THE NEVERENDING STORY
The managed growth of
gaming
An alert
WoS Forums reader linked recently to
this
excellent article, predicting a major crash in the videogames industry
during the next generation of consoles. It's an entertaining and
well-argued piece - suggesting (if you can't be bothered reading the whole
thing) that the games industry is about to suffer a massive collapse
because the coming hardware generation doesn't offer the visible
technological leaps of previous ones, and hence the industry's reliance on
churning out the same old games every year but with nicer graphics will
come unstuck - and the logic of its conclusions seems inescapable. The
only problem is, we've heard
this
argument
before, every bit as logically and persuasively argued (though less
funny) - and yet still indisputably, empirically, wrong. So why,
generation after generation, don't the facts match up to the logic?
The truth is, the
public's appetite for lapping up the same old games (and consoles), despite
them so often being seemingly trivial enhancements of things they've
already bought at least once, seems
insatiable. Every year, fractionally "new" iterations of the same games (FIFA, Madden,
Championship Manager, you know all the names) shoot straight to the top of
the charts despite the fact that you'd need Stephen Hawking and an
electron microscope to tell them apart from the previous versions in a
brightly-lit room. "But why?", cry those who for want of a
less-abused term we must still refer to as hardcore gamers. "Who are
these idiots who keep forking out £40 every year for endless
fractionally-tweaked repeats of the same game and ruining gaming for
everyone?"
The answer, of
course, is that the people buying, say, Madden 2004, by and large AREN'T
the people who bought Madden 2003 the year before. There are a few diehard lunatics with
too much cash who blindly swallow up every single release in a particular franchise
without even stopping to ponder for a second if it's really worth the
asking price just to have slightly more detail in the players' eyebrows,
but in most cases (the possible exception being the phenomenon that was/is
Pokemon) their numbers are fairly insignificant. And in this one
observation, we also
find both the answer to the article's question about how the videogames
industry can keep growing a seemingly-saturated market, and the real
reason videogames are as expensive as they are, when there's
clearly no
logical justification for them to cost more than DVDs or music CDs.
For all the
endlessly-repeated pronouncements of games industry trade bodies about
gaming being a modern mass-market culture like watching movies or
listening to music, it's obvious from even the most cursory examination
that it isn't. Gaming generates similar amounts of income to those
cultures because the unit price is four times as high, which immediately
indicates that only a quarter as many people are partaking in gaming as in
the other two pastimes. The article's mistake lies in believing that this
is in some way a problem for the games industry. In truth, it's the
self-perpetuating heart of the industry's business model.
For videogames ever
to become a truly mass-market leisure culture, they'd have to become
cheaper, a lot cheaper than they are now. Look at how the typical street price of a
new DVD has fallen as the format rocketed in popularity - in the early
days, publishers would regularly try to fleece customers for £24.95 for a
standard new release. Now, you'd have to be a fool not to be able to pick
up the latest hit movie the day it comes out for £15. The fact is, the
mass-market simply won't bear prices over £20 for leisure-culture items:
if you want everyone to participate in a given leisure pastime, you have
to bring prices down below that barrier. What's far better for a
manufacturer, though, is if they can instead target a specialist and
dedicated market half the size which is prepared to pay twice as much -
because then they can make the same profits with far lower manufacturing
costs and much less risk. And how do you keep your market specialist? By
pricing the mainstream consumer out of it, of course.
Surveys consistently
show that the average console owner will, over the five-year lifecycle of
a typical hardware platform, buy fewer than 10 new games for their
machine. Evidently, then, even the biggest hit titles are only bought by a
small fraction of the potential audience. At first glance this seems like
a bad thing for software publishers, but the beauty of this model is the
huge margin of error it gives them. If you only need to sell a game to,
say, 10%
of the market to make a big profit on it (and selling a title to 10% of
PS2 owners, for example, is BIG money), then you can release practically
the same game the next year and still have a 90%-untapped audience to flog
it to. (And in fact in reality, just as many potential sales as the first
game had if not more, because the total market will almost certainly have
grown by at least 10% in the year since then.) As long as the hardware
cycle is less than 15 years or so long, you'll never run out of people to
sell the same game to.
And of course, niche
tastes within a specialist market are by definition unlikely to present
you with a problem either - selling games about football, car-racing and
being James Bond to a market comprised of videogamers is like shooting
dead fish with a blunderbuss in a barrel with no water in it. So if a
particular consumer doesn't buy your football game one year, it probably
isn't because he doesn't like football, just that this year he bought a
racing game instead. Next year, he'll still be a potential sale for
Football Game 2005. This, in particular, is the piece of the plan that
falls apart if games ever do become a true mass-market culture. Suddenly
the market is a lot less predictable, and the publisher is a lot more at
risk of releasing a game that doesn't have universal appeal, yet with
prices lower they have to sell a lot more copies to generate the same
profit, and can't rely just on the people who would have bought the game
when the market was still specialist.
So as we can see, not
only do videogames publishers not need the audience for gaming to
become significantly wider, they actually don't want it to, because
if it does it'll force them to take far greater risks and develop a far
wider range of games. The current situation still offers a "natural"
growth, brought about by the fact that the very first gamers are only now
starting to have kids, and we're only at the beginning of the generations
who will be brought up in an environment where videogames are commonplace
and normal. That effect will continue over the next 25 years or so
(because the generation of new parents 10 years from now, for example,
will itself contain a greater percentage of gamers than the current one
does - gaming obviously having grown in popularity between 1980 to 1990 -
and hence will be more likely to pass the taste onto their offspring in
turn), providing a gentle and steady increase in the size of the market
without ever really threatening to break it out of the specialist ghetto.
Only in 2030 or
thereabouts will the games industry have to even begin to worry about
where its next generation of consumers is coming from. Except that, as
we've seen, even then it won't really need one - unless gaming has
grown so uncontrollably that it's become a true mass culture. Which is
the main reason the industry fights tooth and nail to keep prices at £40,
in an attempt to prevent such an eventuality from coming to pass. The
status quo offers the videogames industry a neverending procession of
unchanging and predictable customers - for as long as there are still
13-year-old boys, there will always be someone to sell football games and
racing games and wrestling games to. And as your existing customers grow
up and get mortgages and have less time to spend on playing games, they
obligingly breed their own replacements, all too eager to pester their
parents for Football Game 2015 (conveniently released, of course, just in
time for Christmas). Like the best-managed farming systems, this natural
cycle keeps numbers at just the right, sustainable, level. Flood the
market, though, and prices collapse. The last thing videogame
publishers want is millions more people playing videogames.
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