Posts Tagged ‘Xbox Live’

Fallout 3 PC has Xbox Achievements

Friday, October 31st, 2008

One of the reasons I considered getting the Xbox version over the PC version was because I’m not above the Pavlovian attachment to Xbox Live achievement.  Good news!  The PC version has them.  Since Fallout 3 was lead developed on the Xbox 360 and Xbox Live for Windows is now free, the PC version allows you to get exactly the same achievements.

A couple of quick notes:

You need to activate the live features.  Select “Live” from the menu screen before you start playing.  If you do it during a game, it will end your game without saving it.  That is a total pain.  Also, if you activate live after you start playing you won’t be able to see your save games any more when logged in, only when logged out, which won’t give you any achievements.

There is a fix for finding your save games.  Go to the My Games folder in My documents.  Find the Fallout 3 folder and copy your save games from the default directory into the one that has your Xbox Live user id.  Now you should be able to log in and see them.  Your achievements will not be retroactive.  Luckily I really only need to replay the vault section to get what I missed.

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?

Buying an Xbox 360 Elite

Monday, November 12th, 2007

Xbox 360 EliteI can finally be described as gaming system agnostic. I now have the Playstation 3 60 GB, Xbox 360 Elite, and Wii. It took me a while to get around to buying the 360. In prior posts I’ve described how the Xbox 360 isn’t really cheaper than the PS3 for many customers. When you add the cost of wireless networking and the xbox live subscription to the console cost, it ends up being as expensive if not more expensive than the Playstation 3. Sure, there are cheaper options in the Xbox lineup, but not having a hard drive doesn’t make a lot of sense. Even 20 GB isn’t a lot of space. By the time you talk yourself into an Xbox Elite, the systems get very pricey.

I never though I’d say it, but Kmart to the rescue. A huge thanks to the Cheapassgamer web forum for posting a 20% off coupon for Kmart which does not have the typical game hardware exclusion. I had to travel to two Kmarts in Delaware to find one, but I bought the last Xbox Elite that they had. Unfortunately, it wasn’t the holiday bundle with the two free games. For 20% off I’ll take it anyway.

My first impression when purchasing the 360 elite was that the box was smaller but heavier than I though. The system inside isn’t actually all that heavy or large. The Playstation 3 is certainly larger and heavier. The major reason for the extra heft is the integrated power supply. The Xbox 360 has what I would have to refer to as a power log. Many consumer electronics devices have power bricks or wall warts. This thing is literally a log. It is huge. I own a lot of electronics and I have never seen anything quite like this. It is surprising that I have never seen it mentioned before.

The system itself is great. The system menu tabs with *gasp* bright colors are inviting and easy to navigate. Sony could learn something from this. The light gray menus on the PS3 have to go. The one knock against Microsoft is that at first glance some of the tabs seem busy. I would expect that this won’t be a problem after some time.

The Xbox Live setup was reasonably easy save one issue. The outside of the box touts one free month of Xbox Live Gold. The information about how to get it shows up nowhere in any of the documentation in the box. When you get to the subscription screen there are options for a free silver membership or pay options for one, three, or 12 months. Where is the free option? I looked it up online and found that others had the same problem. Knowing how companies usually work these things, I went through the setup for the “Silver” membership. When it asks you if you really want the silver membership and not the gold, click yes. Then you will get the free one month promotion. That should be clearer if they are going to advertise it on the box. I am really looking forward to the social network attributes of Xbox Live. The feedback that I have read on it so far has been great.

My first two acquisitions for the system were Bioshock and The Orange Box. So far I have only played Bioshock. What a game. Everything you’ve read about it is true. The environment is extraordinarily immersive. While I haven’t yet played Halo 3 or The Orange Box yet, I won’t be surprised if Bioshock walks off with all of this year’s game of the year awards. It’s that good. More reviews to come soon.