Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 9, 2012
 
Activision Blizzard reports better than expected 2011 thanks to MW3, Skylanders
 
DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe [7]
 
What Nintendo's 2011 sales mean for Wii U, third parties [11]
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [13]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [37]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Blizzard Entertainment
Software Engineer, Web
 
2K Sports
Software Engineer - 2K Sports
 
Blizzard Entertainment
Language Tester, Brazilian Portuguese
 
Vicious Cycle Software, Inc
Animator
 
Blizzard Entertainment
Language Tester, Traditional Chinese
 
Blizzard Entertainment
Language Tester, Spanish (Castellano)
spacer
Blogs

  Explaining the Decline of Guitar Hero and Rock Band
by David Wesley on 10/28/09 11:46:00 am   Expert Blogs
4 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 10/28/09 11:46:00 am
 

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

guitar hero rock band growth graph

 

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?

 
 
Comments

Joe Rybicki
profile image
I'm fascinated by this analysis, but perplexed by that chart. It appears to indicate, for example, that the Rock Band franchise released eight games this year. I assume this number includes the mobile versions, but these are "instrument simulation" games only in the loosest interpretation of the term; they have much more in common with games like Dance Dance Revolution, which does not appear to be included in the chart.

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.

David Wesley
profile image
This is a dilemma often faced in social sciences. Where are the cutoff points? What data should be excluded? etc.

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.

Joe Rybicki
profile image
I'm wondering, though, if the way these releases are marketed can have an effect. Generally speaking, I think the gaming consumer wouldn't consider the arcade version of Guitar Hero 5 as a separate and distinct release, for example; same with the Rock Band track packs -- mainly because they're not being presented that way to the general public.

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?

David Wesley
profile image
The law of diminishing marginal utility applies to closely related products as well, but perhaps not the the same extent as fundamentally identical products. Therefore, it is true that the more of any music games consumers own, the less likely they are to buy others. A very simple example is a hungry person who is given donuts. The person will love the first donut. The second donut will also taste great, but won't be as satisfying as the first. By the time the person gets to the tenth donut, he or she will probably be sick. It won't matter if the donuts are all different (jelly filled, chocolate, plain, etc.). If the person gets a danish or a piece of cake as the second and third items, they may enjoy them more, but the products are similar enough that the person won't want a fourth or fifth. On the other hand, if the products are completely different (think of a Thanksgiving dinner) the person may enjoy all ten of them (although he or she might not feel so great afterward).


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.