119 --> 00:21:23,160 Speaker 1: getting enjoyment out of it. The developers keep adding content 368 00:21:23,280 --> 00:21:27,160 Speaker 1: to it. So without any other stream of revenue from 369 00:21:27,160 --> 00:21:29,040 Speaker 1: that game, I feel like, you know, I kind of 370 00:21:29,040 --> 00:21:32,320 Speaker 1: owe it to pay some money since I'm enjoying the 371 00:21:32,640 --> 00:21:35,679 Speaker 1: fruits of their labor. And I feel that's a pretty 372 00:21:35,800 --> 00:21:39,200 Speaker 1: fair approach because that's the way I'm viewing it. That's 373 00:21:39,200 --> 00:21:42,240 Speaker 1: the perspective I'm taking. But that's not how games, even 374 00:21:42,280 --> 00:21:46,359 Speaker 1: including the one I'm vaguely referring to, really make lots 375 00:21:46,359 --> 00:21:50,399 Speaker 1: of cash. They depend upon a different sequence. See. Games 376 00:21:50,440 --> 00:21:54,199 Speaker 1: like these really establish a reinforcement and reward system that 377 00:21:54,280 --> 00:22:00,359 Speaker 1: fulfills a psychological need we humans typically have. We crave awards. 378 00:22:00,920 --> 00:22:04,600 Speaker 1: It feels good to get a reward. Rewards fulfilled needs 379 00:22:04,640 --> 00:22:07,760 Speaker 1: like a sense of autonomy, like in other words, yeah, 380 00:22:07,880 --> 00:22:10,040 Speaker 1: I rescued the kingdom. Now I've got a pile of 381 00:22:10,080 --> 00:22:13,560 Speaker 1: gold for doing it. Or it rewards a sense of competence, 382 00:22:13,600 --> 00:22:16,760 Speaker 1: like yeah, I chopped that would so well that now 383 00:22:16,800 --> 00:22:20,720 Speaker 1: I'm even better at chopping wood. So video games set 384 00:22:20,760 --> 00:22:24,480 Speaker 1: up cycles that present players with tasks and then rewards. 385 00:22:24,880 --> 00:22:28,840 Speaker 1: Completing tasks means you get the psychologically satisfying result of 386 00:22:28,880 --> 00:22:32,600 Speaker 1: getting a reward, which in turn encourages you to tackle 387 00:22:32,680 --> 00:22:36,479 Speaker 1: more tasks. But let's say we tweak this dynamic a 388 00:22:36,560 --> 00:22:39,320 Speaker 1: little bit. There are a few ways we could do this. 389 00:22:39,440 --> 00:22:42,400 Speaker 1: We could create a shortcut. So yeah, you can play 390 00:22:42,440 --> 00:22:46,040 Speaker 1: the game and you can get a reward, or maybe 391 00:22:46,080 --> 00:22:48,520 Speaker 1: you just spend some real world money and you get 392 00:22:48,560 --> 00:22:51,600 Speaker 1: the reward right now, So you get sort of that 393 00:22:51,680 --> 00:22:55,960 Speaker 1: psychological rush of receiving a reward without all that pesky 394 00:22:56,160 --> 00:22:59,159 Speaker 1: chore stuff that leads up to it. Your character in 395 00:22:59,200 --> 00:23:02,080 Speaker 1: the game, it's more powerful, or it gets a better outfit, 396 00:23:02,240 --> 00:23:05,480 Speaker 1: or it gets more time to spend playing, or opens 397 00:23:05,560 --> 00:23:08,360 Speaker 1: up a new region, or whatever it might be. Or 398 00:23:08,520 --> 00:23:11,520 Speaker 1: we could make the tasks more difficult to a point 399 00:23:11,600 --> 00:23:14,720 Speaker 1: where most players will not be able to complete those 400 00:23:14,760 --> 00:23:19,160 Speaker 1: tasks without paying for help. Maybe you have a game 401 00:23:19,160 --> 00:23:23,080 Speaker 1: mechanic that gives players five minutes of playtime before there's 402 00:23:23,119 --> 00:23:25,640 Speaker 1: a cool down period where they cannot play the game 403 00:23:25,720 --> 00:23:29,600 Speaker 1: for a given amount of time while they recharge, and 404 00:23:29,640 --> 00:23:33,399 Speaker 1: then you include a task that, on average takes seven 405 00:23:33,400 --> 00:23:38,320 Speaker 1: minutes to complete. Well, now players who engage with that 406 00:23:38,480 --> 00:23:42,200 Speaker 1: task have five minutes to try and complete a seven 407 00:23:42,200 --> 00:23:46,240 Speaker 1: minute task. As you can imagine, that's not necessarily possible, 408 00:23:46,680 --> 00:23:50,119 Speaker 1: and they will still crave the reward that comes at 409 00:23:50,160 --> 00:23:53,160 Speaker 1: the end of completing the task, but because they didn't 410 00:23:53,160 --> 00:23:57,600 Speaker 1: have enough time to actually do that, that craving goes unfulfilled. Now, 411 00:23:57,640 --> 00:24:00,320 Speaker 1: they could wait to try and recharge in and see 412 00:24:00,320 --> 00:24:02,520 Speaker 1: if they could complete the task in the next session, 413 00:24:03,119 --> 00:24:07,399 Speaker 1: but that's leaving things unresolved, and a lot of people 414 00:24:07,480 --> 00:24:11,280 Speaker 1: just really hate that feeling. Of something being unresolved. They 415 00:24:11,359 --> 00:24:16,360 Speaker 1: crave having it resolved, and psychologically we need that reward. 416 00:24:16,480 --> 00:24:18,800 Speaker 1: So now we've got the option to maybe pay a 417 00:24:18,880 --> 00:24:21,800 Speaker 1: little bit extra for some more time so that you 418 00:24:21,840 --> 00:24:24,520 Speaker 1: can actually finish the task. It's not paying to complete 419 00:24:24,520 --> 00:24:26,919 Speaker 1: the task, it's paying to get the time so you 420 00:24:26,960 --> 00:24:29,400 Speaker 1: can do it yourself, and then you get the reward 421 00:24:29,760 --> 00:24:34,760 Speaker 1: boom micro transaction, or you create that artificial scarcity where 422 00:24:34,800 --> 00:24:38,000 Speaker 1: you make something that's really cool, like an awesome outfit. 423 00:24:38,080 --> 00:24:41,800 Speaker 1: I think of lots of games out there have different skins, 424 00:24:42,080 --> 00:24:46,800 Speaker 1: Player Unknowns, Battlegrounds, does it? Overwatch does it? Lots of 425 00:24:46,840 --> 00:24:50,240 Speaker 1: games have this right where there's just these really nice 426 00:24:50,320 --> 00:24:55,240 Speaker 1: designed outfits that make you look really cool. Well, they 427 00:24:55,240 --> 00:24:57,760 Speaker 1: tend to be pretty rare and difficult to get hold of. 428 00:24:57,800 --> 00:25:00,000 Speaker 1: You can't just buy them out right or else everybody 429 00:25:00,080 --> 00:25:03,080 Speaker 1: you would be wearing them, So instead you make them 430 00:25:03,160 --> 00:25:05,480 Speaker 1: an item that can be found in loot crates, but 431 00:25:05,520 --> 00:25:08,760 Speaker 1: you reduce the percentage of the chance that they will 432 00:25:08,800 --> 00:25:13,040 Speaker 1: appear to an absurd degree. Completionists or people who just 433 00:25:13,119 --> 00:25:16,359 Speaker 1: really love that design will chase after that. They crave 434 00:25:16,440 --> 00:25:19,480 Speaker 1: the reward of having something that most people do not have. 435 00:25:20,040 --> 00:25:22,280 Speaker 1: Or maybe they just really dig the design, and so 436 00:25:22,720 --> 00:25:26,840 Speaker 1: they'll either pour countless hours into the game trying to 437 00:25:26,880 --> 00:25:31,439 Speaker 1: earn it, or they'll start buying lootboxes in order to 438 00:25:31,440 --> 00:25:34,040 Speaker 1: try and find it that way and just increase their 439 00:25:34,040 --> 00:25:37,880 Speaker 1: odds through you know, bulk buying. Now, the commonality here 440 00:25:38,440 --> 00:25:41,080 Speaker 1: is that you as a game developer trying to figure 441 00:25:41,119 --> 00:25:43,680 Speaker 1: out the ways to create a demand for in game 442 00:25:43,720 --> 00:25:47,520 Speaker 1: items or effects, and then you exploit that way and 443 00:25:47,560 --> 00:25:51,439 Speaker 1: creating a cycle that can be repeated specifically with each player, 444 00:25:51,520 --> 00:25:57,720 Speaker 1: so that each player becomes a a source of repeated revenue. 445 00:25:58,119 --> 00:26:02,040 Speaker 1: That reward cycle can become a bit addictive, and it 446 00:26:02,080 --> 00:26:05,640 Speaker 1: can lead some players to becoming irresponsible with their real 447 00:26:05,640 --> 00:26:09,440 Speaker 1: world cash as they play. Now, I am not saying 448 00:26:09,720 --> 00:26:14,800 Speaker 1: that micro transactions are totally evil, or at least they're 449 00:26:14,800 --> 00:26:19,000 Speaker 1: not any more evil than other types of capitalist transactions. 450 00:26:19,400 --> 00:26:22,520 Speaker 1: It's mostly in how they are incorporated into a game 451 00:26:22,720 --> 00:26:26,280 Speaker 1: that really matters. If it's a paid to win scenario 452 00:26:26,400 --> 00:26:29,320 Speaker 1: where you know, if you spend money, you get better 453 00:26:29,359 --> 00:26:32,919 Speaker 1: items that give you advantages in the games, most people 454 00:26:33,040 --> 00:26:36,040 Speaker 1: tend to find that to be gross or lame or whatever. 455 00:26:36,720 --> 00:26:39,960 Speaker 1: If it's purely cosmetic, then I find that most people 456 00:26:40,040 --> 00:26:43,520 Speaker 1: think it's perfectly cromulent and if the game seems like 457 00:26:43,560 --> 00:26:47,280 Speaker 1: it completely hinges on micro transactions. So in other words, 458 00:26:47,560 --> 00:26:49,680 Speaker 1: there doesn't seem to be much of a game there 459 00:26:49,800 --> 00:26:53,200 Speaker 1: unless you're paying lots of money over time, and it's 460 00:26:53,240 --> 00:26:56,480 Speaker 1: really just kind of a churning transaction generator that is 461 00:26:56,480 --> 00:26:58,959 Speaker 1: not a good look. So how does this all relate 462 00:26:59,000 --> 00:27:02,760 Speaker 1: back to Pokemon Go. Well, the game also dips into 463 00:27:02,800 --> 00:27:06,199 Speaker 1: another brilliant cash making scheme that of you know, like 464 00:27:06,320 --> 00:27:09,639 Speaker 1: fun bucks or in game currency. It always makes me 465 00:27:09,680 --> 00:27:12,880 Speaker 1: think of Disney dollars or sometimes gift cards, and it's 466 00:27:12,880 --> 00:27:16,040 Speaker 1: the way that companies can make a lot of money 467 00:27:16,440 --> 00:27:18,719 Speaker 1: and not have a lot of cost associated with it. 468 00:27:18,760 --> 00:27:22,200 Speaker 1: And here's how it works. First, you have to exchange 469 00:27:22,440 --> 00:27:27,080 Speaker 1: real world money for in game currency or in world currency. 470 00:27:27,160 --> 00:27:30,399 Speaker 1: So let's use Disney as an example. Disney World and 471 00:27:30,440 --> 00:27:34,280 Speaker 1: Disneyland for a while allowed you to spend real cash 472 00:27:34,440 --> 00:27:38,159 Speaker 1: to buy Disney dollars. So these were bills of different 473 00:27:38,160 --> 00:27:41,679 Speaker 1: denominations one, five, ten, and fifty, and they had Disney 474 00:27:41,800 --> 00:27:45,520 Speaker 1: characters on them. You could use Disney dollars to buy 475 00:27:45,560 --> 00:27:49,520 Speaker 1: stuff in stores at Disney World and Disneyland, but you couldn't, 476 00:27:49,600 --> 00:27:53,480 Speaker 1: and this was an important part convert unused Disney dollars 477 00:27:53,520 --> 00:27:56,560 Speaker 1: back into real world cash, so you can only use 478 00:27:56,600 --> 00:28:00,199 Speaker 1: Disney dollars to make transactions at Disney properties. Clearly, you 479 00:28:00,200 --> 00:28:02,480 Speaker 1: would not be able to go into a non Disney 480 00:28:02,520 --> 00:28:06,680 Speaker 1: store somewhere and use Disney dollars because it's not legal currency. 481 00:28:06,920 --> 00:28:08,440 Speaker 1: It would be kind of like trying to buy real 482 00:28:08,480 --> 00:28:12,160 Speaker 1: world stuff with Monopoly money. And also people would hold 483 00:28:12,200 --> 00:28:14,960 Speaker 1: on to Disney dollars as keepsakes in their own right, 484 00:28:15,000 --> 00:28:19,680 Speaker 1: which meant Disney was effectively selling slips of paper for one, five, ten, 485 00:28:19,840 --> 00:28:22,760 Speaker 1: or even fifty bucks of real world money, which is 486 00:28:22,880 --> 00:28:26,440 Speaker 1: brilliant right. Well, in game currency is kind of the same. 487 00:28:26,600 --> 00:28:28,920 Speaker 1: You spend a certain amount of real money to get 488 00:28:29,000 --> 00:28:32,040 Speaker 1: a given amount of in game currency, then all other 489 00:28:32,119 --> 00:28:36,320 Speaker 1: purchases within the game are based on the in game currency, 490 00:28:36,640 --> 00:28:39,080 Speaker 1: so you've got to buy cash before you can buy 491 00:28:39,160 --> 00:28:43,280 Speaker 1: say a new hat with that cash. And typically games 492 00:28:43,320 --> 00:28:47,120 Speaker 1: like Pokemon Go will mark down in game currency for 493 00:28:47,360 --> 00:28:51,520 Speaker 1: larger purchases, so a dollar wouldn't let you one hundred 494 00:28:51,720 --> 00:28:54,959 Speaker 1: poker coins, five dollars would get you five hundred and 495 00:28:54,960 --> 00:28:58,920 Speaker 1: fifty of them. Ten dollars would get you twelve hundred coins, 496 00:28:58,960 --> 00:29:02,959 Speaker 1: and a hundred bucks would be fourteen thousand, five hundred coins. 497 00:29:03,120 --> 00:29:06,960 Speaker 1: You would be Poka rich and real world poor. The 498 00:29:07,040 --> 00:29:10,320 Speaker 1: coins would let you buy stuff like lures, which, as 499 00:29:10,320 --> 00:29:13,880 Speaker 1: the name suggests, brings out more although Pokemon critters as 500 00:29:13,880 --> 00:29:15,880 Speaker 1: you walk around, so you see more of them and 501 00:29:16,120 --> 00:29:19,040 Speaker 1: in the amount of time that you're playing. UH. That 502 00:29:19,080 --> 00:29:21,480 Speaker 1: would last for a certain amount of in game time, 503 00:29:22,240 --> 00:29:25,320 Speaker 1: and UH you might get better poke balls, which have 504 00:29:25,400 --> 00:29:27,520 Speaker 1: a higher chance of success when you use them against 505 00:29:27,600 --> 00:29:30,800 Speaker 1: more powerful Pokemon, so meing you're more likely to catch 506 00:29:30,880 --> 00:29:33,600 Speaker 1: that Pokemon, it won't get away and you won't lose 507 00:29:33,640 --> 00:29:37,680 Speaker 1: your chance of collecting it. Or you might use the 508 00:29:37,760 --> 00:29:40,520 Speaker 1: in game cash to buy lucky eggs, which allow you 509 00:29:40,600 --> 00:29:43,400 Speaker 1: to hatch a new Pokemon after you walk a certain 510 00:29:43,480 --> 00:29:46,120 Speaker 1: number of steps, and potentially you might get a rare 511 00:29:46,200 --> 00:29:50,000 Speaker 1: one that you otherwise may not have come across while 512 00:29:50,160 --> 00:29:52,880 Speaker 1: you were walking around. All of these items have a 513 00:29:52,920 --> 00:29:56,120 Speaker 1: certain number of poke coins associated with them, and it 514 00:29:56,200 --> 00:29:59,520 Speaker 1: helps obvious gate how expensive each of these in game 515 00:29:59,600 --> 00:30:03,400 Speaker 1: items are with regard to real world money, which is 516 00:30:03,440 --> 00:30:06,360 Speaker 1: another big part of using in game currency. It might 517 00:30:06,360 --> 00:30:08,760 Speaker 1: cost you a dollar to get a hundred poker coins. 518 00:30:08,800 --> 00:30:11,200 Speaker 1: But maybe an item in the game is valued at 519 00:30:11,240 --> 00:30:14,560 Speaker 1: three hundred poker coins. Now that means that it would 520 00:30:14,560 --> 00:30:17,320 Speaker 1: set you back three real world dollars to buy enough 521 00:30:17,640 --> 00:30:19,880 Speaker 1: of the poker coins if you were just buying them 522 00:30:19,880 --> 00:30:22,800 Speaker 1: in the one dollar increments. However, as you go through 523 00:30:23,120 --> 00:30:25,720 Speaker 1: it starts to become more difficult to associate the in 524 00:30:25,880 --> 00:30:30,520 Speaker 1: game stuff with the real world price you're paying, particularly 525 00:30:30,920 --> 00:30:33,200 Speaker 1: if you're spending more money so that you get extra 526 00:30:33,240 --> 00:30:36,480 Speaker 1: poker coins with your purchase. Now it might sound like 527 00:30:36,560 --> 00:30:39,680 Speaker 1: I'm saying Niantic is trying to trick players by creating 528 00:30:39,720 --> 00:30:42,880 Speaker 1: a reward system that triggers a desire in players to 529 00:30:42,960 --> 00:30:46,280 Speaker 1: make purchases and then increases their chances of getting rewards, 530 00:30:46,520 --> 00:30:49,560 Speaker 1: coupled with using in game currency to put some distance 531 00:30:49,560 --> 00:30:52,960 Speaker 1: between an in game item's real world cost or price 532 00:30:53,040 --> 00:30:56,680 Speaker 1: tag and the player's awareness of that. And I guess 533 00:30:56,680 --> 00:30:58,719 Speaker 1: that is one way to look at it. However, this 534 00:30:58,800 --> 00:31:01,760 Speaker 1: is also a very common an approach with smartphone games 535 00:31:01,760 --> 00:31:05,600 Speaker 1: in particular. Heck, the one I alluded to earlier uses 536 00:31:05,640 --> 00:31:08,800 Speaker 1: a very similar process, and in fact it has multiple 537 00:31:09,000 --> 00:31:12,800 Speaker 1: in game currencies. Pokemon go at least keeps itself to 538 00:31:12,960 --> 00:31:15,960 Speaker 1: the one means of in game exchange for the store. 539 00:31:16,480 --> 00:31:19,680 Speaker 1: Some games might have four or five different methods, which 540 00:31:19,720 --> 00:31:23,640 Speaker 1: I would argue makes them even more guilty of fleecing players. 541 00:31:24,080 --> 00:31:26,240 Speaker 1: Like I said, the game I play does this, which, yeah, 542 00:31:26,240 --> 00:31:29,320 Speaker 1: I can sometimes feel a little gross or at least exploitative. 543 00:31:29,880 --> 00:31:33,840 Speaker 1: But whatever you think about the revenue model of micro transactions, 544 00:31:33,840 --> 00:31:35,600 Speaker 1: whether you think it's great or it's not, you have 545 00:31:35,640 --> 00:31:41,520 Speaker 1: to admit it works. In its first month, Pokemon Go 546 00:31:42,160 --> 00:31:47,880 Speaker 1: generated two hundred seven million dollars in revenue, which at 547 00:31:47,920 --> 00:31:50,760 Speaker 1: the time was the most money a mobile game had 548 00:31:50,800 --> 00:31:53,840 Speaker 1: made within a month of launch. And that's made all 549 00:31:53,880 --> 00:31:57,040 Speaker 1: the more remarkable when you consider that Niantic rolled out 550 00:31:57,080 --> 00:32:00,880 Speaker 1: the game gradually across different regions. It was not available 551 00:32:01,040 --> 00:32:06,120 Speaker 1: globally right away. The game launched in July, and by 552 00:32:06,160 --> 00:32:10,200 Speaker 1: September of that year, Niantics saw more than five hundred 553 00:32:10,240 --> 00:32:14,840 Speaker 1: million downloads. By July, one year after launch, it had 554 00:32:14,880 --> 00:32:19,040 Speaker 1: been downloaded seven hundred fifty million times. Most of the 555 00:32:19,080 --> 00:32:22,440 Speaker 1: downloads were on Android devices. There was a nearly seventy 556 00:32:22,600 --> 00:32:27,000 Speaker 1: thirty split between Android and iOS, which actually find pretty interesting. 557 00:32:27,600 --> 00:32:31,280 Speaker 1: Generally speaking, the trend is that you see more in 558 00:32:31,480 --> 00:32:35,480 Speaker 1: app purchases on apps that are running on iOS. It 559 00:32:35,600 --> 00:32:41,840 Speaker 1: just seems like Apple users tend to be more um 560 00:32:41,880 --> 00:32:46,479 Speaker 1: inclined to make in app purchases. So while Android phones 561 00:32:46,840 --> 00:32:50,600 Speaker 1: vastly outnumber iOS devices throughout the world, I mean, there's 562 00:32:50,600 --> 00:32:53,480 Speaker 1: just way more Android devices than there are iOS devices. 563 00:32:53,880 --> 00:32:57,479 Speaker 1: On the flip side, Apple users tend to spend more 564 00:32:57,520 --> 00:33:01,360 Speaker 1: money on apps and in apps than Android users do, 565 00:33:01,480 --> 00:33:04,200 Speaker 1: so I just found it really interesting that here we 566 00:33:04,240 --> 00:33:08,440 Speaker 1: saw seventy thirty split between Android and iOS in the 567 00:33:08,440 --> 00:33:13,600 Speaker 1: devices running Pokemon Go, and yet there's this incredible amount 568 00:33:13,800 --> 00:33:17,440 Speaker 1: of in game purchases going on, which you wouldn't expect 569 00:33:17,960 --> 00:33:22,640 Speaker 1: given that split. Well, adoption dropped off fairly sharply after 570 00:33:22,800 --> 00:33:26,840 Speaker 1: Pokemon first debuted, and some players dropped off the game 571 00:33:27,120 --> 00:33:30,680 Speaker 1: entirely over time, including myself, but Pokemon goes still proved 572 00:33:30,680 --> 00:33:35,440 Speaker 1: to be incredibly profitable. There was a dip in spending 573 00:33:35,520 --> 00:33:39,120 Speaker 1: in ten players were spending less on average in twenty seventeen, 574 00:33:39,160 --> 00:33:43,560 Speaker 1: but after that Niantics saw spending increase year over year. 575 00:33:43,920 --> 00:33:49,880 Speaker 1: In twenty nineteen, Pokemon Go brought in eight hundred ninety 576 00:33:50,000 --> 00:33:55,520 Speaker 1: four million dollars in revenue. A truly staggering amount. But 577 00:33:56,280 --> 00:33:59,240 Speaker 1: learning that bit didn't surprise me nearly as much as 578 00:33:59,400 --> 00:34:03,280 Speaker 1: what happened in twenty twenty. So, of course we had 579 00:34:03,320 --> 00:34:06,560 Speaker 1: the pandemic hit in and with much of the world 580 00:34:06,640 --> 00:34:10,719 Speaker 1: going into lockdown and isolation by March or April of 581 00:34:12,360 --> 00:34:15,760 Speaker 1: it meant that I would think Pokemon Go would have suffered. 582 00:34:15,840 --> 00:34:18,759 Speaker 1: This is a game that encourages players to go outside 583 00:34:18,800 --> 00:34:21,520 Speaker 1: and walk around in the real world in order to 584 00:34:21,600 --> 00:34:24,640 Speaker 1: encounter Pokemon within the game and then catch them. You 585 00:34:24,680 --> 00:34:28,000 Speaker 1: would think that you would have an enormous hit on 586 00:34:28,120 --> 00:34:32,120 Speaker 1: revenue when people weren't leaving their houses. I was expecting 587 00:34:32,160 --> 00:34:34,680 Speaker 1: to see a really big dep How could a game 588 00:34:35,080 --> 00:34:39,120 Speaker 1: so reliant on physical location be a success in a 589 00:34:39,200 --> 00:34:43,120 Speaker 1: year when most people weren't actually going anywhere. Well, I 590 00:34:43,200 --> 00:34:47,319 Speaker 1: was a percent wrong, because by November of twenty ten 591 00:34:47,440 --> 00:34:50,320 Speaker 1: months into the year, not even a full year, Niantic 592 00:34:50,440 --> 00:34:55,640 Speaker 1: posted one billion dollars in revenue from Pokemon Go a 593 00:34:55,920 --> 00:35:01,000 Speaker 1: billion dollars from in app purchases in a mobile game. 594 00:35:01,440 --> 00:35:04,399 Speaker 1: Upon further exploration, I started again an understanding of what 595 00:35:04,480 --> 00:35:07,160 Speaker 1: was going on. People were spending more time on their 596 00:35:07,200 --> 00:35:10,960 Speaker 1: phones in lockdown, so they were downloading more entertainment like 597 00:35:11,080 --> 00:35:16,040 Speaker 1: games to mobile devices, and Niantic very very smartly implemented 598 00:35:16,120 --> 00:35:19,839 Speaker 1: numerous features to let players have virtual experiences and play 599 00:35:19,880 --> 00:35:23,000 Speaker 1: the game without actually having to leave the safety of 600 00:35:23,080 --> 00:35:26,560 Speaker 1: their homes. One of the big changes was in how 601 00:35:26,600 --> 00:35:31,080 Speaker 1: an in game item called incense works, and essentially, incense 602 00:35:31,440 --> 00:35:34,680 Speaker 1: attracts Pokemon to your location. Really, it just means that 603 00:35:34,719 --> 00:35:38,640 Speaker 1: Pokemon spawn at wherever you are for a set amount 604 00:35:38,600 --> 00:35:41,920 Speaker 1: of time, like half an hour, and for those thirty minutes, 605 00:35:41,960 --> 00:35:45,279 Speaker 1: you're gonna see way more Pokemon spawn around you than 606 00:35:45,320 --> 00:35:47,560 Speaker 1: you normally would, and it gives you a chance to 607 00:35:47,600 --> 00:35:52,600 Speaker 1: collect Pokemon without having to wander physically around your region. 608 00:35:53,040 --> 00:35:56,520 Speaker 1: Niantic boosted the effects of incense during lockdown. They also 609 00:35:56,600 --> 00:35:59,959 Speaker 1: boosted the effects of other in game items, which allow 610 00:36:00,120 --> 00:36:03,279 Speaker 1: players to experience the game from home as long as 611 00:36:03,360 --> 00:36:05,759 Speaker 1: they had those items that is. And how did you 612 00:36:05,760 --> 00:36:09,120 Speaker 1: get those items? Mostly you did it by buying poke 613 00:36:09,200 --> 00:36:11,719 Speaker 1: coins and then using the poke coins to purchase the 614 00:36:11,760 --> 00:36:15,000 Speaker 1: items you wanted in the in game store. Of course, now, 615 00:36:15,000 --> 00:36:17,120 Speaker 1: I've got a lot more to say about Niantic, but 616 00:36:17,320 --> 00:36:28,480 Speaker 1: first let's take another quick break over the course of 617 00:36:28,520 --> 00:36:32,399 Speaker 1: its existence so far, Pokemon Go has generated more than 618 00:36:32,520 --> 00:36:37,120 Speaker 1: four billion dollars in revenue. The US leads the way 619 00:36:37,160 --> 00:36:39,920 Speaker 1: in terms of spending on the game, and Japan is 620 00:36:39,960 --> 00:36:43,560 Speaker 1: not that far behind. Upon initial release, the amount of 621 00:36:43,560 --> 00:36:48,920 Speaker 1: gameplay and Pokemon Go was fairly limited. You could capture Pokemon, 622 00:36:49,440 --> 00:36:53,120 Speaker 1: you could evolve them over time using an in game 623 00:36:53,160 --> 00:36:56,000 Speaker 1: resource called star dust. More on that in a second. 624 00:36:56,640 --> 00:36:59,480 Speaker 1: You could attempt to take over gems so that your 625 00:36:59,560 --> 00:37:03,200 Speaker 1: facts and could control them. You know, the three factions 626 00:37:03,280 --> 00:37:06,520 Speaker 1: or teams and Pokemon Go, but you couldn't battle head 627 00:37:06,560 --> 00:37:10,360 Speaker 1: to head with other players, nor could you trade pokemon in. 628 00:37:11,640 --> 00:37:15,080 Speaker 1: Niantic finally introduced trading, but it was not as simple 629 00:37:15,120 --> 00:37:18,960 Speaker 1: as swapping one Pokemon for another. To trade, you had 630 00:37:18,960 --> 00:37:22,640 Speaker 1: to meet some other criteria first. Both players that would 631 00:37:22,719 --> 00:37:25,440 Speaker 1: enter into a trade would first have to become friends 632 00:37:25,480 --> 00:37:29,280 Speaker 1: with each other, which involves sending and accepting friend requests, 633 00:37:29,400 --> 00:37:33,840 Speaker 1: using a unique identifier to link the two accounts together 634 00:37:33,920 --> 00:37:37,520 Speaker 1: as friends, and that establishes a connection. Both friends would 635 00:37:37,560 --> 00:37:40,040 Speaker 1: need to be within one dred meters of each other 636 00:37:40,120 --> 00:37:43,080 Speaker 1: in real life before making a trade. At least before 637 00:37:43,080 --> 00:37:45,520 Speaker 1: the pandemic. They had to do that, and you needed 638 00:37:45,560 --> 00:37:48,400 Speaker 1: a certain amount of star dust to power that trade. 639 00:37:48,680 --> 00:37:50,760 Speaker 1: Like I said, star dust is an in game element 640 00:37:50,760 --> 00:37:55,200 Speaker 1: in Pokemon Go that typically you use to level up 641 00:37:55,440 --> 00:38:00,120 Speaker 1: captured Pokemon. So let's say I caught a Charmnder and 642 00:38:00,120 --> 00:38:03,239 Speaker 1: to power up my char Mander and evolve it up 643 00:38:03,239 --> 00:38:07,400 Speaker 1: to a char million and then ultimately up to a Charizard, 644 00:38:07,600 --> 00:38:10,760 Speaker 1: I need to collect enough star dust to power that transformation. 645 00:38:11,480 --> 00:38:14,560 Speaker 1: And um, you collect star dust through playing the game. 646 00:38:14,760 --> 00:38:18,040 Speaker 1: But trading likewise requires a certain amount of stardust to 647 00:38:18,160 --> 00:38:21,880 Speaker 1: allow you to trade a Pokemon to another player. The 648 00:38:21,960 --> 00:38:25,520 Speaker 1: more rare the Pokemon, the more stardust is actually needed 649 00:38:25,640 --> 00:38:28,920 Speaker 1: to make a trade happen. Now complicating this is that 650 00:38:29,000 --> 00:38:32,879 Speaker 1: friendship isn't just a binary element in Pokemon. It's not 651 00:38:33,000 --> 00:38:36,760 Speaker 1: either you're my friend or you're not. Friendship has tears 652 00:38:36,800 --> 00:38:39,520 Speaker 1: to it, meaning that over time you can boost your 653 00:38:39,520 --> 00:38:42,320 Speaker 1: friendship levels literally over time. The longer you are friends 654 00:38:42,320 --> 00:38:45,719 Speaker 1: with somebody, the higher your friendship value is. It's kind 655 00:38:45,760 --> 00:38:49,160 Speaker 1: of like going from an acquaintance to a friend to 656 00:38:49,480 --> 00:38:53,040 Speaker 1: b FF two. Seriously, can you help me hide this body? 657 00:38:54,040 --> 00:38:56,160 Speaker 1: I might be revealing too much about how I rank 658 00:38:56,239 --> 00:39:00,440 Speaker 1: my friends. Anyway, With higher friendship levels, the startup cost 659 00:39:00,480 --> 00:39:03,920 Speaker 1: for trading starts to come down. So the same trade 660 00:39:04,320 --> 00:39:06,920 Speaker 1: with one person who's just like an acquaintance level is 661 00:39:06,920 --> 00:39:10,160 Speaker 1: going to cost you more stardust than that exact same 662 00:39:10,200 --> 00:39:13,719 Speaker 1: trade with your BFF it'll be less stardust. So if 663 00:39:13,719 --> 00:39:15,840 Speaker 1: you're training with a really good friend, you aren't spending 664 00:39:15,880 --> 00:39:18,960 Speaker 1: quite as much star dust to make it happen. In addition, 665 00:39:19,280 --> 00:39:22,919 Speaker 1: sometimes during play you might encounter a gift item out 666 00:39:22,920 --> 00:39:25,440 Speaker 1: in the wild, and gift items are meant to be 667 00:39:25,520 --> 00:39:29,120 Speaker 1: given to your friends. So if I find a gift item, 668 00:39:29,239 --> 00:39:31,600 Speaker 1: I would not be able to open it for myself. 669 00:39:32,040 --> 00:39:34,000 Speaker 1: I could however, send it on to one of my 670 00:39:34,040 --> 00:39:37,239 Speaker 1: friends who also plays the game, and they would not 671 00:39:37,360 --> 00:39:41,000 Speaker 1: only receive this gift uh, they would then be able 672 00:39:41,000 --> 00:39:43,240 Speaker 1: to open it and there would be some useful items 673 00:39:43,239 --> 00:39:45,799 Speaker 1: in there that they could then put to use within 674 00:39:45,840 --> 00:39:49,640 Speaker 1: the game themselves. The gameplay mechanics of trading are a 675 00:39:49,640 --> 00:39:52,200 Speaker 1: bit convoluted, but they also help avoid the issues you 676 00:39:52,239 --> 00:39:54,760 Speaker 1: would have if there were kind of a no holds 677 00:39:54,840 --> 00:39:58,200 Speaker 1: barred approach. In that case, players could end up spoofing 678 00:39:58,280 --> 00:40:00,839 Speaker 1: multiple accounts and then just te eating back and forth 679 00:40:00,920 --> 00:40:04,759 Speaker 1: with themselves in order to essentially cheat their way toward dominance. 680 00:40:05,320 --> 00:40:08,040 Speaker 1: And heck, with that reward cycle built into games, you 681 00:40:08,040 --> 00:40:10,480 Speaker 1: can see why people would actually do this. They're chasing 682 00:40:10,480 --> 00:40:15,440 Speaker 1: that high of a perceived achievement. A reward doesn't matter 683 00:40:15,560 --> 00:40:18,279 Speaker 1: if they had to take shortcuts to get there. Now 684 00:40:18,320 --> 00:40:21,239 Speaker 1: I'm getting toward the end of this episode, so I 685 00:40:21,280 --> 00:40:24,160 Speaker 1: need to switch gears for a minute and talk about 686 00:40:24,239 --> 00:40:29,400 Speaker 1: niantics other game they've launched since Pokemon Go. So there's Ingress, 687 00:40:29,719 --> 00:40:32,080 Speaker 1: which is still going today, that was their first big 688 00:40:32,160 --> 00:40:36,040 Speaker 1: public game. There's Pokemon Go, and then there's another huge 689 00:40:36,120 --> 00:40:39,240 Speaker 1: I p that partnered with Niantic to create an augmented 690 00:40:39,280 --> 00:40:43,000 Speaker 1: reality mobile game that everyone at the time was thinking 691 00:40:43,000 --> 00:40:46,040 Speaker 1: could be even bigger than Pokemon Go, and that would 692 00:40:46,120 --> 00:40:50,600 Speaker 1: be Harry Potter. Uh. The game that Niantic created is 693 00:40:50,640 --> 00:40:55,080 Speaker 1: called Harry Potter Wizards Unite. The World first learned about 694 00:40:55,120 --> 00:40:59,440 Speaker 1: this partnership back in November, just a little more than 695 00:40:59,480 --> 00:41:02,640 Speaker 1: a year after Pokemon Go had launched. According to the 696 00:41:02,680 --> 00:41:06,480 Speaker 1: press release, Niantic promised a game in which quote players 697 00:41:06,480 --> 00:41:10,320 Speaker 1: will learn spells, explore their real world neighborhoods and cities 698 00:41:10,480 --> 00:41:13,560 Speaker 1: to discover and fight legendary beasts, and team up with 699 00:41:13,600 --> 00:41:16,880 Speaker 1: others to take down powerful enemies. End quote from the 700 00:41:16,880 --> 00:41:20,040 Speaker 1: press release. It sounded like this would be in many 701 00:41:20,080 --> 00:41:23,440 Speaker 1: ways very similar to Pokemon Go, but with a Harry 702 00:41:23,480 --> 00:41:26,960 Speaker 1: Potter kind of overlay, and Pokemon Go players choose one 703 00:41:27,000 --> 00:41:30,160 Speaker 1: of three teams to join their either Team Valor, Team 704 00:41:30,160 --> 00:41:34,800 Speaker 1: Instinct or Team Mystic. There's no option to join Team Rocket, 705 00:41:34,920 --> 00:41:38,440 Speaker 1: and yes I have written letters about it. These are 706 00:41:38,480 --> 00:41:41,239 Speaker 1: the teams that compete to control sites like gems, which 707 00:41:41,239 --> 00:41:43,560 Speaker 1: are tied to points of interest in the real world, 708 00:41:43,840 --> 00:41:47,240 Speaker 1: and Harry Potter would change that up so that instead 709 00:41:47,280 --> 00:41:50,040 Speaker 1: of Team Valerie, Team Instinctive, Team Mystic, you would choose 710 00:41:50,040 --> 00:41:53,800 Speaker 1: one of the four Houses and Hogwarts, so of course Slytherin, 711 00:41:54,000 --> 00:41:57,600 Speaker 1: which we all know is the best house, Raven Claude, Griffin, Door, 712 00:41:57,719 --> 00:42:01,480 Speaker 1: or Hufflepuff. When the game finally law punched in twenty nineteen, 713 00:42:01,520 --> 00:42:05,080 Speaker 1: two years later, this was essentially confirmed, and in addition, 714 00:42:05,160 --> 00:42:08,120 Speaker 1: players the game can choose a profession. The three professions 715 00:42:08,160 --> 00:42:13,720 Speaker 1: are magic, zoologist, orror, or professor. They can also select 716 00:42:13,920 --> 00:42:17,160 Speaker 1: their own wands, which frankly is against Cannon because we 717 00:42:17,200 --> 00:42:20,840 Speaker 1: all know the wand chooses you, but then the ones 718 00:42:21,040 --> 00:42:23,319 Speaker 1: don't have any real effect. On gameplay at all. They're 719 00:42:23,320 --> 00:42:28,200 Speaker 1: purely cosmetics, so it's not like it actually matters beyond aesthetics. 720 00:42:28,200 --> 00:42:31,680 Speaker 1: Like Pokemon Go, the intended gameplay for Harry Potter Wizards 721 00:42:31,760 --> 00:42:35,520 Speaker 1: Unite is to walk around your real environment and encounter 722 00:42:35,960 --> 00:42:40,520 Speaker 1: confounded creatures or items. You are then to cast spells 723 00:42:40,600 --> 00:42:45,880 Speaker 1: to reverse this confounding curse on these things, and casting 724 00:42:45,920 --> 00:42:50,000 Speaker 1: spells involves tracing a pattern shown on your screen dependent 725 00:42:50,080 --> 00:42:54,560 Speaker 1: upon whichever spell you're casting, and different ones have different powers. Uh, 726 00:42:54,640 --> 00:42:57,080 Speaker 1: it's kind of like Pokemon Go. You can actually have 727 00:42:57,120 --> 00:42:58,759 Speaker 1: the set to a R mode so that you get 728 00:42:58,800 --> 00:43:02,719 Speaker 1: a digital overlay of critters that appear to be in 729 00:43:02,800 --> 00:43:05,920 Speaker 1: your real world environment, or you can just turn that 730 00:43:05,960 --> 00:43:08,640 Speaker 1: off Savior Battery life and just play on the screen. 731 00:43:09,360 --> 00:43:13,520 Speaker 1: Tracing the pattern correctly increases your chances of unconfounding things, 732 00:43:13,600 --> 00:43:17,000 Speaker 1: or at least that's what's supposed to do. In my experience, 733 00:43:17,280 --> 00:43:20,840 Speaker 1: the gesture detection is a little bit wonky, and sometimes 734 00:43:20,880 --> 00:43:23,000 Speaker 1: I'm told that I didn't do a very good job 735 00:43:23,040 --> 00:43:26,120 Speaker 1: when I am sure I nailed that gesture, and other 736 00:43:26,160 --> 00:43:30,480 Speaker 1: times I'm like, whoo, I really really messed that one up, 737 00:43:30,800 --> 00:43:33,680 Speaker 1: and yet get a perfect result. So there's a lack 738 00:43:33,719 --> 00:43:36,480 Speaker 1: of consistency there now. Granted, I have not played this 739 00:43:36,560 --> 00:43:39,800 Speaker 1: game in a long long time, so it may be 740 00:43:40,000 --> 00:43:42,560 Speaker 1: that it has improved over time, but when it first 741 00:43:42,600 --> 00:43:45,719 Speaker 1: launched I was having real issues. The game has a 742 00:43:45,719 --> 00:43:47,759 Speaker 1: lot of other gameplay features in it, many of which 743 00:43:47,800 --> 00:43:51,000 Speaker 1: are clever and fun when you can, you know, go 744 00:43:51,080 --> 00:43:54,120 Speaker 1: outside without a care in the world. So, for example, 745 00:43:54,640 --> 00:43:57,799 Speaker 1: they have port keys in this game, and you can 746 00:43:58,160 --> 00:44:00,920 Speaker 1: find a port key essentially like a chest, and you 747 00:44:00,920 --> 00:44:03,480 Speaker 1: can open it with a one of your keys, and 748 00:44:03,520 --> 00:44:08,120 Speaker 1: that creates a portal, uh that appears in your view, 749 00:44:08,480 --> 00:44:10,239 Speaker 1: so you can actually hold your phone up and you 750 00:44:10,239 --> 00:44:12,840 Speaker 1: see that there's a portal in front of you. To 751 00:44:12,920 --> 00:44:15,120 Speaker 1: go through the portal, you actually do have to take 752 00:44:15,200 --> 00:44:18,759 Speaker 1: steps and walk through the thing, which is why I 753 00:44:18,800 --> 00:44:21,840 Speaker 1: recommend that you do this somewhere really safe, like not 754 00:44:22,120 --> 00:44:24,520 Speaker 1: next to a busy road where the portal would have 755 00:44:24,560 --> 00:44:28,000 Speaker 1: you walk into traffic. Anyway, once you go through the portal, 756 00:44:28,280 --> 00:44:30,840 Speaker 1: you collect in game stuff that gives you special items 757 00:44:30,880 --> 00:44:35,000 Speaker 1: that you can use within the game play. Like Pokemon Go, 758 00:44:35,120 --> 00:44:37,319 Speaker 1: you can also purchase things within the game to give 759 00:44:37,320 --> 00:44:41,160 Speaker 1: you boosts and unlocked items much more quickly. The launch 760 00:44:41,160 --> 00:44:44,120 Speaker 1: of Wizards Unite was a far cry from what Niantics 761 00:44:44,120 --> 00:44:48,200 Speaker 1: saw with Pokemon Go. With Pokemon, Niantic generated more than 762 00:44:48,200 --> 00:44:51,560 Speaker 1: two hundred million dollars in revenue in that launch month. 763 00:44:51,880 --> 00:44:57,120 Speaker 1: Harry Potter was closer to twelve million dollars. Now that's 764 00:44:57,160 --> 00:44:59,239 Speaker 1: not chump change. Don't get me wrong. I would love 765 00:44:59,320 --> 00:45:03,799 Speaker 1: twelve dollars, but it wasn't a grand slam home runs 766 00:45:03,880 --> 00:45:06,839 Speaker 1: the way that Pokemon Go was. You know, everyone was thinking, 767 00:45:06,840 --> 00:45:12,000 Speaker 1: Harry Potter is such a recognizable intellectual property, for sure, 768 00:45:12,040 --> 00:45:15,600 Speaker 1: this game is gonna be just a license to print money. 769 00:45:15,719 --> 00:45:18,719 Speaker 1: Um So, while the Harry Potter franchise is huge and 770 00:45:18,719 --> 00:45:22,439 Speaker 1: and is bigger than Pokemon, has a rabid fan base 771 00:45:22,480 --> 00:45:25,160 Speaker 1: as well, but the game just didn't see as much 772 00:45:25,239 --> 00:45:29,200 Speaker 1: adoption early on. Whether that was because of a failure 773 00:45:29,239 --> 00:45:32,480 Speaker 1: in marketing or just a lack of interest among Harry 774 00:45:32,480 --> 00:45:36,080 Speaker 1: Potter fans, I can't say. Maybe Pokemon fans were already 775 00:45:36,160 --> 00:45:40,560 Speaker 1: used to interacting with Pokemon within the context of the 776 00:45:40,640 --> 00:45:45,600 Speaker 1: game world and the game like like revenue structure, so 777 00:45:45,760 --> 00:45:48,840 Speaker 1: the transition to playing Pokemon but in the real world 778 00:45:49,160 --> 00:45:51,840 Speaker 1: had a greater appeal for those folks. But whatever the 779 00:45:51,880 --> 00:45:54,799 Speaker 1: reason Harry Potter has not paid off the same way 780 00:45:54,840 --> 00:45:59,279 Speaker 1: Pokemon has. Nyantik, however, continues to develop games, you know, 781 00:45:59,400 --> 00:46:04,040 Speaker 1: in between cashing enormous checks from Pokemon Go. Next up 782 00:46:04,160 --> 00:46:06,600 Speaker 1: is a game that's based around the popular board game 783 00:46:06,640 --> 00:46:10,200 Speaker 1: Settlers of Katan, which you know. I've never actually played. 784 00:46:10,680 --> 00:46:12,200 Speaker 1: I think that means I have to hand over my 785 00:46:12,280 --> 00:46:15,360 Speaker 1: geek card. I know we've got some Katan players in 786 00:46:15,400 --> 00:46:18,560 Speaker 1: our office. I think Tyler and Matt might play it, 787 00:46:18,960 --> 00:46:21,000 Speaker 1: but I have never sat down to a session. I 788 00:46:21,040 --> 00:46:23,960 Speaker 1: only have a vague idea of how the game works. Anyway. 789 00:46:24,320 --> 00:46:27,720 Speaker 1: Nyantick announced it was working on this Katan related title 790 00:46:27,760 --> 00:46:31,080 Speaker 1: back in November twenty nineteen, but we haven't yet seen 791 00:46:31,120 --> 00:46:35,360 Speaker 1: the game come out, presumably really through a wrench in 792 00:46:35,400 --> 00:46:38,080 Speaker 1: the works because Niantic had to dedicate a lot of 793 00:46:38,120 --> 00:46:42,560 Speaker 1: resources toward optimizing Pokemon Go and Harry Potter in order 794 00:46:42,640 --> 00:46:46,800 Speaker 1: to have the play at home approach. Very very recently, 795 00:46:46,880 --> 00:46:50,520 Speaker 1: just back in March of this year, this year being one, 796 00:46:50,560 --> 00:46:53,360 Speaker 1: in case you're listening to this from the future, Niantick 797 00:46:53,400 --> 00:46:56,640 Speaker 1: announced it was making a game in the Pickman franchise. 798 00:46:56,960 --> 00:46:59,760 Speaker 1: This game will come out of the Tokyo based branch 799 00:46:59,840 --> 00:47:03,920 Speaker 1: of Niantic, which was first set up back in but 800 00:47:04,000 --> 00:47:06,239 Speaker 1: I think it's safe to say that the bread and 801 00:47:06,320 --> 00:47:09,640 Speaker 1: butter of Niantic continues to be Pokemon Go. While the 802 00:47:09,680 --> 00:47:13,120 Speaker 1: game saw a lot of players migrate away, particularly before 803 00:47:13,160 --> 00:47:17,120 Speaker 1: stuff like trading was introduced, Niantic has incorporated a lot 804 00:47:17,160 --> 00:47:20,840 Speaker 1: of in game and real world incentives to bring people 805 00:47:20,880 --> 00:47:25,000 Speaker 1: on board and to keep existing players engaged. That includes 806 00:47:25,040 --> 00:47:29,759 Speaker 1: introducing more Pokemon. There are hundreds of Pokemon, and it's 807 00:47:29,800 --> 00:47:33,560 Speaker 1: kind of like controlled releases. So the initial Pokemon that 808 00:47:33,640 --> 00:47:37,680 Speaker 1: were available in Pokemon Go, we're all like first edition Pokemon, 809 00:47:38,160 --> 00:47:41,319 Speaker 1: but lots of them have been introduced over subsequent games, 810 00:47:41,360 --> 00:47:45,040 Speaker 1: and Pokemon Go has capitalized on that. Uh. They also 811 00:47:45,080 --> 00:47:48,840 Speaker 1: have held really large events which used to be you know, physical. 812 00:47:48,880 --> 00:47:51,920 Speaker 1: It used to bring people together in the same physical location. 813 00:47:52,280 --> 00:47:55,440 Speaker 1: These days they run more towards the virtual. However, some 814 00:47:55,480 --> 00:47:58,920 Speaker 1: people have started using Pokemon recently as you know, an 815 00:47:58,960 --> 00:48:02,120 Speaker 1: excuse to get out in the world again as vaccination 816 00:48:02,200 --> 00:48:05,320 Speaker 1: numbers are on the rise. And of course it also 817 00:48:05,480 --> 00:48:09,560 Speaker 1: has included finding incentives to encourage players to purchase those 818 00:48:09,640 --> 00:48:13,280 Speaker 1: dang poker coins. Now, I would say that the augmented 819 00:48:13,320 --> 00:48:16,280 Speaker 1: reality nature of these games is a fairly light touch, 820 00:48:16,400 --> 00:48:20,400 Speaker 1: particularly in the pandemic. The game world does correlate in 821 00:48:20,520 --> 00:48:23,120 Speaker 1: some measure to the real world. I mean, you can 822 00:48:23,160 --> 00:48:26,359 Speaker 1: only encounter certain things within the Niantic games based on 823 00:48:26,440 --> 00:48:30,839 Speaker 1: where you are physically on Earth. You can't find Mr 824 00:48:30,880 --> 00:48:34,040 Speaker 1: Mime in the USA, you can't find Taurus in Asia 825 00:48:34,200 --> 00:48:36,840 Speaker 1: unless you're trying to cheat the system through spoofing your location. 826 00:48:37,239 --> 00:48:39,279 Speaker 1: But I think most folks turn off the A OUR 827 00:48:39,440 --> 00:48:43,080 Speaker 1: view of gameplay to conserve battery life, so that augmented 828 00:48:43,160 --> 00:48:46,200 Speaker 1: reality part of the game is really more about just 829 00:48:46,280 --> 00:48:49,920 Speaker 1: wandering around in an effort to encounter more game elements. 830 00:48:50,520 --> 00:48:54,080 Speaker 1: But you aren't experiencing the game as if it's overlaid 831 00:48:54,120 --> 00:48:57,319 Speaker 1: on top of the reality you exist within. So it's 832 00:48:57,600 --> 00:49:00,400 Speaker 1: kind of a baby step in a R. But the 833 00:49:00,440 --> 00:49:03,439 Speaker 1: success of Pokemon Go indicates that there just might be 834 00:49:03,520 --> 00:49:07,440 Speaker 1: something too augmented reality games. Clearly, the best approach is 835 00:49:07,480 --> 00:49:11,160 Speaker 1: going to require the right i P, the right gameplay mechanics, 836 00:49:11,320 --> 00:49:14,560 Speaker 1: the right technology to create the a R experience, and 837 00:49:14,600 --> 00:49:17,960 Speaker 1: the right integration of digital elements with the real world. 838 00:49:18,360 --> 00:49:21,600 Speaker 1: And that is a secret sauce that's really hard to achieve. 839 00:49:21,800 --> 00:49:24,239 Speaker 1: I mean, even if we just look at Niantic, they've 840 00:49:24,320 --> 00:49:28,040 Speaker 1: really only hit the jackpot once, and even Harry Potter, 841 00:49:28,320 --> 00:49:31,880 Speaker 1: which seemed like a guaranteed success story and came after 842 00:49:32,040 --> 00:49:35,680 Speaker 1: Pokemon Go did, just hasn't made a huge splash compared 843 00:49:35,719 --> 00:49:38,319 Speaker 1: to Pokemon So it might be a while before we 844 00:49:38,360 --> 00:49:44,960 Speaker 1: see another real juggernaut in the space. Oh Marvel augmented 845 00:49:45,000 --> 00:49:48,719 Speaker 1: reality game, Now, I'd be so into that. But that 846 00:49:48,719 --> 00:49:52,839 Speaker 1: wraps up our episodes about Niantic. The company, as I said, 847 00:49:53,000 --> 00:49:56,480 Speaker 1: is still going like gangbusters, still developing games, and still 848 00:49:56,680 --> 00:49:59,680 Speaker 1: making an enormous amount of revenue from Pokemon Go, so 849 00:49:59,719 --> 00:50:02,360 Speaker 1: we're likely to see them be a big player for 850 00:50:02,440 --> 00:50:06,760 Speaker 1: some time now. Hopefully they'll continue to innovate. I would 851 00:50:06,760 --> 00:50:09,800 Speaker 1: hate to see it by a company that just relies 852 00:50:09,840 --> 00:50:14,520 Speaker 1: solely upon Pokemon Go, but as we've seen, repeating success 853 00:50:14,600 --> 00:50:18,040 Speaker 1: is never a guarantee. I hope you enjoyed these episodes. 854 00:50:18,080 --> 00:50:20,160 Speaker 1: If you have suggestions for topics I should cover in 855 00:50:20,200 --> 00:50:22,680 Speaker 1: future episodes of tech Stuff, reach out to me on Twitter. 856 00:50:22,960 --> 00:50:26,839 Speaker 1: The handle is text Stuff h s W and I'll 857 00:50:26,880 --> 00:50:35,319 Speaker 1: talk to you again really soon. Text Stuff is an 858 00:50:35,320 --> 00:50:39,040 Speaker 1: I Heart radio production. For more podcasts from My Heart radio, 859 00:50:39,360 --> 00:50:42,520 Speaker 1: visit the I heart Radio app, Apple podcasts, or wherever 860 00:50:42,600 --> 00:50:44,120 Speaker 1: you listen to your favorite shows.