🔈 Speakers
Host:
Guests:
🚀 Recent Game Highlights
🤖 AI in Games
- Reference: Inworld.AI raising $10M in funding to build AI-powered virtual characters, and a creator platform with integration with game engines
- Potential for creative and intelligent NPCs for richer game experience
- Potential for brands to use always-on agents in environments like The Sandbox
- Remains to be seen if it could successfully provide open tools to empower smaller developers, a la Unreal Engine; depends on actual use cases prioritized
- Range of applications in games
- Characters in Web 3 experiences e.g. Rave in Decentraland
- Replacing the need for voice actors → cost savings
- Adding depth and content to MMORPGS and other open worlds
- Enhancing QA and testing
- Extension of Web 3 investment analytics/advisors e.g. Whale Analytica
- Companionship in the Metaverse, e.g. Replika
- But still a bridge too far, tech still maturing
- Few examples of AI making a game experience significantly more compelling
- Often, AI-powered opponent isn’t engaging, e.g. in Starcraft II
- Involves complex Machine Learning problems across speech, visuals, etc.
- Need to navigate the Uncanny Valley by being consistently unrealistic, or truly realistic
- Work ongoing e.g. at Altered State Machine, a platform to build AI NFT agents
- Aspiration: NPCs that grow with you as a player, learning from your playing style and knowing how to engage you deeply thru emotional triggers
🎮 UGC in Genshin Impact (see Naavik’s Dec 2020 breakdown)
- miHoYo’s Genshin Impact launched time-limited Divine Ingenuity event
- Running from 2 - 21 Mar 2022
- Players complete quests to unlock the ability to create their own domains and traversal challenges
- miHoYo context
- Part of experimentation process, findings likely to reappear in new games down the road
- Aligned with their vision of creating ACG (Anime, Comics, and Games) experiences
- Recent Metaverse-like rebranding into HoYoverse
- Why User Generated Content (UGC)?
- Supports content treadmill, especially for games like Genshin which are heavily content-dependent. We also see UGC options in Fortnite and FreeFire.
- More ways to engage players - more things to do, draw in new users through influencers
- Could be a strategic move to position as first mover on groundbreaking types of gameplay, e.g. how Dota grew out of Warcraft III, Dota 2’s Auto Chess, PUBG was a mod from DayZ
- But difficult to build, the complexity is almost as much as a game itself
- Editor tools must be user-friendly and easy to be onboarded to
- Adds a lot of value but not every game is suitable
🧑💻 4-day Work Week
- Blackbird Interactive announced a shift to 4-day work week
- Following other developers including Armor Games and Mighty Kingdom. Hutch is also running a trial.
- Blackbird’s trial indicated no loss in productivity, but a significant increase in quality of life for employees
- Part of a larger shift around work norms accelerated by COVID lock-down measures and remote work e.g. focusing more on output than input
- That said, challenges persist
- Operational: refining processes with external partners who aren’t on 4-day work week, much more ruthless on meeting times
- Equality across functions and types of employees e.g. QA, customer success, other contractors
- Convincing stakeholders including investors using data
- Culture change and managing employees’ expectations → hard to shift back if it doesn’t work e.g. Epic