Jacob Navok Profile picture
Oct 17, 2020 22 tweets 6 min read Read on X
1/ The flaw in cloud gaming strategies today is the platforms see the opportunity as enabling distribution rather than creating new content. Cloud gaming should enable new experiences around centralized AI, physics, rendering. We explored this ten years ago at Square Enix.
2/ Google had glimpses of these cloud gaming opportunities at their Stadia announcement last year. EA spoke about it a few years ago too. But nothing innovative or new has come out. And what we're left with is underwhelming.
3/ Imagine if the only big idea for mobile games a decade ago was "Apple Arcade." The mobile market would be a fraction of its potential. We failed at this at SQEX too; our early mobile titles were $15 ports of old FF games then premium titles like Chaos Rings.
4/ Instead the innovation came from studios making new F2P, social games like "Puzzle and Dragons" and "Clash of Clans" who took on what mobile offered- always connected, bite-size experiences in your pocket with zero distribution cost.
5/ At SQEX we eventually learned too, following the path laid out by DeNA and GREE, and making titles like FF Brigade and now big profit generators like FF Record Keeper and Schoolgirl Strikers.
6/ It took years but we built the knowledge of ARPU, churn, etc. that was missing from our AAA business. It's hard to understate this- a decade ago none of the design or BI that is required to make a successful mobile title existed inside our studios.
7/ Western publishers acquired external talent, like ATVI with King. Somewhat interesting relative to the Japanese publishers like Sega, Konami who did it all organically in house. And this was a big shift, but they'd experienced it in the past, expanding from arcades to console.
8/ Thus big hits in cloud are going to be individual games that are made using new cloud technologies, and not necessarily because of the distribution platforms. Developers don't need Stadia or Luna or Xcloud to create something new, just AWS and streaming SDKs like @GenvidTech
9/ People don't usually realize it, but League of Legends is successful because of technical change too. With the cost of distribution and multiplayer going down a decade ago thanks to cloud, plus the growth of integrated graphics, F2P League of Legends became possible.
10/ The opportunities in gaming always come at the onset of a major technical change. This opportunity doesn't relate to or require distribution from a major platform- League did it themselves. And what's interesting is that this is proven sustainable time and time again.
11/ The studios that learned early how to develop for arcade, console, PC and mobile remain in the lead. There is competitive advantage in learning technology, business model and content design early in the life cycle of a new tech because you have data to innovate faster.
12/ Developers who can create the LoL or Clash of cloud gaming early will dominate the next decade of game experiences. But those won't come from the current cloud platforms, who are just promising a console in the cloud. You need to build games that only cloud gaming can enable.
13/ I believe that these new experiences that cloud gaming can offer are Massive Interactive Live Events or MILEs. @ballmatthew and I wrote about them back in May at matthewball.vc/all/cloudmiles I'm excited for people to start to see the world's first MILEs in coming months...
14/ NEW SECTION-- To that end, here we are at the end of 2020, have multiple major cloud gaming platforms and a new generation of consoles, and I can't point to a single game experience from all the billions spent that can't be done on a PS4.
15/ Since this thread started several people have asked me about what the platforms are offering versus what developers can do. None of the platforms have anything for you to create new game experiences, at least nothing that has been announced. They only do encoding/streaming.
16/ You can streaming right now, yourself, with things like Nvidia's grid cards, all publicly available. nvidia.com/en-us/data-cen… I don't recommend doing that because operations of this infra are still at a massive loss. But it is possible to make your own Stadia experience today.
17/ Technology is not equal to distribution. Once you create the content you can distribute it where you want. You can literally create your own cloud game and then, because it's just a stream, put it on Steam, Xbox, PS5, Switch, Roku, FireTV, Apple App store, Google Play.
18/ When we started @GenvidTech the philosophy was that the economics of cloud gaming were broken. We knew this having built @Shinra_Tech_JP for Square Enix, its cloud gaming subsidiary. That's why we changed some assumptions.
19/ Instead of doing 1:1 rendering, we enabled the same centralized compute/render resources but all people watched on a single stream. Instead of relying on expensive singlecast realtime bandwidth, we used Twitch. Instead of ultra low latency, we synchronized.
20/ Interactive streaming + cloud backend experiences will come out sooner rather than later because they have the same capabilities- doing a synchronized AI that a million people can interact with over a video stream- as the promise of cloud gaming, but without the overhead.
21/ I am not suggesting MILEs are the end game for cloud gaming, but it is absolutely where experimentation of the promise of cloud gaming will start. I know that because the first ones are coming soon.
22/ @ballmatthew and I explained this logic more thoroughly back in May in the original cloud gaming essay. But I wanted to stress six months later, we're now at the precipice of a supposed new generation of games... that all look the same as the last. matthewball.vc/all/cloudmiles

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Jacob Navok

Jacob Navok Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @JNavok

Feb 22
1/ There is an under-appreciated point in @ballmatthew's recent deck that anyone looking to understand the next 10+ years of gaming needs to process: kids don't care about AAA, and **probably never will.**

This connects directly to the new Xbox CEO @asha_shar and to the recent decisions at Playstation, among others.

If you look at Ball's slides on Roblox you'll be blinded by the sheer growth of the platform. But if you have a kid, like me, you wouldn't be surprised by it.

My son is eight. When I was eight, I subscribed to Nintendo Power. I had Mario and Zelda bedsheets. I bought the cereal! I was obsessed with these games. I'd played Final Fantasy. Dragon Warrior. Bubble Bobble! Any bit of news about the NES or upcoming SNES and Genesis systems I devoured.

My son has at home a PS5, a Switch, an Xbox, a gaming PC, because I have them. He never turns them on. He and his friends only play Roblox games.

Kids today have access to more games than I can ever have imagined for way cheaper than what cartridges cost me. Super high quality ones too. He could play any Mario game in history. My kid could not care less. He only thinks of Mario as a character from a movie studio whose opening logo has Minions on it, and he thinks the Minions are funny.Image
Image
Image
Image
2/ What happens to this generation when they hit their teens and twenties?

My kid isn't playing console titles. Zero interest. Its for old people. Roblox is like YouTube for him. It offers thousands of shiny, stupid distractions for him and his friends to play together.

There's a very strong connection between YouTube and Roblox. When you're growing up on Mr. Beast and YouTubers and unboxing videos and dumb brainrot AI slop video feeds, Roblox is an interactive, social version of that.Image
3/ We have long assumed that kids graduate into better games. Fortnite, sure. Mario and Zelda, of course. God of War? Maybe Final Fantasy?

I do not believe "growing up into AAA games" will happen at the required scale. I think the entire discourse around AAA games for these kids is going to be like old men talking about records. They don't need them.

They are going to grow up in a world where they can prompt an experience via AI just by typing "I want to challenge my friend to a virtual ski race."

And a high fidelity skiing experience that looks like a movie is going to pop up and be playable for a few minutes.

Or maybe some YouTuber they follow is going to prompt some shooter, and they'll play that for a day. Many popular YouTubers already make UEFN maps, what I am describing is even less work for them.

The world of games this generation grow up into looks like interactive Tiktok, not games as we know it in the west. And I say west here intentionally because India, SE Asia, LATAM are already this way. The kids who grew up with mobile games still play mobile games. The console markets NEVER grew there.

AAA gaming's average age is going to steadily go up. The kids are not going to replace us as gamers. Interactivity will just be a form of social play and time killing for them.

IMPORTANT: I don't mean that there are going to be ZERO twenty somethings interested in playing an awesome single player narrative title. Let's not jump to the extreme of no child with Roblox will buy a PS6. Just that it will be a niche. Mario, Last of Us, Resident Evil, etc. will not define gaming to this next generation.Image
Read 6 tweets
Jul 8, 2025
This is a long thread about Square Enix, the Microsoft layoffs, AI, and Metcalfe's law.
Fifteen years ago I used to work on the translation of our Annual Reports at Square Enix into English.

One area that often required editing was the word "content." It was a commonly used word in all our IR materials.

The Japanese write コンテンツ (Kontentsu) which is plural ("contents") and I would have to re-edit non-native speaker's edits of "contents" back to the correct "content" because otherwise the report would go out saying Engrish like, "Square Enix provides high quality contents.”
We used the word “content” a lot because we were in the content business.

We made myriad content: games, manga, anime. Starting in 2004 my boss, CEO Yoichi Wada, began writing in his annual letter to shareholders about the “Network” being the future rather than content. People assumed at the time it was about MMOs.

Of course, that future was years off. In the meantime, we just made content.
Read 24 tweets
May 23, 2024
A thread on the recent Square Enix news regarding FF sales numbers and expectations. ign.com/articles/final…
As a reminder I reported to two CEOs of Square Enix for the better part of a decade and ran a subsidiary. I also correctly predicted last year that Square Enix was going to break exclusivity. I'll note I have no confidential information that I'm basing my arguments on.

To start, we need to look at decisions made on the titles under development within the lens of 2015-2022, not the lens of 2023. For example, FF16 would have started pre-production prior to the release of FF15, which was released in 2016.

This is a pre-Fortnite era. Budgets for FF7 Remake and into Rebirth would have been around this period too. This is important to note and we will get back to it.
axios.com/2023/09/25/squ…
There's a misunderstanding that has been repeated for nearly a decade and a half that Square Enix sets arbitrarily high sales requirements then gets upset when its arbitrarily high sales requirements fail to be met.

This was not true when I was there and is unlikely to be true today.

Sales expectations generally come from a need to cover the cost of development plus return on investment.

resetera.com/threads/does-s…
Read 27 tweets
Feb 2, 2021
1/ Yesterday’s closure of Stadia’s internal studios and business realignment shuttered Google’s cloud gaming platform strategy. In this thread I'll explain why.
theverge.com/22260994/googl…
2/ In the history of the game industry, first party content has been required for the success of platforms. Mario for Nintendo, Uncharted for Sony, HL2 for Steam. Microsoft knew this when they bought Bungie to release the Xbox.
3/ The only exception have been smart phones, which didn’t start as game platforms, and are only successful as game platforms without first party because Apple and Google have closed the ability for competition on their devices (hence recent antitrust.)
Read 23 tweets
Oct 24, 2020
1/ There are four sources of value in games. The first, and by far the largest, is CONTENT. The second is PLATFORM. The third is DISTRIBUTION. The fourth is TOOLS.
2/ Let’s start with CONTENT, which I define as IP ownership and not content creation. The lion's share of power in the games ecosystem belongs to the publishers and IP owners. They also consistently generate the most profits and sometimes expand into platform and distribution.
3/ Publishers, who own, operate, market, and distribute their IP, are not necessarily the people who make the games. Publishers are, however, the revenue center. Studios, who develop those games, are cost centers.
Read 24 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(