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Last week, Gamasutra published an article titled
Analysis: Guitar Hero Vs. Rock Band - Behind The Numbers. The scope of the discussion was limited to actual sales trends. To try and make sense of these numbers, I decided to post an article that focused on the strategic and marketing concepts that might help explain these trends, titled Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band.
The article presents statistics on the growth of instrument simulation games (see graph below) and discusses the basic theory behind product life cycles. Developers are often faced with decisions about which platform to develop products for. Given that most developers have limited resources, it is important to focus efforts on platforms that will provide lasting revenue streams. One way to do that is through product life cycle analysis.
One important thing to remember is that the statistics posted by Gamasutra are YTD numbers. Therefore, they do no include sales of Beatles Rock Band, the popularity of which could help narrow the year-over-year sales decline. That does not negate the concepts discussed in the article. At best, a temporary 11th hour reprieve will be followed by a continued decline in sales in anticipation of an eventual plateauing.
Number of Instrument Simulation Games Launched since 2005
When I posted a link to the article on the Linkedin "Video Game Marketing Group" discussion board, it generated some comments about how companies can best respond to declining sales that are the result of product life cycle trends. Some of the points raised in that discussion are:
- There is no one life cycle pattern. There are several patterns that have been identified in product life cycle literature.
- Guitar Hero and Rock Band will likely
follow a flatter pattern with moderate growth following the decline
phase, known as the growth decline plateau, a pattern first identified in 1976 by
Nariman K. Dhalla and
Sonia Yuspeh in their article "Forget the Product Life Cycle Concept."
- Neither Rock Band nor Guitar Hero are
"failing." They are simply adjusting to the reality of product life
cycles. Both games are here to stay and hopefully they will continue to
get better.
- There are at least two ways to prepare for and respond to maturation/ decline stages. Sometimes the
answer is to accept lower sales levels and sometimes it is to
discontinue a product. 3M has made an art out of cycling new products
into its portfolio while retiring products that are near the end of the
life cycle. The key is to have new (different) products to replace the
old ones (not simply variations of existing products, such as a Beatles
version of Rock Band).
The numbers presented in the case of Guitar Hero and Rock Band raise an important question:
Can companies continue to release instrument
simulation games at the current rate?
I believe the answer is clearly
"no." The best options are to release fewer instrument simulation
games, to extend the time between product launches, and to focus on
supporting existing products by expanding downloadable content with more
songs and options. The question is whether the revenue stream from
add-ons is sufficient to support existing staff levels. If not, these
companies will be faced with the choice of laying off people or moving
them to other unrelated projects.
What do you think? What other product categories do you see facing these kinds of market pressures? How do you feel about the strategies of Harmonix and RedOctane?
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And even counting those, you still need to add in this year's three standalone track packs to get to eight releases. While these can technically be played on their own, they're nothing but compilations of new songs; it seems to me to be a bit of a stretch to consider those "launches" of any kind.
I'm not disputing your premise, but perhaps the trend isn't as dramatic as it appears.
The criterion that I used was standalone launches under the Guitar Hero brand name. They do not include versions of the game for different platforms. For example, Band Hero for the Wii, PS3, and Xbox 360 counts as one game. It does include standalone mobile versions. For 2009, the list includes:
Guitar Hero 5
Metallica
Smash Hits
Van Halen
On Tour: Modern Hits
GH5 Mobile
GH5 Arcade
Band Hero
DJ Hero (which is probably different enough to not be included)
Compare that with 2005 and 2006, each of which saw only one GH release, and the jump in releases in pretty major, even if you don't include DJ Hero and the mobile versions. The point is that the overall trend is significantly up each year and cannot be sustained at these levels.
For Rock Band, the trend is similar. In 2009 we have:
The Beatles: Rock Band
Rock Band Unplugged
Rock Band Mobile
Rock Band iPhone
Lego Rock Band
Classic Rock
Country
Metal
Again, you could argue that the track packs should not be included, but the trend is still the same with more year over year product launches.
Another interesting observation is the decline in "other" company launches in 2009 after a big increase in 2008. It seems that in 2008, several companies tried to capitalize on the rise in popularity of this sub-genre but then quickly withdrew from the market after they realized that their products could not compete with the incumbents.
And then for the games that are distinctly different -- the mobile Rock Bands, and DJ Hero -- wouldn't these be perceived as being different enough to not be subject to the law of diminishing marginal utility? Or do you think that owning any music game makes a consumer less likely to purchase any other?