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Big Business Loves the Computer Gaming Industry

David Greenspan writes "Video games are no longer exclusive to a consumer market. Business Week has an article on the new trend of big business willing to pay millions for custom-made games. The casual market has inspired folks in business to realize the broad appeal of games, and some of the possibilities inherent to the medium. As a result, business games are now big business. From the article: 'To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious. A serious games market will also require game developers to shift from the traditional business-to-consumer model to a business-to-business one. Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million, it's not worth the gamemakers' time to divert engineers from a commercial title likely to generate hundreds of millions of dollars in sales.'"

29 of 104 comments (clear)

  1. Cereal Phlegm Monsters by Stanistani · · Score: 4, Interesting

    My son was too young for Doom, but in his box of cereal one day was a Doom clone called ChexQuest, which we both loved. Strictly a corporate game, but a lot of fun, with phlegm instead of death and gore.

    1. Re:Cereal Phlegm Monsters by G+Fab · · Score: 4, Informative

      http://www.doomlegends.com/chexquest/frames.html It's actually just a doom wad. Pretty funny.

    2. Re:Cereal Phlegm Monsters by Radical+Moderate · · Score: 2, Funny

      So you're saying it's a wad of phlegm?

      --
      Never let a lack of data get in the way of a good rant.
  2. Re:first post by Night+Goat · · Score: 2, Funny

    The logic makes sense to me. Now, back to flipping through Muscle & Fitness Magazine! God, those guys are BUILT!

  3. Salesman: Blood Money by PJ1216 · · Score: 3, Funny

    I can't wait for the business training game, Salesman: Blood Money, where you play as Mr. 47, a genetically engineered salesman, created from the DNA of the five more dangerous salesmen.

  4. Have it Your Way by vatica40 · · Score: 5, Insightful

    One only has to look at the success of the Burger King XBox games to know this has the potential to be absolutely huge.

  5. Cripes, it can't be that hard... by Penguinisto · · Score: 3, Insightful
    Back in the day, tons of programmers and modelers who happen to be gamers banded together to create MODs of popular games.

    All it would really take is for a corp to do a couple of things, and have it done (relatively) on the cheap:

    1. License an existing game engine for a fixed sum
    2. hit a place like Gamasutra (or any popular MOD board) and hire some freelancers
    It's not exactly as if you have to howl in the wilderness. It just takes some brains is all.

    For 5 million bucks, I'm sure a corp could secure and contract the requisite resources w/o having to resort to desperate measures.

    /P

    --
    Quo usque tandem abutere, Nimbus, patientia nostra?
  6. Serious business? by Joe+Random · · Score: 2, Insightful

    To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious.
    The whole problem seems to be the name itself. Games. Of course, the "fun" connotation can be removed. Consider a game of poker (stakes can be very high, fortunes can be made or lost), as a "serious" game. Even better, consider war games, or a nice game of chess. Games don't have to be serious, but calling them "games" makes it an uphill battle. Maybe if companies added a little spin, and called them "computer-aided training simulators" or something, business would take them more seriously, and would invest more time and money in utilizing them.
    1. Re:Serious business? by cHALiTO · · Score: 2, Funny

      Even better, consider war games, or a nice game of chess. I'd throw in tic-tac-toe in there, just in case ;)
      --
      "Luck is my middle name," said Rincewind, indistinctly. "Mind you, my first name is Bad." -- Terry Pratchett
    2. Re:Serious business? by Chris+Burke · · Score: 2, Funny

      I thought Serious Sam settled this whole "games can't be serious" business a long time ago. Sam was very serious. The engine for the game was serious too.

      Croteam was ahead of their time in more ways than one; they'd seen the need for seriousness in the games industry, and they provided it in spades.

      --

      The enemies of Democracy are
  7. In 20 years... by Zero+Degrez · · Score: 2

    No one will remember Red vs. Blue; Only Coke vs. Pepsi.

  8. Phlegm? by Kadin2048 · · Score: 2, Insightful

    with phlegm instead of death and gore

    A questionable improvement, to be sure.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  9. Well why not??? by LordPhantom · · Score: 3, Funny

    Why not produce those games? For example, a lawyer training game based upon something like Resident Evil or BloodRayne - they're already disease-infested vampires, it should require virtually -no- changes!

  10. Answered your own question there, didn't ya? by Trojan35 · · Score: 4, Insightful
    "Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million"

    So if I went to Spielberg and asked him to spend a couple years on a "Employee Training for Microsoft" movie for $5m, do you think he'd go for it?

    1. Re:Answered your own question there, didn't ya? by Joe+Random · · Score: 2, Insightful

      That's not a fair comparison, though. Most companies want a game based on previous work. For instance, take the Quake engine, tack on some different levels, sprites, and scripts, and sell it to the company. Development costs, while certainly not zero, are going to be fairly low compared to developing the game in the first place.

      This would be more like going to Spielberg and asking him to spend a couple of months remixing a previously-filmed movie and adding a couple of extra scenes for $5m.

  11. Ah the hubris of business by andphi · · Score: 4, Insightful

    FTFS, which is FTFA: 'To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious. A serious games market will also require game developers to shift from the traditional business-to-consumer model to a business-to-business one."

    The first sentence I agree with. "The Market" will need to get over itself and the idea that products which are put to trivial uses must be trivial. The second sentence, however, does not follow logically from the first or from observable reality. We have a serious games market. It's a hybrid of B2B and B2C, with a lot of the end products (and the raison d'etre of the B2B types) coming from their B2C counterparts. Look at all the engine makers. If the original game engines (meant to be bought and played by end-users) had not succeeded, if the demand by gamers for games based on said engines did not exist, there would be no market for things like the Unreal and Quake engines. B2B game marketing is merely a new segment, not the whole of the market.

  12. Make training fun! by HitekHobo · · Score: 4, Funny

    I can already see the Doom clone for customer service reps.

    1) Customer lures you in with the promise of an easy frag. - "I can't get my email."
    2) Customer side steps your opening salvo - "Yes, my computer is plugged in."
    3) You run out of ammo while the customer bunny hops towards you. - "I have just tried telnetting to port 110 on pop.yourcompany.com and recieved a timeout. I then tried a traceroute and can't reach your facility."
    4) Customer drops a grenade on your head - "No, I think it could be the power outage in your data center that is being reported on CNN right now."
    5) You respawn in the middle of 10 customers holding grenades. - "Somebody turn on the ambush for God's sake!"

  13. Learning tool indead by GreggBz · · Score: 5, Interesting
    As a Unix administrator, I immediately see an application for this as a training tool.

    You have Unix at home now, but no stress or incentive to scramble in learning it. My biggest hurdle and that of most anyone just starting out, is translating academic and hobby experience into the real world.

    It would be neat if someone would write a Linux application that simulated all kinds of disasters/problems in a real captivating environment, spiced it up a little with some kind of interesting plot-line, and left the user to his own devices to try and solve these problems. You'd give him the tools already present on his home computer, namely, everything that is Linux. Even it it was only slightly compelling, it would still be a step up from reading man pages out of simple curiosity. It would also give you problems to solve that would not otherwise present themselves in the scope of a home environment.

    Turn this all into a game, and score the "player" on his resourcefulness and the correctness of his solutions.

  14. Sims for NASCAR drivers by Mirele · · Score: 3, Interesting

    My sister's nephew (her brother-in-law's son) is a rookie driver in NASCAR. Every track has a computerized simulation and he drives the sim every week for practice, even if he's not scheduled to drive in the race. All the drivers do these sims. I have no idea how much these sims cost to produce, or how often they're revised.

  15. Re:Too dry, but i agree. by FiveDollarYoBet · · Score: 2, Funny

    Synergy Enhancers!

  16. Well I agree that developers should focus on games by Billly+Gates · · Score: 3, Insightful

    If the market is 5 million vs a potential 15 million its easier to follow the money and its a no brainer.

    Most training business apps can be written in flash by a jr programmer or javaFX. Game engine licensing is a different issue. You can license it for a few hundred thousand and just hire some temp game programmers if you have a 5 million dollar budget but dont expect the game makers to develop anything but a license for you.

  17. The Real SimCity by Foktip · · Score: 5, Insightful

    Video game companies are very good at making effective and user-friendly software, and that kind of quality is lacking in products made for buisnesses - most of which have to settle for generic CAD programs that can do "everything" instead of merely doing the specific application required easily and effectively.

    Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future.

    1. Re:The Real SimCity by dkf · · Score: 2, Interesting

      Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future. The main problem with SimCity is that' it's fundamentally grid-based, and cities by and large aren't (though some in North America come close). Adapting the code so that it can support real city layouts is non-trivial, since it forces you to stop using simplifying assumptions (e.g. can't use manhattan distance metrics).
      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
  18. Re:Name change by andphi · · Score: 2, Funny

    This Software Was Made For Business

    Rated M for Mature:
    For Real-world situations, Work-like Environment, Frequent Interruptions, and Panic-inducing Deadlines.

    Rated AO for Adults Only:
    Portrays Double-Entry Accounting and Enforces GAAP

  19. Re:Too dry, but i agree. by vigmeister · · Score: 3, Funny

    Rainbow Six Sigma

    'nuff said

    Cheers!

    --
    Atheist: Buddhist in a Prius
  20. Interactive [non] Fiction to the Rescue! by martyb · · Score: 2, Interesting
    FTFS:

    Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million, it's not worth the gamemakers' time to divert engineers from a commercial title likely to generate hundreds of millions of dollars in sales.

    Okay, I'll bite. What about a text-based interactive fiction game? I spent hours and hours while in college trying to solve adventure. (Aside: Solved it with 350 out of 350 points on May 9, 1977.) Why did I do THAT when I had so many other demands on my time?

    • Had fun solving puzzles.
    • Was in competition with classmates.
    • Kept trying to beat my best score.
    • Learned different ways to look at things.

    So, an IF game with some "rooms" which had "puzzles" to solve would be simple enough to create. To make it playable and enjoyable, well, that's another matter, but even then it's quite doable. (<grin>Some of us nerds DO know how to write!</grin>)

    Example: Customer Service Representative (CSR) for an in-house application. Take some cases from the Tier-1 call center "solution scripts". Wrap it up in a day's adventure with incoming calls and a count-up timer for how long it took you to solve particular puzzle(s). Have some notes on a hall-way white board. A "manual" that you find on a table in the corporate library. Get x-amount of points for solving each puzzle. As the game progresses, a user could be given access with a special pass to higher floors in the building where increasingly difficult challenges await. (Take these from Tier-2 call center solutions.) Create some "colorful" customers to highlight different response techniques. (Screaming Sammy, Timid Tom, Newbie Ned, Impulsive Ivan, etc.) You get the idea.

    To sum this up, there's an old saw that I believe is apropos here:

    Tell me, and I will forget.

    Show me, and I may remember.

    Involve me, and I will understand.

    $5 million? Sure! I'd like a piece of that! Heck, for JUST $100K, I could *easily* create a "game" in a month or two. AND, it would be easy to extend to other levels and challenges. AND, because it was text-based, it could easily run as an application on a phone or PDA.

    Any takers?

  21. Re:Too real, but i agree. by conspirator57 · · Score: 2, Informative

    I'm sure there are a few, but i think the point of TFA is that the majors "ought" to be in that market. The point underlying theirs seems to be one primarily concerned with brand acceptance in the business community and the increased adoption of games for training, etc. that they feel would result from companies being solicited by EA Corporate Training vs. Bob's Corporate Game Shack.

    --
    "If still these truths be held to be
    Self evident."
    -Edna St. Vincent Millay
  22. Some Employee Training Games I'd Like to See by skeevy · · Score: 2, Funny

    How to find the meeting room:

    >you are in a twisty maze of cubicles, all alike

    How to navigate the HR benefits phone tree:

    >you are in a twisty maze of indecipherable options, all alike

    How to navigate the office supply procurement web site:

    >you are in a twisty maze of unusable web pages, all alike
  23. Re:Just look at Forza 2 by twistedsymphony · · Score: 2, Insightful

    There was also a similar promotion with Cadillac and PGR3.

    Fine by me... it just means I get more free cars to play with, if anything this is good. Rather than Developer X paying heaps of money for licensing they auto makers pay the game developer to include their cars... As long as they steer clear of the "make sure our car outperforms our competitors car in the game" then it can greatly reduce development costs.