Posts Tagged ‘Video Games’

2008 Game of the Year

Sunday, February 8th, 2009

I always have to delay my game of the year consideration until I have had a chance to play the great crop of games that comes out right around Christmas time.  This year I had the opportunity to vote in the Academy of Interactive Arts & Sciences Interactive Achievement Awards.

The nominees for game of the year were:

  • Fallout 3
  • Grand Theft Auto IV
  • Left4Dead
  • LittleBigPlanet
  • Metal Fear Solid 4: Guns of the Patriots

After playing each of the games I have to give my game of the year vote to Metal Gear Solid 4.  Every one of the games on the list has pushed video gaming forward in its own way.  I strongly considered Left4Dead because of the AI director innovation and how well put together the experience is.  I also considered LittleBigPlanet for the astonishing move forward in user-created content.  Ultimately though, I could not pick anything other than Metal Gear Solid 4.

My preferences tend toward whichever game is the most engrossing and immersive.  MGS4 was the game that hit that target the hardest.  The visuals were jaw-dropping throughout the game.  No other game this year, or possibly ever, did such a great job of making you feel what the main character was feeling.  I didn’t even care about the long cut-scenes until the very end.  The cut scene during the credits is very long and slow and the player has had enough by that point.

I put 40 hours into Fallout 3 this year, but never found myself as engrossed as I did in MGS4.  I never found myself up at 1-2am playing Fallout.  MGS4 was the only game that kept me engrossed until the early morning hours this year.  The most amazing part is that I have never really been a fan of the Metal Gear series.  Outside of the original Metal Gear Solid, I never put a lot of time into any of the games.  I never expected to like the game as much as I did.

If you have a PS3 you owe it to yourself to play Metal Gear Solid 4.  It is the best game of 2008.

Gamestop vs Blockbuster

Tuesday, April 29th, 2008

Based on all of the press releases and changes of direction we’ve seen from Blockbuster over the years, I sometimes envision them like a kids soccer team swarming after the ball.  “Hey look, there’s a profit over there.  Go get it!  No wait, it’s over there.  Go get it!”  That is a bit of a jest, I actually give them some credit for being willing to change their minds and change direction to try new things.  Blockbuster always seems to be touting its new idea to make money.   Things like “no late fees” haven’t worked, but their new idea of getting into video games in a big way seems like a great idea.

As has been reported over the last year or so, games appear to be taking an ever increasing slice of consumer’s disposable income from other media categories like movies and music.  For a company like, Blockbuster, it makes sense to try to move into gaming as a counterbalance to their movies.  Blockbuster already carries games and sell used ones.  The company is already experienced in dealing with games.

Gamestop’s unchallenged dominance in the industry has resulted in rich profits for them over the last few quarters.  It just makes sense for Blockbuster to aim for a cut of that ever increasing market.  Blockbuster biggest drag, its physical footprint, is its biggest asset in the gaming market.  No one has really challenged Gamestop because they have so many stores.  Blockbuster’s footprint will nullify that impact.

I’m really pleased to see this push from Blockbuster.  Additional choice in the retail game space can only be good for consumers.  It will be interesting to see if Blockbuster will be able to execute well enough to have an impact and how much that will affect Gamestop.

Used Video Game Sales and Digital Dowloads

Friday, December 21st, 2007

I’ve been meaning to write this post for a while. The video game industry as a whole fascinates me. There is great competition among console manufacturers and software makers. With the notable exception of licensed sports games, the industry is a reasonably level playing field. In the retail space, however, power continues to consolidate into the major players. Wal-mart, Best Buy, Gamestop, Target, and Circuit City. Of the five listed retailers, only one sells used games. That one is Gamestop.

The game industry, and really all media industries, have a major issue with used sales. Only the retailer makes any money off the transaction. Due to the first sale doctrine, Gamestop is legally protected in reselling games.

Here is a typical cycle:

-Game Developer & Publisher sell new game to retailer and split proceeds ~$45

-Retailer sells new game to consumer ~$60

-Retailer buys game back from consumer – $22.50

-Retailer sells used game to consumer 2 – $45

-Repeat resale loop at progressively lower values

In this scene, the game developer, publisher, and console maker all get money from the first sale and not any of the subsequent sales. I can see why they would be unhappy with this situation. They want their cut of the subsequent sales. Because Gamestop is such a large seller of new games, none of the publishers are really in a position to call them on it. Gamestop makes a lot more money per unit on used sales than they do new sales. New titles bring in the foot traffic due to large total volume numbers. Used titles make the money on a profit per sale basis. As demonstrated in the example, if Gamestop cycles the used title even a couple of times they will make more than twice as much as on the new sale.

I give the industry some credit for trying to fight resale by offering the “greatest hits” version of titles that drops prices to $20 or $30 per title for high volume sellers later in life. That price drop forces the used prices to drop to a low level. A used version of a $20 title usually sells for about $15. At that price point, a consumer would think twice about buying the used copy. At $60 vs $45 for a full price title, even though the used price is still 75%, the consumer is likely to select used.

The only real way for developers & publishers to get their cut of these “used sales” is to offer games for download at *gasp* substantially lower prices. That’s it, you heard it right. The problem is that developers rarely do it.

Let’s go through the math:

-Revenue on sale of typical new game to retailer $45

- Sale price of download game (Warhawk) $40 ($5 probably is the cost of producing the disc, case, and artwork)

Seems fair right? The game seller is kept whole. The problem is that the developer and publisher now capture 100% of the resale market. For the buyer of the game, they pay about the same for a “virtual” copy of the game that they would have if they bought the physical disc and just sold it when they were done with it. They might be paying even a slightly higher price. In the case of Warhawk, the physical game even came with a headset.

Over the life-cycle of the game, the developer and publisher could drop the price to $30 and even $20 to incent more sales and keep the money. At that point, the later in life transactions are essentially pure profit for the company. The result is that the developer and publisher make even more money.

I don’t have a problem with the developer and publisher making more money. They certainly deserve it more than Gamestop. I have personally tried to minimize my used game purchases as I want the developer to get some of the money from my purchases. The problem is that they are trying to keep all of the potential profit. It is not just the video game industry. Movies, TV, and Music are acting the same way. They only want to used digital distribution when they can keep 100% of any upside produced by digital productivity.

The answer is to find a happy medium somewhere in the middle. Developers and publishers need to give up on the idea of capturing 100% of the upside potential and start focusing on finding a split that helps drive consumers toward digital downloads.

Choice 1: Keep pricing the same, no one buys the digital version and the developer/publisher generate their $45 of revenue through the typical channel.

Choice 2: Drop the price to $30-$35 for a digital download. Additional volume is driven into the market. The opportunity exists for incremental sales at $25 and $20. Since no secondary market exists, the developer and publisher get a cut of every sale.

It does not take a great assumption for increased sales in Choice 2 to see that the total revenue produced would far exceed the current business model in choice 1. Lowering prices for digital downloads is the direction that the industry has to take for future success

Implementation Issues:

I’m not naive enough not to see some potential issues in this solution. The first is perception around a “value” title. By releasing the $30 digital download and $60 retail copy along with positive game reviews this should not be an issue. The second is around the retailer’s reaction. This is a risk, but the developers and publishers need to start making some moves if they are ever to break out of the current distribution model. The third issue is around time value of money and game payback. Since virtually all of the dollars spent on a game are sunk once the game ships, there is an interest in trying to recoup the cash quickly. This new model has a slower recoup schedule but a larger total profit. On a present value basis it should be fine and with today’s efficient markets there is capital available for anything like this that makes good business sense. The fourth issue is with the console maker’s charges for digital distribution. I have no idea how much these are, but the console manufacturer should want to sell as many titles as possible for the royalty money. Trying to extract too much extra from the digital distribution seems like a bad idea. Digital production is much cheaper than the physical production that they currently undertake.

Conclusion:

I would like see someone try this. In my opinion, Microsoft would be a best bet to try this. Their game publishing is going well, they produce the console, Xbox Live is the best online offering, and they have plenty of money/power to wield. The problem is that not all of their consoles come with a hard drive. Sony is the other candidate that could give it a shot. I am curious to see how their Warhawk experiment worked out. Who will be the first to give it a shot?

2007 – Video Gaming’s Best Year Ever?

Tuesday, November 13th, 2007

Here is the question: Is 2007 Gaming’s Best year ever? Yes.

The case for it:

Within 3 months we are likely to have 7 games with Gamerankings averages above 95%:

  • Bioshock (360 & PC)
  • The Orange Box (360 & eventually PS3)
  • Call of Duty 4: Modern Warfare (360, PS3, and PC)
  • Assassin’s Creed (360, PS3, and PC) – only a few rankings, but in at 97.5%
  • Mass Effect (360) – only a few rankings, but in at 97.5%
  • Crysis (PC) -only a few rankings, but in at 95%
  • Mario Galaxy (Wii)

In the entire history of Playstation 2′s domination of the last generation of consoles, it only had 3 games score greater than 95%. Even then, the games were only barely above 95%.  None of them were above 96%. The three games were Resident Evil 4 and two of the Grand Theft Auto series games. In the last 7 years, no prior year has ever had more than two titles rank above 95%.

Amazingly, the list above doesn’t even factor in the undoubted best-selling game of the year. Halo 3 scores 93.3%, which is still a spectacular score. Neither Guitar Hero III or Rock Band show up on the list, but both are poised to be important and fun games. In my opinion, this is gaming’s best year ever from a quality standpoint. I still have some issues with the first-person shooter bias in top games, as well as the lack of quality child-appropriate titles. On the upside, more than half of the titles on the list are not sequels. The industry has a bad habit of churning out sequels as a sure thing. The trend toward new IP is promising. Hopefully 2008 will be an even better year.