Video Games no Longer "Recession-Proof"
Mike Riggs | October 31, 2008, 1:10pm
And not just because there's no such thing. From Wired's Game Life blog comes news that Electronic Arts (EA), the maker of enthralling life-suckers such as Medal of Honor, Command and Conquer, and the Madden series, just trimmed its staff:
Electronic Arts is cautious on its short-term business prospects and plans to let go of 6 percent of its workforce as a result of dismal economic and retail outlook --and despite a 40 percent increase in second-quarter sales.
The company lost $310 million, or 97 cents per share, in the second quarter, which widened from $195 million, or 62 cents per share last year.
"Considering the slow down at retail we’ve seen in October, we are cautious in the short term," said John Riccitiello, Chief Executive Officer, in a prepared statement. "Longer term, we are very bullish on the game sector overall and on EA in particular."
The layoffs are expected to save the company $50 million annually, but will result in $37 million in restructuring charges in 2009.
I doubt game makers will vie for a slice of bailout pie, but their economic woes may lead them to revive arguments that Andrew Eades (of PlayStation design firm Relentless Software) made in late September, when he essentially argued for regulation of the pre-owned market:
"I feel that game retailers have absolutely a good role to play but they have to realise that when platform holders, developers, and publishers are saying 'we're not really happy with the way you are treating our games in the pre-owned market' it would be preferable if they listened a little bit harder - because we are saying it loud and clear and we do have another option which is digital distribution which does cut them out of the chain at some point."
EA didn't point fingers in its press release, but it's fathomable that they'd jump on board with Eades and others like him. EA, Relentless Software, and other makers of games for XBox, PlayStation, and the Wii—all of them "console" platforms—face more competition than makers of PC games from the pre-owned market, as console games are more expensive: the average PlayStation 3 game runs about $55 versus $20 for most PC games. A lot of that cost is eaten up by R&D, but part of it is the physical product, so I find it fascinating that makers of console games see moving to digital sales as a last resort; especially since PC companies like Blizzard Entertainment, the maker of World of Warcraft, conduct all their business digitally and make a killing doing it (WoW has 11 million subscribers who pay around $15 a month to play Online).
Adopting a digital product platform—especially in an age where most console gamers play Online—is a great way to cut costs. Incidentally, using digitalization as leverage to call for regulation of the gaming market could lead to the kind of unwanted government intrusions against which the industry is constantly fighting.
Kerry Howley wrote about the correlation between video games and violence here. Daniel Koffler wrote about the government response to Grand Theft Auto here.
isildur | October 31, 2008, 2:10pm | #
Well, I'm actually *in* the game industry, so unsurprisingly I have some thoughts on this issue.
First, EA scaling back doesn't really mean much for the rest of the industry. EA maintains a massive staff to keep their annual sequel machine running, pumping out the latest Madden or what have you. We're growing at my company, actively hiring in all departments.
Second, on the used game market: Its existence is entirely the fault of the game companies, and calling for regulation of it is like calling Child Protection Services on yourself because you can't control your own kids. Games with under 10 hours of gameplay; games that are effectively shovelware but sold at a $60 price point; games that are billed as 'sequels' but are just content that should have been in the original release... all these things make people hesitant to buy new games, and eager to get some of their money back from games they end up not wanting anymore.
Frankly, GameFly should be much more of a concern to console developers. I don't buy games anymore unless I'm completely certain the game will be great (CoD4) or I'm a huge fan of the series or the developer (the new Silent Hill). GameFly sends me games, I play them, I return them.
Regardless, I don't see the used game market, the rental market, or piracy as significant challenges for the game industry, just as I don't think music piracy is a significant challenge for the music industry. It's going to require some rethinking of business models, but that's the price you pay for constant innovation.
There are two models that are completely immune to the issues of piracy and resale: the subscription model and the digital download model. I work in the subscription world, and we love 'piracy'. We want our client software distributed as widely as possible; we make our money on a monthly subscription. As for the digital download model: of the three games I'm currently playing, only one was a physical disc purchase. The others (Castle Crashers for the XBox and Hinterlands, downloaded from Steam) were resale-proof downloads. I'd say that more than 2/3 of my game purchases are downloads.
The game industry, like the music industry, is slow to recognize that their business model is dying. Ultimately, any company that isn't selling digitally or running a subscription service is going to wither and die. All the current economic environment means is that the process is being forcibly accelerated somewhat, as gamers slow the purchase of big-ticket AAA titles with a crappy ratio of gameplay time per dollar, and focus more on cheaper, smaller titles with lots of gameplay per dollar.
(We estimate that a casual WoW player is putting 15 hours a week into the game; at 60 hours a month, the cost per hour of WoW is 25 cents. Compare to a typical console title with 20 hours total of gameplay; that's $3/hr -- or a typical summer movie, at $5/hr.)