Patriotic defence or nationalistic attack Traditionalists moving with the times R.Franco strategic focus shifts with Codere sale Case Study: The Gala gaming platform Anti-competitive and unhelpful Hot Shot Progressive is a thrilling performer in US Merit strengthening role in Italian games market Cyberview signs major Italian systems contract Bingo falling through the gaps in Italian legislation EELEX set to deliver new products and surprises
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CASE STUDY: The debate surrounding standard gaming platforms and greater openness has raged for some considerable time. Operators tend to think and hope – that it is inevitable. Content developers must also look forward with optimism, as must poker play who will enjoy greater choice. Whether or not the largest and most traditional of hardware suppliers are as welcoming and positive is difficult to determine. As operators seek to exit the ‘furniture removal’ business, the infrastructures and aspirations of those whose core business is physical machine manufacturing will have to be modified. But perhaps more important to the operators, who interface daily and directly with players, is the level of ‘control’ they have over the products on their floor. The simplistic view is that it is they who should have full control over the product once it is on site, and not the manufacture. In the past, this was difficult to achieve, as the different aspects of the business were exactly that, different. They were also very separate links within a supp ly chain. technology has changed all this and the need to the markets are now different. Described to by Peter Hannibal, Gala’s Electronic Gaming Director, as “ a vision that will make it easier, more cost-effective and more productive for our organizations to work together in the future,” the core ideal behind GGP is for the operator not to be limited in its offerings to the gaming public and to be able to connect many different devices to one central source for management and reporting. Across its estate of casinos, bingo halls and licensed betting offices, Gala has more than 100,000 electronic gaming positions. GGP will inevitably make Gala less hardware reliant and lower the barriers to entry by content developers. This means a quicker route to a larger market for suppliers. But it is also a different route and, ultimately, suppliers will simply have to accept and embrace this reality because it is what all operators want to achieve. It may take a few years, but it will happen, and those traditional suppliers who choose to adopt the regal and autocratic attitude of King Canute will discover that the waves of change cannot be held back. The best performing content will be delivered to more terminals and at far greater speed. The fact that the delivery method will be different is simple a shipbuilding to aircraft analogy. Obviously the key question is, does this concept actually work..? John Purcell is Managing Partner of Purcell & Associates, the Public Access Technology Consultants appointed by the Gala Group in May 2004 to analyze and execute the GGP project. His explanation of the foundation upon which GGP is built is, to use his words, a lesson in ‘technological stark realities of the 21st century, it can be a difficult period. If any industry is primed to reap the rewards of prudent technology adoption, it is the gaming industry. Unfortunately, the industry has lagged behind other public–facing industries in sewing the seeds of such technology benefits. Already the retail, telecom and government have advanced to benefit their respective customers. Information, dissemination, service provision and transactional functionality are every day technologies that have not been ‘packaged’ for the gaming industry, and herein lies the inherent problem the industry has faced. Solution provision and transactional functionality are every day technologies that have not been ‘packaged’ for the gaming industry, and herein lies the inherent problem the industry has faced. Solution providers have always innovated in gaming and this cannot be taken from them. However, for too long there has been a premium attached to the provision of total solutions which end up being either too expensive or too restricting for the operators.
Because no one technology can be chosen, Gala Group has elected to reinstate control of its own destiny and specify the standards to adhere to. Welcome to the Gala Gaming Platform (GGP). “The key drivers behind the creation of the Gala Gaming platform were electronic bingo and roulette,” explained Mr. Hannibal. Gala was faced with the need to take bingo digital and offer customers electronic games, whereas in its agening terminal roulette estate, few manufacturers were willing to upgrade their existing platform. “We were faced with five different roulette products, none of which would communicate with each other, making implementation of cashless systems, for example, far too complicated,” said Mr. Hannibal. Gala was determined, therefore, to seek a standard in which technology was no longer an issue in the provision of games to its customers. But before it could realize its vision, Gala had to find and develop a system that would be ‘fit-for-purpose.’ “There are lots of platforms on the market,’ stated Mr. Hannibal, “but our concern was that these were being supplied by specific gaming companies with content interests. We believed that this would compromise the future development of the platform.” Gala opted to follow an open platform route, which would enable any content developer to provide games for the GGP. To achieve this, Gala underwent a major betting process, examining in detail both gaming and non-gaming suppliers. Eventually, gala whittled down the list to three companies, and ironically selected a gaming industry supplier, Inspired Broadcast Networks, part of the Leisure Link Group in the UK. At the same time, Gala also employed John Purcell to oversee the project and keep GGP on the straight and narrow. “Today, if we want to walk away from IBN, we can,” explained Mr. Hannibal of Gala’s connection to Inspired Broadcast Networks. “The platform has been purposely designed to give us ultimate control and flexibility.” There are, as Mr. Hannibal suggested, a number of manufacturers offering similar products, but again Gala believed that those supplying their own content would favour their own games. It was necessary, therefore, to tread its own path in the creation of the platform. “I believe that we are the first European operator/retailer to have their own gaming platform,” said Mr. Hannibal. “Getting gaming content to the customer and supporting the needs of the content provider were our primary goals. To achieve this we created our own API-application Program Interface – a set of routines, protocols and tools for building software applications. It’s basically a rulebook that gives transparency to the gaming product. It removes the hardware from the equation, so that product purchases will solely be about content.” Selling the project internally proved to be relatively simple, according to Mr. Hannibal. Most of the Gala team believed that this was the obvious approach and found the financial model attractive. Tradionalists outside the company, however, have found the changes difficult to swallow. “We’ve had to invest a great deal more time in the traditionalists to convince them that it’s a win-win situation,” said Mr. Hannibal. And to date, over 90 per cent of the industry is on-board, with the likes of Aristocrat, Games Media, Barcrest, Astra and Bell-Fruit, all agreeing to supply games content. Standard platforms, according to Inspired Broadcast Networks’ CEO, Luke Alvarez, open the industry to free market content supply. “We have seen in SWP, and in FOBTs markets, commissioning by retailers themselves,” said Mr. Alvarez. “Standards are a wonderful thing for competition. In the console gaming world, 15 years ago Sega and Nintendo had the market to themselves, now its Sony and X-box with open standards, large communities of developers and greater purchasing power.” There are however, concerns from manufacturers, not least that they’re handing over their value IP on a disc of the operator. “It’s non-sensical objection,” proclaimed Mr. Alvarez. “Manufacturers are not taking any greater risk in the digital world, than they are then they hand over their machines. Content providers in the past were paranoid about handling their games to us (Inspired and Leisure Link) for the It Box, but if we were able to reverse engineer the games then we wouldn’t have closed Maygay Games, we would have had the best games in the industry. No, what game developers supply is not source code, it’s a compiled executable game, which is just as secure as a reel-based mechanical game.” Manufacturers will continue to worry, however, not just about the their valuable IP spread across networks; but what’s to happen to the factories producing the cabinets for the games? “If content providers remain wedded to making a margin on boxes, ultimately they’re going to suffer,” stated Mr. Alvarez. “Following the ‘Old World’ development model, manufacturer might sell 1,000 units of a fantastic game, in the ‘New World’ he might sell 50,000 units to Gala, which would be implemented overnight, with royalties for years. It’s a matter of letting go of a finite model for a recurring revenue one. New entrants, and incumbents can profit if they manage the out-sourcing of manufacturing. The transition is bumpy, but in the server-based world, in which we’re creating a true free market for games to compete, the designers will win-out in the end.” As an operator, it means that we will be able to test more efficiently, without the need to install cabinets that will be ultimately thrown-away. We can switch the game on instantly, update with tweaks and changes and re-deploy without moving a single machine.” Ultimately though, cash-box will dictate how long games will last on site, but then when games fall off in terms of performance, it will also be much quicker than dragging physical machines off the estate. And as for profit share, the games designers will have an interest in the long-term development of the game, updating and changing throughout its life-span to keep it longer on-site. Mr. Hannibal also makes the point that with the convergence of technology and legislation, once the UK Gaming Act is enacted in September 2007, Section 21 games can be installed in LBOs replacing AWPs. “Is the to continue to inject AWPs into betting sites knowing that change is around the corner, or should we instead install a terminal that can be switched between FOBT and Section 21 to suit the operator?” posed Mr. Hannibal. These views, so far, have dealt with the impact on both operator and content provider, but what about the crucial customer experience? A dedicated Barcrest or Atronic games player, who loves the Impulse and
“We envisage the structure in terms of anchor games in both bingo and roulette, which we prefer to own, our ‘bread and butter’ games if you like,” explained Gala’s Peter Hannibal of game ownership. “And there’ll be another set of shared income games (although at present operators are not allowed to share income on AWPs, until the new Gaming Act 2007 changes those rules). In the short-term that means we’ll operate Section 21, SWP and novelties, on an income share basis.” But while Gala is looking to share income with games designers, the branding of both platform and games will be much more of an in-house affair. “The Gala brand represents certain values and a particular kind of customer experience,” said Mr. Hannibal. “We’d like to carry that through to the Gala Gaming Platform, to the benefit of the Gala/Coral business. Individual brands are important, but if customers, especially in a bingo club, want the same experience in an LBO, or casino, we have opened up the platform across all forms of gaming: bingo, LBOs, casinos and Internet.” In this way Gala intends to use GGP as a means to leverage the Gala brand. A Gala bingo customers who visits the Gala Internet site should find a similar experience to the bricks and mortar business. “Imagine the Gala customer returns to a location after several weeks away,” described Mr. Hannibal. “He places a card into the terminal and the screen reverts back to the place they left it, and the next moment a gin and tonic arrives as part of the dedicated personalized service. Why not provide this for all our customers? GGP is an example in which technology doesn’t depersonalize the experience, but achieves the opposite, adding to the personal approach. The terminal would display the games that customer likes, and shows similar games they could try, allowing them to select the presentation on the screen that suits them best. We would bespoke everything for the individual player experience – the Gala player experience.” During April Gala was to expand its ongoing test. Two bingo clubs and four casinos will become part of the GGP network this month. The ultimate test will be customer reaction, where performance will dictate everything. As long as traditional AWPs out-perform terminals, the migration will be slow. As soon as the GGP outstrips them, however, then the speed of hardware replacement will become much faster. “Phase 1 of GGP installation will see 11 bingo clubs and five casinos taking part in the roll-out,” said Mr. Hannibal. “For casinos it’s a cost neutral approach, since we have to replace the ageing roulette terminals, whereas in bingo it’s all about the growth opportunity of the electronic game.” The final words best belong to Luke Alvarez. Having come into the gaming industry from a ‘new media’ background, Mr. Alvarez is more than comfortable with the concept of shaking the tree (like Cool Hand Luke himself ). “Disruptive technology drives creative destruction,” he says in true cliché style. “Recent examples include mobile telephony and satellite television, and these technological breakthroughs are transformational. In the gaming industry, we are entering a similar period of dramatic change and creativity.” |
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