WEBVTT - Pokemon Go Keeps On Going

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<v Speaker 1>Welcome to tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm ad executive producer with iHeart Radio and

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<v Speaker 1>I love all things tech. And previously on tech Stuff,

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<v Speaker 1>I talked about the founding of the company Niantic, how

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<v Speaker 1>it took its name from a ship that ended up

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<v Speaker 1>being buried under San Francisco, and it went on to

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<v Speaker 1>launch the phenomenally successful Pokemon Go. I covered a bit

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<v Speaker 1>of how Niantic developed another game called Ingress before it

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<v Speaker 1>jumped on Pokemon Go. So today we're going to continue

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<v Speaker 1>our story. We're gonna talk a little bit more about

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<v Speaker 1>how Pokemon Go works and how it makes money, and

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<v Speaker 1>also what else Niantic has been working on. So let's

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<v Speaker 1>first talk about how Pokemon in general, not just Pokemon Go,

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<v Speaker 1>but how Pokemon on in general works. From a very

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<v Speaker 1>high level, the Pokemon are fictional critters. They are pocket monsters,

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<v Speaker 1>if you will, though many of them are far too

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<v Speaker 1>large to fit inside of a pocket. Players called trainers

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<v Speaker 1>attempt to find and catch the various Pokemon and add

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<v Speaker 1>them to their collection or Poka decks. By the way,

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<v Speaker 1>get used to poke a being used a lot in

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<v Speaker 1>this episode. Uh. You use poke balls to catch Pokemon,

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<v Speaker 1>and trainers can even evolve Pokemon into more advanced forms. So,

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<v Speaker 1>for example, the char Mander Pokemon will eventually evolve into

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<v Speaker 1>a form called the char Million and then further evolve

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<v Speaker 1>into the charas Art. Each evolution marks an increase in

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<v Speaker 1>Pokemon power and some changes in their abilities. Trainers pit

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<v Speaker 1>their Pokemon against other trainers into Pokemon battles, and that

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<v Speaker 1>means in most Pokemon games you enter into a turn

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<v Speaker 1>based combat sequence. In the standard Pokemon games, it's clear

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<v Speaker 1>that some trainers are bad guys. They're working to create

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<v Speaker 1>a sort of criminal organization that leans heavily on these

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<v Speaker 1>Pokemon critters to do nefarious things, Team Rocket being a

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<v Speaker 1>prime example. Each Pokemon belongs to a category or a type,

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<v Speaker 1>and each type has strengths and weaknesses against some of

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<v Speaker 1>the other types. And it's kind of like paper rock scissors,

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<v Speaker 1>you know, because paper beats rock, rock beats scissors, scissors

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<v Speaker 1>beats paper. In Pokemon, however, you don't have three types.

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<v Speaker 1>You've got eighteen different types. Some types have no advantage

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<v Speaker 1>or disadvantages against each other. Uh. Some Pokemon types like

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<v Speaker 1>grass types are weak against many other types, and so

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<v Speaker 1>knowing which types are effective against others helps a trainer

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<v Speaker 1>win battles. And just because one Pokemon is naturally weak

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<v Speaker 1>against another does not necessarily mean defeat is inevitable. There's

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<v Speaker 1>an R and G element or random number generator to

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<v Speaker 1>this too, so it is possible, but very unlikely, that

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<v Speaker 1>a Pokemon that's weak against another will still win in

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<v Speaker 1>a battle if it just happens to get really good

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<v Speaker 1>random results and the other one gets really bad results.

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<v Speaker 1>But obviously the odds are against you in that scenario.

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<v Speaker 1>Oh and each Pokemon has a few different moves that

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<v Speaker 1>you can play in this turn based system. Some moves

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<v Speaker 1>are meant to reduce your opponent's defenses, some are meant

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<v Speaker 1>to decrease the potency of their next attack, and some

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<v Speaker 1>are just meant to inflict damage. When a Pokemon has

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<v Speaker 1>taken all the damage it can take, in other words,

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<v Speaker 1>all of its hit points are gone, it faints. There

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<v Speaker 1>is no dying in Pokemon, which is something of a

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<v Speaker 1>relief in most Pokemon games. If you're a creature faints,

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<v Speaker 1>you can swap in another Pokemon from your collection and

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<v Speaker 1>continue the battle. But if all of your Pokemon in

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<v Speaker 1>your in your little group faint, you lose the battle

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<v Speaker 1>plus some money, and you head off to a Pokemon

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<v Speaker 1>center where you can have your poor little critters recover

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<v Speaker 1>before heading back out to do it all over again.

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<v Speaker 1>Now there are other aspects to the game as well.

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<v Speaker 1>Most games allow players to buy various items which can

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<v Speaker 1>help during Pokemon battles, like it can help restore hit points,

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<v Speaker 1>for example. And then there's the poke ball, which is

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<v Speaker 1>a small sphere that acts both like a net to

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<v Speaker 1>catch Pokemon and also a storage space where your little

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<v Speaker 1>pokemons live. It captures them and holds them wild Pokemon.

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<v Speaker 1>If you encounter one in the wild within these games,

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<v Speaker 1>you have a chance to try and capture them and

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<v Speaker 1>add them to your collection, but they have a chance

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<v Speaker 1>to escape capture. Battling wild Pokemon with one of your

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<v Speaker 1>own can weaken the wild ones enough so that when

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<v Speaker 1>you grab them, they don't have the strength to escape. Charming, right,

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<v Speaker 1>all right? So in pokem Mon Go, some of these

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<v Speaker 1>elements made it into play early on, but not all

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<v Speaker 1>of them did. There were some limitations on things like

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<v Speaker 1>whom you could actually battle. You couldn't go head to

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<v Speaker 1>head against another player for example. But Pokemon Go also

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<v Speaker 1>introduced some elements that are not in the standard console games.

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<v Speaker 1>For one, the types of Pokemon you encounter depend heavily

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<v Speaker 1>on where in the world you really physically are. Some

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<v Speaker 1>Pokemon are unique to specific continents, meaning you could wander

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<v Speaker 1>all over uh, well, let's say North America, and if

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<v Speaker 1>you did, you would never see a Mr. Mine, which

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<v Speaker 1>frankly might be a blessing. But that's because Mr. Mime

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<v Speaker 1>is exclusive to Europe. You would have to travel to

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<v Speaker 1>Europe to have a chance of finding one in the wild.

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<v Speaker 1>And also the time of day matters too. You will

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<v Speaker 1>see a different distribution of Pokemon monsters in the morning

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<v Speaker 1>versus the evening, for example. Now for another thing, The

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<v Speaker 1>act of catching a Pokemon in Pokemon involves a gesture

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<v Speaker 1>control mechanic. So you've got your little poke bowl on

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<v Speaker 1>your screen. Then you can also see your Pokemon that

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<v Speaker 1>you're trying to capture on your screen. If you're playing

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<v Speaker 1>an augmented reality mode, the Pokemon actually appears as an

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<v Speaker 1>overlay of a camera view of your environment. So you'd

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<v Speaker 1>be holding up your camera. Maybe you're looking at like,

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<v Speaker 1>say a park bench, and you notice that the little

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<v Speaker 1>Pokemon is apparently standing on top of the park bench.

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<v Speaker 1>It's cute, but a lot of folks actually switch this

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<v Speaker 1>mode off because it does also suck up battery life

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<v Speaker 1>really quickly. Well, then you use a vertical swipe motion

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<v Speaker 1>to virtually toss your poke ball at the Pokemon. If

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<v Speaker 1>you first swing the poke ball around a bit like

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<v Speaker 1>you swirl your finger around in a circle, you charge

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<v Speaker 1>up the poke ball, which increases your chances of catching

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<v Speaker 1>the Pokemon. It also makes a little more challenging to

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<v Speaker 1>aim the poke ball before you throw it, which means

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<v Speaker 1>you might miss wildly. But even if you hit the

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<v Speaker 1>Pokemon smack dab and it's poke a face pa Poco face,

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<v Speaker 1>you aren't guaranteed to catch it. Some Pokemon are rare

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<v Speaker 1>and powerful, and the odds of a successful capture are

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<v Speaker 1>decreased unless you're using a more powerful version of the

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<v Speaker 1>poke ball, which leads us to the next really big

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<v Speaker 1>element of Pokemon Go. Most importantly for Niantic, Pokemon Go

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<v Speaker 1>created lots of opportunities for micro transactions. Now in the

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<v Speaker 1>world of games, micro transactions have become the big money

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<v Speaker 1>maker for certain types of games. They also can be

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<v Speaker 1>a real pain point for players, and depending upon the implementation,

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<v Speaker 1>players could just see it as a small price to

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<v Speaker 1>pay in order to play a game that they really

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<v Speaker 1>love playing, or they might see it as being really predatory. Now,

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<v Speaker 1>let's explain the emergence of micro transactions in the old days.

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<v Speaker 1>Back in like the eighties, buying a computer game meant

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<v Speaker 1>you plunked down your harder cheddar and you purchased a

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<v Speaker 1>copy of Zork and you headed on home to play

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<v Speaker 1>it as much as you like. You just put that

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<v Speaker 1>five and a quarter inch floppy disc into your disk drive,

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<v Speaker 1>loaded it up, and started playing, and you can play

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<v Speaker 1>as much as you wanted. You owned that copy of

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<v Speaker 1>the game, and everything associated with that game was on

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<v Speaker 1>the game's floppy disk. Everything that was that version of

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<v Speaker 1>Zork was right there, forever and ever the point of

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<v Speaker 1>purchase mark the one and only transaction involving you and

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<v Speaker 1>that Zork game. But let's skip ahead. Games get much

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<v Speaker 1>more sophisticated than complicated. Now. You can still buy a

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<v Speaker 1>full game, but now developers start creating additional material based

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<v Speaker 1>on that game build and they offer it as a

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<v Speaker 1>separate purchase. These could be sequels to a title, They

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<v Speaker 1>could be side adventures, or extra levels for certain games,

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<v Speaker 1>and typically these expansions would be built upon the same

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<v Speaker 1>game engine, using the same graphics resources, and featuring the

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<v Speaker 1>same gameplay elements, but with more content. So let's give

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<v Speaker 1>an example. Let's say you really loved Ultimate seven The

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<v Speaker 1>Black Gate, a computer RPG from back in the day. Well,

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<v Speaker 1>you play the game, you love it, and you wish

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<v Speaker 1>that there was more of it. Then you find out, hey, Origin,

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<v Speaker 1>the company behind it, has just made an expansion. They've

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<v Speaker 1>created a game called Ultimate seven The Forge of Virtue

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<v Speaker 1>that has more content within that game world, same graphics,

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<v Speaker 1>same game engine. You can keep the party going, and

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<v Speaker 1>if that weren't enough, you could go even further with

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<v Speaker 1>Ultimate seven Part two Serpent Aisle, which was really more

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<v Speaker 1>like an expansion pack. If that's still weren't enough, you

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<v Speaker 1>could also get Ultimate seven Part to the Silver Seed,

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<v Speaker 1>even more content built on that foundation. So this was

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<v Speaker 1>a way where you could keep players engaged. The players

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<v Speaker 1>who really loved a title could continue buying content that

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<v Speaker 1>tied into that title. And when massively multiplayer or online

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<v Speaker 1>role playing games where m m O RPGs became a thing,

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<v Speaker 1>then we saw this idea expand further. You would have

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<v Speaker 1>eager players who would soak up all the content of

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<v Speaker 1>an M m O RPG, and then naturally they wanted more.

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<v Speaker 1>They had just you know, really explored this whole environment,

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<v Speaker 1>and they wanted to have even more experiences. The way

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<v Speaker 1>the typical M m O RPGs made money, at least

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<v Speaker 1>back then, was twofold. First, the developer would sell a

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<v Speaker 1>copy of the game, just like any other computer game.

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<v Speaker 1>You would you know, buy a game for like thirty

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<v Speaker 1>forty sixty bucks whatever it might be. But then you

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<v Speaker 1>also had a monthly subscription fee that would kick in

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<v Speaker 1>at some point. That was a monthly charge to continue

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<v Speaker 1>to play the game online, which was the only way

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<v Speaker 1>the game existed. So, in other words, players had to

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<v Speaker 1>keep paying to play the game. Now, with that kind

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<v Speaker 1>of revenue model, you obviously need to keep supplying content

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<v Speaker 1>to your customers or else you're gonna lose them. If

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<v Speaker 1>someone feels like they've done everything there is to do,

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<v Speaker 1>then they're like, well, why am I going to pay

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<v Speaker 1>you know, ten bucks a month to keep playing this game.

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<v Speaker 1>So m m O RPGs like World of Warcraft would

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<v Speaker 1>introduce new expansions that would, as the name implies, expand

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<v Speaker 1>the scope of the game, while also typically increasing the

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<v Speaker 1>maximum character level cap so that players could continue to

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<v Speaker 1>progress the characters they had already created when they bought

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<v Speaker 1>the original version and kept them invested in the game.

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<v Speaker 1>This process would repeat many, many times, with lots of

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<v Speaker 1>expansions for the really successful games like World of Warcraft.

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<v Speaker 1>But on top of that, these games would eventually promote

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<v Speaker 1>a different type of transaction, sometimes not on purpose. There

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<v Speaker 1>became a market for in game items, stuff like weapons

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<v Speaker 1>or armor or potions or other things of perceived value

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<v Speaker 1>within within the game. You know. Sometimes these were things

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<v Speaker 1>that legit gave your character extra abilities. Originally, the idea

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<v Speaker 1>was that players would be allowed to trade for this stuff,

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<v Speaker 1>you know, using in game transactions between each other. So

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<v Speaker 1>let's say you and I are both playing this game,

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<v Speaker 1>and I offer you gold that I have acquired within

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<v Speaker 1>the game, and you need some gold, so in exchange,

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<v Speaker 1>you're offering me a sort of butt kicking or whatever

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<v Speaker 1>it might be. But before long, people started offering real

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<v Speaker 1>world money for in game items, or more likely, people

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<v Speaker 1>started soliciting for real world money in order to sell

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<v Speaker 1>an in game item. Initially, the reaction to this from

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<v Speaker 1>the company side was to try and get a lock

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<v Speaker 1>on it. Uh. Some players would be shelling out money

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<v Speaker 1>to deck their characters out and stuff that they didn't

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<v Speaker 1>find themselves, and other players saw it as almost like

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<v Speaker 1>a pay to win kind of scenario, and it created

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<v Speaker 1>an unbalanced environment. I'm sure I would feel a lot

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<v Speaker 1>of resentment if I were playing, you know, the game

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<v Speaker 1>as intended. And then meanwhile, Richie rich is kidding himself

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<v Speaker 1>out in magic armor and weapons that he just bought

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<v Speaker 1>from someone else and never actually bothered to, you know,

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<v Speaker 1>put in any work to trying to earn them himself.

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<v Speaker 1>But that experience also illustrated how lucrative it could be

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<v Speaker 1>to offer in game items for real world cash, and

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<v Speaker 1>we started to see some games begin to experiment with

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<v Speaker 1>this in different ways. Mobile games do this a lot,

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<v Speaker 1>and in fact tend to build in limiting factors within

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<v Speaker 1>the game that keep players from progressing unless they pay

0:13:31.600 --> 0:13:34.600
<v Speaker 1>a small amount to get more playtime or an extra

0:13:34.679 --> 0:13:37.280
<v Speaker 1>item or an extra life or whatever it might be.

0:13:37.480 --> 0:13:40.520
<v Speaker 1>And computer and console games began to implement it in

0:13:40.559 --> 0:13:44.360
<v Speaker 1>the form of lute crates. So these are boxes that

0:13:44.400 --> 0:13:51.040
<v Speaker 1>contain some in game you know, asset inside of them.

0:13:51.080 --> 0:13:53.880
<v Speaker 1>It might be something common, you know, which means it

0:13:53.880 --> 0:13:56.559
<v Speaker 1>wouldn't be of great value to the player. It might

0:13:56.559 --> 0:13:59.640
<v Speaker 1>be useful but not particularly valuable, or it could be

0:13:59.679 --> 0:14:03.079
<v Speaker 1>something really rare, something that's really sought after. And some

0:14:03.160 --> 0:14:06.640
<v Speaker 1>games only allow these items to enter the game through

0:14:06.720 --> 0:14:08.880
<v Speaker 1>loot crates. In other words, you won't be able to

0:14:08.920 --> 0:14:12.240
<v Speaker 1>find them through regular play unless you happen across a

0:14:12.320 --> 0:14:14.520
<v Speaker 1>loot crate and you open it up and you luckily

0:14:14.600 --> 0:14:18.240
<v Speaker 1>get that item. The odds of getting something rare reflect

0:14:18.559 --> 0:14:21.640
<v Speaker 1>how rare it is. Because this is a video game,

0:14:21.880 --> 0:14:27.880
<v Speaker 1>scarcity doesn't really exist, right. The number of Ultimate powerful

0:14:28.000 --> 0:14:32.120
<v Speaker 1>swords is limitless, despite the fact that the word ultimate

0:14:32.120 --> 0:14:34.920
<v Speaker 1>would suggest that you could only have one. No, you

0:14:34.960 --> 0:14:38.040
<v Speaker 1>could have limitless versions of this, so the supply is

0:14:38.080 --> 0:14:40.920
<v Speaker 1>completely controlled by the developer. So if say you wanted

0:14:41.000 --> 0:14:45.160
<v Speaker 1>a fancy costume for your character, like a very specific outfit,

0:14:45.800 --> 0:14:48.440
<v Speaker 1>you might have less than a one percent chance of

0:14:48.520 --> 0:14:52.440
<v Speaker 1>finding it in any given loot crate situation. And of course,

0:14:52.760 --> 0:14:55.880
<v Speaker 1>games began to introduce different tiers of loot crates, so

0:14:55.920 --> 0:15:00.360
<v Speaker 1>a basic loot crate would rarely have anything special in it.

0:15:01.160 --> 0:15:04.840
<v Speaker 1>More expensive, higher tier loot crates had a better chance

0:15:05.040 --> 0:15:07.880
<v Speaker 1>of holding something you wanted, but there was no guarantee,

0:15:08.240 --> 0:15:11.360
<v Speaker 1>and you were encouraged to buy these loot crates for

0:15:11.480 --> 0:15:15.800
<v Speaker 1>real money. A lot most games allow you to earn

0:15:15.920 --> 0:15:19.120
<v Speaker 1>loot crates through play, but it's at a very controlled,

0:15:19.400 --> 0:15:23.840
<v Speaker 1>slow pace, and the goal is to convince players to

0:15:24.440 --> 0:15:27.000
<v Speaker 1>hand over real world money to buy more of these

0:15:27.080 --> 0:15:30.520
<v Speaker 1>loot crates rather than just pouring extra hours, especially if

0:15:30.560 --> 0:15:33.560
<v Speaker 1>you've just played a game for hours, you finally opened

0:15:33.600 --> 0:15:35.960
<v Speaker 1>up the loot crates you've earned and you don't get

0:15:36.000 --> 0:15:38.480
<v Speaker 1>the thing you wanted, and you still have that desire

0:15:38.520 --> 0:15:41.920
<v Speaker 1>to have that thing. Now, let me be clear, there

0:15:41.960 --> 0:15:44.800
<v Speaker 1>are a lot of games out there that have loot crates,

0:15:45.000 --> 0:15:47.520
<v Speaker 1>and some of them don't require you to purchase the

0:15:47.520 --> 0:15:50.520
<v Speaker 1>crates with real world money. You just earned them within

0:15:50.560 --> 0:15:52.960
<v Speaker 1>the game by playing the games. But a lot of

0:15:52.960 --> 0:15:55.800
<v Speaker 1>them also do offer up that option to purchase additional

0:15:55.840 --> 0:15:58.360
<v Speaker 1>loot crates for cash, and the more you spend, the

0:15:58.440 --> 0:16:02.160
<v Speaker 1>more you get. Most of these games will offer discounts

0:16:02.160 --> 0:16:05.640
<v Speaker 1>if you buy in larger numbers. So let's say that

0:16:05.840 --> 0:16:08.120
<v Speaker 1>a single loot crate might set you back a dollar,

0:16:08.520 --> 0:16:11.680
<v Speaker 1>but if you spend five dollars, you get seven loot crates,

0:16:11.800 --> 0:16:15.040
<v Speaker 1>so it's less than a dollar each. Right, ten bucks

0:16:15.120 --> 0:16:18.200
<v Speaker 1>might get you fifteen loot crates. A hundred dollars might

0:16:18.200 --> 0:16:20.800
<v Speaker 1>get you two hundred loot crates. You get the idea.

0:16:21.040 --> 0:16:24.360
<v Speaker 1>Now here's the brilliant thing. From the revenue standpoint, Like

0:16:24.400 --> 0:16:27.160
<v Speaker 1>I said, there's no real scarcity in the real world.

0:16:27.640 --> 0:16:30.560
<v Speaker 1>Buying in bulk means that the merchant who's selling the

0:16:30.600 --> 0:16:35.160
<v Speaker 1>stuff is offloading real merchandise in the process. So if

0:16:35.200 --> 0:16:38.160
<v Speaker 1>I'm selling oranges and you decide you want to buy

0:16:38.280 --> 0:16:41.280
<v Speaker 1>five hundred oranges from me, I'm likely going to cut

0:16:41.280 --> 0:16:44.160
<v Speaker 1>you a big deal because there's a real risk I'm

0:16:44.200 --> 0:16:45.600
<v Speaker 1>not going to be able to sell all of my

0:16:45.680 --> 0:16:48.360
<v Speaker 1>oranges before they start to go bad, which means I'm

0:16:48.400 --> 0:16:52.320
<v Speaker 1>gonna have waste. I'll make no money from those spoiled oranges.

0:16:52.720 --> 0:16:56.800
<v Speaker 1>So even though I might charge customers for each individual orange,

0:16:56.880 --> 0:17:00.040
<v Speaker 1>like I don't know, fifty cents, if I'm selling the

0:17:00.200 --> 0:17:03.120
<v Speaker 1>in bulk to you, it's probably gonna be closer to

0:17:03.200 --> 0:17:07.040
<v Speaker 1>like twenty cents each, less than half, because it's still

0:17:07.080 --> 0:17:09.879
<v Speaker 1>guaranteed money for me, and otherwise I could end up

0:17:09.880 --> 0:17:12.359
<v Speaker 1>with a lot of waste and very little revenue. Right,

0:17:12.400 --> 0:17:15.000
<v Speaker 1>if I don't think I'm gonna sell those five hundred oranges,

0:17:15.600 --> 0:17:17.680
<v Speaker 1>then I'm not gonna make any money from them, So

0:17:17.800 --> 0:17:20.119
<v Speaker 1>of course I'm going to start cutting deals for selling

0:17:20.119 --> 0:17:23.160
<v Speaker 1>in bulk. However, once I do sell you those five

0:17:23.240 --> 0:17:27.359
<v Speaker 1>hundred oranges, clearly I no longer have those five hundred

0:17:27.359 --> 0:17:29.919
<v Speaker 1>oranges anymore. They don't belong to me, they belong to you.

0:17:29.960 --> 0:17:34.200
<v Speaker 1>They're gone from my inventory. So I have whatever is left,

0:17:34.480 --> 0:17:37.320
<v Speaker 1>and maybe I keep selling those for a fifty cents apiece,

0:17:37.640 --> 0:17:40.040
<v Speaker 1>or maybe less if someone else's trying to buy them

0:17:40.040 --> 0:17:42.719
<v Speaker 1>in bulk. But when it comes to stuff like loot crates,

0:17:43.160 --> 0:17:45.840
<v Speaker 1>there is no scarcity. The merchant that is the game

0:17:46.080 --> 0:17:48.960
<v Speaker 1>doesn't run out of loot crates. There's no limitation on

0:17:49.040 --> 0:17:52.399
<v Speaker 1>how many loot crates can be sold. The scarcity of

0:17:52.480 --> 0:17:55.639
<v Speaker 1>the items inside the loot crates are determined not because

0:17:55.680 --> 0:17:58.600
<v Speaker 1>there's a physical limit to how many can exist at

0:17:58.640 --> 0:18:03.119
<v Speaker 1>any given time, but because the percentage of likelihood that

0:18:03.200 --> 0:18:05.760
<v Speaker 1>they will be generated by any loot crate is just

0:18:05.920 --> 0:18:09.520
<v Speaker 1>really small. So if a merchant sells one thousand loot

0:18:09.520 --> 0:18:12.080
<v Speaker 1>crates to someone, that doesn't mean the merchant now has

0:18:12.160 --> 0:18:15.399
<v Speaker 1>one thousand fewer loot crates because they're just digital items.

0:18:15.400 --> 0:18:18.639
<v Speaker 1>The merchant can sell a limitless number to customers, so

0:18:18.720 --> 0:18:22.600
<v Speaker 1>the supply and demand mechanics don't really apply here because

0:18:22.640 --> 0:18:27.200
<v Speaker 1>there's an infinite supply. The merchant can run specials this weekend,

0:18:27.359 --> 0:18:30.280
<v Speaker 1>all loot crates are fifty off, and the merchant isn't

0:18:30.359 --> 0:18:33.720
<v Speaker 1>losing any money in the process because loot crate production

0:18:33.840 --> 0:18:37.080
<v Speaker 1>is effectively free. I mean, yeah, they're the cost of

0:18:37.080 --> 0:18:40.199
<v Speaker 1>doing business. There's the cost of running the computers and

0:18:40.200 --> 0:18:43.280
<v Speaker 1>paying the people who are running the game. Those costs

0:18:43.280 --> 0:18:46.639
<v Speaker 1>exist whether you're doing a promotion or not. But the

0:18:46.680 --> 0:18:49.560
<v Speaker 1>actual generation of loot crates, it's not like that requires

0:18:49.640 --> 0:18:54.680
<v Speaker 1>extra effort or or energy. The off weekend isn't really

0:18:54.680 --> 0:18:57.000
<v Speaker 1>a mark down in the traditional sense. It's an effort

0:18:57.000 --> 0:19:00.119
<v Speaker 1>to convince people who might not otherwise spend money on

0:19:00.240 --> 0:19:03.080
<v Speaker 1>in game stuff to go ahead and do it. And

0:19:03.119 --> 0:19:05.560
<v Speaker 1>once you convince them once, you might be able to

0:19:05.560 --> 0:19:09.400
<v Speaker 1>do it again. These micro transactions within games can be

0:19:09.440 --> 0:19:13.320
<v Speaker 1>incredibly lucrative, and they're not always so micro. There are

0:19:13.359 --> 0:19:15.679
<v Speaker 1>games that include in game purchases that can be in

0:19:15.720 --> 0:19:19.040
<v Speaker 1>the one hundred dollar range, which means you'd be spending

0:19:19.080 --> 0:19:22.120
<v Speaker 1>more money for in game items than you would typically

0:19:22.119 --> 0:19:25.640
<v Speaker 1>spend to purchase a triple A title video game period

0:19:26.000 --> 0:19:29.119
<v Speaker 1>those running the sixty to seventy dollar range. That's for

0:19:29.240 --> 0:19:32.160
<v Speaker 1>a full game. So let's just remember that, like there

0:19:32.160 --> 0:19:35.639
<v Speaker 1>are one in game purchases, which means you'd be spending

0:19:35.640 --> 0:19:39.000
<v Speaker 1>more within a game than you would to buy your

0:19:39.040 --> 0:19:42.479
<v Speaker 1>average game. Now, an important component of this dynamic is

0:19:42.520 --> 0:19:46.080
<v Speaker 1>the psychological rewards. All of these games to some extent,

0:19:46.200 --> 0:19:49.520
<v Speaker 1>depend upon creating a sort of dependency, and I promise

0:19:49.920 --> 0:19:52.080
<v Speaker 1>that will be coming back to Pokemon Go in a

0:19:52.119 --> 0:19:55.040
<v Speaker 1>little bit. But in order to understand revenue models and

0:19:55.080 --> 0:19:58.280
<v Speaker 1>how Niantic went from a scrappy company with around forty

0:19:58.280 --> 0:20:02.720
<v Speaker 1>employees to a multi billion dollar success, we need to

0:20:02.760 --> 0:20:05.720
<v Speaker 1>learn about how our ding dang brains work, because trust me,

0:20:06.359 --> 0:20:10.760
<v Speaker 1>game developers are all over it. But first, let's take

0:20:11.119 --> 0:20:22.119
<v Speaker 1>a quick break. Okay, so I've covered the basics of

0:20:22.200 --> 0:20:25.320
<v Speaker 1>micro transactions and how they work from an operational side,

0:20:25.359 --> 0:20:28.359
<v Speaker 1>but we also need to look at why they work.

0:20:28.800 --> 0:20:31.159
<v Speaker 1>I mean, sure, I might play a game that offers

0:20:31.200 --> 0:20:33.960
<v Speaker 1>me to the chance to, you know, purchase an item

0:20:33.960 --> 0:20:37.280
<v Speaker 1>within game, or maybe just the chance to find an item,

0:20:37.280 --> 0:20:40.159
<v Speaker 1>But why would I actually follow through with that? What

0:20:40.440 --> 0:20:44.320
<v Speaker 1>is compelling me to spend real world money on a game? Well,

0:20:44.440 --> 0:20:46.399
<v Speaker 1>maybe I just like the game and I want to

0:20:46.440 --> 0:20:49.840
<v Speaker 1>reward the developers. I have actually done this before. I

0:20:49.840 --> 0:20:52.679
<v Speaker 1>have a game on my smartphone that was free to download,

0:20:53.000 --> 0:20:55.560
<v Speaker 1>it was free to install, it's free to play, and

0:20:55.600 --> 0:20:58.040
<v Speaker 1>I've played it for about a year without ever making

0:20:58.119 --> 0:21:02.240
<v Speaker 1>any in game purchases. There's no advertising in this game either,

0:21:02.320 --> 0:21:05.360
<v Speaker 1>and I thought, you know, I've had hours of enjoyment

0:21:05.359 --> 0:21:07.719
<v Speaker 1>with this game. I enjoy playing it. I should at

0:21:07.760 --> 0:21:10.919
<v Speaker 1>least fork over some money to the developers. That to

0:21:11.000 --> 0:21:13.919
<v Speaker 1>me seems fair. So I made a twenty dollar in

0:21:14.080 --> 0:21:17.359
<v Speaker 1>game purchase, and every year or so I do the

0:21:17.400 --> 0:21:20.120
<v Speaker 1>same because I'm still playing that game and I'm still

0:21:20.119 --> 0:21:23.160
<v Speaker 1>getting enjoyment out of it. The developers keep adding content

0:21:23.280 --> 0:21:27.160
<v Speaker 1>to it. So without any other stream of revenue from

0:21:27.160 --> 0:21:29.040
<v Speaker 1>that game, I feel like, you know, I kind of

0:21:29.040 --> 0:21:32.320
<v Speaker 1>owe it to pay some money since I'm enjoying the

0:21:32.640 --> 0:21:35.679
<v Speaker 1>fruits of their labor. And I feel that's a pretty

0:21:35.800 --> 0:21:39.200
<v Speaker 1>fair approach because that's the way I'm viewing it. That's

0:21:39.200 --> 0:21:42.240
<v Speaker 1>the perspective I'm taking. But that's not how games, even

0:21:42.280 --> 0:21:46.359
<v Speaker 1>including the one I'm vaguely referring to, really make lots

0:21:46.359 --> 0:21:50.399
<v Speaker 1>of cash. They depend upon a different sequence. See. Games

0:21:50.440 --> 0:21:54.199
<v Speaker 1>like these really establish a reinforcement and reward system that

0:21:54.280 --> 0:22:00.359
<v Speaker 1>fulfills a psychological need we humans typically have. We crave awards.

0:22:00.920 --> 0:22:04.600
<v Speaker 1>It feels good to get a reward. Rewards fulfilled needs

0:22:04.640 --> 0:22:07.760
<v Speaker 1>like a sense of autonomy, like in other words, yeah,

0:22:07.880 --> 0:22:10.040
<v Speaker 1>I rescued the kingdom. Now I've got a pile of

0:22:10.080 --> 0:22:13.560
<v Speaker 1>gold for doing it. Or it rewards a sense of competence,

0:22:13.600 --> 0:22:16.760
<v Speaker 1>like yeah, I chopped that would so well that now

0:22:16.800 --> 0:22:20.720
<v Speaker 1>I'm even better at chopping wood. So video games set

0:22:20.760 --> 0:22:24.480
<v Speaker 1>up cycles that present players with tasks and then rewards.

0:22:24.880 --> 0:22:28.840
<v Speaker 1>Completing tasks means you get the psychologically satisfying result of

0:22:28.880 --> 0:22:32.600
<v Speaker 1>getting a reward, which in turn encourages you to tackle

0:22:32.680 --> 0:22:36.479
<v Speaker 1>more tasks. But let's say we tweak this dynamic a

0:22:36.560 --> 0:22:39.320
<v Speaker 1>little bit. There are a few ways we could do this.

0:22:39.440 --> 0:22:42.400
<v Speaker 1>We could create a shortcut. So yeah, you can play

0:22:42.440 --> 0:22:46.040
<v Speaker 1>the game and you can get a reward, or maybe

0:22:46.080 --> 0:22:48.520
<v Speaker 1>you just spend some real world money and you get

0:22:48.560 --> 0:22:51.600
<v Speaker 1>the reward right now, So you get sort of that

0:22:51.680 --> 0:22:55.960
<v Speaker 1>psychological rush of receiving a reward without all that pesky

0:22:56.160 --> 0:22:59.159
<v Speaker 1>chore stuff that leads up to it. Your character in

0:22:59.200 --> 0:23:02.080
<v Speaker 1>the game, it's more powerful, or it gets a better outfit,

0:23:02.240 --> 0:23:05.480
<v Speaker 1>or it gets more time to spend playing, or opens

0:23:05.560 --> 0:23:08.360
<v Speaker 1>up a new region, or whatever it might be. Or

0:23:08.520 --> 0:23:11.520
<v Speaker 1>we could make the tasks more difficult to a point

0:23:11.600 --> 0:23:14.720
<v Speaker 1>where most players will not be able to complete those

0:23:14.760 --> 0:23:19.160
<v Speaker 1>tasks without paying for help. Maybe you have a game

0:23:19.160 --> 0:23:23.080
<v Speaker 1>mechanic that gives players five minutes of playtime before there's

0:23:23.119 --> 0:23:25.640
<v Speaker 1>a cool down period where they cannot play the game

0:23:25.720 --> 0:23:29.600
<v Speaker 1>for a given amount of time while they recharge, and

0:23:29.640 --> 0:23:33.399
<v Speaker 1>then you include a task that, on average takes seven

0:23:33.400 --> 0:23:38.320
<v Speaker 1>minutes to complete. Well, now players who engage with that

0:23:38.480 --> 0:23:42.200
<v Speaker 1>task have five minutes to try and complete a seven

0:23:42.200 --> 0:23:46.240
<v Speaker 1>minute task. As you can imagine, that's not necessarily possible,

0:23:46.680 --> 0:23:50.119
<v Speaker 1>and they will still crave the reward that comes at

0:23:50.160 --> 0:23:53.160
<v Speaker 1>the end of completing the task, but because they didn't

0:23:53.160 --> 0:23:57.600
<v Speaker 1>have enough time to actually do that, that craving goes unfulfilled. Now,

0:23:57.640 --> 0:24:00.320
<v Speaker 1>they could wait to try and recharge in and see

0:24:00.320 --> 0:24:02.520
<v Speaker 1>if they could complete the task in the next session,

0:24:03.119 --> 0:24:07.399
<v Speaker 1>but that's leaving things unresolved, and a lot of people

0:24:07.480 --> 0:24:11.280
<v Speaker 1>just really hate that feeling. Of something being unresolved. They

0:24:11.359 --> 0:24:16.360
<v Speaker 1>crave having it resolved, and psychologically we need that reward.

0:24:16.480 --> 0:24:18.800
<v Speaker 1>So now we've got the option to maybe pay a

0:24:18.880 --> 0:24:21.800
<v Speaker 1>little bit extra for some more time so that you

0:24:21.840 --> 0:24:24.520
<v Speaker 1>can actually finish the task. It's not paying to complete

0:24:24.520 --> 0:24:26.919
<v Speaker 1>the task, it's paying to get the time so you

0:24:26.960 --> 0:24:29.400
<v Speaker 1>can do it yourself, and then you get the reward

0:24:29.760 --> 0:24:34.760
<v Speaker 1>boom micro transaction, or you create that artificial scarcity where

0:24:34.800 --> 0:24:38.000
<v Speaker 1>you make something that's really cool, like an awesome outfit.

0:24:38.080 --> 0:24:41.800
<v Speaker 1>I think of lots of games out there have different skins,

0:24:42.080 --> 0:24:46.800
<v Speaker 1>Player Unknowns, Battlegrounds, does it? Overwatch does it? Lots of

0:24:46.840 --> 0:24:50.240
<v Speaker 1>games have this right where there's just these really nice

0:24:50.320 --> 0:24:55.240
<v Speaker 1>designed outfits that make you look really cool. Well, they

0:24:55.240 --> 0:24:57.760
<v Speaker 1>tend to be pretty rare and difficult to get hold of.

0:24:57.800 --> 0:25:00.000
<v Speaker 1>You can't just buy them out right or else everybody

0:25:00.080 --> 0:25:03.080
<v Speaker 1>you would be wearing them, So instead you make them

0:25:03.160 --> 0:25:05.480
<v Speaker 1>an item that can be found in loot crates, but

0:25:05.520 --> 0:25:08.760
<v Speaker 1>you reduce the percentage of the chance that they will

0:25:08.800 --> 0:25:13.040
<v Speaker 1>appear to an absurd degree. Completionists or people who just

0:25:13.119 --> 0:25:16.359
<v Speaker 1>really love that design will chase after that. They crave

0:25:16.440 --> 0:25:19.480
<v Speaker 1>the reward of having something that most people do not have.

0:25:20.040 --> 0:25:22.280
<v Speaker 1>Or maybe they just really dig the design, and so

0:25:22.720 --> 0:25:26.840
<v Speaker 1>they'll either pour countless hours into the game trying to

0:25:26.880 --> 0:25:31.439
<v Speaker 1>earn it, or they'll start buying lootboxes in order to

0:25:31.440 --> 0:25:34.040
<v Speaker 1>try and find it that way and just increase their

0:25:34.040 --> 0:25:37.880
<v Speaker 1>odds through you know, bulk buying. Now, the commonality here

0:25:38.440 --> 0:25:41.080
<v Speaker 1>is that you as a game developer trying to figure

0:25:41.119 --> 0:25:43.680
<v Speaker 1>out the ways to create a demand for in game

0:25:43.720 --> 0:25:47.520
<v Speaker 1>items or effects, and then you exploit that way and

0:25:47.560 --> 0:25:51.439
<v Speaker 1>creating a cycle that can be repeated specifically with each player,

0:25:51.520 --> 0:25:57.720
<v Speaker 1>so that each player becomes a a source of repeated revenue.

0:25:58.119 --> 0:26:02.040
<v Speaker 1>That reward cycle can become a bit addictive, and it

0:26:02.080 --> 0:26:05.640
<v Speaker 1>can lead some players to becoming irresponsible with their real

0:26:05.640 --> 0:26:09.440
<v Speaker 1>world cash as they play. Now, I am not saying

0:26:09.720 --> 0:26:14.800
<v Speaker 1>that micro transactions are totally evil, or at least they're

0:26:14.800 --> 0:26:19.000
<v Speaker 1>not any more evil than other types of capitalist transactions.

0:26:19.400 --> 0:26:22.520
<v Speaker 1>It's mostly in how they are incorporated into a game

0:26:22.720 --> 0:26:26.280
<v Speaker 1>that really matters. If it's a paid to win scenario

0:26:26.400 --> 0:26:29.320
<v Speaker 1>where you know, if you spend money, you get better

0:26:29.359 --> 0:26:32.919
<v Speaker 1>items that give you advantages in the games, most people

0:26:33.040 --> 0:26:36.040
<v Speaker 1>tend to find that to be gross or lame or whatever.

0:26:36.720 --> 0:26:39.960
<v Speaker 1>If it's purely cosmetic, then I find that most people

0:26:40.040 --> 0:26:43.520
<v Speaker 1>think it's perfectly cromulent and if the game seems like

0:26:43.560 --> 0:26:47.280
<v Speaker 1>it completely hinges on micro transactions. So in other words,

0:26:47.560 --> 0:26:49.680
<v Speaker 1>there doesn't seem to be much of a game there

0:26:49.800 --> 0:26:53.200
<v Speaker 1>unless you're paying lots of money over time, and it's

0:26:53.240 --> 0:26:56.480
<v Speaker 1>really just kind of a churning transaction generator that is

0:26:56.480 --> 0:26:58.959
<v Speaker 1>not a good look. So how does this all relate

0:26:59.000 --> 0:27:02.760
<v Speaker 1>back to Pokemon Go. Well, the game also dips into

0:27:02.800 --> 0:27:06.199
<v Speaker 1>another brilliant cash making scheme that of you know, like

0:27:06.320 --> 0:27:09.639
<v Speaker 1>fun bucks or in game currency. It always makes me

0:27:09.680 --> 0:27:12.880
<v Speaker 1>think of Disney dollars or sometimes gift cards, and it's

0:27:12.880 --> 0:27:16.040
<v Speaker 1>the way that companies can make a lot of money

0:27:16.440 --> 0:27:18.719
<v Speaker 1>and not have a lot of cost associated with it.

0:27:18.760 --> 0:27:22.200
<v Speaker 1>And here's how it works. First, you have to exchange

0:27:22.440 --> 0:27:27.080
<v Speaker 1>real world money for in game currency or in world currency.

0:27:27.160 --> 0:27:30.399
<v Speaker 1>So let's use Disney as an example. Disney World and

0:27:30.440 --> 0:27:34.280
<v Speaker 1>Disneyland for a while allowed you to spend real cash

0:27:34.440 --> 0:27:38.159
<v Speaker 1>to buy Disney dollars. So these were bills of different

0:27:38.160 --> 0:27:41.679
<v Speaker 1>denominations one, five, ten, and fifty, and they had Disney

0:27:41.800 --> 0:27:45.520
<v Speaker 1>characters on them. You could use Disney dollars to buy

0:27:45.560 --> 0:27:49.520
<v Speaker 1>stuff in stores at Disney World and Disneyland, but you couldn't,

0:27:49.600 --> 0:27:53.480
<v Speaker 1>and this was an important part convert unused Disney dollars

0:27:53.520 --> 0:27:56.560
<v Speaker 1>back into real world cash, so you can only use

0:27:56.600 --> 0:28:00.199
<v Speaker 1>Disney dollars to make transactions at Disney properties. Clearly, you

0:28:00.200 --> 0:28:02.480
<v Speaker 1>would not be able to go into a non Disney

0:28:02.520 --> 0:28:06.680
<v Speaker 1>store somewhere and use Disney dollars because it's not legal currency.

0:28:06.920 --> 0:28:08.440
<v Speaker 1>It would be kind of like trying to buy real

0:28:08.480 --> 0:28:12.160
<v Speaker 1>world stuff with Monopoly money. And also people would hold

0:28:12.200 --> 0:28:14.960
<v Speaker 1>on to Disney dollars as keepsakes in their own right,

0:28:15.000 --> 0:28:19.680
<v Speaker 1>which meant Disney was effectively selling slips of paper for one, five, ten,

0:28:19.840 --> 0:28:22.760
<v Speaker 1>or even fifty bucks of real world money, which is

0:28:22.880 --> 0:28:26.440
<v Speaker 1>brilliant right. Well, in game currency is kind of the same.

0:28:26.600 --> 0:28:28.920
<v Speaker 1>You spend a certain amount of real money to get

0:28:29.000 --> 0:28:32.040
<v Speaker 1>a given amount of in game currency, then all other

0:28:32.119 --> 0:28:36.320
<v Speaker 1>purchases within the game are based on the in game currency,

0:28:36.640 --> 0:28:39.080
<v Speaker 1>so you've got to buy cash before you can buy

0:28:39.160 --> 0:28:43.280
<v Speaker 1>say a new hat with that cash. And typically games

0:28:43.320 --> 0:28:47.120
<v Speaker 1>like Pokemon Go will mark down in game currency for

0:28:47.360 --> 0:28:51.520
<v Speaker 1>larger purchases, so a dollar wouldn't let you one hundred

0:28:51.720 --> 0:28:54.959
<v Speaker 1>poker coins, five dollars would get you five hundred and

0:28:54.960 --> 0:28:58.920
<v Speaker 1>fifty of them. Ten dollars would get you twelve hundred coins,

0:28:58.960 --> 0:29:02.959
<v Speaker 1>and a hundred bucks would be fourteen thousand, five hundred coins.

0:29:03.120 --> 0:29:06.960
<v Speaker 1>You would be Poka rich and real world poor. The

0:29:07.040 --> 0:29:10.320
<v Speaker 1>coins would let you buy stuff like lures, which, as

0:29:10.320 --> 0:29:13.880
<v Speaker 1>the name suggests, brings out more although Pokemon critters as

0:29:13.880 --> 0:29:15.880
<v Speaker 1>you walk around, so you see more of them and

0:29:16.120 --> 0:29:19.040
<v Speaker 1>in the amount of time that you're playing. UH. That

0:29:19.080 --> 0:29:21.480
<v Speaker 1>would last for a certain amount of in game time,

0:29:22.240 --> 0:29:25.320
<v Speaker 1>and UH you might get better poke balls, which have

0:29:25.400 --> 0:29:27.520
<v Speaker 1>a higher chance of success when you use them against

0:29:27.600 --> 0:29:30.800
<v Speaker 1>more powerful Pokemon, so meing you're more likely to catch

0:29:30.880 --> 0:29:33.600
<v Speaker 1>that Pokemon, it won't get away and you won't lose

0:29:33.640 --> 0:29:37.680
<v Speaker 1>your chance of collecting it. Or you might use the

0:29:37.760 --> 0:29:40.520
<v Speaker 1>in game cash to buy lucky eggs, which allow you

0:29:40.600 --> 0:29:43.400
<v Speaker 1>to hatch a new Pokemon after you walk a certain

0:29:43.480 --> 0:29:46.120
<v Speaker 1>number of steps, and potentially you might get a rare

0:29:46.200 --> 0:29:50.000
<v Speaker 1>one that you otherwise may not have come across while

0:29:50.160 --> 0:29:52.880
<v Speaker 1>you were walking around. All of these items have a

0:29:52.920 --> 0:29:56.120
<v Speaker 1>certain number of poke coins associated with them, and it

0:29:56.200 --> 0:29:59.520
<v Speaker 1>helps obvious gate how expensive each of these in game

0:29:59.600 --> 0:30:03.400
<v Speaker 1>items are with regard to real world money, which is

0:30:03.440 --> 0:30:06.360
<v Speaker 1>another big part of using in game currency. It might

0:30:06.360 --> 0:30:08.760
<v Speaker 1>cost you a dollar to get a hundred poker coins.

0:30:08.800 --> 0:30:11.200
<v Speaker 1>But maybe an item in the game is valued at

0:30:11.240 --> 0:30:14.560
<v Speaker 1>three hundred poker coins. Now that means that it would

0:30:14.560 --> 0:30:17.320
<v Speaker 1>set you back three real world dollars to buy enough

0:30:17.640 --> 0:30:19.880
<v Speaker 1>of the poker coins if you were just buying them

0:30:19.880 --> 0:30:22.800
<v Speaker 1>in the one dollar increments. However, as you go through

0:30:23.120 --> 0:30:25.720
<v Speaker 1>it starts to become more difficult to associate the in

0:30:25.880 --> 0:30:30.520
<v Speaker 1>game stuff with the real world price you're paying, particularly

0:30:30.920 --> 0:30:33.200
<v Speaker 1>if you're spending more money so that you get extra

0:30:33.240 --> 0:30:36.480
<v Speaker 1>poker coins with your purchase. Now it might sound like

0:30:36.560 --> 0:30:39.680
<v Speaker 1>I'm saying Niantic is trying to trick players by creating

0:30:39.720 --> 0:30:42.880
<v Speaker 1>a reward system that triggers a desire in players to

0:30:42.960 --> 0:30:46.280
<v Speaker 1>make purchases and then increases their chances of getting rewards,

0:30:46.520 --> 0:30:49.560
<v Speaker 1>coupled with using in game currency to put some distance

0:30:49.560 --> 0:30:52.960
<v Speaker 1>between an in game item's real world cost or price

0:30:53.040 --> 0:30:56.680
<v Speaker 1>tag and the player's awareness of that. And I guess

0:30:56.680 --> 0:30:58.719
<v Speaker 1>that is one way to look at it. However, this

0:30:58.800 --> 0:31:01.760
<v Speaker 1>is also a very common an approach with smartphone games

0:31:01.760 --> 0:31:05.600
<v Speaker 1>in particular. Heck, the one I alluded to earlier uses

0:31:05.640 --> 0:31:08.800
<v Speaker 1>a very similar process, and in fact it has multiple

0:31:09.000 --> 0:31:12.800
<v Speaker 1>in game currencies. Pokemon go at least keeps itself to

0:31:12.960 --> 0:31:15.960
<v Speaker 1>the one means of in game exchange for the store.

0:31:16.480 --> 0:31:19.680
<v Speaker 1>Some games might have four or five different methods, which

0:31:19.720 --> 0:31:23.640
<v Speaker 1>I would argue makes them even more guilty of fleecing players.

0:31:24.080 --> 0:31:26.240
<v Speaker 1>Like I said, the game I play does this, which, yeah,

0:31:26.240 --> 0:31:29.320
<v Speaker 1>I can sometimes feel a little gross or at least exploitative.

0:31:29.880 --> 0:31:33.840
<v Speaker 1>But whatever you think about the revenue model of micro transactions,

0:31:33.840 --> 0:31:35.600
<v Speaker 1>whether you think it's great or it's not, you have

0:31:35.640 --> 0:31:41.520
<v Speaker 1>to admit it works. In its first month, Pokemon Go

0:31:42.160 --> 0:31:47.880
<v Speaker 1>generated two hundred seven million dollars in revenue, which at

0:31:47.920 --> 0:31:50.760
<v Speaker 1>the time was the most money a mobile game had

0:31:50.800 --> 0:31:53.840
<v Speaker 1>made within a month of launch. And that's made all

0:31:53.880 --> 0:31:57.040
<v Speaker 1>the more remarkable when you consider that Niantic rolled out

0:31:57.080 --> 0:32:00.880
<v Speaker 1>the game gradually across different regions. It was not available

0:32:01.040 --> 0:32:06.120
<v Speaker 1>globally right away. The game launched in July, and by

0:32:06.160 --> 0:32:10.200
<v Speaker 1>September of that year, Niantics saw more than five hundred

0:32:10.240 --> 0:32:14.840
<v Speaker 1>million downloads. By July, one year after launch, it had

0:32:14.880 --> 0:32:19.040
<v Speaker 1>been downloaded seven hundred fifty million times. Most of the

0:32:19.080 --> 0:32:22.440
<v Speaker 1>downloads were on Android devices. There was a nearly seventy

0:32:22.600 --> 0:32:27.000
<v Speaker 1>thirty split between Android and iOS, which actually find pretty interesting.

0:32:27.600 --> 0:32:31.280
<v Speaker 1>Generally speaking, the trend is that you see more in

0:32:31.480 --> 0:32:35.480
<v Speaker 1>app purchases on apps that are running on iOS. It

0:32:35.600 --> 0:32:41.840
<v Speaker 1>just seems like Apple users tend to be more um

0:32:41.880 --> 0:32:46.479
<v Speaker 1>inclined to make in app purchases. So while Android phones

0:32:46.840 --> 0:32:50.600
<v Speaker 1>vastly outnumber iOS devices throughout the world, I mean, there's

0:32:50.600 --> 0:32:53.480
<v Speaker 1>just way more Android devices than there are iOS devices.

0:32:53.880 --> 0:32:57.479
<v Speaker 1>On the flip side, Apple users tend to spend more

0:32:57.520 --> 0:33:01.360
<v Speaker 1>money on apps and in apps than Android users do,

0:33:01.480 --> 0:33:04.200
<v Speaker 1>so I just found it really interesting that here we

0:33:04.240 --> 0:33:08.440
<v Speaker 1>saw seventy thirty split between Android and iOS in the

0:33:08.440 --> 0:33:13.600
<v Speaker 1>devices running Pokemon Go, and yet there's this incredible amount

0:33:13.800 --> 0:33:17.440
<v Speaker 1>of in game purchases going on, which you wouldn't expect

0:33:17.960 --> 0:33:22.640
<v Speaker 1>given that split. Well, adoption dropped off fairly sharply after

0:33:22.800 --> 0:33:26.840
<v Speaker 1>Pokemon first debuted, and some players dropped off the game

0:33:27.120 --> 0:33:30.680
<v Speaker 1>entirely over time, including myself, but Pokemon goes still proved

0:33:30.680 --> 0:33:35.440
<v Speaker 1>to be incredibly profitable. There was a dip in spending

0:33:35.520 --> 0:33:39.120
<v Speaker 1>in ten players were spending less on average in twenty seventeen,

0:33:39.160 --> 0:33:43.560
<v Speaker 1>but after that Niantics saw spending increase year over year.

0:33:43.920 --> 0:33:49.880
<v Speaker 1>In twenty nineteen, Pokemon Go brought in eight hundred ninety

0:33:50.000 --> 0:33:55.520
<v Speaker 1>four million dollars in revenue. A truly staggering amount. But

0:33:56.280 --> 0:33:59.240
<v Speaker 1>learning that bit didn't surprise me nearly as much as

0:33:59.400 --> 0:34:03.280
<v Speaker 1>what happened in twenty twenty. So, of course we had

0:34:03.320 --> 0:34:06.560
<v Speaker 1>the pandemic hit in and with much of the world

0:34:06.640 --> 0:34:10.719
<v Speaker 1>going into lockdown and isolation by March or April of

0:34:12.360 --> 0:34:15.760
<v Speaker 1>it meant that I would think Pokemon Go would have suffered.

0:34:15.840 --> 0:34:18.759
<v Speaker 1>This is a game that encourages players to go outside

0:34:18.800 --> 0:34:21.520
<v Speaker 1>and walk around in the real world in order to

0:34:21.600 --> 0:34:24.640
<v Speaker 1>encounter Pokemon within the game and then catch them. You

0:34:24.680 --> 0:34:28.000
<v Speaker 1>would think that you would have an enormous hit on

0:34:28.120 --> 0:34:32.120
<v Speaker 1>revenue when people weren't leaving their houses. I was expecting

0:34:32.160 --> 0:34:34.680
<v Speaker 1>to see a really big dep How could a game

0:34:35.080 --> 0:34:39.120
<v Speaker 1>so reliant on physical location be a success in a

0:34:39.200 --> 0:34:43.120
<v Speaker 1>year when most people weren't actually going anywhere. Well, I

0:34:43.200 --> 0:34:47.319
<v Speaker 1>was a percent wrong, because by November of twenty ten

0:34:47.440 --> 0:34:50.320
<v Speaker 1>months into the year, not even a full year, Niantic

0:34:50.440 --> 0:34:55.640
<v Speaker 1>posted one billion dollars in revenue from Pokemon Go a

0:34:55.920 --> 0:35:01.000
<v Speaker 1>billion dollars from in app purchases in a mobile game.

0:35:01.440 --> 0:35:04.399
<v Speaker 1>Upon further exploration, I started again an understanding of what

0:35:04.480 --> 0:35:07.160
<v Speaker 1>was going on. People were spending more time on their

0:35:07.200 --> 0:35:10.960
<v Speaker 1>phones in lockdown, so they were downloading more entertainment like

0:35:11.080 --> 0:35:16.040
<v Speaker 1>games to mobile devices, and Niantic very very smartly implemented

0:35:16.120 --> 0:35:19.839
<v Speaker 1>numerous features to let players have virtual experiences and play

0:35:19.880 --> 0:35:23.000
<v Speaker 1>the game without actually having to leave the safety of

0:35:23.080 --> 0:35:26.560
<v Speaker 1>their homes. One of the big changes was in how

0:35:26.600 --> 0:35:31.080
<v Speaker 1>an in game item called incense works, and essentially, incense

0:35:31.440 --> 0:35:34.680
<v Speaker 1>attracts Pokemon to your location. Really, it just means that

0:35:34.719 --> 0:35:38.640
<v Speaker 1>Pokemon spawn at wherever you are for a set amount

0:35:38.600 --> 0:35:41.920
<v Speaker 1>of time, like half an hour, and for those thirty minutes,

0:35:41.960 --> 0:35:45.279
<v Speaker 1>you're gonna see way more Pokemon spawn around you than

0:35:45.320 --> 0:35:47.560
<v Speaker 1>you normally would, and it gives you a chance to

0:35:47.600 --> 0:35:52.600
<v Speaker 1>collect Pokemon without having to wander physically around your region.

0:35:53.040 --> 0:35:56.520
<v Speaker 1>Niantic boosted the effects of incense during lockdown. They also

0:35:56.600 --> 0:35:59.959
<v Speaker 1>boosted the effects of other in game items, which allow

0:36:00.120 --> 0:36:03.279
<v Speaker 1>players to experience the game from home as long as

0:36:03.360 --> 0:36:05.759
<v Speaker 1>they had those items that is. And how did you

0:36:05.760 --> 0:36:09.120
<v Speaker 1>get those items? Mostly you did it by buying poke

0:36:09.200 --> 0:36:11.719
<v Speaker 1>coins and then using the poke coins to purchase the

0:36:11.760 --> 0:36:15.000
<v Speaker 1>items you wanted in the in game store. Of course, now,

0:36:15.000 --> 0:36:17.120
<v Speaker 1>I've got a lot more to say about Niantic, but

0:36:17.320 --> 0:36:28.480
<v Speaker 1>first let's take another quick break over the course of

0:36:28.520 --> 0:36:32.399
<v Speaker 1>its existence so far, Pokemon Go has generated more than

0:36:32.520 --> 0:36:37.120
<v Speaker 1>four billion dollars in revenue. The US leads the way

0:36:37.160 --> 0:36:39.920
<v Speaker 1>in terms of spending on the game, and Japan is

0:36:39.960 --> 0:36:43.560
<v Speaker 1>not that far behind. Upon initial release, the amount of

0:36:43.560 --> 0:36:48.920
<v Speaker 1>gameplay and Pokemon Go was fairly limited. You could capture Pokemon,

0:36:49.440 --> 0:36:53.120
<v Speaker 1>you could evolve them over time using an in game

0:36:53.160 --> 0:36:56.000
<v Speaker 1>resource called star dust. More on that in a second.

0:36:56.640 --> 0:36:59.480
<v Speaker 1>You could attempt to take over gems so that your

0:36:59.560 --> 0:37:03.200
<v Speaker 1>facts and could control them. You know, the three factions

0:37:03.280 --> 0:37:06.520
<v Speaker 1>or teams and Pokemon Go, but you couldn't battle head

0:37:06.560 --> 0:37:10.360
<v Speaker 1>to head with other players, nor could you trade pokemon in.

0:37:11.640 --> 0:37:15.080
<v Speaker 1>Niantic finally introduced trading, but it was not as simple

0:37:15.120 --> 0:37:18.960
<v Speaker 1>as swapping one Pokemon for another. To trade, you had

0:37:18.960 --> 0:37:22.640
<v Speaker 1>to meet some other criteria first. Both players that would

0:37:22.719 --> 0:37:25.440
<v Speaker 1>enter into a trade would first have to become friends

0:37:25.480 --> 0:37:29.280
<v Speaker 1>with each other, which involves sending and accepting friend requests,

0:37:29.400 --> 0:37:33.840
<v Speaker 1>using a unique identifier to link the two accounts together

0:37:33.920 --> 0:37:37.520
<v Speaker 1>as friends, and that establishes a connection. Both friends would

0:37:37.560 --> 0:37:40.040
<v Speaker 1>need to be within one dred meters of each other

0:37:40.120 --> 0:37:43.080
<v Speaker 1>in real life before making a trade. At least before

0:37:43.080 --> 0:37:45.520
<v Speaker 1>the pandemic. They had to do that, and you needed

0:37:45.560 --> 0:37:48.400
<v Speaker 1>a certain amount of star dust to power that trade.

0:37:48.680 --> 0:37:50.760
<v Speaker 1>Like I said, star dust is an in game element

0:37:50.760 --> 0:37:55.200
<v Speaker 1>in Pokemon Go that typically you use to level up

0:37:55.440 --> 0:38:00.120
<v Speaker 1>captured Pokemon. So let's say I caught a Charmnder and

0:38:00.120 --> 0:38:03.239
<v Speaker 1>to power up my char Mander and evolve it up

0:38:03.239 --> 0:38:07.400
<v Speaker 1>to a char million and then ultimately up to a Charizard,

0:38:07.600 --> 0:38:10.760
<v Speaker 1>I need to collect enough star dust to power that transformation.

0:38:11.480 --> 0:38:14.560
<v Speaker 1>And um, you collect star dust through playing the game.

0:38:14.760 --> 0:38:18.040
<v Speaker 1>But trading likewise requires a certain amount of stardust to

0:38:18.160 --> 0:38:21.880
<v Speaker 1>allow you to trade a Pokemon to another player. The

0:38:21.960 --> 0:38:25.520
<v Speaker 1>more rare the Pokemon, the more stardust is actually needed

0:38:25.640 --> 0:38:28.920
<v Speaker 1>to make a trade happen. Now complicating this is that

0:38:29.000 --> 0:38:32.879
<v Speaker 1>friendship isn't just a binary element in Pokemon. It's not

0:38:33.000 --> 0:38:36.760
<v Speaker 1>either you're my friend or you're not. Friendship has tears

0:38:36.800 --> 0:38:39.520
<v Speaker 1>to it, meaning that over time you can boost your

0:38:39.520 --> 0:38:42.320
<v Speaker 1>friendship levels literally over time. The longer you are friends

0:38:42.320 --> 0:38:45.719
<v Speaker 1>with somebody, the higher your friendship value is. It's kind

0:38:45.760 --> 0:38:49.160
<v Speaker 1>of like going from an acquaintance to a friend to

0:38:49.480 --> 0:38:53.040
<v Speaker 1>b FF two. Seriously, can you help me hide this body?

0:38:54.040 --> 0:38:56.160
<v Speaker 1>I might be revealing too much about how I rank

0:38:56.239 --> 0:39:00.440
<v Speaker 1>my friends. Anyway, With higher friendship levels, the startup cost

0:39:00.480 --> 0:39:03.920
<v Speaker 1>for trading starts to come down. So the same trade

0:39:04.320 --> 0:39:06.920
<v Speaker 1>with one person who's just like an acquaintance level is

0:39:06.920 --> 0:39:10.160
<v Speaker 1>going to cost you more stardust than that exact same

0:39:10.200 --> 0:39:13.719
<v Speaker 1>trade with your BFF it'll be less stardust. So if

0:39:13.719 --> 0:39:15.840
<v Speaker 1>you're training with a really good friend, you aren't spending

0:39:15.880 --> 0:39:18.960
<v Speaker 1>quite as much star dust to make it happen. In addition,

0:39:19.280 --> 0:39:22.919
<v Speaker 1>sometimes during play you might encounter a gift item out

0:39:22.920 --> 0:39:25.440
<v Speaker 1>in the wild, and gift items are meant to be

0:39:25.520 --> 0:39:29.120
<v Speaker 1>given to your friends. So if I find a gift item,

0:39:29.239 --> 0:39:31.600
<v Speaker 1>I would not be able to open it for myself.

0:39:32.040 --> 0:39:34.000
<v Speaker 1>I could however, send it on to one of my

0:39:34.040 --> 0:39:37.239
<v Speaker 1>friends who also plays the game, and they would not

0:39:37.360 --> 0:39:41.000
<v Speaker 1>only receive this gift uh, they would then be able

0:39:41.000 --> 0:39:43.240
<v Speaker 1>to open it and there would be some useful items

0:39:43.239 --> 0:39:45.799
<v Speaker 1>in there that they could then put to use within

0:39:45.840 --> 0:39:49.640
<v Speaker 1>the game themselves. The gameplay mechanics of trading are a

0:39:49.640 --> 0:39:52.200
<v Speaker 1>bit convoluted, but they also help avoid the issues you

0:39:52.239 --> 0:39:54.760
<v Speaker 1>would have if there were kind of a no holds

0:39:54.840 --> 0:39:58.200
<v Speaker 1>barred approach. In that case, players could end up spoofing

0:39:58.280 --> 0:40:00.839
<v Speaker 1>multiple accounts and then just te eating back and forth

0:40:00.920 --> 0:40:04.759
<v Speaker 1>with themselves in order to essentially cheat their way toward dominance.

0:40:05.320 --> 0:40:08.040
<v Speaker 1>And heck, with that reward cycle built into games, you

0:40:08.040 --> 0:40:10.480
<v Speaker 1>can see why people would actually do this. They're chasing

0:40:10.480 --> 0:40:15.440
<v Speaker 1>that high of a perceived achievement. A reward doesn't matter

0:40:15.560 --> 0:40:18.279
<v Speaker 1>if they had to take shortcuts to get there. Now

0:40:18.320 --> 0:40:21.239
<v Speaker 1>I'm getting toward the end of this episode, so I

0:40:21.280 --> 0:40:24.160
<v Speaker 1>need to switch gears for a minute and talk about

0:40:24.239 --> 0:40:29.400
<v Speaker 1>niantics other game they've launched since Pokemon Go. So there's Ingress,

0:40:29.719 --> 0:40:32.080
<v Speaker 1>which is still going today, that was their first big

0:40:32.160 --> 0:40:36.040
<v Speaker 1>public game. There's Pokemon Go, and then there's another huge

0:40:36.120 --> 0:40:39.240
<v Speaker 1>I p that partnered with Niantic to create an augmented

0:40:39.280 --> 0:40:43.000
<v Speaker 1>reality mobile game that everyone at the time was thinking

0:40:43.000 --> 0:40:46.040
<v Speaker 1>could be even bigger than Pokemon Go, and that would

0:40:46.120 --> 0:40:50.600
<v Speaker 1>be Harry Potter. Uh. The game that Niantic created is

0:40:50.640 --> 0:40:55.080
<v Speaker 1>called Harry Potter Wizards Unite. The World first learned about

0:40:55.120 --> 0:40:59.440
<v Speaker 1>this partnership back in November, just a little more than

0:40:59.480 --> 0:41:02.640
<v Speaker 1>a year after Pokemon Go had launched. According to the

0:41:02.680 --> 0:41:06.480
<v Speaker 1>press release, Niantic promised a game in which quote players

0:41:06.480 --> 0:41:10.320
<v Speaker 1>will learn spells, explore their real world neighborhoods and cities

0:41:10.480 --> 0:41:13.560
<v Speaker 1>to discover and fight legendary beasts, and team up with

0:41:13.600 --> 0:41:16.880
<v Speaker 1>others to take down powerful enemies. End quote from the

0:41:16.880 --> 0:41:20.040
<v Speaker 1>press release. It sounded like this would be in many

0:41:20.080 --> 0:41:23.440
<v Speaker 1>ways very similar to Pokemon Go, but with a Harry

0:41:23.480 --> 0:41:26.960
<v Speaker 1>Potter kind of overlay, and Pokemon Go players choose one

0:41:27.000 --> 0:41:30.160
<v Speaker 1>of three teams to join their either Team Valor, Team

0:41:30.160 --> 0:41:34.800
<v Speaker 1>Instinct or Team Mystic. There's no option to join Team Rocket,

0:41:34.920 --> 0:41:38.440
<v Speaker 1>and yes I have written letters about it. These are

0:41:38.480 --> 0:41:41.239
<v Speaker 1>the teams that compete to control sites like gems, which

0:41:41.239 --> 0:41:43.560
<v Speaker 1>are tied to points of interest in the real world,

0:41:43.840 --> 0:41:47.240
<v Speaker 1>and Harry Potter would change that up so that instead

0:41:47.280 --> 0:41:50.040
<v Speaker 1>of Team Valerie, Team Instinctive, Team Mystic, you would choose

0:41:50.040 --> 0:41:53.800
<v Speaker 1>one of the four Houses and Hogwarts, so of course Slytherin,

0:41:54.000 --> 0:41:57.600
<v Speaker 1>which we all know is the best house, Raven Claude, Griffin, Door,

0:41:57.719 --> 0:42:01.480
<v Speaker 1>or Hufflepuff. When the game finally law punched in twenty nineteen,

0:42:01.520 --> 0:42:05.080
<v Speaker 1>two years later, this was essentially confirmed, and in addition,

0:42:05.160 --> 0:42:08.120
<v Speaker 1>players the game can choose a profession. The three professions

0:42:08.160 --> 0:42:13.720
<v Speaker 1>are magic, zoologist, orror, or professor. They can also select

0:42:13.920 --> 0:42:17.160
<v Speaker 1>their own wands, which frankly is against Cannon because we

0:42:17.200 --> 0:42:20.840
<v Speaker 1>all know the wand chooses you, but then the ones

0:42:21.040 --> 0:42:23.319
<v Speaker 1>don't have any real effect. On gameplay at all. They're

0:42:23.320 --> 0:42:28.200
<v Speaker 1>purely cosmetics, so it's not like it actually matters beyond aesthetics.

0:42:28.200 --> 0:42:31.680
<v Speaker 1>Like Pokemon Go, the intended gameplay for Harry Potter Wizards

0:42:31.760 --> 0:42:35.520
<v Speaker 1>Unite is to walk around your real environment and encounter

0:42:35.960 --> 0:42:40.520
<v Speaker 1>confounded creatures or items. You are then to cast spells

0:42:40.600 --> 0:42:45.880
<v Speaker 1>to reverse this confounding curse on these things, and casting

0:42:45.920 --> 0:42:50.000
<v Speaker 1>spells involves tracing a pattern shown on your screen dependent

0:42:50.080 --> 0:42:54.560
<v Speaker 1>upon whichever spell you're casting, and different ones have different powers. Uh,

0:42:54.640 --> 0:42:57.080
<v Speaker 1>it's kind of like Pokemon Go. You can actually have

0:42:57.120 --> 0:42:58.759
<v Speaker 1>the set to a R mode so that you get

0:42:58.800 --> 0:43:02.719
<v Speaker 1>a digital overlay of critters that appear to be in

0:43:02.800 --> 0:43:05.920
<v Speaker 1>your real world environment, or you can just turn that

0:43:05.960 --> 0:43:08.640
<v Speaker 1>off Savior Battery life and just play on the screen.

0:43:09.360 --> 0:43:13.520
<v Speaker 1>Tracing the pattern correctly increases your chances of unconfounding things,

0:43:13.600 --> 0:43:17.000
<v Speaker 1>or at least that's what's supposed to do. In my experience,

0:43:17.280 --> 0:43:20.840
<v Speaker 1>the gesture detection is a little bit wonky, and sometimes

0:43:20.880 --> 0:43:23.000
<v Speaker 1>I'm told that I didn't do a very good job

0:43:23.040 --> 0:43:26.120
<v Speaker 1>when I am sure I nailed that gesture, and other

0:43:26.160 --> 0:43:30.480
<v Speaker 1>times I'm like, whoo, I really really messed that one up,

0:43:30.800 --> 0:43:33.680
<v Speaker 1>and yet get a perfect result. So there's a lack

0:43:33.719 --> 0:43:36.480
<v Speaker 1>of consistency there now. Granted, I have not played this

0:43:36.560 --> 0:43:39.800
<v Speaker 1>game in a long long time, so it may be

0:43:40.000 --> 0:43:42.560
<v Speaker 1>that it has improved over time, but when it first

0:43:42.600 --> 0:43:45.719
<v Speaker 1>launched I was having real issues. The game has a

0:43:45.719 --> 0:43:47.759
<v Speaker 1>lot of other gameplay features in it, many of which

0:43:47.800 --> 0:43:51.000
<v Speaker 1>are clever and fun when you can, you know, go

0:43:51.080 --> 0:43:54.120
<v Speaker 1>outside without a care in the world. So, for example,

0:43:54.640 --> 0:43:57.799
<v Speaker 1>they have port keys in this game, and you can

0:43:58.160 --> 0:44:00.920
<v Speaker 1>find a port key essentially like a chest, and you

0:44:00.920 --> 0:44:03.480
<v Speaker 1>can open it with a one of your keys, and

0:44:03.520 --> 0:44:08.120
<v Speaker 1>that creates a portal, uh that appears in your view,

0:44:08.480 --> 0:44:10.239
<v Speaker 1>so you can actually hold your phone up and you

0:44:10.239 --> 0:44:12.840
<v Speaker 1>see that there's a portal in front of you. To

0:44:12.920 --> 0:44:15.120
<v Speaker 1>go through the portal, you actually do have to take

0:44:15.200 --> 0:44:18.759
<v Speaker 1>steps and walk through the thing, which is why I

0:44:18.800 --> 0:44:21.840
<v Speaker 1>recommend that you do this somewhere really safe, like not

0:44:22.120 --> 0:44:24.520
<v Speaker 1>next to a busy road where the portal would have

0:44:24.560 --> 0:44:28.000
<v Speaker 1>you walk into traffic. Anyway, once you go through the portal,

0:44:28.280 --> 0:44:30.840
<v Speaker 1>you collect in game stuff that gives you special items

0:44:30.880 --> 0:44:35.000
<v Speaker 1>that you can use within the game play. Like Pokemon Go,

0:44:35.120 --> 0:44:37.319
<v Speaker 1>you can also purchase things within the game to give

0:44:37.320 --> 0:44:41.160
<v Speaker 1>you boosts and unlocked items much more quickly. The launch

0:44:41.160 --> 0:44:44.120
<v Speaker 1>of Wizards Unite was a far cry from what Niantics

0:44:44.120 --> 0:44:48.200
<v Speaker 1>saw with Pokemon Go. With Pokemon, Niantic generated more than

0:44:48.200 --> 0:44:51.560
<v Speaker 1>two hundred million dollars in revenue in that launch month.

0:44:51.880 --> 0:44:57.120
<v Speaker 1>Harry Potter was closer to twelve million dollars. Now that's

0:44:57.160 --> 0:44:59.239
<v Speaker 1>not chump change. Don't get me wrong. I would love

0:44:59.320 --> 0:45:03.799
<v Speaker 1>twelve dollars, but it wasn't a grand slam home runs

0:45:03.880 --> 0:45:06.839
<v Speaker 1>the way that Pokemon Go was. You know, everyone was thinking,

0:45:06.840 --> 0:45:12.000
<v Speaker 1>Harry Potter is such a recognizable intellectual property, for sure,

0:45:12.040 --> 0:45:15.600
<v Speaker 1>this game is gonna be just a license to print money.

0:45:15.719 --> 0:45:18.719
<v Speaker 1>Um So, while the Harry Potter franchise is huge and

0:45:18.719 --> 0:45:22.439
<v Speaker 1>and is bigger than Pokemon, has a rabid fan base

0:45:22.480 --> 0:45:25.160
<v Speaker 1>as well, but the game just didn't see as much

0:45:25.239 --> 0:45:29.200
<v Speaker 1>adoption early on. Whether that was because of a failure

0:45:29.239 --> 0:45:32.480
<v Speaker 1>in marketing or just a lack of interest among Harry

0:45:32.480 --> 0:45:36.080
<v Speaker 1>Potter fans, I can't say. Maybe Pokemon fans were already

0:45:36.160 --> 0:45:40.560
<v Speaker 1>used to interacting with Pokemon within the context of the

0:45:40.640 --> 0:45:45.600
<v Speaker 1>game world and the game like like revenue structure, so

0:45:45.760 --> 0:45:48.840
<v Speaker 1>the transition to playing Pokemon but in the real world

0:45:49.160 --> 0:45:51.840
<v Speaker 1>had a greater appeal for those folks. But whatever the

0:45:51.880 --> 0:45:54.799
<v Speaker 1>reason Harry Potter has not paid off the same way

0:45:54.840 --> 0:45:59.279
<v Speaker 1>Pokemon has. Nyantik, however, continues to develop games, you know,

0:45:59.400 --> 0:46:04.040
<v Speaker 1>in between cashing enormous checks from Pokemon Go. Next up

0:46:04.160 --> 0:46:06.600
<v Speaker 1>is a game that's based around the popular board game

0:46:06.640 --> 0:46:10.200
<v Speaker 1>Settlers of Katan, which you know. I've never actually played.

0:46:10.680 --> 0:46:12.200
<v Speaker 1>I think that means I have to hand over my

0:46:12.280 --> 0:46:15.360
<v Speaker 1>geek card. I know we've got some Katan players in

0:46:15.400 --> 0:46:18.560
<v Speaker 1>our office. I think Tyler and Matt might play it,

0:46:18.960 --> 0:46:21.000
<v Speaker 1>but I have never sat down to a session. I

0:46:21.040 --> 0:46:23.960
<v Speaker 1>only have a vague idea of how the game works. Anyway.

0:46:24.320 --> 0:46:27.720
<v Speaker 1>Nyantick announced it was working on this Katan related title

0:46:27.760 --> 0:46:31.080
<v Speaker 1>back in November twenty nineteen, but we haven't yet seen

0:46:31.120 --> 0:46:35.360
<v Speaker 1>the game come out, presumably really through a wrench in

0:46:35.400 --> 0:46:38.080
<v Speaker 1>the works because Niantic had to dedicate a lot of

0:46:38.120 --> 0:46:42.560
<v Speaker 1>resources toward optimizing Pokemon Go and Harry Potter in order

0:46:42.640 --> 0:46:46.800
<v Speaker 1>to have the play at home approach. Very very recently,

0:46:46.880 --> 0:46:50.520
<v Speaker 1>just back in March of this year, this year being one,

0:46:50.560 --> 0:46:53.360
<v Speaker 1>in case you're listening to this from the future, Niantick

0:46:53.400 --> 0:46:56.640
<v Speaker 1>announced it was making a game in the Pickman franchise.

0:46:56.960 --> 0:46:59.760
<v Speaker 1>This game will come out of the Tokyo based branch

0:46:59.840 --> 0:47:03.920
<v Speaker 1>of Niantic, which was first set up back in but

0:47:04.000 --> 0:47:06.239
<v Speaker 1>I think it's safe to say that the bread and

0:47:06.320 --> 0:47:09.640
<v Speaker 1>butter of Niantic continues to be Pokemon Go. While the

0:47:09.680 --> 0:47:13.120
<v Speaker 1>game saw a lot of players migrate away, particularly before

0:47:13.160 --> 0:47:17.120
<v Speaker 1>stuff like trading was introduced, Niantic has incorporated a lot

0:47:17.160 --> 0:47:20.840
<v Speaker 1>of in game and real world incentives to bring people

0:47:20.880 --> 0:47:25.000
<v Speaker 1>on board and to keep existing players engaged. That includes

0:47:25.040 --> 0:47:29.759
<v Speaker 1>introducing more Pokemon. There are hundreds of Pokemon, and it's

0:47:29.800 --> 0:47:33.560
<v Speaker 1>kind of like controlled releases. So the initial Pokemon that

0:47:33.640 --> 0:47:37.680
<v Speaker 1>were available in Pokemon Go, we're all like first edition Pokemon,

0:47:38.160 --> 0:47:41.319
<v Speaker 1>but lots of them have been introduced over subsequent games,

0:47:41.360 --> 0:47:45.040
<v Speaker 1>and Pokemon Go has capitalized on that. Uh. They also

0:47:45.080 --> 0:47:48.840
<v Speaker 1>have held really large events which used to be you know, physical.

0:47:48.880 --> 0:47:51.920
<v Speaker 1>It used to bring people together in the same physical location.

0:47:52.280 --> 0:47:55.440
<v Speaker 1>These days they run more towards the virtual. However, some

0:47:55.480 --> 0:47:58.920
<v Speaker 1>people have started using Pokemon recently as you know, an

0:47:58.960 --> 0:48:02.120
<v Speaker 1>excuse to get out in the world again as vaccination

0:48:02.200 --> 0:48:05.320
<v Speaker 1>numbers are on the rise. And of course it also

0:48:05.480 --> 0:48:09.560
<v Speaker 1>has included finding incentives to encourage players to purchase those

0:48:09.640 --> 0:48:13.280
<v Speaker 1>dang poker coins. Now, I would say that the augmented

0:48:13.320 --> 0:48:16.280
<v Speaker 1>reality nature of these games is a fairly light touch,

0:48:16.400 --> 0:48:20.400
<v Speaker 1>particularly in the pandemic. The game world does correlate in

0:48:20.520 --> 0:48:23.120
<v Speaker 1>some measure to the real world. I mean, you can

0:48:23.160 --> 0:48:26.359
<v Speaker 1>only encounter certain things within the Niantic games based on

0:48:26.440 --> 0:48:30.839
<v Speaker 1>where you are physically on Earth. You can't find Mr

0:48:30.880 --> 0:48:34.040
<v Speaker 1>Mime in the USA, you can't find Taurus in Asia

0:48:34.200 --> 0:48:36.840
<v Speaker 1>unless you're trying to cheat the system through spoofing your location.

0:48:37.239 --> 0:48:39.279
<v Speaker 1>But I think most folks turn off the A OUR

0:48:39.440 --> 0:48:43.080
<v Speaker 1>view of gameplay to conserve battery life, so that augmented

0:48:43.160 --> 0:48:46.200
<v Speaker 1>reality part of the game is really more about just

0:48:46.280 --> 0:48:49.920
<v Speaker 1>wandering around in an effort to encounter more game elements.

0:48:50.520 --> 0:48:54.080
<v Speaker 1>But you aren't experiencing the game as if it's overlaid

0:48:54.120 --> 0:48:57.319
<v Speaker 1>on top of the reality you exist within. So it's

0:48:57.600 --> 0:49:00.400
<v Speaker 1>kind of a baby step in a R. But the

0:49:00.440 --> 0:49:03.439
<v Speaker 1>success of Pokemon Go indicates that there just might be

0:49:03.520 --> 0:49:07.440
<v Speaker 1>something too augmented reality games. Clearly, the best approach is

0:49:07.480 --> 0:49:11.160
<v Speaker 1>going to require the right i P, the right gameplay mechanics,

0:49:11.320 --> 0:49:14.560
<v Speaker 1>the right technology to create the a R experience, and

0:49:14.600 --> 0:49:17.960
<v Speaker 1>the right integration of digital elements with the real world.

0:49:18.360 --> 0:49:21.600
<v Speaker 1>And that is a secret sauce that's really hard to achieve.

0:49:21.800 --> 0:49:24.239
<v Speaker 1>I mean, even if we just look at Niantic, they've

0:49:24.320 --> 0:49:28.040
<v Speaker 1>really only hit the jackpot once, and even Harry Potter,

0:49:28.320 --> 0:49:31.880
<v Speaker 1>which seemed like a guaranteed success story and came after

0:49:32.040 --> 0:49:35.680
<v Speaker 1>Pokemon Go did, just hasn't made a huge splash compared

0:49:35.719 --> 0:49:38.319
<v Speaker 1>to Pokemon So it might be a while before we

0:49:38.360 --> 0:49:44.960
<v Speaker 1>see another real juggernaut in the space. Oh Marvel augmented

0:49:45.000 --> 0:49:48.719
<v Speaker 1>reality game, Now, I'd be so into that. But that

0:49:48.719 --> 0:49:52.839
<v Speaker 1>wraps up our episodes about Niantic. The company, as I said,

0:49:53.000 --> 0:49:56.480
<v Speaker 1>is still going like gangbusters, still developing games, and still

0:49:56.680 --> 0:49:59.680
<v Speaker 1>making an enormous amount of revenue from Pokemon Go, so

0:49:59.719 --> 0:50:02.360
<v Speaker 1>we're likely to see them be a big player for

0:50:02.440 --> 0:50:06.760
<v Speaker 1>some time now. Hopefully they'll continue to innovate. I would

0:50:06.760 --> 0:50:09.800
<v Speaker 1>hate to see it by a company that just relies

0:50:09.840 --> 0:50:14.520
<v Speaker 1>solely upon Pokemon Go, but as we've seen, repeating success

0:50:14.600 --> 0:50:18.040
<v Speaker 1>is never a guarantee. I hope you enjoyed these episodes.

0:50:18.080 --> 0:50:20.160
<v Speaker 1>If you have suggestions for topics I should cover in

0:50:20.200 --> 0:50:22.680
<v Speaker 1>future episodes of tech Stuff, reach out to me on Twitter.

0:50:22.960 --> 0:50:26.839
<v Speaker 1>The handle is text Stuff h s W and I'll

0:50:26.880 --> 0:50:35.319
<v Speaker 1>talk to you again really soon. Text Stuff is an

0:50:35.320 --> 0:50:39.040
<v Speaker 1>I Heart radio production. For more podcasts from My Heart radio,

0:50:39.360 --> 0:50:42.520
<v Speaker 1>visit the I heart Radio app, Apple podcasts, or wherever

0:50:42.600 --> 0:50:44.120
<v Speaker 1>you listen to your favorite shows.