Monthly Archives: March 2006

GMC Session: How to Ride Out 2006

Comments by Michael Pachter, Managing Director, Wedbush Morgan Securities

My view of 2006 is, it’s a mess. Most of the constituents in the video game business didn’t plan out ’06 very well. Everybody is quick to blame Microsoft for the console shortage, but publishers are responsible for declining sales last year. Publishers saw the rising development costs for next-gen games and thought “we’re going to take less risk and stick with proven concepts” in both next-gen and current-gen. Look at the movie business. Crap. Sequels and more sequels. Who thought Dukes of Hazzard would be a good idea?

All we got from the publishers last year were sequels and movie titles. Who would think King Kong would make a good video game? I’m shocked that people think that’s the kind of game consumers want. Consumers are saying: “Microsoft is telling me I must have this box. But all I can buy are a bunch of sequels. I’ve already got those games.” It’s easy not to make a purchase.

EA’s coming out with The Godfather. That’s Dukes of Hazzard with Marlon Brando. That movie is old! How are you going to make Godfather resonate with today’s game consumer?

I think this year’s a mess. Microsoft did a brilliant marketing job. They’re going to catch up on supply. But no one’s buying Madden ’06 when Madden ’07 is just about to be released. Very few games are coming out this summer. We don’t know when the PS3 is launching. You guys are all going to lose your jobs because your boss is going to say “why can’t you sell games to these people? You suck.”

Assuming Sony gets the PS3 out, ’07 is going to be big no matter what. The publishers all talk about how the PS3 is additive, but it isn’t. It is going to cannibalize sales of games on old consoles (again, nobody buys Madden ’06 if they can get ’07 for their new console).

I think Nintendo will be incredibly successful. Many people don’t realize it, but Nintendo defines hardcore. Grand Theft Auto isn’t hardcore — Mario and Zelda are. The people who love that stuff, love that stuff. Last cycle, Sony and Microsoft had lots of exclusive titles. This cycle, it isn’t the same. Hardcore gamers aren’t going to buy a PS3 and an Xbox 360. Of the [predicted] 40M Xbox 360 buyers, 10M will buy a Revolution, and 20M PS3 owners will buy a Revolution. The innovative gameplay will hook hardcore gamers. The low price will hook other gamers. Nintendo is going to do great. If they can get more developers to make games for the Revolution, great. If not, thats the developers’ loss.

Comments by Jon Goldman, CEO, Foundation 9 Entertainment

2006 is going to be a rough year, but ironically, for independent developers like us, rough years are good years because publishers are cutting internal costs and turning to outside studios for help.

I think there are a lot of good market trends; you just need to find your way through this year. More people are playing games. Not just hardcore gamers — there are returning gamers, new crops of kids getting into games, new platforms, and technology is making better quality cheaper (for example, better cheaper LCD screens).

So from my standpoint, the principle challenges are structural. Innovation is a giant challenge for the industry, and that’s structural in many ways. It’s very difficult to take risky bets when you’re shouldering the entire burden of a game’s development and distribution.

Foundation 9 is a consolidation of several experienced developers. With size and scale, you can pool human and financial resources to handle the investment necessary to deal with this next generation of game development. Right now, you need to be doing R&D at the same time that you’re developing games and meeting commercial deadlines. That’s really hard. Unless you can invest ahead of the curve — as a large publisher, console manufacturer, etc, you’re going to be behind the curve, and that’s going to hurt innovation.

In my opinion, a lot of the most interesting games are non-traditional games. I’ve got a couple of girls, and we play DDR and Karaoke Revolution. Katamari has been a huge hit in my household. There’s a whole wealth of gaming out there, where what’s fun matters more than high definition graphics. The only way to regain focus on innovation and fun gameplay is for people like us to invest in the equivalent of basic R&D to get games right, meet market windows, etc.

We’re seeing a lot of interest in the DS right now. Compare development costs for new consoles to costs for the DS and you can’t help but be interested in that platform. You can’t build a lineup of games exclusively for next-gen, not with $15M development costs.

Game Marketing Conference (GMC) — Halfway Through

Today was the first day of the Game Marketing Conference. I spoke on a panel entitled “Opening Up the Shop: Blogs, Forums and Developers”. It ended up being a lot of fun! Great questions from the audience, in general. Unfortunately, since I was actually on the panel, I didn’t record anything. Hopefully someone else blogged it!

Suffice to say, I argued vociferously for game developers and marketers to develop an open, honest relationship with the blogging community, and to support blogging within their own companies (as long as they make corporate policies clear to all employees, first.) There wasn’t much dispute with my fellow panelists, but a couple of audience members expressed concern about the dangers of engaging the “vocal minority” that so often makes itself heard in blogs and forums. IMO: you need to grow a thick skin, deal with those guys as graciously as you can, and keep communicating. Companies that abdicate online communities are giving a sustainable advantage to their competitors (who don’t).

Over the next couple of days, I’m going to post snippets of interest from conference sessions that I attended. That seems more useful (and fun) than simply posting entire transcripts like I normally do. Oh, and less likely to result in carpal tunnel. 😉

PS3 Delay Scenarios

Jason Kraft & Chris Kwak (of the Susquehanna Group) have released a report analyzing the potential impact of lower next-gen game sales, lower current-gen game sales, and lower current-gen game prices on the major publishers. They call the report an analysis of the potential “disaster scenarios” caused by a PS3 delay, but that’s really just sensationalism, and it actually reduces the usefulness of the report (which could apply equally well to scenarios in which the PS3 ships but doesn’t sell due to price issues, hardware glitch issues, etc). And the report doesn’t account for scenarios in which the 360 begins to outperform, and/or the Nintendo Revolution explodes out the gate (thus helping to compensate for failures on the PS3 front). These are serious consideration! So basically, all the report really tells you is: “Which publisher(s) would be hurt the most if the next-gen console market failed to take off in 2006.” Which is worth knowing, if not terribly difficult to figure out.

Having made my reservations about this clear, here are the conclusions of the report:

  • Lower-than-expected next-gen game sales would create the most pain for EA and Activision, which have the most exposure to next-gen. THQ is best insulated (thanks to its focus on portables).
  • Lower-than-expected current-gen game sales would hurt Take-Two most.
  • Lower-than-expected current-gen game prices would also hurt Take-Two the most.

If you want the details, I believe they still offer copies of their reports for free to anyone who asks. Contact: kraftandkwak@sig.com.

Articles of Interest

  • Rockstar is making a table tennis game for the 360 and is charging $39.99 for it. Could work, if the designers exercise a little creativity. (Personally, I’d enjoy a game with powerups, exaggerated animation, etc). The price tag might really appeal to gamers reeling from the $60 cost of most 360 titles; then again, even $39.99 might be too high for something like this. Depends on the quality of the game.
  • Via Gamasutra, an interesting article exploring the value of cooperative play. IMO, the market is sorely in need of more games with serious coop modes. I think everyone would enjoy them. And hey, studies suggest that women particularly appreciate cooperative play; useful thing for a female-starved industry to note. Speaking of coop, check out Raph Koster’s thoughts on a healing-centric MMOG.
  • Blizzard is making World of Warcraft customers compete for a slot in the WoW expansion beta-test. The competition is itself a test of new hardware that Blizzard wants to analyze under stress. Man, next thing you know, they’ll have WoW users paying for the privilege of receiving press releases.  ðŸ™‚

Flash Game: Splash Back

A momentary respite from pontification to have a little fun. Splash Back is a cute, free Flash game. I got bored after three gameplay sessions (each of decent length), but that’s OK. I had fun while I was playing, and now I’m familiar with another interesting design mechanic.

Btw, I stumbled upon this via Digg (a democratic linkfarm/blog, for those not familiar with it). As a means of quickly turning up interesting news, Digg hasn’t really worked out for me. I find what I’m looking for (faster) via Slashdot, Next Generation, etc. However, Digg appears to be good for turning up games, interesting videos, etc. And it’s a (somewhat) useful measure of what people find interesting.

What Does Top Entry-Level Talent Cost Nowadays?

I’ve been chatting with a few undergraduate MIT students who already have full-time offers from video game companies. Most had summer internships with one of the large publishers, and all appear to have worked on video game-related projects, in and/or out of class. I thought some of you might be curious to know what those offers look like.

Students who applied for engineering jobs seem to be getting offers in the 70s — in some cases, the high 70s. The same students got offers approximately 10K higher from companies in other industries; i.e. Oracle, Microsoft, etc. So the gap between game company offers and non-game company offers appears to be narrowing for engineers. In general, I was amazed at how high the offers were!

On the other hand, students who applied for production jobs (even students with a double major in computer science) seem to be getting offers in the 30s. I find this to be completely bizarre. I mean, yes, I understand the laws of supply and demand (there are more wanna-be producers and designers than well-trained engineers). And yes, production skills are harder to learn outside of the work environment. But are talented entry-level producers really worth only half the equivalent engineer? Even when they have the same academic training? (After all, a solid grasp of programming is useful to both producers and designers, not just engineers!)

I think this exposes one of the industry’s most fundamental flaws. Producers are expected to keep game development on schedule and under budget. They are expected to act as the bridge between the various development groups, the mouthpiece to the outside world, and the interface to marketing and sales. They facilitate (and in many cases participate in) the creative design process. In other words, producers are the oil that keeps the machine running smoothly — indeed, keeps it running period. If entry-level salaries are any indication of how much (or how little) the industry values its producers, it’s no wonder so many games run over schedule and over budget!

Update: many people have asked where the job offers came from, since location obviously affects salary. I haven’t had a chance to reconnect with every student I initially spoke with, but it appears the majority of the offers were from studios in California and Seattle.

2nd Update: As promised in the comment thread, I’ve posted a followup editorial (which has been reprinted with permission by Next Generation.

Articles of Interest

  • Acclaim is reborn; this incarnation focused primarily on free online games.
  • Forrester Research predicts growing PC market; calls PC the “dominant” gaming platform. Unfortunately, no distinction appears to be made between casual games, MMOs, and traditional AAA titles. Lumping casual games (i.e. Minesweeper & Solitaire) in with AAA titles isn’t very informative; it’s like saying “sales of cars are rising in the US.” OK, but which cars? Apparently not GM’s
  • World of Warcraft has reached 6M subscribers. [Insert corny “wow” one-liner here.]
  • Shanda, which late last year eliminated the subscription fees for many of its games, announced a big loss this quarter.
  • Be your favorite celebrity in Second Life. I have to say, I’m amazed (and pleased!) that Linden Lab has yet to be attacked by an army of IP laywers…

PSP Keyboard Cancelled

Via Kotaku, news that the “most anticipated” peripheral for the PSP (a keyboard) has been cancelled by the manufacturer. An email from the company reportedly blames Sony for failing to share much-needed information about the PSP’s protocols.

I generally try to assume that companies behave in rational ways (even though it’s clear that this isn’t always true.) So I’ve been trying to think of reasons why Sony would fail to even minimally support the development of third party add-ons like this one. After all, they might spur sales of the PSP and lead to interesting applications for the device. So far, I’ve come up with the following possibilities:

  • Perhaps Sony plans to release its own keyboard, and sees no reason to share the market for it, and/or:
  • Perhaps Sony is afraid that customers will expect it to support (unreliable) applications made for use with the keyboard, and/or:
  • Perhaps Sony believes that third party add-ons will make it too difficult to predict PSP usage and positioning, and thus make it too difficult to create strategies for the platform going forward.

These aren’t terrible arguments. Still, console makers all understand that they can’t hope to survive without substantial third-party game development for their platform. I don’t see why third-party hardware development should be so different.

Maybe the keyboard (and related apps) could have inspired a huge new community of buyers. Even if Sony is cooking up a keyboard of it’s own, maybe this keyboard’s design would scratch someone’s itch better. The only thing more important than getting PSPs into people’s hands is making sure they buy games and/or UMDs afterwards. Could a third-party keyboard really hurt?

If Sony is really worried about tightly controlling the user experience, couldn’t it simply put third party add-ons (like this one) through the same rigorous qualifying routine that it puts games through?

Anyone have better insight than I into Sony’s thinking?