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Michael Schmalz @mpschmalz November 17, 2011 Challenges and Opportunities in the Videogame Industry, a Console Developers Diary
My Goals for this Presentation Examine the business of making large budget videogame, past present and future. Review the environment in the game industry and some of the decisions that we have made these past few years in response Discuss the current state of the game industry. What are the pressures and how is it evolving in response. Examine issues around large budget content creation, innovation and creativity Review some trends we can expect to see in the upcoming years in the high end videogame marketplace.
Six Generations of Consoles & Razor & Blades Marketing Source: The Economist
Game Economics – Retail Console Games Development cost of a console game $15-$20 million. Retail Cost $60 per unit (full price) Less… Retail Cost $8 Platform Fee $8 Less CoGS $5 Marketing and other fees $9 Net Revenue $30 Publisher (75%) – $22.50 Developer (25%) - $7.50
Game Economics- Console DLC Downloadable Content on XBLA, PSN and PC portals. Development Cost – variable but say $3-4 million Marketing Costs - ? Cost  $10.00 Fees  $0 Net Sales  $10.00 Platform Fee 30% $3.00 Developer revenue $7.00
Economics of Used Console Games Consumer buys new game $60.00/unit Consumer Sells new game back to retailer $35.00/unit Retail Sells used game $55.00/unit Retailer profit $20.00/unit Publisher revenue $0/unit Developer revenue $0/unit Final Cost to consumer $25.00/unit
Timeline 2003-2004 Console software sales surpass the PC for the first time Consoles (Xbox, PS2) are now the #1 platform for interactive entertainment. Console development costs $3M-$6M Break even point 300,000 unit sales Console industry is healthy/profitable/expanding Industry is making about 400-500 games a year in North America Digital Extremes begins exploring different financing options
 
Timeline 2004-2005 Next Generation Consoles announced and introduced Development costs $15M (min.) Team size triples Crisis ensues for skilled developers Break even point required >1M units. How many games hit that mark?
Timeline 2006-2007 Console sales for Xbox360/PS3 very slow due to high introduction costs Next Gen game are pretty awesome, though PS3 is still losing +$100 unit at introduction Hiring skilled developers still very tough Videogame Industry continues to grow in sales and in workforce Electronic Art Stock Price $60/share
Timeline 2008-Present Global financial crisis Overall sales still holding or increasing in most genres – Video game industry dubbed as recession-proof. Many projects cancelled, studios closed, publishers downsized Analysts finally realize the game industry has not figured out how to make money in this console generation Labor market softens, industry sheds or repurposes 20% of its workforce EA stock price drops to $15/share and has stayed flat. Social media and casual games become key growth areas and major unknowns New business models emerge: subscription, free to play, micro transactions, cloud computing solutions.
Current Challenges Struggle against piracy The pressure of the rental and resale market New devices and platforms. Tablets, smart phones, mobile devices, set top boxes… Confusion in the digital marketplace.  300K apps in the Apple Apps store.  How do you choose? Or more importantly, how do you invest in this marketplace and know great content will not be lost in the noise? Branded content rules, risk aversion discourages innovation in new content IP.
Crisis of Content The internet will continue to grow beyond most of our ability to imagine in the next 20 years Most of the discussion currently is about 1) the platform or 2) the delivery portals (which part of the internet are you going to?) These are global fights with companies like Apple, Google, RIM, Microsoft (investment models exist) Very little attention currently being paid to the “Content Creators” North American investors are not prepared to either understand this marketplace or invest in it.
Revising the  Long Tail  and Videogames and Content How are we going to receive new content in the digital age – what will it look like Go back to 2006 Long tail theory is about economics of abundance in the digital age. Managing large digital inventories, music, TV, movies exploiting the efficiencies and connectivity of the internet. “ Long tails exist everywhere” Satisfying latent demand for existing content But should you invest in the long tail?  Anita Elberse a Harvard Researcher asked the right question.
Cross Media Content The migration of intellectual property across different media This is the application of the  long tail Think of this media trend in music, motion pictures Even today, I hear investors advise developers “develop for all platforms” Music has grown by selling its content across media – LP, cassette, 8 track, CD, Internet. Impacts diversity and creativity Now, Its also the migration of traditional brands and IP over social and digital networks.
Transmedia Content Concept first coined by Henry Jenkins. The use of multiple, complementary media to tell a story Has the potential to create greater diversity in story telling and media experience Game consoles provide a format for immersive experiences- at home, large screen, several hours Mobile devices provide a format for “quick distractions”- anyway you go, short duration, small screens. Computers, laptops, tablets all bring different platform characteristics “ transmedia has the potential to make characters more compelling and create distinctive understanding and affect”
New Business Models We desperately need new business models! From Wired – The future of (digital media) business is $0.00- Freeware and “free to play” Software as a service or a subscription – World of Warcraft, now proposing Call of Duty Elite Episodic games, smaller scoped game, different price points all via the internet. Monetizing audiences (social media).  What is the value of a tweet when you have 1 million followers? Advertising – Google (targeted, non intrusive)
What can we Expect in console videogames?  Heavy Monetization of existing hardware, software and content and the resulting crisis in content and creative constraints. New consoles will have to come soon. Increasing polarization between top tier and budget console games Increase in transmedia story telling. Intellectual Property leakage will continue to have significant impact on the way videogames are created, consumed and deployed.
Thank you for listening! Questions?

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Challenges and Oppotunities in the Videogame Industry

  • 1. Michael Schmalz @mpschmalz November 17, 2011 Challenges and Opportunities in the Videogame Industry, a Console Developers Diary
  • 2. My Goals for this Presentation Examine the business of making large budget videogame, past present and future. Review the environment in the game industry and some of the decisions that we have made these past few years in response Discuss the current state of the game industry. What are the pressures and how is it evolving in response. Examine issues around large budget content creation, innovation and creativity Review some trends we can expect to see in the upcoming years in the high end videogame marketplace.
  • 3. Six Generations of Consoles & Razor & Blades Marketing Source: The Economist
  • 4. Game Economics – Retail Console Games Development cost of a console game $15-$20 million. Retail Cost $60 per unit (full price) Less… Retail Cost $8 Platform Fee $8 Less CoGS $5 Marketing and other fees $9 Net Revenue $30 Publisher (75%) – $22.50 Developer (25%) - $7.50
  • 5. Game Economics- Console DLC Downloadable Content on XBLA, PSN and PC portals. Development Cost – variable but say $3-4 million Marketing Costs - ? Cost $10.00 Fees $0 Net Sales $10.00 Platform Fee 30% $3.00 Developer revenue $7.00
  • 6. Economics of Used Console Games Consumer buys new game $60.00/unit Consumer Sells new game back to retailer $35.00/unit Retail Sells used game $55.00/unit Retailer profit $20.00/unit Publisher revenue $0/unit Developer revenue $0/unit Final Cost to consumer $25.00/unit
  • 7. Timeline 2003-2004 Console software sales surpass the PC for the first time Consoles (Xbox, PS2) are now the #1 platform for interactive entertainment. Console development costs $3M-$6M Break even point 300,000 unit sales Console industry is healthy/profitable/expanding Industry is making about 400-500 games a year in North America Digital Extremes begins exploring different financing options
  • 8.  
  • 9. Timeline 2004-2005 Next Generation Consoles announced and introduced Development costs $15M (min.) Team size triples Crisis ensues for skilled developers Break even point required >1M units. How many games hit that mark?
  • 10. Timeline 2006-2007 Console sales for Xbox360/PS3 very slow due to high introduction costs Next Gen game are pretty awesome, though PS3 is still losing +$100 unit at introduction Hiring skilled developers still very tough Videogame Industry continues to grow in sales and in workforce Electronic Art Stock Price $60/share
  • 11. Timeline 2008-Present Global financial crisis Overall sales still holding or increasing in most genres – Video game industry dubbed as recession-proof. Many projects cancelled, studios closed, publishers downsized Analysts finally realize the game industry has not figured out how to make money in this console generation Labor market softens, industry sheds or repurposes 20% of its workforce EA stock price drops to $15/share and has stayed flat. Social media and casual games become key growth areas and major unknowns New business models emerge: subscription, free to play, micro transactions, cloud computing solutions.
  • 12. Current Challenges Struggle against piracy The pressure of the rental and resale market New devices and platforms. Tablets, smart phones, mobile devices, set top boxes… Confusion in the digital marketplace. 300K apps in the Apple Apps store. How do you choose? Or more importantly, how do you invest in this marketplace and know great content will not be lost in the noise? Branded content rules, risk aversion discourages innovation in new content IP.
  • 13. Crisis of Content The internet will continue to grow beyond most of our ability to imagine in the next 20 years Most of the discussion currently is about 1) the platform or 2) the delivery portals (which part of the internet are you going to?) These are global fights with companies like Apple, Google, RIM, Microsoft (investment models exist) Very little attention currently being paid to the “Content Creators” North American investors are not prepared to either understand this marketplace or invest in it.
  • 14. Revising the Long Tail and Videogames and Content How are we going to receive new content in the digital age – what will it look like Go back to 2006 Long tail theory is about economics of abundance in the digital age. Managing large digital inventories, music, TV, movies exploiting the efficiencies and connectivity of the internet. “ Long tails exist everywhere” Satisfying latent demand for existing content But should you invest in the long tail? Anita Elberse a Harvard Researcher asked the right question.
  • 15. Cross Media Content The migration of intellectual property across different media This is the application of the long tail Think of this media trend in music, motion pictures Even today, I hear investors advise developers “develop for all platforms” Music has grown by selling its content across media – LP, cassette, 8 track, CD, Internet. Impacts diversity and creativity Now, Its also the migration of traditional brands and IP over social and digital networks.
  • 16. Transmedia Content Concept first coined by Henry Jenkins. The use of multiple, complementary media to tell a story Has the potential to create greater diversity in story telling and media experience Game consoles provide a format for immersive experiences- at home, large screen, several hours Mobile devices provide a format for “quick distractions”- anyway you go, short duration, small screens. Computers, laptops, tablets all bring different platform characteristics “ transmedia has the potential to make characters more compelling and create distinctive understanding and affect”
  • 17. New Business Models We desperately need new business models! From Wired – The future of (digital media) business is $0.00- Freeware and “free to play” Software as a service or a subscription – World of Warcraft, now proposing Call of Duty Elite Episodic games, smaller scoped game, different price points all via the internet. Monetizing audiences (social media). What is the value of a tweet when you have 1 million followers? Advertising – Google (targeted, non intrusive)
  • 18. What can we Expect in console videogames? Heavy Monetization of existing hardware, software and content and the resulting crisis in content and creative constraints. New consoles will have to come soon. Increasing polarization between top tier and budget console games Increase in transmedia story telling. Intellectual Property leakage will continue to have significant impact on the way videogames are created, consumed and deployed.
  • 19. Thank you for listening! Questions?