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The Media Continuum

Qube founder Servan Keondjian offers up a feast of ideas on the future of games within the entertainment space

Game Consoles are Controllers

I anticipate that the game consoles will simply become content channels on the continuum; you will have Sony, Nintendo and Microsoft game channels just as you have the BBC, CNN and National Geographic. Console-exclusive content is like channel-exclusive TV. Each console defines a channel and within each 'console channel' we will see further channels. Channels within channels will be something we will see a lot more of, too.

As innovation in chip hardware continues we are arriving at a standardised high-end 3D-capable CPU. We see this trend with the present generation of consoles, where the chip parts are bought from PC chip vendors. We are not far off a single multi-core, multi-GPU chip that lives in all boxes and delivers all the power we need. The box from each vendor will simply be the 'key' or the 'tuner' for the online content directory.

The control system a console offers is becoming the only way to differentiate one box from its rivals, as the Wii controller does today. In the end the controller will be the only physical device required, as the processing power will already be embedded in devices such as TVs.

As the interaction and content are linked, the long view for any console channel is to become a bespoke controller connected with its respective bespoke online content library.

Consoles and Linear Video

The console channels will go on to support more video, demonstrated by Microsoft and Sony already supporting film distribution. So apart from exclusive interactive content, there is every likelihood games consoles will supplant other set-top boxes, provided they have access to the content catalogue. Game boxes can run the very highest quality games and they can run video but set-top boxes can only run video and very limited games. Therefore the console will become the set-top box.

Casual Games Channels

Competing with the 'console channels' we will have casual game channels. It is going to be interesting to watch how the battle between these develops, especially as console channels can easily support casual game channels within them. The difference may well come down to the revenue model as, like TV, casual channels are mostly driven by revenue from advertising.

Traditional Linear TV

If you accept for a moment that the channel changer is TV's interactive device, then you can think of the TV experience in game terms; ie you watch until you get bored, then you switch between a fixed set of linear channels. The game element here is the channel surfing itself.

With digital distribution you get TV on-demand; again the interaction model is the thing to watch. The interaction is all about navigating content: with access to near infinite content, how do you find what you really want and how engaging is the process? You can't effectively Google an image or a video unless you know a name upfront. YouTube is the current leader when it comes to presenting a menu for a massive open channel archive, but there is plenty of space to innovate.

What the games industry is uniquely well placed to do is to use its command of interactivity to transform the interface with content - bringing the best of gameplay technology to content surfing.

Online Worlds

Each online world is a channel in the continuum. Facebook and other social networks are also online worlds but ones that have stripped away most game elements to leave the game solely about social interaction; social networks in effect 'score' by social kudos, how many 'friends' you collect or how well you present yourself to them.

Fantasy Online Worlds (FOWs) like World of Warcraft and Eve offer contexts for social experience by providing themes and goals for the interaction. Facebook's innovation is in referencing the real person rather than using a name handle. In this sense Facebook is more the real Second Life than Second Life is itself, which is arguably more a highly configurable chat and conferencing system rather than a game experience.

An exciting development will be the arrival of open channel FOWs that allow third party developers to build components and add-ons. The critical issue here is how these are regulated or commissioned by the channel owner. A tax on trading items within a world, or an equivalent economic engine, would enable a revenue stream for building new content so that a studio could pitch fully-featured items to an FOW owner.

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