春节不打烊||经济学人商业||流媒体彻底改变了电影和音乐行业,那么谁将成为游戏界的奈飞呢?
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导读
谷歌测试云游戏《刺客信条:奥德赛》
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听力|精读|翻译|词组
Gameflix
游戏界奈飞
英文部分选自TE20190202中Business版块
Digital entertainment
数字娱乐
Gameflix
游戏界奈飞
Streaming revolutionised film and music. Gaming could be next in line
流媒体彻底改变了电影和音乐行业,游戏行业或将紧随其后
Clouds are on the way
云技术来了
The ability to stream films and songs over the internet has upended the entertainment industry, but the $140bn market in video-gaming has resisted the revolution. That may soon change. A battle is brewing between big media and technology firms to see who—if anybody—can become the Netflix of video games.
互联网传播电影和歌曲的能力已颠覆娱乐业,坐拥1400亿美元的视频游戏市场却拖住了革命前进的步伐。但这可能很快就会有所改变。 媒体及科技巨头公司间正酝酿着一场争夺战,看谁可以成为视频游戏界的奈飞(Netflix)。
In October Google began tests of a cloud-gaming service called “Project Stream”, using a big-budget game, “Assassin’s Creed Odyssey” (a still is pictured). The game was designed to run on dedicated consoles and beefy pcs. But with the computational heavy-lifting shifted to Google’s data-centres, even a modest laptop could have the game’s sumptuous take on the Peloponnesian War piped to it over the web.
自10月起谷歌(Google)就开始测试一款名为“项目流”的云游戏服务,基于其高预算游戏《刺客信条奥德赛》(如图)。这款游戏的设计初衷是在专用游戏机和功能强大的个人电脑上运行。但随着计算工作量重负转移到谷歌的数据中心,即使是一台普通的笔记本电脑也能通过网络将伯罗奔尼撒战争的华丽呈现给玩家。
Those initial trials are now finished. Microsoft, which makes the xbox consoles, is due to start testing a similar service, Project xCloud, later this year. Amazon is also thought to be interested. The giants will be battling a string of competitors. Electronic Arts, a big games publisher, has plans for a streaming product of its own. Nvidia, a maker of video-gaming graphics chips, is testing a similar service. Sony, which makes the PlayStation consoles, already has a cloud-gaming offering called PlayStation Now, as do startups such as Loudplay and Shadow. Customers of Telecom Italia, an Italian internet provider, and Orange, a French one, can avail themselves too.
初步试验现已完成。xbox游戏机开发商微软(Microsoft)定于今年晚些时候开始测试类似服务项目——xCloud。亚马逊也被认为对此有兴趣。巨头们将展开一场激烈竞争。大型游戏发行商艺电(Electronic Arts)计划推出自己的流媒体产品。视频游戏显卡制造商英伟达(Nvidia)也在测试类似的服务。PlayStation游戏机生产商索尼公司(Sony)也已推出一款名为PlayStation Now的云游戏服务,响放(Loudplay)和影子(Shadow)等初创公司也都开始采取行动。意大利互联网供应商意大利电信(Telecom Italia)和法国电信运营商Orange的用户也可以从中受益。
The hope is that cloudified games will be more appealing to consumers. The industry would simply be keeping up with their habits, says Kareem Choudhry, who runs Project xCloud at Microsoft. People are trained to expect entertainment to be portable, transferable between different devices, and instantly available.
大家都认为云游戏会更吸引消费者。微软(Microsoft)负责xCloud项目的卡里姆·乔杜里(Kareem Choudhry)表示,其实行业只是在追赶消费者习惯而已。因为人们已习惯于产品能够更便携,在不同设备之间可随意切换以及可随时随地使用。
Gaming also has high upfront costs relative to other media—games sell for $40-60 and consoles cost between $250 and $400. (Super-powered gaming pcs are even pricier.) With the cloud-gaming model those costs are replaced with a subscription fee. Sony, for instance, charges $19.99 a month, or $99.99 a year; in return gamers get access to more than 700 titles.
与其他媒体类似,游戏的前期成本也很高,通常一个游戏安装包售价40-60美元,游戏机售价250 - 400美元 (超性能游戏机则售价更不菲)。在云游戏模式下,这些成本将被订阅费所取代。比如,索尼云平台每月收费19.99美元,或每年99.99美元; 而作为回报,玩家可以获得并体验700多种游戏。
The economics of cloud gaming, indeed, could be more attractive to manufacturers. Consoles such as the xbox One or the PlayStation 4 are expensive to design and often sold at a loss, with firms hoping to recoup the money on game sales. In a cloudified future, expensive loss-leaders would no longer be necessary.
事实上,云游戏的经济效益可能对制造商更具吸引力。xbox One或PlayStation 4等游戏机的设计成本很高,且经常亏本销售,公司通常寄希望于销售游戏来收回成本。但在云游戏的未来,这些亏损商品将不再是必须品了。
Streaming appeals for other reasons too, says Piers Harding-Rolls of ihsMarkitt, an analysis firm. The games industry is increasingly making money from users paying for digital goods bought in a game. “Fortnite Battle Royale”, one of the most successful examples, is believed to have earned more than $1bn from in-app purchases since 2017. Since the marginal cost of generating such digital goods is zero, every sale is pure profit. That model rewards scale, which is what cheap cloud gaming could help deliver.
ihsMarkitt分析公司的皮尔斯·哈丁罗斯(Piers Harding-Rolls)表示,对制造商而言,云游戏还具其他吸引力。如今,游戏产业通过玩家购买角色装备等虚拟产品不断扩大收益。“堡垒之夜”这款游戏就是一个成功的案例。2017年以来,“堡垒之夜”从游戏内的虚拟商品交易中赚逾10亿美元。因为“生产”这些虚拟产品的边际成本为零,所以每一笔交易都是净利。这就是低成本的云游戏所能提供的“规模效益模式”。
But the business will live or die on how well the technology works. Unlike a film, a video game is an interactive experience. The computer running it must react instantly to the user’s input, or the game will feel sluggish. When hundreds of miles separate players from the devices crunching the numbers, that gets tricky. If the round trip from a player’s device to a data-centre and back again takes more than a couple of dozen milliseconds, things start to break down, especially for the frantic action games that dominate the best-seller charts.
不过,这种商业模式的成败取决于科技的发展情况。与电影不同的是,视频游戏更注重互动感。为了不让游戏卡顿,电脑设备必须能对用户输入的指令做出及时反应。当玩家们和服务器相隔数百英里时,数据处理就会有些棘手了。如果数据从玩家的设备到处理中心的往返时间超过十几毫秒,系统就很可能崩溃,尤其是那些占据畅销榜榜首的疯狂动作游戏。
Another issue is that data-flow created by a game can change unpredictably. While music- and film-streaming services can “buffer”—fetching the next few minutes of content before it is needed, to guard against connection hiccups—video games cannot. Connections must be rock solid.
另一个问题是,游戏产生的数据流可能会发生不可预知的变化。音乐或电影流在播放时可以先对后面的内容进行缓冲,从而保证播放的流畅性;相比之下,视频游戏则没办法做到这点。因此,视频游戏对技术的要求更高,连接必须坚如磐石,才能避免卡顿。
Earlier attempts at cloud gaming—notably by a company called OnLive, which was founded in 2003, shut down in 2012 and sold its assets to Sony in 2015—foundered on such problems. Firms today are convinced things have changed. Home broadband connections are faster than they were ten years ago, for one thing. Clever new video-compression technologies can mitigate some of the old problems, says Mr Choudhry. Firms such as Amazon and Google have the resources and technical expertise to pose a serious threat to incumbent firms like Microsoft and Sony.
最早试水云游戏的OnLive公司,2003年成立,2012年倒闭,并于2015年将其资产出售给了索尼,其失败正是归因于上述这些问题。但现试水云游戏的巨头公司们相信已今时不同往日。据乔杜里先生说,一方面,家庭宽带的连接已经比十年前快很多,且熟练的视频压缩新技术也使得那些老问题得以缓解。诸如亚马逊(Amazon)和谷歌(Google)这样的公司拥有资源和技术专长,对微软(Microsoft)和索尼(Sony)来说施加了严重威胁。
It is too early to guess who will win the battle. Amazon and Google already have data-centres in dozens of countries, and putting hardware close to customers is the easiest way to minimise all-important latency. Microsoft combines its own cloud expertise with a long pedigree in games. There are dark horses, too: Javier Polo, the boss of PlayGiga, a Spanish firm that licenses game-streaming technology, points out that isps can put kit even closer to customers than the cloud firms, which might prove a useful advantage.
现在推测谁将赢得这场战斗还为时尚早。亚马逊和谷歌已经在数十个国家建立了数据中心,将硬件置放于客户身边是最小化所有重要延迟的最简单方法。微软将自己的云技术特长与游戏的悠久历史相结合。除此也不乏黑马,如西班牙公司Play Giga,该公司为游戏流媒体技术提供授权,公司老板哈维尔·波罗(Javier Polo)指出互联网服务供应商可以使其装备比云游戏公司更接近客户,这可能会是一个重要优势。
Change will not happen overnight. Microsoft and Sony have said that, for now at least, they view streaming as a complement to their conventional business models. Both are working on new consoles. The xbox Two and PlayStation 5 are likely to launch in 2020. Whether an xbox Three or PlayStation 6 ever make it to market is another question.
变化不会发生于一夜之间(罗马不是一天建成的)。微软(Microsoft)和索尼(Sony)表示,至少就目前而言,它们仍将流媒体视为传统商业模式的补充。两家公司都在开发新的游戏机。xbox 2和PlayStation 5有望于2020年面世。而xbox 3或PlayStation 6能否上市则还不好说。
翻译组:
Lili, 女,人生除了死,其他都是擦伤
Hikali,女,商科在读,英语日语死忠粉
Vambie,女,互联网民工,经济学人粉丝
Forest,女,自由职业,保持与自己的距离
校核组:
Emily,女,金融民工,经济学人粉丝
Veryyang,女,教育民工,主攻双语演讲和戏剧
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观点|评论|思考
本次观点由Andy独家奉献
Andy,男,咨询民工,经济学人爱好者
付费订阅模式已经成为流媒体服务中的主流,奈飞的崛起即是最好的例证,而最近,游戏行业也开始有了变革的趋势,“云游戏”的出现让游戏不再受限于硬件条件,用户将可以在任何平台上畅玩游戏。
其实,云游戏的概念酝酿已久。简单来说,游戏将不再受限于本地终端,即游戏不再需要在手机、电脑等终端上运行,而是直接在云端运行,然后将视频流进行压缩通过高速网络传输到用户的终端上进行显示。这就相当于把客户端直接放在了云端,用户只需要一个网页浏览器即可以畅玩各种大型游戏。
无疑,云游戏的概念充满了想象力。首先,云游戏的出现使得游戏不再受限于硬件条件,大型游戏所必须的高性能处理器、高性能显卡将不再是游戏运行的障碍,一台具备基本视频输出能力的终端就可以运行大型游戏;此外,对游戏厂商来说,他们可以集中精力开发高质量的游戏内容,因为其收益将不再依赖于游戏机硬件的销售。
Onlive是最早提出云游戏概念的公司,在2009年的旧金山游戏开发者大会上,Onlive宣称其平台上可以流畅地运行3A大作,此外,它还拉来了EA、育碧、Take-Two、华纳兄弟等一众游戏厂商为其站台。而每月仅9.99美元就可以畅玩多款大型游戏的噱头,也让云游戏的概念充满了诱惑力。但是,该产品却叫好不叫座,愿意为之付费的玩家并不多。最终,Onlive只得将自身的大部分技术卖给了索尼。
究其原因,云游戏对网络带宽有很高的要求。在当时的技术条件下,受限于网络带宽,游戏的分辨率及流畅运行的要求往往将有心一试的用户拒之门外。云游戏与云计算技术紧密相关,而后者也只是这几年才开始有所突破,这进一步拖累了云游戏的普及。
不过随着5G技术的到来,云游戏也将伴随着网速网络重回大众视野。现在,不仅仅是索尼、任天堂这些老牌游戏厂商,连谷歌也打算在这一市场中分一杯羹。
谷歌的Project Stream由远程的主机运行,之后通过高速网络将画面传输到用户的网页上,用户则通过信号远程操控云端主机。与传统的游戏平台相比,谷歌提升了云游戏的概念,只要一个Chrome浏览器,用户就可以进行网络游戏。谷歌的这种模式降低了电脑配置的要求,但是却对网速提出了更高的要求,因为清晰的画面必要要求高速传输的网络。
虽然,云游戏一度被视为能够改变游戏产业,但是,这几年看下来,这种游戏的用户体验并不好。即便是用户的带宽达到了要求,但是游戏的画质却严重缩水、清晰度也远不如本地版本,更不要说获得与Xbos等主机平台一样的体验了。毕竟,适用于视频传输中常用的“缓冲”手段并不能再即时的网络游戏中使用。用户需要的是实时的游戏体验,而云游戏中这种先将信号传送给云端服务器再传递回来的延迟感会让用户失去耐心。另外,从游戏厂商的角度看,付费订阅的这种模式究竟会对游戏厂商造成哪些影响尚未可知。
目前看来,虽然云游戏距离成为视频音乐媒体那些主流还为时尚远,但是,这几年技术的发展,云游戏确实获得了很多的关注,这也让大型互联网公司愿意对此进行投资。也许,随着5G技术的普及,用户们实时游戏体验能够成为现实。而且,对游戏行业来说,即便是云游戏短期内无法变革现有的销售模式,但是它至少是一种补充,因为只要用户能够付钱,对行业来说就多了一条出路。
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小组
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