2010经济趋势 郎咸平
Without further ado.
无需再费周折。
The Year of Gamification, Part 1 We call the adoption of game technology and game design methods outside of the games industry “gamification”, and this is a really broad trend.
游戏化年,第1部分我们称在游戏行业之外采用游戏技术和游戏设计方法为“游戏化”,这是一个非常广泛的趋势。
Unity and other game technologies are being used across more than a dozen sectors that have little or nothing to do with games. Architectural visualization is an obvious and older example. But apart from that we have some of the world’s biggest engineering and manufacturing companies, as well as several actual armed forces as our customers. TV production companies use Unity and other game engines to produce live TV shows and Machinima videos. Big corporations make employee training and simulation applications using Unity, and some of our customers have gone into online meeting and collaboration. Game technology being applied to all these areas means that Unity users are valuable to many and not everyone has to make a living from games.
Unity和其他游戏技术已在与游戏几乎无关或无关的十几个领域中使用。 建筑可视化是一个明显而古老的示例。 但除此之外,我们还拥有一些世界上最大的工程和制造公司,以及一些实际的武装部队作为我们的客户。 电视制作公司使用Unity和其他游戏引擎来制作直播电视节目和Machinima视频。 大公司使用Unity进行员工培训和模拟应用程序,我们的一些客户已经参加在线会议和协作。 游戏技术已应用于所有这些领域,这意味着Unity用户对于许多人来说都是有价值的,而不是每个人都必须靠游戏为生。
Action item: Sell your skills outside the games industry. With a knowledge of other industries, you can create new and innovative products or businesses servicing these industries. The sky’s the limit.
行动项目:在游戏行业之外销售您的技能。 了解其他行业后,您可以创建服务于这些行业的新产品和创新产品。 天空是极限。
The Year of Gamification, Part 2 A second aspect of gamification is that game design methods and strategies are being used outside of games to design better products and user experiences. A boring site like Mint.com has experimented with turning personal finance into a game, social networking experiment FourSquare maintains high-score lists for people who bar-crawl, and natural-language search startup Siri hired an accomplished game designer to design their user experience.
游戏化年,第二部分游戏化的第二个方面是,游戏设计方法和策略正在游戏外部使用,以设计更好的产品和用户体验。 像Mint.com这样的无聊网站已尝试将个人理财转化为游戏 ,社交网络实验FourSquare保留了搜寻爬虫者的高分列表,而自然语言搜索创业公司Siri聘请了一位经验丰富的游戏设计师来设计其用户体验。
Action item: Learn game design and apply it to everything – how people sign up for a website, how people “succeed” in using your product, how customers share it with their friends and become leaders of user groups/clans, etc. Game design can be used for all of this.
行动项目:学习游戏设计并将其应用于一切–人们如何注册网站,人们如何“成功”使用您的产品,客户如何与朋友分享产品并成为用户组/家族的领导者等。游戏设计可以用于所有这些。
Another Golden Age for Garage Developers We are definitely going to see even more quality games done by small teams in 2010. With very little risk and by mainly investing their own time, a small team of 1-2 people can make a hit game that will sell millions of units. More importantly (and what makes this different than 4 years ago), there are now many more channels through which to distribute and sell such a game. Many such games are receiving world-wide acclaim.
车库开发人员的又一个黄金时代我们肯定会在2010年看到小型团队完成更高质量的游戏。风险很小,主要是投入自己的时间,只有1-2人的小型团队可以制作一款热门游戏,销售数百万个单位。 更重要的是(与4年前相比,这有所不同),现在有更多的渠道来分发和销售此类游戏。 许多此类游戏获得了全世界的赞誉。
Action item: Find an awesome partner and go create!
行动项目:找到一个很棒的合作伙伴,然后去创造!
Publishers Continue to be Valuable With casual, online and mobile games requiring smaller production budgets and eschewing retail (and thus expensive and slow) distribution in exchange for digital, the game industry was expecting to get rid of the publisher as a concept.
发行商的价值仍然很高随着休闲,在线和移动游戏需要较小的生产预算并避免零售(因而昂贵而缓慢)的发行来换取数字,游戏行业一直希望摆脱发行商这一概念。
But as the iPhone ecosystem clearly proves (as well as the web somewhat less clearly with portals like Shockwave.com and distribution companies like Zynga and RockYou), the publishers stay. Though they may not be forwarding cash and fully owning the game IPs, their expertise in marketing, game design and online distribution metrics and strategies make them a valuable, if no longer totally required, partner to the game developer.
但是,随着iPhone生态系统的明确证明(以及Shockwave.com之类的门户网站以及Zynga和RockYou之类的发行公司对网络的了解也不太清楚),发行商会留下来。 尽管他们可能没有转移现金并完全拥有游戏IP,但他们在市场营销,游戏设计以及在线发行指标和策略方面的专业知识使他们成为游戏开发人员的宝贵(即使不再完全需要)的合作伙伴。
Action item: Consider working with a publisher. Fortunately with publishers’ leverage lessened, they are typically less demanding with regards to what they have to own (IP, sequel rights, revenue share). Or become your own publisher by building that expertise. This is not a simple task, but has been done by some of the top online game developers.
行动项目:考虑与发布者合作。 幸运的是,随着发布者的杠杆作用降低,他们通常对拥有的内容(IP,续集权利,收益分成)的要求降低。 或者通过积累专业知识来成为自己的出版商。 这不是一个简单的任务,但是已经由一些顶级的在线游戏开发商完成。
Everything Becomes a “Console” This one is somewhat controversial. It seemed that with the move towards mobile and web, the closed ecosystems of the console world would be under siege and eventually collapse. What game developer (except perhaps the ones most entrenched in with the Nintendos-Microsoft-Sony trinity) hasn’t fantasized about this walled garden having its walls rammed down?
一切都变成了“控制台”。 这有点争议。 似乎随着向移动和网络的发展,游戏机世界的封闭生态系统将受到围困,并最终崩溃。 哪个游戏开发者(也许除了最受Nintendos-Microsoft-Sony三位一体的游戏开发者之外)对这个被围墙砸倒的围墙花园没有幻想?
Well, welcome to the new world. The iPhone has proven that given the right amount of “openness”, neither consumers nor developers really mind closed platforms.
好吧,欢迎来到新世界。 iPhone已经证明,只要有适当的“开放度”,消费者和开发人员都不会真正在意封闭的平台。
Even on the anarchic web (regions of which remind one more of a Mad-Maxian post-apocalyptical cyberspace than an enlightened utopia), Facebook is in the process of creating a closed environment within which consumers and game developers can meet and exchange fun and money (more or less) safely.
即使在无政府状态的网络上(Facebook的区域比开明的乌托邦更让人想起疯马士后世界的网络空间),Facebook仍在创造一个封闭的环境,消费者和游戏开发商可以在此环境中结识并交换乐趣和金钱(或多或少)安全。
This section could also have been labeled “the Rise of the AppStore Model”, since it’s more the App Store than the gaming console which inspires this megatrend. And framed like that, it might have made people happy. But this is a problematic trend (to say the least) that should make us stop to think.
此部分也可能被标记为“ AppStore模型的兴起”,因为它比起启发这一大趋势的游戏机更像是App Store。 如此框架,可能会让人们高兴。 但这(至少可以说)是一个有问题的趋势,应该使我们停止思考。
Action item: Make use of this. Or if you’re brave, build your own!
行动项目:利用这一点。 或者,如果您很勇敢,那就建立自己的!
Facebook Wallet, Apple Tablet, Unity on Facebook And then are the obvious ones.
Facebook钱包,Apple Tablet,Facebook上的Unity 都是显而易见的。
Of course Apple will launch its tablet. We even know the screen-size and CPU make. The only uncertainly left is what day it launches. And its price.
苹果当然会推出其平板电脑。 我们甚至知道屏幕尺寸和CPU品牌。 唯一不确定的是发射的日期。 及其价格。
Surely Facebook will launch a payment platform which in tandem with Facebook Connect will dramatically transform the face of microtransactions on the internet. If they do this right, it will finally enable the web-wide microtransactions which we’ve been dreaming of since the dot-com era.
Facebook肯定会推出一个与Facebook Connect协同工作的支付平台,这将极大地改变互联网上微交易的面貌。 如果他们这样做正确,它将最终实现自网络泡沫时代以来我们梦dream以求的全Web微交易。
And of course Unity will be big on Facebook. Several major games will get launched on Facebook, offering awesome games to hundreds of millions of people (not to mention significantly moving the needle on adoption of the Unity plugin).
当然,Unity在Facebook上将非常重要。 几个主要的游戏将获得在Facebook上推出,提供真棒游戏数亿人(不显著提上移动通过Unity插件的针)。
Action item: Left as an exercise for the reader :)
行动项目:留给读者练习:)
2010经济趋势 郎咸平