Posts Tagged ‘digital distribution’

Year End Report: Console Games Releases up – but just barely

Saturday, December 26th, 2009

EEDAR’s Jesse Divnich recently disclosed the number of new games for 2009: 1,099 up just slightly from 1,092 in 2008. According to Divnich, this only slight increase doesn’t bode well for the console gaming community.

wii-360-ps3In an interview with GameSpot Divnich comments, “For just the current generation home consoles (PS3/360/Wii), 2009’s release quantities increase the total availability of games to consumers by 55 percent. Unless retail shelf space grows by the same amount, and it won’t, than the retail shelf life for an average game decreases dramatically.”

Divnich also points out that once console titles achieve a certain appeal and/or market presence, they occupy a permanent spot on retailer’s shelves, thereby creating less and less space for new titles. According to Divnich the number of new releases is outpacing the industry’s growth. “It does mean the average new release is producing fewer unit sales than in previous years.” An odd dichotomy in an economic that is seeing game production costs skyrocketing.

However, and this is a big however, Divnich says that digital distribution sales were NOT included in the research data. According to EEDAR’s research, 2009’s largest gainers were Nintendo’s Wii and DS platforms. Both Microsoft’s Xbox 360 and Sony’s Playstation 3 saw flat or slightly decreased releases. But again, this data does not include digital deliver methods, something that both consoles increased over the past year.

Image 1

Based on peak release trends from previous generation consoles as well as industry consolidations, Divnich expects the number of new releases to be on the decline in 2010. Adding to the decline of packaged goods on retailer’s shelves will be increased delivery of games via downloads, as well as the continued development of streaming or ‘cloud’ based gaming solutions.

 

New Survey reveals console gamers big on Digital Distribution

Tuesday, October 27th, 2009

While GameStop claims that it isn’t really worried about the rise of digital distribution cutting into it’s brick and mortal retail stores revenues’, a new survey from the TNS and gamesindustry.com titled The UK National Gamers Survey, could have retailers rethinking.

Traditionally, PC and console games were produced to a disk (or cartridge), packed in a fancy box, and sent off to retailers for sale to the general public. One can still find this method alive today, but perhaps not doing so well. A wide variety of factors all contribute to the decline of boxed sales, perhaps most notably the rise of both mobile and web portal based gaming; a scenario where there’s no wait involved. The UK National Gamers Survey 2009, as well as identical surveys conducted in the US and EU markets clearly indicate that digital distribution has arrived, and is a favorite amongst both PC and console gamers.

The survey found that 25 percent of all UK console gamers have paid for and downloaded not only complete titles, but also additional levels for their favorite games. The former being a purchase, the later being a microtransaction. 7 percent of all gamers surveyed indicated that when they’re after a new game, they usually purchase them directly via a digital distribution channel, circumventing a physical retailer altogether. On the PC side of gaming this figure is doubled, with 14 percent of all PC gamers regularly buying and downloading their pixel pleasure directly. In the US market these figures rise even more, with 16 percent of console players purchasing directly, and 23 percent of PC users accustomed to the digital distribution method.

TG_Digital_Distribution

The survey also indicates that over half (55 percent) of the UK population (as defined by 8 years of age or older and access to an internet connection) play on consoles. 27 percent of this demographic indicated that they regularly download either complete games or additional levels for their existing games. Almost all respondents indicated that they have experience paying for this. When broken down by console, Sony’s PlayStation 3 takes the lead with over half, again 55 percent, of owners regularly obtain content via digital distribution, 51 percent of Xbox 360 users, and 25 percent of Nintendo Wii owners are downloading.

“With the growing part of games being played and paid for online, a key way to monitor the complete games business is by asking consumers directly about their overall game behavior and spending. An additional advantage of this approach is insight across all platforms as the traditional divide between the online casual and core console market has evaporated,” adds Peter Warman from gamesindustry.com.

 

EA’s foray into free-to-play, Battlefield Heroes now counts over 2 million registered players

Monday, September 28th, 2009

Late last week EA announced that their free-to-play, or Play4Free as EA likes to dub the genre, shooter Battlefield Heroes has officially topped the 2 million registered users milestone.

bf_heroes_fall_mapOfficially launched only three months ago, the third person shooter initially attracted over 1 million players in July, suggesting that overall game growth is slowing. A member of the successful Battlefield series, Battlefield Heroes comes out of Sweden based DICE studios. BFH is a sibling of another Battlefield title currently offered in a digital distribution only format, a more traditional rendering of the genre’s World War II action themes, Battlefield 1943.

Looking to not only hold on to these 2 million registered users, as well as draw in a completely new crowd, EA/DICE will be releasing a host of new content, as well as offering users the possibility to name the new content pack. Titled ‘Heroes of the Fall’ and set against the yellow, orange, and red shades of autumn, the new map will be focused on infantry fighting in close quarters of a village with intersecting canals. This new geography will funnel players to clashes at bridges and crossways, while also allowing stealthy players to use backstreets to launch flanking and rear attack maneuvers.

A new map isn’t the only thing being introduced to the popular free-to-play, as this content update will introduce an entirely new class to the game: the Gunner, as well as improvements and upgrades to the friends system. “Along with this new map, ‘Heroes of the Fall’ includes a slew of changes including upgrades of the Gunner class and improvements to the friends system,” said Ben Cousins, General Manager, Battlefield Heroes team. “We’ve also added a brand new ranking system for the game – players can earn cool new titles for their heroes as they play – showing everyone on the battlefield how dedicated they are.”

And sticking true to their already community heavy involvement and interaction, the folks at EA/DICE are offering users the chance to name the new map. While the development team will be selecting the name, this promotion seems like a great way to get the already engaged community even more involved.

There’s been no official word on updates to the in-game item shop, but given that Battlefield Heroes is primarily advertising and microtransaction purchases supported, I’d not be surprised to see updates to this aspect of the game as well. The new Gunner class will most certainly offer players a new way to play a game that they may or may not have already played a number of times, thereby giving the user a whole new class to customize.

 

Gameforge CEO Klaas Kersting declares Free-to-Play “Will Dominate Soon”

Thursday, August 20th, 2009

As we reported at the end of June, the head of one of Europe’s most important gaming destinations, Klaas Kersting delivered his keynote speech yesterday at the GDC Europe event. Titled, “Changes in the Games Industry – Free-to-play vs. Payment Models,” Kersting shared his thoughts, advice, and experience when dealing with the free-to-play business model.

gdc_europe_09As reported by Mike Rose from Gamasutra, one of Kersting’s key takeaway points was that “free-to-play will dominate [the gaming industry] soon.” Obviously, coming from Europe’s largest developer of free-to-play browser and client based MMO games in Europe, Kersting has a bit more insight than the average Joe. His reasoning and philosophy come down to experience. He readily acknowledges that full-priced retail (i.e. in the box) games are still the defacto choice for a number of publishers, but a number of problems including piracy, market competition and overcrowding, and the “one time earning” factor are forcing traditional sales methods and resulting revenue numbers to drop. Eyeballing both Ubisoft and EA, Kersting pointed out that both manufacturers have seen a 51 and 20 percent (respectively) drop in sales numbers.

Stating his antithesis to this ‘traditional’ method of distribution, Kersting states that Online distribution is really a no brainer. Making points to appeal to both producer and consumer, Kersting says that an online distribution method has “close to zero” overhead operating costs, while at the same time the consumer, “wants to get what he is looking for as easy and fast as possible.” In other words….why should I go to the store, or order via amazon, and then wait? Providing a digital distribution method quenches consumers’ gaming thirst then and there, not a few hours or days later.

Talking to his own company’s methods, Kersting says, “give the game away for free. Why not?” Once this game is given away for free, producers then have a captive audience ripe for the sale. “Then give the player an opportunity to buy something,” he says.

However, Kersting and company aren’t living between the clouds. Driving a company to the top of the free-to-play destinations has taken some clever maneuvering and some smart business. To this end, Kersting comments that, “Free is not a business model – of course price matters. But free is the beginning of other business models.”

 

GameStop creates new position: General Manager of Digital Media

Thursday, August 6th, 2009

America’s best known brick-and-mortar retailer of all things digital gaming, GameStop has announced that they’ve recently appointed Chris Petrovic to fill the newly created position of General Manager of Digital Media.

gamestopThis new appointment clearly indicates that the retailer can no longer ignore the proliferation of digital downloads and game acquisition, even though the company has downplayed the mechanism previously. Heck, even David Perry has called GameStop COO Dan DeMatteo’s “the era of full digital distribution is 12 to 17 years away,” comment ridiculous, pointing out that the vast majority of the Asian market is dependent on digital distribution. In regards to Petrovic’s appointment, and GameStop’s interest in digital distibution, DeMatteo states that the retailer is well-positioned to “[identify] and effectively [participate] in emerging trends in casual, browser, and mobile gaming.” Sure, there’s no harm in showing up to the party after dinner is served, right? Further to this, DeMatteo stats, “We are … committed to supporting our unique and vast footprint of brick-and-mortar stores and knowledgeable associates with a smart digital business platform.”

Petrovic’s appoint comes on the heals of last Friday’s announcement from GameStop that they’ve launched an online digital casual game store, and revised the overall digital distribution store for the bread and butter PC games market. Direct from GameStop: “Petrovic will be responsible for building on the company’s ongoing efforts to integrate digital media into the company’s multi-channel strategy, as well as overseeing the development and execution of a digital acquisition strategy.”

Prior to coming to GameStop, Chris Petrovic served as VP of digital media at Playboy enterprises, where he was responsible for leading online and mobile projects. He’s also filled executive shoes at the interactive division of greeting cards firm American Greetings, as well as theglobe.com and Prime Ventures.

Is it just me, or does it sound like all the cards are not on the table here? On one hand we’ve got a COO stating that full digital distribution isn’t going to happen for another 12 to 17 years, and that the company is confident in it’s market stance to remain right where they are. On the other hand, GameStop opens an online digital casual games store, only to be followed by the creation of the position of Head of Digital Media. Granted, in today’s market, diversifying your offerings and methods is the smartest way to stay competitive, so why not get the messaging straight here folks? Either GameStop is committed to a digital distribution method, and will put the same type of support behind it that they do with their brick-and-mortar retail divisions, or just leave it alone. The conflicting messages aren’t exactly demonstrating the “We’re all on the same page” message one would like to see from a major retailer. I’m all for GameStop providing a digital distribution service. It certainly saves me a trip to the store, and puts the product in my hands in a matter of minutes, not hours or days – but can’t we all just agree to agree?

 

E3: Microsoft brings in full game downloads, avatar enhancement, twitter, and more

Tuesday, June 2nd, 2009

What would E3 be without a whole lot of announcements and gaming goodness?   If Microsoft’s foray is any indication of what the industry will do to outdo the others, this looks like it’s going to be one heckuva week in Los Angeles.  While Microsoft’s blitzkrieg of fast and furious announcements took over two hours, and included the living Beatles, John and Ringo, as well as skateboard legend Tony Hawk all endorsing or demoing new and exciting projects that Xbox fans can look forward to, it was perhaps the luncheon that took place afterwards where we were given the most clarification on the news.

Arguably one of Microsoft’s most exciting announcements is their plan to begin offering full game downloads directly to the console’s hard drive.  Coined “Games on Demand” for Xbox 360, Xbox General Manager Marc Whitten called this new feature a “natural progression” of Xbox Live’s current arsenal of offerings.  Yes, competitor Sony’s PS3 has had this feature for some time via the PlayStation Network, but now adding the Xbox into the mix may be seen is a direct assault on retail distributors.  With the Xbox Live community reportedly covering approximately 20 million members, with 6 million members checking in daily, brick and mortar retails such as GameStop could see a serious drop in foot traffic.  Answering the question from Gamasutra editors, Whitten responds,

“We’ve been talking closely with our retail partners,” he said. “This isn’t some zero-sum game where there is a winner or loser. I personally believe that going into a store and seeing that back of the box of the game, talking about the game–that’s not going away.” He said that digital distribution and retail can coexist in the current ecosystem.

At launch, the service will feature 30 games, with top tier titles including Assassin’s Creed, BioShock, Call of Duty 2, Crackdown, Mass Effect, and Oblivion.  Direct download prices will be inline with their physical retail counterparts, with new titles being added on a regular basis.

It’s also interesting to note that these direct digital downloads also open the door for Microsoft to begin accepting direct credit card purchases, instead of the current mechanism used for purchases, the Microsoft Point value system.  If we look between the lines here, could Microsoft also be testing the waters for more direct, however micro, payments down the line?  If the technology is already in place, and larger purchases are the testing mechanism, the proposition doesn’t seem unreasonable.

joyrideSpeaking of testing the waters, it looks like Xbox fans have a whole lot of new community features to look forward to.  Using a new free-to-play title, Joyride, as a vehicle to facilitate new and revamped avatar interaction, the new kart racing-style game will predominantly feature gamer’s own virtual creations of themselves.  And as with any good virtual self, Microsoft is betting on folks wanting to customize themselves a bit.  Enter stage left – Microsoft’s new commitment and focus on avatar accessories, both free, and as Whitten puts it, “slightly more than free” (read, microtransaction).  “I think you’re going to continue seeing avatars show up in lots of different places,” Whitten said.  Giving us just a taste of what he’s talking about, Whitten demonstrated an avatar dressed in full Halo Orbital Drop Shock Troopers (ODST) gear.  Putting a smile on almost everyone’s face, the Halo ODST accessorized avatar also included pom-poms and an added cheerleader animation.

Certainly not to be taken lightly, Microsoft also announced new third party integrations of both facebook and twitter.  Obviously developers have had the inside track on this for a while, as the upcoming version of Tiger Woods PGA Tour will allow users to send screenshots and score updates directly to their facebook profile via the Connect interface.  Likewise, players will be able to invite their other Xbox playing facebook friends to a game without ever having to leave one central platform.

While a number of Microsoft’s new announcements may not be directly tied to monetization, they certainly demonstrate that Microsoft clearly has their finger on the pulse, and are ready to deliver an envelope pushing experience to users, perhaps even before they know that they want this experience.  By adding more avatar interaction, direct game downloads, and third party integrations, Xbox just became the social life of the party overnight, further enhancing the console as not just a gaming platform, but taking one step closer to becoming the family digital entertainment hub.  If I might steal a line from James Earl Jones, via ‘Field of Dreams’ If you build it…they will come.

 

Playfish CEO: Our mission is to change how the world plays games

Friday, March 27th, 2009

Playfish CEO Kristian Segerstrale took the stage at the GDC yesterday, and delivered his view on how social networks are influencing the way the world plays.  At Thursday’s GDC sessions, he delivered five industry trends that all social gaming developers need to keep in mind.

“Social games are a phenomenon occurring on both the business and the development side of the industry”, says Segerstrale.  During his talk on Thursday, Segerstrale also commented that social networks reach a half a billion people on a global scale.  These networks connect new and old friends, and the bridge to playing games together isn’t that far of a leap.  Segerstrale notes that these games are a natural extension of real world sociability, and that this form of word-of-mouth recommendations is fueling the expansive growth in the casual/social games segment.  Audience members were treated to Segerstrale’s five industry trends, including digital distribution and games as a service (gaas?).

The end of big franchises may be over

Speaking to the 800 pound gorilla in the room, Segerstrale duly notes that the industry is standing by the old guard, and continuing to churn out franchise titles, simply because they (or have) worked.  He admits that consumers will naturally gravitate towards the product they are familiar with vs. one they’ve never played before.  This ultimately makes the job of studio marketing departments a heckuva lot easier.

Conversely, this method will not work in social networks, as the adoption process is influenced and pushed through friends.  Judged on these terms, notes Segerstrale, the entire product relationship and distribution mechanism changes.  It’s not a question of who’s playing what, but rather the simple question of who’s playing, and who isn’t.

Games will all become services

Ok, all gaas jokes aside, the CEO says that as soon as a game becomes digitally distributed they are set up and ready to go for consistent updates.  A natural progression in game development is to consistently revamp and improve the title.  According to Segerstrale, this wipes the traditional model of the product cycle right off the map.  He also believes that social networks are pushing games developers to work like mini-MMO operators.  Meaning, if your social game is a success, bring a pillow and a toothbrush, as the project isn’t ‘over’, but rather, just beginning.  And perhaps the most important point under this heading, “All your revenues move from point of sale to continual,”  Again, product cycle – where?

Marketing by numbers

Releasing a little known secret, Segerstrale commented that the video game industry is one of the largest spenders when it comes to the marketing department.  He sees digital distribution as a mechanism to drive the marketing spend down.  He sees video game industry marketing trends moving away from ‘traditional’ and focusing more on a ‘web’ marketing approach.  Taking nothing away from marketing firms that did outstanding jobs during the 1970’s, 80’s and 90’s, Segerstrale says that traditional game marketing skills are of a limited use in today’s market, because acquiring new customers is more about the quality of the game, not how good the marketing plans behind it look.  He says that in today’s market, you need to constantly tweak games, and become a numbers ninja, gauging the cost of customer acquisition, retention and perhaps most importantly, monetization.

Game design changes

“…designing social games is much different than traditional games,” says Segerstrale, “we are forced to unlearn a lot.”  Social games are more in line with traditional board games, as opposed to a ‘video’ game.  With social games, Segerstrale says that developers have to put the interaction between screen, keyboard, and mouse on hold, and remember that they are creating a playground for users.  It’s not about collecting something or leveling up, but rather about creating a space where users can play out their own story.

“Design also starts driving audience and monetization, he says. How do I make this game really fun to play, but make it irresistible so that players want to pay to play them?”

Listen to your players

In a moment, of, ‘well, yeah?’, Segerstrale told audience members to listen to their players.

“Your players will teach you how to make better games.”

Nodding to the obvious, Segerstrale pointed out that naturally game developers receive qualitative feedback from players about what they love and hate about your product, but also points out that likes and dislikes can also be discerned from game data.  Another obvious approach?  Flat out ask players what’s what with the game.  He says that a structured analysis of this data will teach you how what to do, and what not to do within the current offering, or one in the works.  Developers need to find a balance between qualitative and quantitative data.

Wrapping up his talk, Segerstrale comments, “This is still a nascent industry.  Creating a hit is very hard. This isn’t a protected environment. There are over 50,000 Facebook applications. Product quality is everything. And monetization is still being developed.”

Segerstrale simply asked three things from participants entering the social gaming space: create products that focus on value, not spam; innovate and inspire; and focus on building games for the long run.

Reblog this post [with Zemanta]
 

Perry predicts cloud gaming, the rise of free-to-play, and the death of single player games

Friday, February 20th, 2009

This year’s DICE event which wraps up today in Las Vegas wouldn’t be complete without video games industry veteran David Perry’s take on the current state of play, and what he sees as ‘the next big thing’. We’ve covered some of Perry’s predictions in the past, but for those out there that don’t remember or know of David Perry, he’s the founder of Shiny Entertainment which was responsible for Earthworm Jim, and Messiah to name a few along with MDK, Wild 9 and Enter the Matrix.

Taking a page from his standard presentation playbook, Perry started out his DICE talk by showing some old marketing collateral from his first computer, the Sinclair ZX81, noting that at the time the mainstream consensus was that computers would be used solely as a productivity tool. “I, like everyone else, however, used it to make and play video games,” he said.

Looking forward, Perry notes how far and fast computing technology has progressed since its humble beginnings. Specifically, Perry speaks to increased storage space and read/write speeds. He foresees a future with unlimited storage media delivered via fast, ‘available everywhere’ wi-fi. Not limiting future options just to storage, Perry also predicts cloud processing, i.e. the end of in home owned single or multi-core processor platforms.

Driving this prediction, Perry explains that he’s been looking into technology that’s powered by remote storage and processing, thus removing the need for players to own powerful software or processing power. The end goal is to deliver the final rendered frames to gamers via Flash video.

“It’s like going back in time to when we had terminals instead of desktops.”

Speaking to distribution mediums, Perry didn’t waste any time aiming a canon at GameStop, who’s COO Dan DeMatteo recently stated that the era of full digital distribution is 12 to 17 years away. Perry’s thoughts consider this timeline ridiculous, and he’s quick to point out that much of the Asian market is largely dependent on digital distribution. And we all know how the Asian market is hurting in the video games department.

With perhaps his most startling statement of the day, Perry also sees the end of single-player games. Instead, he sees free-to-play, mulit-player online games as the absolute future, “I personally think the days of single-player games are numbered. Without question, our focus is entirely on multiplayer.”

Duly noted, Perry serves as Chief Creative Officer with Acclaim, a completely free-to-play, microtransactions based game developer/distributor, so it’s fair to say that his view might be slightly biased.

Using imagery of some of the greatest game designers of all time, Shigeru Miyamoto and Hideo Kojima, Perry notes that Japan has turned out some of the best games and designers the world has ever seen, and asks, “would you be willing to bet China will never produce one of those names?”

A highly relevant question, as David warns that if and when this level of talent starts popping up in China or Korea, both areas where free-to-play is rapidly becoming the de facto business model, traditional game developers with traditional business models may find themselves on the outside looking in.

Summing up his presentation, Perry says, “The key trend is that we are going to be closer to our audience than ever before. We must listen to them at every step. … Your entire executive team must speak with them, not to them.”

Amen to that statement Mr. Perry. Got anything to say to us? We’re listening. Talk to fatfoogoo on twitter.

Reblog this post [with Zemanta]
 

Sins of the Solar Empire to get micro ‘expansions’

Sunday, August 31st, 2008

Stardock Software/Ironclad Games’ top Strategy title Sins of the Solar Empire is expected to see new expansion packs later this year.

While expansion packs for  a RTS game might not be particularly note worthy, Stardock’s delivery and phrasing is.  While the traditional route has been to release a boxed, brick and mortar storefront version, Stardock is stepping out on a bit of a ledge here, and offering the new content as ‘Micro-Expansions’.  This new content will be made available via the company’s digital distribution platform: Impulse.  The first of these expansions, titled Entrenchment, will be made available at Impulse for $10 later this year.

If these ‘expansions’ sound a whole lot like ‘transactions’ you’re not alone.  While typical microtransactions may involve clothing or weapons for players, content in itself is a form of a microtransaction.  Interesting to note that Stardock shys away from the word itself and cloaks it under the term expansion.

Entrenchment’s new features will add “a Starbase defense platform for each race, turret upgrades for each race to make them more powerful and a Subspace Inhibitor platform that will slow enemy ships within its range.”

Ironclad is also working on two additional add-ons for players.  “one of which adds new diplomacy features to the game and another that will add new technologies and ships.”
At present, neither Ironclad of Stardock have given exact release dates for these ‘expansions’.

Reblog this post [with Zemanta]