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Ultimate Game Design : Building game worlds

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C H A P T E R 1 0<br />

Despite the fact that Intel has discontinued its Intel Play (www.intel.com/<br />

intelplay/) series of chip-based toys that includes a microscope connected via USB to<br />

a computer, a virtual <strong>game</strong> system, a sound morpher, and a digital movie creator,<br />

these kinds of PC toys have offered promise at several stages to <strong>game</strong> makers. It is a<br />

market that has some serious challenges and stability issues, but many manufacturers<br />

of PC toys continue to try to bring <strong>game</strong> and educational material into the home<br />

this way.<br />

One standout success story in this general category would be LeapFrog<br />

(www.leapfrog.com). LeapFrog offers simple <strong>game</strong>-based educational content for<br />

young children available on its LeapPad Learning System. LeapFrog has shown solid<br />

success in building up a sizeable library of available content for young kids. The educational<br />

side of the gaming market has always had the benefit of added educational<br />

value, which many parents and purchasers find attractive, although, for many reasons,<br />

it has been a bumpy ride for many developers who have crossed over into educational<br />

content, or supplemented their revenues by working on education-based<br />

content.<br />

Each of these opportunity areas is mentioned to make the simple point that the<br />

world of independent <strong>game</strong> development requires a constant search for new revenue.<br />

Whether you are working on a state-of-the-art console title or not (remember that development<br />

funding for these can be cut in an instant at a publisher’s discretion), as an<br />

independent <strong>game</strong> developer, you often must find several revenue streams to keep<br />

your development studio afloat. Many development studios simply do not find adequate<br />

revenue streams. It is not uncommon for a development studio to fail within its<br />

first two years. This is why many in the <strong>game</strong> industry are concerned with finding<br />

new ways to apply <strong>game</strong> technology to a wide variety of industries that might benefit<br />

from gaming technologies.<br />

Challenges for PC Toys<br />

There are some considerable challenges limiting the ability of <strong>game</strong> developers engaged<br />

in such work to contribute <strong>game</strong> content to PC toy manufacturers. First of all,<br />

PC toys are very expensive to design in research and development. Once designed,<br />

they are expensive to manufacture. This means that it’s hard to keep the retail price<br />

point low enough to sell large numbers of toys. This fact alone discourages many toy<br />

manufacturers from even taking the plunge into trying to develop successful PC/<br />

<strong>Game</strong> toys.<br />

There are other limitations as well. Since these toys are regularly more expensive<br />

than many other kinds of toys, you can’t serialize them easily and sell several characters<br />

or toys in a series. Very few purchasers will pay for one of each kind of toy, especially<br />

at the cost or price point of most PC toys.<br />

Another interesting physical limitation and perception issue is the idea that mom<br />

and dad don’t necessarily want Interactive Barney hooked up to their PC on their<br />

245<br />

Getting Started in <strong>Game</strong> Development

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