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IN

DEGREE PROJECT TECHNOLOGY, FIRST CYCLE, 15 CREDITS

STOCKHOLM SWEDEN 2016,

The cooperative future of game development

A phenomenon of collaboration between producers and consumers in the video game industry

VIKTOR GUSTAFSSON GUSTAV HÖGLUND

KTH ROYAL INSTITUTE OF TECHNOLOGY

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Abstract 

Independent developers and large­scale development studios ­ commonly seen as the        Davids and Goliaths of the video game industry ­ are moving closer together.       

Powerful software frameworks, traditionally reserved for professional developers and        only available through expensive licenses, are becoming free to use for consumers. By        sharing their tools instead of keeping them for themselves, companies can utilize the        combined talent of whole communities and monetize on that talent through royalties        and other indirect fees. This paper describes how the video game industry has        developed in recent years to allow for this change in business strategy and examines        how the industry can continue to evolve because of this. The result of a Delphi study        based on interviews with game developers both inside and outside the industry point        toward a future of increased intermingling and sharing of knowledge and resources,        characterized by more producer­consumer collaborations and closer relationships        between companies and their communities. By adopting free­to­use business models        and sharing powerful, proprietary software with their consumers, companies are        lowering the point of entry for aspiring developers and thereby dissolving the        traditional narrative of “we and them” that has existed between independent        developers and established studios in the past. 

 

Keywords​: producer­consumer collaboration, indie, modding, business model,        game development, game engine, participatory culture, outsourcing innovation,        community platforms. 

 

Acknowledgements​: The authors wish to thank the respondents of our Delphi        study for providing the data and the developer of WERIDE for insightful comments        and advice. The authors take responsibility for any errors in this paper. 

         

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Sammanfattning 

Oberoende utvecklare och storskaliga utvecklingsstudior ­ vanligtvis betraktade som        tv­spelsindustrins David och Goliath ­ rör sig allt närmre varandra. Kraftfulla        mjukvaruramverk som traditionellt sett varit reserverade för professionella        utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i        allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig        av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den        kombinerade talangen hos sociala nätverk knutna till sina produkter och generera        intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur        tv­spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska        förändring och hur industrin kan fortsätta att utvecklas som en följd av detta.       

Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och        utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och        resurser. Detta karaktäriseras av fler samarbeten mellan producenter och        konsumenter samt närmre relationer mellan företag och deras konsumentnätverk.       

Genom att ta till sig affärsmodeller som bygger på gratis­att­använda­principer och        att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter,        så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser        företagen upp den traditionella “vi och dem”­relationen som tidigare existerat        mellan oberoende utvecklare och etablerade studior. 

 

Nyckelord​: producent­konsumentsamarbeten, indie, modding, affärsmodell,          spelutveckling,  spelmotor,  deltagarkultur,  outsourcing  innovation,  konsumentnätverk. 

 

Tillkännagivanden​: Författarna vill tacka de medverkande i vår Delfistudie för att        ha bidragit med data och utvecklaren av WERIDE för insiktsfulla kommentarer och        råd. Författarna tar ansvar för möjliga fel i uppsatsen. 

   

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Table of contents 

Abstract  1 

Sammanfattning  2 

1. Introduction  5 

1.2 Background  5 

1.3 Purpose of this study  8 

1.4 Structure of the paper  8 

2. Theory  9 

2.1 User­centered innovation & producer­consumer collaboration  9 

2.2 Outsourcing innovation  10 

2.3 Intellectual property rights  11 

3. Methodology  12 

3.1 The Delphi method   12 

3.2 Choosing suitable experts  13 

3.3 Questionnaire  14 

3.4 Case study  15 

3.5 Comparative analysis  15 

4. Results  16 

4.1 Delphi study  16 

4.2 Case Study  23 

4.3 Comparative analysis of Unreal Engine 4 and Amazon Lumberyard  25 

5. Discussion  27 

5.1 Method critique  29 

6. Conclusions ­ The coming years  31 

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7. References  33 

8. Attachments  36 

8.1 Attachment #1  36 

                   

 

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1. Introduction 

The video game industry is representative of the digital era with its way of growing,        changing and converging into other businesses. The changes that has occurred in        recent years have caused companies to rethink their organizational structures in        order to fit in with their business goals (often designed to maximize profits). This has        caused a decrease in innovation and originality in the industry, leading video game        developers to produce fewer novel gaming experiences in favor of low­risk sequels to        well known brands (Tschang 2007). A growing dissatisfaction among consumers,        caused by the limited supply of innovative games, might explain the uprise of        independent games (Arakji & Lang 2007). The profit seeking companies are now        thoroughly investigating the independent game scene for clues about how to deal        with this transformation (Tschang 2007). 

1.2 Background 

In this section we present underlying concepts and events that have had impact on                            the video game industry. 

The indie genre 

Independent games have yet to find a clear definition but certain common factors are        to be found. Our definition of independent games is as proposed by P.Ruffino (2013)        in his paper     ​Narratives of independent production video game culture            ​. Independent    games are developed without the aid of a publisher and the team usually consists of        few members if not a single person. The developer(s) is responsible for the whole        development process and thus expected to receive the complete eventual profit. Indie        games would also be enriched in a non­business manner with unique features not to        be found elsewhere.  

Independent game developers (from here on also referred to as                   indie developers )  have traditionally been people with the time, funding and technical skills required to        develop games from the ground up. In recent years however, crowdfunding systems       

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such as    ​Kickstarter,  ​Patreon and    ​Indiegogo have made it possible for indie        developers without sufficient economic resources to actualize their ideas. Despite        this, the requirement of significant technical skills has persisted. For indie        developers, choosing a suitable software framework in which to build the games ­        more commonly known as the         ​game engine ­ has also traditionally meant building        your own tools or turning to freely distributed software, as professional game engine        licenses can cost several thousand dollars to purchase (Kasurinen et al. 2013). 

The art of modding 

Historically, one of the ways that aspiring developers have been able to interact with        professional, proprietary game engines has been through       ​mods ­ direct modifications        which build upon or transform the original games. The act of modifying games,        known in the video game industry as       ​modding​, became popular when professional          developers started to release game toolkits together with their original games.               

However, the toolkits were often restricted to certain features within the game engine        and were only usable on top of the original game, limiting the scope of what was        possible to do by modding the original product. (Arakji & Lang 2007) 

The game development company Valve, well­known for their generous attitude        towards mods, used the toolkits­strategy when they released the best selling shooter              game ​Half­Life in 1998. Consumers were given access to about 80% of the code while        the other 20%, representing the underlying game engine, was left inaccessible.       

Half­Life went on to become very successful on its own but       ​modders (the name given        to those who mod games) would increase product sales even further (Arakji & Lang        2007). One year after its original publication, two students wrote the mod        Counter­Strike which turned out to be even more popular than the original game.       

This lead to Valve acquiring the mod and hiring the students, eventually leading        Counter­Strike to become a separate product of Valve’s and becoming one of the        highest selling video games of all time (Remo, 2008). This not only showed the        potential effects individual consumers and indie developers can have on the        professional game industry, but also that professional game studios can use modders       

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and other independent developers as a source of revenue as well as technical talent.       

(Arakji & Lang 2007) 

The new business model 

The American game developer       ​Epic Games  ​' own game engine       ​Unreal Engine is one        of the gaming industry’s most popular engines of the last 15 years. It has been used in        the production of several best selling video games with high development budgets,        including Epic Games' own       ​Gears of War and       ​Unreal Tournament game series. The          latest version of the game engine, Unreal Engine 4, was released to the public for free        in March 2015, thereby becoming the first game engine of its kind to be available in        its entirety for modders and indie developers. This has enabled small scale        development of technically impressive games that do not require the same technical        prowess from the developer as before. In exchange for using their engine, Epic        Games require a five percent return on all revenues after the first $5000 per quarter.       

One year after the release of free Unreal Engine 4 American e­commerce and cloud        computing company    ​Amazon.com released their own game development tool        Amazon Lumberyard  ​. Together with integration to Amazon’s cloud services and        video streaming platform      ​Twitch.tv​, Amazon stated that they want to prepare        developers for the future of gaming (Schenk 2016). 

Unity: the precursor 

While this paper focuses solely on Unreal Engine 4 and Amazon Lumberyard, these        game engines have a mutual competitor called      ​Unity  ​which also should be        considered when discussing these questions        ​. The Unity game engine was originally        released in 2005 and from the start it was profiled as a game engine that would       

“democratize game development and level the playing field for developers across the        globe” and make game development easier than ever (Unity3d.com, 2016). Unlike        Unreal Engine 4, and to some extent Amazon Lumberyard, Unity does not have a        past of being a proprietary game engine used for high­end games. It is this lack of a        transitional phase from professional exclusivity to general availability that separates        the story of Unity from those of Unreal Engine 4 and Amazon Lumberyard. For the       

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reasons stated above, the decision was made to not include the Unity game engine in        our study. The importance of Unity and the influence it has had on the industry        should not be understated though, as our data also shows. Additional information        about the choice to omit Unity, as well as a discussion on the possible consequences        this might have had, can be found later on in this paper. 

1.3 Purpose of this study 

The main question for this study is: “      ​In what ways are the traditions and              relationships between independent developers, modders and the video game                  industry changing as a result of professional development tools becoming available                      for the public?” 

While there has been a lot of research done about the effects of independent game        development on the traditional game industry, not nearly as much has been done on        the opposite; investigating how large scale game developers are affecting smaller        developers and amateurs, in this case by giving them access to powerful tools        traditionally kept in­house. The goal of our research, then, is to understand how the        game industry is evolving because of this change, thereby filling a gap in the        literature and provide useful knowledge to aspiring game developers and        professional studios alike. 

1.4 Structure of the paper 

The structure of this paper will be as follows: First, we present the results of a        literature study and explain the core concepts that form the basis of our analysis and        reasoning later in this paper. We will then present the results of a series of interviews        with professional and indie developers. The gathered data is processed using the        Delphi method  ​, meaning that the respondents’ answers are structured into a list        which is then sent back again. The respondents are then asked to rank all the        answers according to their relevance and significance. The highest ranked answers        are seen as having the highest probability of being correct by the respondents. More        information on why and how we use the Delphi method for our research can be       

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found in   ​Methodology, ​where we discuss the benefits and characteristics of the        method in detail. 

Second, we conduct a comparative analysis of Unreal Engine 4 and Amazon        Lumberyard, providing the reader with a technical understanding of the frameworks        and what is being offered to developers. The goal of the comparative analysis is not to        go into any great depth on how the game engine works, but to illustrate the different        technical features available to developers using Unreal Engine 4 or Amazon        Lumberyard. We then go on to present the results of an interview with the developer        of ​WERIDE​, an MMO (massively multiplayer online) game being developed in        Unreal Engine 4. The aim of this interview is to provide first­hand impressions from        an indie developer using Unreal Engine 4. Finally, we discuss our findings and        present our conclusions. 

2. Theory  

In this section, we present the findings of our literature study and explain the                            concepts that form the base of our analysis later in this paper. 

2.1 User­centered innovation & producer­consumer  collaboration  

Two key concepts that we will be using in this paper are those of       ​user­centered  innovation and producer­consumer collaboration.  

Presented by Erik von Hippel and Lars Bo Jeppesen, von Hippel (2004) states that:       

“[User­centered innovation] is becoming both an important rival to and an        important feedstock for manufacturer­centered innovation in many fields.” This        observation is developed specifically for the video game industry by Jeppesen (2004)        who concludes that: “Manufacturers can establish a process of user innovation and        profit from the outcome by opening up their product to facilitate innovation on the        part of users and combine this with organizing user communities.” While more than        ten years old, these papers provide meaningful insight into the underlying factors        powering the recent shift towards a more generous attitude on producer­consumer       

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collaborations highlighted in this paper. The industry trends recognised by von        Hippel and Jeppesen in 2004 also provides historical context to our research, leading        to a better understanding of how the producer­consumer relationship in the video        game industry has evolved throughout the years. As we have stated earlier in this        paper, indie game development being facilitated by professional developers is a fairly        new phenomenon. However, authors like von Hippel and Jeppesen prove that the        related concepts have been understood for years. Research done by Arakji & Lang        (2007) also shows that the potential benefits of producer­consumer collaborations        are well known within the video game industry. Indeed, the previously mentioned        game company Valve has been making money on user­centered innovation in the        form of mods since 1999 with the first release of Counter­Strike. 

2.2 Outsourcing innovation 

James Brian Quinn begins his paper       ​Outsourcing Innovation: The New Engine of            Growth with the bold statement         ​“Innovate or die”. He stresses the fact that in order          for big companies to stay ahead in their respective markets they need to grasp the        concept of   ​outsourcing innovation  ​. As Quinn (2000) explains, staying innovative in        a rapidly changing industry is a lot like surfing. With many changes happening at        once, companies cannot be sure that they are riding “the right wave”. According to        Quinn, companies can lower innovation costs as well as risks by outsourcing,        effectively letting others scout for the next, big wave. He calls strategic management        of outsourcing one of the most powerful tools in management and claims that        outsourcing innovation is at the frontier of company management (Quinn 2000). 

 

From the available literature we have also learned that outsourcing innovation to        consumers is profitable for most companies within an industry that needs to be        innovative (von Hippel 2004). The question, however, is why the users would want        to be receptive of this practice. von Hippel (2004) states two core reasons for this:  

(1) Users can’t find what they are looking for on the market that fits their specific        needs. This reason makes it more profitable for the users to create the product on        their own and at the same time (2) find enjoyment in the creative learning process.       

We have found that these two points presented by von Hippel can form a strong       

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incentive for users and consumers in the video game industry to develop their own        games. This is supported by examples showing that the opening up of products to        allow modding in fact many times has been initiated by users and not the        manufacturers themselves (Jeppesen 2004). 

2.3 Intellectual property rights 

von Hippel (2005) and Jeppesen (2004) both describe the opportunities of        user­centered innovation and producer­consumer collaboration when the producers        can make use of        ​intellectual property rights      ​arrangements that block user        innovators from commercializing their mods. This business model relied upon von        Hippel’s two points where users help the consumers broaden the games for free, thus        generating more diverse and rich products which also benefits the user community        as a whole. As the rapidly changing industry has evolved companies have had to        reevaluate their strategies. In March 2014 Epic Games’ founder Tim Sweeney        introduced a new business model together with Unreal Engine 4, giving indie        developers access to the exact same tools as Epic Games use when they develop their        games, for a fee of $19/month (the fee was scrapped a year later). Sweeney explained        these changes as a necessary adaptation to the video game industry which has grown        into an open and democratic place. What this means in terms of licensing is that Epic        Games still remain the owners of the game engine and complementary tools but the        users hold the commercial rights to the products they develop. A similar licensing        agreement can be found in the case of Amazon and their game engine Lumberyard. 

 

The difference between von Hippel and Jeppesen’s findings and the newly        introduced business models by Amazon and Epic Games is that instead of keeping        the whole share of intellectual property rights, game companies might now be        looking for even deeper forms of collaboration with their users, in a sense, making        them their business partners and letting them commercialize mods and        independently made games. 

 

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3. Methodology 

In this section, we discuss our choice of methodology and explain how we use the                              Delphi method as a forecasting tool to identify possible new trends and traditions                          using experts within the game industry. 

3.1 The Delphi method  

Our study was partly based on a prediction of the future where we used the       ​Delphi  method​. This is an investigation technique suitable for rapidly developing fields such        as those within the information systems discipline where one might benefit from        extrapolating new advances. We primarily based our application of the Delphi        method on a paper by Skulmoski et al (2007) called       ​The Delphi Method for Graduate          Research​ which examines how, why and when to use Delphi at a graduate level. 

 

“The Delphi method is an iterative process used to collect and distill the                          judgments of experts using a series of questionnaires interspersed                  with feedback. The questionnaires are designed to focus on problems,                    opportunities, solutions, or forecasts. Each subsequent questionnaire              is developed based on the results of the previous questionnaire.”   

­ (Skulmoski et al. 2007)   

Since Delphi is an iterative process researchers are able to use the number of rounds        to determine which precision they would like their research to have. However,        according to Delbecq, Van de Ven and Gustafson (1975) most studies will suffice with        two or three rounds. Skulmoski et. al (2007) notes that even fewer rounds can return        satisfactory results depending on the number of respondents. 

 

We used the Delphi method by reaching out to       ​experts (a term which we discuss later        in this section) with the goal of conducting interviews in person. Our backup options        to this was using voice services or email. We collected answers from all experts in a        first round and then evaluated their responses, sent the questions out once again        formed as statements, now to be ranked by these same experts. The figure below       

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shows the basic format we used for our Delphi study. Note that the figure only shows        one round of respondents ranking each others answers, while in reality there is a        possibility of more iterations between the third and fourth step of the process. For        our study, only one round was used due to time constraints. 

 

Figure 1: Our application of the Delphi method   

3.2 Choosing suitable experts 

The respondents of a Delphi study should meet a certain level of expertise within the  given field to ensure the validity of the gathered data. Almost as important is a  willingness to participate in the study. The most knowledgeable experts also often  lack the time to participate in these types of studies (Skulmoski et al. 2007). With  that in mind we decided to contact different individuals within the video game  industry by email, ranging from developers and executives to industry analysts. To  complement this, we also contacted independent developers outside the industry. 

Since the limited time scope of this study made it hard to conduct a large,  multi­round Delphi study, we limited the selection of respondents to assure a 

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homogenous sample, as they can yield sufficient results at smaller numbers  (Skulmoski et al. 2007). 

3.3 Questionnaire 

The questionnaire was designed to allow the respondents to answer freely with the        goal of capturing qualitative data, something the Delphi method is well suited for        (Skulmoski et al. 2007). Questions 1­3 were targeted toward identifying and        understanding business decisions, while questions 4­6 formed the basis of our        forecast. Specifically, these two questions were designed to draw on the respective        knowledge and experience of each respondent. The last question could be seen as        more narrow in scope and was included to determine if the video game industry has        seen an influx of new developers in recent years. 

 

● Question 1: What audience are Unreal Engine 4 and Amazon Lumberyard attracting? 

 

● Question 2: Why are Epic Games and Amazon adopting this business model? 

 

● Question 3: Do you think more companies will follow suit and release their game        engines to the public as well? 

 

● Question 4: What kind of games will be developed using Unreal Engine 4 and        Amazon Lumberyard? 

 

● Question 5: How do you think the modding scene will be affected by the release of        Unreal Engine 4 and Amazon Lumberyard?  

 

● Question 6: How do you think the indie game scene will be affected by the release of        Unreal Engine 4 and Amazon Lumberyard? 

 

● Question 7: Do you feel like there has been an increase in people developing games        the last two years? 

 

We made a distinction between modding and independent game development based        on the description given of modding in the introduction of this paper. While the       

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activities do not have to be mutually exclusive, modding and indie game        development have some fundamental differences. Modding occurs in the context of        existing games, usually with the aim of improving the original product. A study done        by Hector Postigo (2010) also shows that modding has been used as a way into the        video game industry, with modders becoming professional developers within a studio        environment. Indie game developers, on the other hand, are by definition separated        from that area of the industry and instead preside over their own intellectual        properties and games. To us, these differences in tradition and motivation warranted        the need of two separate questions, one targeting modding and the other targeting        indie game development. 

3.4 Case study 

Our research also included a case study of the game WERIDE, developed in Unreal        Engine 4 by an independent game developer well known to us. We carried out a        semi­structured interview with the developer and thus gained insight into the        creative process. This gave us a series of first­hand impressions of working in Unreal        Engine 4 from an indie developer’s point of view. 

3.5 Comparative analysis 

To visualize the technical possibilities and capabilities of Unreal Engine 4 and        Amazon Lumberyard, the analysis was primarily based on the official documentation        and information found on each engine’s official website. The case study        complemented the analysis with a walkthrough of how the developer of WERIDE use        the tools being described. With our comparative analysis we wanted to understand in        greater detail what is being offered to developers, which similarities and differences        that exist between the game engines and to understand the companies’ business        models. 

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4. Results 

This section will present results from the questionnaire, our formalized statements                      and how the respondents ranked them. We also present our initial conclusions                        based on the respondents answers and the rankings of the statements.                     

Furthermore, we present a comparative analysis of Unreal Engine 4 and Amazon                        Lumberyard, as well as the result of our case study with the developer of WERIDE. 

4.1 Delphi study  

The study is based on data collected from 7       ​experts and   ​included both hobbyists,      independent developers and professional developers        ​. With these     ​different groups of      individuals representing distinct points on the spectrum       we conclude that the        respondents were evenly spread along it, except for a minor predominance of        professional developers. The respondents were of different backgrounds with some        having experience from the modding culture and got into game development during        the Half life/Counter­Strike era while others more recently had started out with the        help of the new game engine tools. 

Questionnaire answers 

The respondents' answers are presented in one table for each question, ranked in        descending order starting with the highest scoring answer. As stated in the        Methodology​, each one of the 7 respondents were asked to rank the answers based        on relevance and significance. The final rankings shown in the tables below were        then produced by compiling all of the respondents individual rankings. The final        score of each answer is presented as a number between 0­10, where a perfect score of        10 is only given when an answer receives the highest ranking by all respondents.       

Conversely, a score of 0 is only given if an answer receives bottom rankings across        the board. 

Given a study with (1) distinct answers that share very few similarities and (2) a high        level of expertise within the group, this means two things: Answers that receive a       

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high score can be said to have a higher level of veracity, while the opposite would be        true for low scoring answers. Furthermore, the difference between the highest and        lowest scores would indicate how strong the consensus is. To clarify, a perfect        consensus is only reached if every respondent gives the exact same rankings,        mirroring each other. This would then result in evenly spaced scores starting at 10        and going down to 0. 

As the reader will notice however, our data mainly consists of multi­layered answers        which often overlap, making such conclusions less meaningful. Consequently, we        draw attention to broader patterns in the answers which can be gauged by looking at        the overall rankings instead of individual scores. Nevertheless, answers with scores        approaching the extremes can still be considered for their truthfulness, or lack        thereof. 

What audience are Unreal Engine 4 and Amazon Lumberyard attracting? 

Rank 1  (4,43 p) 

Unreal Engine 4: Big and medium studios as well as indie developers. 

Amazon Lumberyard: Too early to say, CryEngine (which Lumberyard is  based on) was mainly used by bigger studios in the past. 

Rank 2  (4,00 p) 

Unreal Engine 4 and Amazon Lumberyard attract many different companies  and indie developers. Studios will continue using proprietary game engines  for big budget, triple­A games. 

Rank 3  (3,57 p) 

Amateurs, hobbyists, indie developers and small studios. 

Rank 4  (3,43 p) 

Both experienced developers and beginners who prefer Unreal Engine 4 or  Amazon Lumberyard over Unity. Probably if they are building a 3D game  and not a 2D game (Unreal Engine 4) or if they want to utilize Amazon web  services like cloud based servers (Lumberyard). 

Rank 5  (3,14 p) 

Unreal Engine 4 (and Amazon Lumberyard) have tools that cater more to  the development of PC games, while Unity is better suited for mobile games. 

Rank 6  (2,43 p) 

Total newcomers that want to learn the basics, as well as experienced  developers. 

 

High scores were given to answers which claimed that       ​the game engines attract a          diverse crowd of both newcomers and experienced developers. The second highest        ranking answers mentions that so called       ​triple­A games  ​, a commonly used and         

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established term describing games with the highest development and marketing        budgets, ​will continue to be developed exclusively by bigger studios                ​. This is a        recurring theme throughout our results and answers highlighting this have generally        received high scores by our respondents. Overall, answers to this question were        similar in both wording and opinion, reflected by the tight spread of high and low        scores. 

Why are Epic Games and Amazon adopting this business model? (Free­to­use  with monetization through royalties/distribution/hosting etc.) 

Rank 1  (4,86 p) 

To get smaller developers on board and making them use their game  engines. Earlier, most of the revenue was generated by big publishers and  studios. Today, indie developers make out a larger share of the market. 

Rank 2  (4,29 p) 

The more people using your game engine, the more advertising your  product gets. Strength in numbers means you can accomplish things that a  single studio cannot (or at a much faster rate). 

Rank 3  (4,00 p) 

Indie games have gained a lot of momentum lately. Since the advent of  modding, communities have shown the capability of creating great content. 

Epic Games and Amazon want to monetize on that talent. 

Rank 5  (3,00 p) 

They are forced by the competition. Also, they want to reach down to new,  talented developers and introduce them to their tools. 

Rank 6  (2,43 p) 

It is because of the popularity of Unity, and they (Epic Games and Amazon)  want to stay competitive. 

Rank 7  (2,43 p) 

They want to maximize their profits. By adopting this business model, they  can buy content from the community that they can’t create themselves. 

 

Here we can clearly see a prevailing trend among the collected answers, with the        majority of respondents identifying similar key issues. As shown by the data, two        common concepts that are driving these business decisions are       ​community­building  and the   ​reservation of talent    ​. More specifically, one of the respondents stated that “if        Epic and Amazon create a large user base for their engine, and a large collection of        content, they'll be able to monetize later from that success, either directly or        indirectly.” Another respondent also noted the       ​increased market potential of indie          games: “Earlier most revenue was probably generated by bigger publishers and        studios,” the respondent stated, adding that, “today the market has shifted and indie       

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devs are responsible for a bigger market share.” It should also be said that even        though we excluded the Unity game engine (which we mentioned in an earlier        section of this paper) from the questionnaire, several respondents identified Unity as        a predecessor to Unreal Engine 4 and Amazon Lumberyard which pioneered the        business model and set a new market standard that Epic Games and Amazon        subsequently have followed. 

Do you think more companies will follow suit and release their game engines to  the public as well? 

Rank 1  (5,14 p) 

Hard to say. Unity is arguably the main reason we are seeing this business  model. Unreal Engine 4 and Amazon Lumberyard have followed, but the  industry still needs the traditional option of licensing which will suit some  developers better. Unclear which other game engines could become free to  use. 

Rank 2  (4,86 p) 

We have already seen most of the major players that will adopt this  business model. Some more will come, maybe with smaller engines that  targets a specific niche or feature which will then be implemented in the  bigger game engines. 

Rank 3  (4,57 p) 

It entirely depends on the engine and the infrastructure. Engines that  require less maintenance or support could follow suit, like Valve's Source  Engine, but the likelihood seems quite low. Unity and Unreal Engine 4 have  saturated the market, uncertain if even Amazon Lumberyard will survive  for more than a year. 

Rank 4  (4,57 p) 

That could be the case. However, most game engines used by companies are  not as generic as Unreal Engine 4, Unity and Amazon Lumberyard and  would need modifications. 

Rank 5  (4,00 p) 

Since the concept depends on a large user base, some of the companies that  has been slower to adopt this business model might be hesitant to go down  the same path. The market will allow both open and closed engines in the  future. 

Rank 6  (3,00 p) 

No, most remaining companies will keep their game engines in­house. 

Rank 7  (1,86 p) 

Yes, but the added number of users makes it harder to support the engine. 

As long as the game engine is used in­house and by a few licensees it is  easier to keep up with bug reports and stability issues. 

 

Most of the respondents were         ​sceptical of the idea that other professional studios                will release their proprietary game engines          ​. However, as the three top ranking       

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answers show, answers which highlighted the      ​possibility of more companies        adopting similar business models also received high scores, while still including the            respondent's reasons of scepticism. Looking at the highest ranked answer, Unity’s        success was once again mentioned as a potential factor behind the business decisions        of Epic Games and Amazon. Respondents also highlighted the continued need of        proprietary game engines and monetization through licensing, stating that both        business models will exist in the future. Finally, the bottom ranking answer should        be noted for its low score compared to many of the other questions lowest scoring        answers. 

What kind of games will be developed using Unreal Engine 4 and Amazon  Lumberyard? 

Rank 1  (4,86 p) 

Both game engines will be used for everything from small games to big  budget, triple­A games. This is already true for Unreal Engine 4. Hard to  see how Amazon Lumberyard fits into the market. 

Rank 2  (4,57 p) 

No limitations in genre, but huge triple­A games will continue to be  developed exclusively by professionals using proprietary game engines. 

Rank 3  (4,29 p) 

Everything from low effort mobile games to triple­A indie games released  through established publishers. 

Rank 4  (4,00 p) 

The vast majority of games developed in these free engines will never be  released. The average hobby user will try some tutorials, buy some assets  and experiment with the engine until another idea pops up, and then start  over again. 

Rank 5  (3,86 p) 

Most games will still be developed within the competency range of the  engine and the developers. However, the limitations between game engines  are more blurred out today than they were before. 

Rank 6  (3,86 p) 

All kinds. Except 2D games, which are still better done in the Unity game  engine. 

Rank 7  (2,57 p) 

More free­to­play and downloadable games than full blown triple­A games  with physical distribution. 

 

Like with previous questions, all but the lowest scoring answer are grouped closely  together, with scores ranging from 4,86 to 3,86. Some conflicting opinions between  the two highest scoring answers can be found concerning the aforementioned 

exclusivity on triple­A games. This could be explained by the fact that Unreal Engine 

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4 has been widely used for triple­A game development in the past. Similarities can  also be found between this question’s answers and those of the first question  regarding potential audiences. Taken as a whole, the respondents believe ​Unreal  Engine 4 and Amazon Lumberyard will be used by a wide variety of developers to  create a plethora of games

How do you think the modding scene will be affected by the release of Unreal  Engine 4 and Amazon Lumberyard? 

Rank 1  (4,33 p) 

It depends on how well the companies handle and encourage modding. At  least for Unreal Engine 4, there seems to be a conscious strategy to 

encourage modding of their games, if not the main purpose. 

Rank 2  (3,83 p) 

The modding scene will grow even bigger and we will see even more games  like Minecraft, where it is up to the community to create content or even  create the game itself. 

Rank 3  (3,67 p) 

The modding scene has been dead for half a decade. Modding used to be for  hobbyists and people looking to get into the industry, but there is no need  for large mods when people have so many resources available to them. 

Rank 4  (3,50 p) 

Total conversions are dead. If Counter­Strike was developed today it would  be developed as its own product. Mods becoming separate products will  continue to exist but will be developed using different engines. 

Rank 5  (3,33 p) 

Not much. You could argue that the step from modding games to making  them is smaller and that some people will skip it entirely. However, the  modding scene will remain strong. Modding games will always be easier  than making them yourself. 

Rank 6  (2,33 p) 

We have already seen the modding scene explode with Unity on a few of the  game releases there and there is no reason not to think that the same will  happen with Unreal Engine 4 and Amazon Lumberyard. 

 

Unlike some of the previous questions where the answers have been very similar,  respondents appear more split in their answers regarding the modding scene Looking only at the overall ranking, our data would suggest that respondents believe  Unreal Engine 4 and Amazon Lumberyard will have a positive effect on an already  healthy modding scene. However, the latter part of that statement is clearly 

contradicted by the following two answers which questions both the vitality and  continued need of the modding scene. Again, we would like to remind the reader of 

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what was said earlier about the complex nature of our data and the implications that  has on rankings and scores of individual answers. 

How do you think the indie game scene will be affected by the release of Unreal  Engine 4 and Amazon Lumberyard? 

Rank 1  (5,57 p) 

The indie game scene will benefit from it. In particular, it helps designers  and beginners with bringing their game ideas to life. Developers with ideas  for certain functions, features and designs will be able to do business selling  assets, avoiding the process of finalizing an entire game. 

Rank 2  (5,00 p) 

Unreal Engine 4 and Amazon Lumberyard will accelerate the growth of the  indie game scene and will help the creation of more and better content. 

Rank 3  (4,43 p) 

More developers will get into the indie game scene by creating small games  for their portfolios. It will be cheaper and there will be fewer prerequisites  to developing games. There will be more knowledge available through the  community. The competition will be higher. 

Rank 4  (3,86 p) 

Both Unreal Engine 4 and Amazon Lumberyard will make the indie game  scene grow even more. 

Rank 5  (3,43 p) 

More developers will have access to high quality platforms which will make  more developers go independent. 

Rank 6  (3,14 p) 

The more competition the better. Unity is a great platform and has done  amazing things, but the more choices people have the better quality of  games we will see. 

Rank 7  (2,57 p) 

The big change came with the release of a version of Unity that increased  the quality significantly. The amount of games in development will grow. 

The skills required to develop a decent game has been lowered. 

 

The respondents believe Unreal Engine 4 and Amazon (as well as Unity) already have  had and will continue to have positive effects on the indie game scene. ​A lower point  of entry for new developers, both economically and skill­wise​, is mentioned as a  result of the game engines becoming free to use. This optimism and positivity  permeate both high and low ranking answers.   

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Do you feel like there has been an increase in people developing games the last  two years? 

Rank 1  (3,57 p) 

Both yes and no. There are more small studios and independent developers  today that are developing small games. However, there is a possibility that  these developers would have existed within the industry anyway, working  for big studios and companies on the same game. 

Rank 2  (3,29 p) 

Yes, because the point of entry is lower than it has ever been. Anyone can  download the required tools and start developing their own games today. 

Rank 3  (3,29 p) 

It feels like it. We are seeing more independent developers and small teams  developing games; teams of one or two releasing a game without leaving  their living room. 

Rank 4  (3,14 p) 

Yes, definitely. Especially in Stockholm where there has been a huge  increase in teams of seven or eight developers these last years. 

Rank 5  (1,71 p) 

No, but it is very likely that it could be the case. 

 

Despite this being more of a close­ended question than the others, answers were  ranked evenly except for the lowest scoring answer. Even though no answer scored  higher than 3,57 out of 10, both the overall ranking and the low score of the bottom  answer suggest a strong consensus towards there being ​more active developers  today than there were two years ago

4.2 Case Study  

In order to get a deeper understanding of what it is like to work as an independent        developer and how they have experienced the changes in the industry we carried out        a semi­structured interview with a developer well known to us. 

WERIDE is an indie production created solely by one developer. The developer is a        30 year old male living in Stockholm working a full­time job at a medium sized        digital technology agency. Before working he studied a two year programme called        Digital Graphics where he learned basic 3D modeling. He has always considered        himself to be a builder and remember his childhood days constructing skateboarding        ramps, tree houses and pinball machines in paper. He was also interested in building       

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computer games from an early age and started off his game development interest in a        then simple logic and pixel based editor called ​Games Factory. 

A key quality for being successful in game development is something he calls        personal leadership.   ​This essentially means that you take responsibility for your own        progress and do not rely on anyone else doing the work for you. The developer also        claims that being result oriented and creative        ​are important proficiencies for        finishing an unique and innovative game. In addition to this set of skills he mentions        some generational qualities that he has benefited from. People born in the 1980s got        a "we can do anything"­mentality and was brought up in a rapidly changing digital        society, giving a spark to this new industry, he argues.  

Most of his professional qualities are self­taught while working his first job at a small        web agency where he was responsible of front­end web development and art        directing. Front­end web development involved learning       ​Javascript and gave him a          fundamental knowledge of programming. Learning Javascript turned out to be an        important factor in his game development interest because one of the first free game        engine editors, Unity, had support for this scripting language. For further details on        the developer’s answers see attachment #1. 

The game WERIDE 

The developer explains that he is building WERIDE because it gives him a sense of        creating his own world. Here he can dictate rules as he want without anyone        intervening. He is inspired by his favourite game Ultima Online which is one of the        first released MMOs (massively multiplayer online games). In this game you could        run around in an open world without loading screens and if you met someone        outside town it was a "kill or get killed"­situation where the killer would be able to       

“loot” the other players equipment. This is a key factor in WERIDE as the developer        describes his passion for building this game as "a frustration of the modern MMOs        lameness". However, his goal is not to build the next hit game, but to get a player        base of about 100 people that will enjoy the game as much as him. 

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Summary of case study 

The developer is a builder person with a deep digital technology interest with a        strong will to recreate his all time favourite game. He started off with Unity where he        learned the fundamentals of game development and then later advanced to Unreal        Engine for further functionality such as Blueprint (a visual scripting editor that lets        you program by dragging and dropping nodes ­ connecting variables and functions),        free graphic editors and network support. He has no particular interest in Amazon        Lumberyard but has heard about it. The game he is creating is for personal purposes        rather than professional in the sense that his goal is to create a game directed        towards a small target group instead of reaching out to as many as possible. 

4.3 Comparative analysis of Unreal Engine 4 and Amazon                   Lumberyard 

To get a better understanding of the game engines respective technical features and        how their respective developers are profiling them, we have conducted a comparative        analysis of Unreal Engine 4 and Amazon Lumberyard. As stated earlier, the        comparative analysis will not go into any greater depth on specific technical features        pertaining to each engine, but will mainly serve as a comparison of features. The goal        of the comparative analysis is to guide the reader and to provide context to some of        the questionnaire answers presented in this section. If no other source is mentioned,        the information presented in this analysis has been collected from the game engines        official websites. Data for this analysis has particularly been collected from the       

“frequently asked questions” section of each website. All relevant website addresses        can be found in the reference list at the end of this paper. 

 

The biggest similarities between the two game engines can be found in the technical        features of each engine. Both Unreal Engine 4 and Amazon Lumberyard are        presented as    ​technically advanced game engines      ​, capable of producing       

“photorealistic 3D environments” (Amazon Web Services, Inc., 2016) and “stunning        high­end visuals” (Unrealengine.com, 2016). Both engines are also presented as        flexible and suited for a multitude of different projects                ​, ranging from 2D mobile         

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games to big budget 3D games. The hardware required to run the game engines are        nearly identical, with Amazon recommending a slightly faster processor than Epic        Games (4.0 GHz clock rate and 3.5 GHz clock rate respectively). The key takeaway        here is that     ​the hardware recommendations overall are high from a consumer                  standpoint​. Looking at the platform availability, both Unreal Engine 4 and Amazon        Lumberyard support PC, consoles and mobile devices. Currently, virtual reality        hardware support only exists for Unreal Engine 4, but will be added to Amazon        Lumberyard at a later time according to the official website.       ​Both game engines can        thus be said to have good platform availability              ​. Both engines also provide full access        to the underlying source code in C++, albeit with heavy restrictions to distribution.       

Perhaps of most interest and relevance to this paper is the fact that       ​both Epic Games      and Amazon allow for modding of games made in Unreal Engine 4 and Amazon                            Lumberyard​. While the source code cannot be shared publically for neither of the        game engines, special editors can be used instead to create mods. 

 

Another area where great similarities can be found is the community forums and        tutorial sections. Both stressed by the information on the official websites and        mirrored in the answers to our Delphi study is the       ​importance of a lively and active            community​. There is a clear focus on sharing content and knowledge between        developers, creating a richer community with the capability of creating even better        games. One big difference between the two is that the Unreal Engine 4 website hosts        a marketplace where developers can distribute and sell their content to the rest of the        community. At this point in time, no such feature exists for Amazon Lumberyard. 

 

The greatest differences between the engines are found in the business models,        which differ in a few fundamental ways. As we have explained before, Epic Games        monetizes Unreal Engine 4 by taking a 5% royalty from the gross revenue of each        product, provided the gross revenue exceeds $5000 per quarter. Amazon        Lumberyard, on the other hand, is completely free as long as the games are played        offline or confined to local network multiplayer only. However, should a developer        wish to release a game with online capability or cloud­based functionality, official        Amazon web services have to be used which come with their respective fees. Thus,       

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Epic Games and Amazon are both adopting business models without initial costs                     ,  but the way in which they profit from successful projects differ. Add to that the        possibility for Unreal Engine 4 developers to become pure content creators for the        community by using the official marketplace as their platform. 

5. Discussion 

As presented previously in this paper there are beneficial effects for producers to        form relationships with their consumers, taking advantage of their innovativeness,        in order to withstand competing on a global market. With the video game industry        dynamically evolving almost in phase with new digital technology breakthroughs        such as cloud based networking and virtual reality technology,       ​producer­consumer  collaborations are bound to take new forms            ​. Our scope in this paper has been to        point out key factors which might impact the producer­consumer collaborations        between independent developers, modders and the video game industry when the        professional video game producers begin sharing their proprietary tools. By        analyzing these factors we provide a glimpse of a possible future direction the video        game industry is heading towards, both in terms of independent and professional        game development, as well as contributing to a sparsely documented field in the        literature. 

Leveling the playing field 

Our empirical study suggests that Unreal Engine 4 and Amazon Lumberyard attract        an audience ranging from complete beginners up to (but not necessarily including)        triple­A producers. Within this span, the majority of developers will build private        games for their personal pleasure, which will not generate any direct monetary value        to either the tool supplier or the developer. The span is however vast and the number        of profitable small indie studios should not be overlooked. The developer in our case        study is representative of von Hippel’s two core reasons in the way that he was        unsatisfied with the supply of games and instead took the matter in his own hands,        solving his demand for these type of games and at the same time found enjoyment in        the working and learning process. Games like WERIDE are examples of how Unreal       

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Engine 4 has attracted developers who began with Unity but needed more        functionality and better documentation. While some developers might replace Unity        for Unreal Engine 4 many have started with this program and learned the        fundamentals of game development in it. Our results points toward the possibility        that since Unity was one of the first game engines to adapt this business model, and        turned out to be successful,           it put pressure on their competitors to rethink their                business strategies  ​. In a general sense it is most likely that the primary values of        applying this business model lies in the       ​producer­consumer collaboration, where the        producers utilize the collective creative potential of the community, and in                      familiarizing potential future employees to their tools thereby “locking up” future                      talent​. The former value is one of the reasons       ​behind several successful products that          in the expansion of digital technologies relied upon voluntary actions of the        open­source communities. 

Community platforms 

One way to look at the effects of the transformations of the video game industry can        be to compare it to the music industry and how it changed due to tools such as       ​Pro  Tools and   ​Logic becoming available for widespread use. These digital audio software        programs enabled anyone with a home computer to create and spread their music        relatively easy and lowered the point of entry to become a music producer, much like        how the threshold of developing a computer game is becoming lower and lower. A        similar situation can also be observed in the film industry today, with affordable        video editing software like        ​Adobe Premiere being used by amateurs and        professionals alike. What makes the video game industry somewhat unique is the        remarkable potential for success that the available tools and software can grant those        who learn how to use them. Unvetted game developers can emerge seemingly from        nowhere and reach untold success, much like how       ​Marcus “Notch” Persson did with          his sandbox block­builder     ​Minecraft. ​Contrast this to film, where access to advanced        editing software does not remove the cost and knowledge required to create the raw        footage to edit. In game engines like Unreal Engine 4 and Amazon Lumberyard a        developer can find everything necessary to go from game idea to finished product. 

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The lowered point of entry and products like Minecraft that prove that success is        possible will naturally generate an increase of eager novices wanting to learn                 . This    in turn creates a demand for support, tutorials and documentation, which often takes        the form of community platforms. These platforms are seemingly already becoming        an important component of how Epic Games operate. CEO Tim Sweeney frequently        visits the community forums answering questions regarding programming features        as well as company related questions. In a post with the topic       ​“Does Epic make      money from games or games engines?” Sweeney responded that they do not share                their numbers publicly but that their “top revenue source fluctuates between engines        and games year­to­year”     ​and that for them “        ​games have been #1 in several key years        when we have released major games, but engines has been #1 more frequently        including in 2014 and so far in 2015” (Forums.unrealengine.com, 2015).                   This  presence provide a     ​collective relationship between producers and consumers and the        fact that Epic Games frequently use the slogan “We succeed when you succeed” in        their  advertising  is  suggestively  proof  that  they  consciously support    producer­consumer relations  ​. But the former quote itself also reveals that the engine        is an important component for generating revenue to Epic Games. 

5.1 Method critique 

The process of writing this paper has required us to frequently iterate how to clarify        definitions and terms that are important for grasping the context of our study.       

During the course of our work some major changes occurred in the video game        industry. Amazon Lumberyard was released and came as a surprise to many in the        industry. This became an important verifier for our initial underlying hypothesis that        Unreal Engine 4 was doing something new and interesting. The       ​Game Developer    Conference in San Francisco also took place during this time period where both        Unity and Epic Games released new updates for their game engines (Unity3d.com        2016; Unrealengine.com, 2016). With the industry being as volatile as it currently is        we suggest that our results are to be interpreted as           a snapshot of the time frame in            which this paper was written. These changes and updates within the industry might              have had an impact on the respondents in the Delphi study as it is no guarantee that       

References

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