Top Ten
Myths of the Interactive Entertainment Industry
Excerpt from U.S.
Market for Video Games & Interactive Electronic Entertainment
A large portion of DFC Intelligence research
deals with discussing some of the major misperceptions that many people have
about the interactive entertainment industry. In some cases, these
"myths" may have a grain of truth to them. However, even true
statements can be misleading. Issues tend to be complex and a trend can be
interpreted in many ways. The main requirement for success in the interactive
entertainment industry is an open mind and a willingness to accept new
possibilities. Therefore it is essential to question even the most basic
assumptions.
Myth 1
The PlayStation 2 (or any other game
system) is a sure bet to dominate the market.
The interactive entertainment industry is
filled with hype and no one is better at hype than the major platform providers.
Everybody is now talking about the new generation of systems. In today’s
market, the Sony PlayStation and the Nintendo 64 are the current leaders. The
problem is that today’s darling is often tomorrow’s also-ran. Consumers are
the one’s that have the final say. Already many consumers are tired of the
PlayStation and Nintendo 64 and only get their blood flowing when talking about
Sega’s Dreamcast, Sony’s PlayStation 2 or Microsoft’s X-Box. Of these
systems, most people think that the PlayStation 2 is almost guaranteed to be the
market leader.
In 1999 and early 2000, it seemed many people
expect the PlayStation 2 to not only dominate the interactive entertainment
market, but also revolutionize the entire consumer electronics and computer
industries. While we forecast the PlayStation 2 to be a market leader, we also
caution that the interactive entertainment market is extremely fickle and it is
never possible to say with 100% certainty that an unreleased system will be the
market leader. For its part, Sony faces many challenges and the PlayStation 2
will be hard pressed to match the success of the initial PlayStation.
It is difficult to predict exactly how well a
given system will do. With interactive entertainment, everything can be changed
by a handful of developers working in anonymity. The industries successes are
built on the sudden appearance of software titles like Super Mario Bros, Sonic
the Hedgehog, Legend of Zelda, Doom, and Pokemon. These are
the titles that sell hardware systems. The problem is that no one can tell
exactly when or where the best titles will appear.
Of course, it is possible to make educated
guesses. Financing and marketing are an important component of success. In
addition, companies have track records and relationships with developers that
are a good indication of how successful they will be. It is possible to create
scenarios that anticipate the future with a reasonable degree of accuracy. At
the least, a company can make different plans based on the many possibilities
the future holds.
Right now there are four serious contenders
with new 128-bit console systems: Nintendo, Sony, Sega and Microsoft, the new
kid on the block. These companies have the distribution, software support and
technological capabilities to successfully launch a new hardware system. All
four companies have the potential to launch a system that will emerge as the
industry leader.
A case study of Nintendo and Sega shows what
could go wrong for the PlayStation 2. The history of the Nintendo 64 provides an
example of how the PlayStation 2 could do well, but not dominate the market. Of
course, the original PlayStation was a very successful system and PlayStation
software outsold Nintendo 64 software by a margin of about 2 to 1 in 1998 and
1999. However, many people forget how tight the race between the PlayStation and
Nintendo 64 originally was. The Nintendo 64 launch was extremely successful, but
the system eventually suffered from a small software library, limited third
party support and the high price of cartridge based media.
The Nintendo 64 is also a perfect example of
how one "killer application" can cause a major market shift. The
PlayStation had a much broader product library at more attractive prices, but
the Nintendo 64 still did relatively well. With the Nintendo Dolphin, the
playing field will be more equal as Nintendo will no longer have to rely on
cartridge based media. There are still many questions about Nintendo’s future.
Will Nintendo learn from its mistakes with the Nintendo 64? Is Nintendo stuck in
the rut of being simply a toy for kids? Can the Pokemon craze continue? Will
Nintendo see their market share further erode over time as more companies target
the Nintendo audience? Can Nintendo leverage its considerable talents into the
broader interactive entertainment space? Is the Dolphin being released to market
too late? Despite all the questions, the history of the Nintendo 64 may actually
indicate that Nintendo, not Sony is the favorite to dominate the 128-bit market.
The Nintendo 64 was the hot new system right
after its September 1996 release. Super Mario 64 is quite possibly the
most successful game ever in terms of the sheer excitement it created in the
marketplace (Nintendo’s The Legend of Zelda would be a close second).
Nintendo has a loyal following, incredible marketing and distribution and an eye
for top quality content. These are the key ingredients for success in the
interactive entertainment industry. In late 1996 and early 1997, many people
believed Nintendo to be invincible. Of course, Nintendo proved to be very
vulnerable.
The Nintendo 64 continued to carve out a
healthy share of the hardware market, but Nintendo is a company that used to
have 90+% of the market. Now their share is significantly less than 50%. There
are many reasons why Nintendo is not as dominate as before. Nintendo 64 games
were priced at about $20 more than PlayStation games. Then there is the
unavoidable fact that many titles, most notably sports games and RPGs, appeared
on the PlayStation and not the Nintendo 64. Mario excitement died down and
Nintendo was in the difficult position of trying to come up with a second act.
The late 1996 success of the Nintendo 64 shows
the fickle nature of the interactive entertainment market. In 1995 and early
1996, the Sony PlayStation was the most hyped system on the market. It sold
100,000 units in its first two weeks of North American release and ended the
year with close to 400,000 units sold. Industry analysts at the time pegged the
PlayStation as THE next generation system to beat.
The PlayStation won round one, but in many
ways it was only a minor victory. At the end of 1996, the PlayStation had an
installed base of around two million hard core game players. It was just
beginning to penetrate the mass market when the Nintendo 64 came storming on the
scene.
Nintendo came on very strong with the initial
release of the Nintendo 64, and if they had an immediate follow-up act to Mario,
or possibly some more sports and RPG titles, the Sony PlayStation would probably
not have done nearly as well as it did. As it was, Sony was able to keep the
lead and outsell the Nintendo 64 into 2000. However, there is a real question of
how long the PlayStation will be successful, and more importantly will Sony be
able to parlay the PlayStation’s success into continued involvement in the
interactive entertainment? Is the PlayStation Sony’s crowning achievement in
video games or will they go on to bigger and better things with PlayStation 2?
The PlayStation 2 is almost guaranteed to be a
success on some level. Every major software publisher is supporting the platform
and pre-sell orders are likely to set an all-time record. However, there are
warning signs. As the Nintendo 64 showed, strong early sales do not guarantee
market leadership. So far, most reviewers have been underwhelmed by PlayStation
2 software. This is likely to change over time, but the PlayStation 2 is priced
at $300, twice that of its competitor the Dreamcast. Consumer perceptions could
start to gel in the first year of the PlayStation 2’s release. If PlayStation
2 software is not significantly better than the competition, than consumer
reaction could quickly turn against Sony. This could be especially troublesome
if consumers perceive the Nintendo Dolphin and Microsoft X-Box as more
technologically advanced.
One problem Sony has is internal software
development. Sony’s in-house team did do a commendable job in having some
quality titles available for the PlayStation, but other than the all important
sports category, Sony’s in-house team simply does not have a well-rounded
track record. Most hit PlayStation titles like Crash Bandicoot, Final
Fantasy VII, Metal Gear Solid, the Resident Evil series, and
the Tomb Raider series were developed outside Sony. Sony’s in-house
team has been stronger than expected, but they still have not proven to have the
proficiency of companies like Sega and Nintendo.
In the 128-bit market Sony must also deal with
a rejuvenated Sega. Of course, Sega finds itself in the position of being a huge
underdog. However, that is a position in which Sega tends to thrive. Sega seems
to have its biggest problems managing success. There should be no
underestimating the hole Sega dug for itself. The company essentially
overextended itself by trying to be all things to all people. With numerous
hardware systems, as well as software titles, Sega simply lost focus. Sega has
made many promises it didn’t keep and systems like the Sega CD and Genesis 32X
were failures that turned off many of the company’s best consumers. The Saturn
was a decent system, but because of some mistakes it fell badly behind the
competition and the system did not go anywhere in the U.S.
However, it would be a major mistake to write
Sega out of the picture. Sega has thrived in the underdog role before with the
Genesis and could very well do it again with the Dreamcast. Sega still has a
strong brand name and the company is a proficient software publisher. The
Dreamcast is in a similar position to the Sega Genesis in 1991 when the Nintendo
SNES was released. The Genesis had been on the market for a year and a half when
the SNES was released. Nintendo had owned about 95% of the market and no one
gave the Genesis a chance against the technologically superior SNES. In the end,
the Sega Genesis was able to match the SNES in sales. Sega already has strong
software for the Dreamcast, and thus far, the Dreamcast has done surprisingly
well. Of course, the Dreamcast is still a dark horse and Sega has a long way to
go. On the other hand, the Dreamcast is possibly only one hit title (on the
scale of a Super Mario 64) and a solid marketing campaign from becoming a
well established system.
Then of course there is Microsoft and the
X-Box. The company clearly has the financial resources, a strong brand name and
a system and strategy that on paper looks like a winner. If Microsoft is able to
build a large library of titles, the company might be able to do what Sony did
with the PlayStation. Sony clearly will be Microsoft's role model, as well as
main competitor. Right now it looks like Microsoft is willing to spend the money
it takes to acquire top software properties. Of course, Microsoft still has
plenty to learn and will have to execute flawlessly right out of the gate. One
can never count out a big company like Microsoft, and if the system lives up to
expectations, it will be interesting to see how the market and the competition
reacts.
The next few years will be interesting and we
won't know who will come out on top for a couple more years. Nintendo and
Microsoft will not release their systems until the fall of 2001, and it will
take time before top quality titles appear on those systems. It is likely that
the main battle for market share will occur in 2002. While the 128-bit battle
rages over the next few years, it is important not to get caught up in the short
term hype.
Myth 2
The interactive entertainment industry can only
support two major systems.
The myth that the industry can only support
two systems is so pervasive that many accept it as fact. However, we strongly
disagree with this assessment. We believe that it would be entirely possible for
three systems, and possibly even four systems, to each carve out a healthy
market share of around 20% to 40% of the market.
The myth that only two systems can survive
comes from past behavior. There have been many unsuccessful hardware systems in
the short history of interactive entertainment. Generally consumers have
gravitated towards one or two systems and the others have failed. However, the
systems that failed never obtained widespread retail distribution or had a mass
of quality software available. The Sega Master System, the NEC TurboGrafx 16 and
the Sega CD were failures because of poor quality software. The Sega Saturn was
a strong system but looked weak when compared to its immediate competition: the
Sony PlayStation.
As we noted, currently, once again, there are
two systems which have sales momentum, strong distribution and have a healthy
amount of quality software available: the Sony PlayStation and Nintendo 64. Then
there is the Sega Saturn which could possibly have generated more momentum if it
could have been distinguished from the PlayStation. Many consumers have been
divided into camps. There are loyal Nintendo fans, PlayStation fans, Dreamcast
fans, PC game fans and even a small group of gray haired Atari loyalists.
It must be remembered that the demographics of
the interactive entertainment industry are changing. In the past, video game
systems were marketed as a toy for children. The new generation systems are
being marketed to a diverse audience, as more adults play games. The larger
number of potential owners means there is room for more platforms. In addition,
there is the possibility that one system may only appeal to adults, while
another appeals mainly to children. (This seems to be true of the PlayStation
and Nintendo 64.) The adult market is more diverse. Children tend to follow
their peers and buy the system that is most popular. Adults tend to look for
something that is reasonably priced and has the software they like. Adults are
less likely to buy a system simply because it is popular.
In short, there is no reason the market can
not support three or four separate platforms. Industry insiders may not be happy
about the fact, but consumers make the rules. As the industry expands it becomes
harder for any one company or system to satisfy the increasingly diverse
consumer needs and interests. The end result is a fragmented market. Software
publishers may have to get used to releasing titles for multiple systems.
Hardware manufacturers will not be happy about
having smaller market shares. The razor-blade model, where hardware systems are
sold at cost and money is made on software, is becoming more difficult to
emulate. Recently hardware companies have been forced to sell their systems at a
loss. Meanwhile, with a number of competing systems on the market there is a
downward pressure on software prices and royalty fees paid to manufacturers. The
result will be smaller profit margins for hardware manufacturers. The next few
years are likely to see a trend toward industry standards and a lessening of the
role of hardware manufacturers. This will be a slow process, but it is
inevitable. Look for consolidation to slowly occur as leading hardware
manufacturers attempt to "buy" market share by making deals with their
competitors.
Myth 3
A) Aggregate sales of 128-bit systems are sure to be
greater than the current 32/64-bit market.
B) The 32/64-bit market is headed for a steep decline.
The first generation games for the 32 and
64-bit systems proved far superior to the 16-bit games. The next few years is
likely to see the release of titles for the 128-bit systems that could not have
been imagined a year ago. Coupled with this is the fact that the number of
consumers interested in games is constantly expanding and the 128-bit systems
will have the ability to go online and play DVD movies. Together these trends
make it seem inevitable that the 128-bit systems will take the interactive
entertainment industry to even greater heights than the ones set by the
PlayStation and Nintendo 64.
Sales of the Nintendo 64 and Sony PlayStation
will exceeded their 16-bit counterparts. An increasing number of consumers like
playing interactive entertainment. However, for the bulk of consumers, games are
a pastime, not a necessity. There are many compelling entertainment choices
competing for limited consumer time and money. Interactive entertainment is an
expensive hobby. The 128-bit systems will require a large initial investment.
Many consumers already own 32/64-bit systems, and high quality 32/64-bit
software is readily available at bargain basement prices. For a consumer on a
limited budget, the 32/64-bit systems may provide enough interactive
entertainment for the short term. Indeed, the 32/64-bit systems seem to provide
more long term entertainment value than any previous generation of game systems
(including the Game Boy). Instead of buying a 128-bit system, a consumer might
spend disposable income on a computer, a new car, a vacation, or any of
thousands of other items. In addition, many industry insiders may be surprised
at the large number of current 32/64-bit owners that are unaware of the new
systems.
Strong initial sales for the Dreamcast and
strong preorders for the PlayStation 2 show that there is a large group of
consumers ready to buy a new game system. However, there are many people that
wait for prices to come down to under $100 before buying a new system After the
PlayStation and Nintendo 64 lowered their prices to $99, both systems sold
extremely well. These consumers are likely to be slow to upgrade to a new
128-bit system.
The 128-bit market is further complicated by
the fact that there are four strong competitors. Furthermore, two competitors,
Sony and Microsoft, have ambitions for their systems that extend beyond games.
If the PlayStation 2 sees less than spectacular sales, Sony may be quick to
start focusing on a new system (PlayStation 3 possibly?). If consumers hold on
to their 32 and 64-bit systems longer than expected and manufacturers are in a
rush to release even more powerful systems, the 128-bit market could see a very
short lifecycle.
In the end, we think that 128-bit systems will
outsell the 32/64-bit systems. From 2002 onward, all leading software developers
will be focused on games for the128-bit systems. Few high quality 32/64-bit
titles will be released. It is high quality new software that drives the
interactive entertainment market. There are a large number of consumers that are
interested in the latest and greatest software. These consumers should drive
sales of 128-bit systems.
However, it is far from a guaranty that the
128-bit systems will outsell the 32/64-bit systems. Furthermore, we don’t
think that 128-bit systems will significantly outsell the 32/64-bit systems. We
are also skeptical about Sony’s claims that the PlayStation 2 will last longer
than any previous game system and sell in unprecedented numbers. The PlayStation
2 is already being surpassed technologically by the X-Box and probably the
Dolphin. At this point, the PlayStation 2 is our market favorite, but it does
not look like a system that will have a spectacularly long lifespan.
Myth 4
Retail shelf space is limited and online
distribution could become a major boon to small developers and publishing
companies who could sell titles directly to consumers.
Obtaining distribution in the retail channel
has become a source of frustration for many small publishers and developers.
There are many companies that view the Internet and the potential for online
distribution as a way to open new channels and reap the profits they have
previously been denied. Online distribution is coming and it is likely to wreck
havoc on the current power structure. However, it would be a mistake for a
company to operate under the assumption that online distribution will stop the
trend towards consolidation and the need for a company to be highly capitalized.
Even in a world of online distribution, an alliance with a big player is likely
to be a necessity.
The claim that there is not enough retail
shelf space is a myth. There are far too many products considering existing
consumer demand. Few consumers would complain that there are not enough titles
from which to choose at the retail store. Furthermore, few consumers complain
about not being able to find the titles that don’t receive distribution.
Online distribution will be a new, more
efficient channel for distribution. However, it is unlikely to replace the
existing channels. Selling entertainment products is all about getting the
product in front of consumers in as many locations as possible. Many purchases
are an impulse buy. Impulse buys only occur when a product is physically in
front of the consumer. Currently most online distribution schemes require the
consumer to seek out the product. There is no chance for capturing the impulse
buy.
Of course, there is the possibility of
creating impulse purchases online. However, in the near future, this is likely
to require capital. For example, a company can buy an advertisement that pops up
anytime a user logs on to America Online (or another ISP). But guess what, the
cost of buying those advertisements will only go up as they become more
efficient sales tools. The companies that were once buying shelf space will
start buying screen space. Even in an online world the cost of marketing will
not go away, it may even get worse. Small companies must have some type of
alliance with a well-capitalized partner.
This is not to disregard the many benefits of
online distribution. Many publishers already have their websites set up so that
a consumer who browses the website may purchase the game directly from the
publisher instead of having to go to a store that might not have the title in
stock. There is also a proliferation of online game stores that have extensive
warehouses and carry many titles that normal brick and mortar stores cannot
carry due to extensive overhead costs. These online businesses are made up of
both brick and mortar stores that opened up e-businesses (such as Toys R Us and
Electronics Boutique) as well as independent companies who set up shop solely on
the Internet (such as gamedealer.com and buy.com). Of course, with online
distribution, developers will still need to have partnerships with the retail
stores in order to have their products featured online.
Myth 5
Ease of use (Plug and Play systems), enhanced 3D
graphic capabilities, cross-platform languages and other new technologies will
bring explosive growth to the computer games market.
For years, people have been talking about the
growth potential of the PC as an entertainment platform. Windows 95 promised to
bring much needed stability to the computer as a game platform. It made it
easier for developers to create titles that work on different hardware
configurations. The installation difficulties that have plagued the computer
game market in the past are partially alleviated by Windows 95. Windows 95
slowly replaced DOS as the platform of choice for computer games.
However, even if Windows 95, and its successor
Windows 98, continue to deliver as promised, it will not have a large impact on
the total size of the market for interactive entertainment played on the PC.
Installation difficulties are only one small part of the problem with the PC as
a mass market game system. The PC remains a device that appeals to a high income
audience. Meanwhile, console systems are more affordable to the mass market.
This trend is likely to continue over the next five years, even as the computer
prices decline and newer, more expensive home systems are released.
PC prices have been rapidly going down, with
decent low-end computers practically being given away in some cases. However, to
buy the type of high performance PC that plays the latest game titles it is
still necessary to spend well over $1,000 or more. And that is just an initial
outlay. To compete with the next generation console systems, PC game developers
tend to continue to develop for the high-end PCs. Many games require special
add-ons like 3D cards, increased memory, Internet access and so on. Cutting edge
games will continue to require the latest in PC technology and this means to
continue to play the latest PC games it will still be necessary for consumers to
spend about $300 a year or more just on upgrades.
Playing games on a PC appeals to a core group
of hobbyists. These consumers will continue to play PC games. There will also be
an increasing number of "hard core" PC gamers. The problem is the
number of consumers that have both the time and money to spend on PC games is
growing nowhere near as fast as the growth in PC hardware sales.
In what may strike many as ironic, the growth
of PCs equipped with CD-ROM/DVD drives and modems may actually fuel the sale of
console systems. The PC is a useful tool that is becoming an essential
appliance. The problem is, PCs are so useful that every member of the family
wants access. Many consumers may be introduced to interactive entertainment when
they purchase a PC. However, people may also find themselves, and other family
members, wanting to use the PC to get work done or go online. A family or
individual in this situation can buy additional PCs, each specifically dedicated
to a specific task or used solely by one family member. However, if a PC is
going to be used mainly for entertainment, many consumers may decide to buy a
console system instead. For many consumers, the $100 to $300 spent on a
dedicated game machine is a better investment than spending $1,000 for a
multi-purpose machine that will be used solely for entertainment.
Myth 6
Interactive entertainment is a hits driven business -- To be successful a company must shoot for best
sellers.
It is true that in the video game industry,
the most successful companies have been those that have released the biggest
hits. However, this does not mean companies with products that appeal to a
narrow segment of the market can not be successful. In fact, companies that
create niche products that appeal to a loyal group of core consumers are likely
to be very successful. Meanwhile many companies that continue to shoot only for
hit products will fail.
The interactive entertainment industry appeals
to a diverse audience. Like other entertainment industries, it is likely that
interactive entertainment will evolve to the point where products are developed
for a wide variety of tastes and interests. Of course, the best sellers will
always be the fighting, racing, action and sports games that appeal to teenage
and young adult males. However, all the major publishers will be aiming at this
target group. To create a best seller will require spending increasingly large
development and marketing budgets. Potential rewards may be high, but the
substantial risk will leave room for only a few large, well financed players.
Success requires enough capital to work on a number of big budget projects,
knowing that only a few will be successful.
For smaller publishers the best chance for
success is to carve out a specific niche and deliver products to consumers whose
tastes are slightly outside the mainstream. Companies like Broderbund, Maxis,
Sierra On-Line, Microprose, Origin and SquareSoft have done well by creating
products that are not the stereotypical action titles. These companies build
brands that appeal to specific consumers. Brands like Carmen San Diego, SimCity,
King’s Quest, Civilization and Ultima have long life spans, across a number of
titles. Then there are products like Warcraft II and Command &
Conquer which can be seen as breakthrough hits in smaller, previously
"undiscovered" genres. Who would have guessed a deer hunting
simulation would take off, but Deer Hunter was a best seller in late 1997
and created a whole new genre.
The moral is that the economics of the
interactive entertainment industry are such that banking on one or two hit
titles is a surefire road to doom. The goal must be to build a franchise of
products and a loyal customer base that can provide a revenue stream for years
to come, across numerous titles. Any given title may have comparatively small
unit sales, but development and marketing costs are amortized across a number of
titles. Establishing a brand in the consumers mind then gives the company a
legup when releasing new titles in the genre. Revenue from these titles flows in
over a period of years. This is the model required for success in the
interactive entertainment industry.
Myth 7
Industry consolidation will result in a major
industry shakeout and bring an end to the small, independent developers.
Many people predict that there will be a major
shakeout in the interactive entertainment in the next few years. What this does
not consider is the fact that shakeouts in the industry are constantly
occurring. Publishers and developers constantly come and go. The main point is
that the industry is constantly evolving and weeding out the companies that fall
behind. The shakeout is an ongoing process and not anything new. People that
claim "there will be a major shakeout in the next year," give the
impression that this is something new for the industry. It also gives the
impression that the industry is due to collapse. In interactive entertainment,
shakeouts are happening all the time and are necessary for the healthy growth of
the industry.
Consolidation will continue to occur. With
increasing development and marketing costs significant capital is required to be
consistently successful in the interactive entertainment industry. Large
companies not only have capital, they know how to market products and leverage
content across multiple distribution channels. These companies act as funnels
that ensure only the best products make it into the sales channels.
However, consolidation does not mean an end to
independent development companies. One thing large companies are not good at is
creating compelling content. A well oiled bureaucracy is not the type of
organization that inspires creativity. The small, independent development
companies are needed to develop products for larger organizations to distribute.
Larger companies are slowly coming to realize the value of top development
talent. As a result leading developers are in a position where they can name
their price and insist on complete control of a project. Distribution channels
are likely to be controlled by a few major players. However, small development
companies will thrive doing what they do best: creating the products that people
want to buy.
Myth 8
Software prices must be high because consumers
perceive lower priced titles as inferior.
One of the most absurd arguments that has been
advanced by otherwise rational people is that knowledgeable consumers will only
buy interactive entertainment if it is priced over $30. Many people say that new
titles priced in the under $30 range will not sell because consumers will
perceive them as being of lesser quality.
Of course, many titles originally priced under
$30 have not sold well. However, there is a problem with making blanket
statements to the effect that this means consumers enjoy high prices. In the
past, with low priced software, consumer perception has matched reality. Titles
were priced low because they weren’t any good. If quality titles are initially
priced below $30, consumer perception will change immediately.
One of the past problems with lowering prices
has been the high cost of goods with cartridge products. CD-ROMs and DVDs are
much cheaper to manufacture and this allows for more pricing flexibility. Of
course, the problem with lower prices is that it requires an increase in volume
to make up for the lost revenue from the price cut. In the past, the relatively
small installed base of game machines and PCs means sales volumes were naturally
limited. Price cuts only drive up volume a small amount.
Software prices are rapidly coming down to
reflect reality. Many game titles are fun, but only for a short period. Other
titles provide many hours of enjoyment. Currently pricing tends to be the same
for all types of titles, when it should reflect the amount and quality of game
play a title provides. Titles that only provide a short amount of game play must
come down in price to compete with the rental market and other pay-per-use
options. Titles that provide long term game play can command a higher price.
In the console game market, the price of new
games averages over $40, but that price is coming down. Sony is leading the
charge, having priced a great deal of new software for the PlayStation at
$34.95. Many older titles for the PlayStation are now below $20. These are often
quality titles and their low prices are an indication of things to come. The
biggest attraction of CD platforms may prove to be lower software prices.
However, the first generation of PlayStation 2 titles will have a MSRP of
$49.95.
On the PC side, the price decline has perhaps
been more dramatic. With educational PC software, prices under $30 are now
standard. Hit PC games still sell for about $40, but after a few months on the
shelf PC game titles drop dramatically in price. Myst was able to stay on
the best seller list because its price was dropped to $19.99. Then there is a
whole line of value titles like Deer Hunter and Who Wants to be a
Millionaire that are launched at a price of $19.99 to $29.99 and enjoy very
strong sales. This has become an industry with real pricing flexibility. This
means titles have longer lifespans through lifecycle pricing, as well as the
potential for lower priced add-on packs.
Myth 9
A) Interactive entertainment is enjoyed only by teenage and
young adult males. Most consumers prefer passive entertainment and do not want
to be "interactive."
B) The teenage and young adult market is more profitable than
the youth market.
Of course, teenage and young adult males are
still the main buyers of interactive entertainment. However, the demographics of
the industry are changing. There are now many young adult males that grew up
playing interactive entertainment and are continuing to do so as adults. There
are another group of adults that are being introduced to interactive
entertainment when they buy a multimedia PC bundled with software. This group
includes a substantial number of females. "Multimedia" has received an
enormous amount of attention from the general media, and even adults that have
not played interactive entertainment software are curious about this new form of
entertainment.
Systems from Sega and Sony actually targeted
young adult males as the PRIMARY demographic. This was shown by the marketing
plans for the Sega Saturn and Sony PlayStation and so far has continued with the
Sega Dreamcast and Sony PlayStation 2. People in the 18 to 35 year old age group
had a large say in making the Sony PlayStation such a huge success. This is
problematic in some ways because the younger age group still remains the leading
buyer of interactive entertainment. Both the Sony PlayStation and Sega Dreamcast
emphasized racing, fighting and 3D shooting games. These are traditional game
genres that appeal to the traditional video game audience: teenage and young
adult males. Many adults like these types of games, but generally not enough to
justify a purchase of a new system. Adults are notable for their diversity of
tastes and interests. They are a harder mass market to reach and penetrate. The
one genre that does well with a large number of young adults, and with most
audiences as well, is sports games. Many consumers will buy a game system to
play only sports games.
Beyond sports games, the main thing to note
about the adult market is that it will take time to penetrate. A system must
build up a diverse library of software that appeals to the wide variety of adult
interests. It will also take considerable time for adults to become aware of the
new systems. Unlike children, interactive entertainment remains a fringe
interest for most adults. Few adults read the consumer magazines or keep up with
the latest hot titles. Generally adults become aware of a system through hands
on experience. They see a demo in a store or play a game at a friend’s house.
The major mistake companies like Sony have
made in targeting only an older market is assuming that they have more economic
spending power than the youth market. In fact, the adult market is more price
sensitive than the youth market. To a 10 year old boy, a Nintendo 64 may be all
he wants out of life. For this type of consumer a game system is one of life’s
necessities. However, to a teenager or young adult, a game system is usually
well down on the list of important purchases. The adult market is growing, but
the youth market will continue to be the bread and butter of the interactive
entertainment industry.
On the other hand, there are many analysts who
claim that interactive entertainment is always doomed to appeal only to children
and a small group of young adult males. The argument is that consumers do not
want to be interactive. After a hard day at work people want to come home and be
entertained, without participating. This argument has gained particular credence
among traditional media companies in the film and music business. What this
argument ignores is the fact that people have always been interactive and
continue to be so, even in the face of expanding passive entertainment choices.
Sports, card games, board games, books, puzzles, online services, location based
entertainment and many other activities, are all interactive in the sense that
they require significant participation from the end user.
The problem interactive entertainment has
faced is that it has been targeted towards a narrow audience. Not everyone wants
to play intense shooting and hand/eye coordination games. Many consumers prefer
more cerebral products. Females in particular do not seem to go for the
traditional action games. However women do enjoy card games and board games.
They also enjoy certain interactive entertainment titles like Tetris, Monopoly,
Myst, Who Wants To Be A Millionaire?, and You Don't Know Jack!, and
SimCity. These are non-traditional video games that have a broad appeal.
Of course, in many cases interactive
entertainment must compete with the real thing. Why play a game like Monopoly
or Wheel of Fortune on a television screen or computer when it is
more convenient to play the actual board game or watch the show on TV. To be
successful interactive entertainment must add value that can not be found in
traditional activities. This could be in the form of giving a consumer
competition when other players are not available, or adding game features that
make the electronic version more fun than the real thing.
History has shown that many games do well in
electronic form. Companies like Hasbro, Mattel and Avalon Hill got started
making board games. Now these games tend to do quite well when they are released
as computer games. The computer allows for more complex simulations and more
convenient game play than the traditional board games.
In the long term, an interactive entertainment
machine should appeal to a broad range of consumers. Currently the PlayStation
and Nintendo 64 console systems have a narrow appeal because they have limited
software categories and only focus on a narrow category of interactive
entertainment. However, this should slowly change with the release of the new
generation of systems, as more consumers become aware of the plethora of
features these new machines offer, such as Internet access and DVD movie
support. It will not happen overnight, but games are starting to appeal to all
age groups and sexes. Someday, game machines will be purchased for the enjoyment
of the entire family.
Myth 10
With faster processing power, 3-D graphics, full
motion video, the growth of the Internet and the potential for multi-player
games there is no limit to the growth potential for the interactive
entertainment industry.
Technology is improving and more people than
ever are interested in interactive entertainment. Many analysts feel that there
is no limit to the growth potential for interactive entertainment. Of course
there are some major limits. The interactive entertainment industry will
experience steady growth but it will be over a period of years and generations,
not the exponential growth many expect.
While more adults and females will start to
play interactive entertainment, it will be a gradual process. Technology changes
rapidly, but consumer behavior evolves slowly over time. People become
accustomed in their ways. The most radical change occurs among children. It is
difficult to get an adult that has never used a computer to start playing
interactive entertainment. On the other hand, children are not afraid of change
and will embrace new technology. Furthermore children continue to use the
products of their youth as they age.
The problem is that children age slowly. A ten
year old today will be a starving college student in the year 2010. This is bad
news for a company that wishes to broaden its demographic appeal today. The good
news is that interactive entertainment has been around for over twenty years.
There is now a significant portion of the population under the age of 40 that
grew up playing video games and using personal computers. These adults are
comfortable with interactive entertainment.
However, even assuming adults buy into
interactive entertainment, growth potential is limited. There are many products
and activities competing for limited consumer dollars. The number of ways a
consumer can enjoy his/her valuable leisure time are constantly increasing. Many
entertainment choices are free or inexpensive. Interactive entertainment remains
expensive. A networked family game may be very appealing, but it is competing
with a deck of cards, watching TV, using the Internet or many other options that
are relatively cheap or free. When there is a major difference in price, many
consumers will choose the many other options available that are free and use the
money saved on something else.
To realize its strongest growth potential, the
interactive entertainment industry may have to support advertising in products.
Advertisers support many entertainment products from television, to magazines
and newspapers. The support of advertising lowers the cost to consumers. Total
consumer spending will only increase gradually, no matter how compelling the
content. The real growth potential in the interactive entertainment industry may
be recognized when advertisers start to finance products and allow networked
family games to compete, on a cost basis, with a deck of cards.
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