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Analysis: Guitar Hero Vs. Rock Band - Behind The Numbers
by Matt Matthews
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October 23, 2009
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The September 2009 showdown between The Beatles: Rock Band and Guitar Hero 5 is perhaps the most direct competition between the two franchises the industry has yet experienced. The Harmonix-developed Beatles game launched on September 9th while the fifth major installment of the Guitar Hero franchise hit stores eight days earlier on the first of the month.
At the end of the NPD Group U.S. game console retail reporting period for September (which ended on Saturday, October 3rd) the final tally showed a decisive win for The Beatles: Rock Band in both units of software sold and dollars of revenue.
The Beatles moved a strong 595,000 software-only and instrument-bundled units across three platforms. The Xbox 360 versions accounted for 43% of those units while 35% and 22% were sold to Wii and PlayStation 3 owners, respectively.
According to figures provided to Gamasutra by Michael Pachter of Wedbush Morgan Securities and Anita Frazier of the NPD Group, the average price of a copy of The Beatles during this period was approximately $100. Total revenue for the title was around $59-$60 million or more than 9% of all software revenue for the month.
Despite launching on four platforms and over a week earlier, Activision Blizzard's Guitar Hero 5 only sold 499,000 units through 3 October. Again the Xbox 360 was the lead platform with 42% of the total units while the PlayStation 3 version claimed 21%. The PlayStation 2 version and Wii collectively accounted for the remaining 37%, although precise figures were not made available to us by the NPD Group.
Based on analyst comments, copies of Guitar Hero 5 averaged about $67 at retail during the game's launch month. With the 33% lower per-unit price and 16% fewer units sold, the revenue for Guitar Hero 5 during September was only $33 million, or about half of the revenue generated by The Beatles: Rock Band.

The emergence of the Xbox 360 as the definitive primary platform for these games is a notable development. For example, during the launch of Guitar Hero: World Tour in October 2008, the Xbox 360 and Wii versions were 11th and 12th, respectively, in the monthly all-format top 20 software chart.
Then in November 2008 the Wii version took a definitive lead over the Xbox 360 version and by December the Wii and PlayStation 2 versions both outsold the Xbox 360 version of Guitar Hero: World Tour.
When Guitar Hero: Metallica launched in March of this year, the Xbox 360 version charted for two straight months while the Wii version never made an appearance.
As we have pointed out previously, both the Guitar Hero and Rock Band franchises have seen revenue drop in 2009 relative to the same period in 2008. As of September 2009 the two franchises together (across all packages, including track packs) have generated $373 million less in revenue from the comparable period in 2008.
For some perspective, the software category as a whole is behind by $720 million compared to the first three quarters of 2008. That is, the revenue drop in the Guitar Hero and Rock Band franchises accounts for more than half of the drop in revenue across all software from 2008 to 2009.

Overall, however, the Rock Band franchise has taken the larger hit with revenues down by 55% year-to-date in 2009. (However, many of last year's sales may have been bundled with expensive hardware like guitars and drums which the consumer now owns.)
The one part of the business that we cannot see directly is the revenue that comes in from the sale of songs and song packs through each game's online store. At the moment Rock Band has the larger catalog of songs and has recently touted over 60 million downloads since the launch of the first Rock Band.
Even at $2 per song, the additional $120 million in revenue over the last two years doesn't come close to offsetting the drop in retail revenue just in 2009.
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Once people own a music game, there are three reasons to buy more music games (1) the music game app is a significant feature upgrade from prior versions, (2) the cost of the disc is a good value for money with enough of the 40-80 songs, or (3) a featured band is compelling enough that they drive ales alone. Now DLC is a whole different ballgame. I expect that to grow like the iTunes music store, slow and steady at first and then exponentially.
And I disagree, The Beatles are far from the only band that can drive sales globally. Music sales should indicate that there are other bands. U2, Pink Floyd, Jimi Hendrix, Bob Marley, Madonna & Michael Jackson stand out just off the top of my head as bands that could be featured in Rock band, Guitar Hero, SingStar or Lips. If anything, artists have been waiting for something like The Beatles: Rock Band to come along and show the beginnings of where the music genre could take a single band featured game. I expect that it opens the floodgates rather than being the last of its kind.
I didn't say that the Beatles were the "only band that can drive sales." I said "There simply aren't that many bands with the sales driving power of the Beatles." It is an important distinction.
Now we've gone through another swell in the genre's popularity with the introduction of the Hero franchise, and as it has happened twice before, and as franchises go on longer from iteration to iteration, the consumption rate will also reduce between each installment.
In the future, another franchise will land, diversifying the way we can experience music through our gaming systems, and it'll seem like the music gaming genre is a brand new invention all over again. I can imagine it now, the way the short-term membory mags and rags reacted to Parappa, DDR, and Guitar Hero. 'By golly, play MUSIC in our GAMES!? HOW NEW! Why hasn't this been DONE before!?'
A general point, we seem to keep forgetting that much of the world is in recession right now. Spending is down across the board in many countries. Expecting that sales of large plastic instruments and luxury music interactive entertainment will be at pre-recession levels during a recession is a little unrealistic. I expect that 2010 numbers may continue to be low but that doesn't assume that they won't go up rather than down as countries go out of recession.
Its not surprising that sales are down this year. They're down for everything, and music game bundles were the biggest ticket item. But trying to draw a connection from that to a notion that music games as a business have reached their peak seems overly reactionary. While I think its fair to say that Guitar Hero may be oversaturating its market (was it 6 or 7 releases across how many SKUs?). I don't think that determines the course for the rest of the music game end of the industry. If anything the number of new people I've seen interacting with music games continues to increase.
Let me ask, did FPS games reach their peak in the late 90s with Quake? A new genre has come around, and its a bit early to start singing its funeral dirge when it doesn't hit a high set largely prior to the recession. Just don't be too surprised if music games are 3-10 times their current audience in 5 years. It happened from Quake to Halo.
As for the core software, despite the fact I thought RB2 would be the end of it, depending on the features they throw into RB3 I will probably buy it again, and maybe not even for the setlist. For example, I would like to see an more open career mode that lets me play all the DLC in more than just one 'make your own setlist' per venue; or a sorting system that lets me rate my songs by how much I like them and sort the huge list by that; or improved party mode drop-in/out; or a way to play these songs by the X360 media center, and as such for other games... these features alone would give me the desire to purchase the next release at $60.
RB has established the continuous library approach... but these numbers never seem to include any figures into how well it is paying off for them.
Guitar Hero may have started with a larger installed base (when Harmonix left), but Activision has grown that base on an outdated model. I wonder how long it'll take them to realize that while they're pursing short term disposable disc sales, that Rock Band is locking in people by building a multi-purpose interactive music app. People don't want to have two separate digital music libraries. And 10 different GH discs isn't a _digital_ music library. If people do exactly what you're doing, buy $60 worth of songs every year in DLC, they won't do it on both GH & RB. They'll stick to one, because switching back and forth between apps is as much a pain as switching discs
I large share for this I lay at the fee of GH + the overmilking (from 2005-2009 there has been 21 GH games!!!!)
"However, what seemed to have been completely glanced over was a recent report by Credit Suisse which highlights some stunning revelations on the music game series. Quite simply, Rock Band has lost a vast amount of money for Viacom. By the end of 2009, Credit Suisse projects that Rock Band stands to have lost over $90 million. The game series simply has not been profitable since day one."
http://www.thekartel.com/johnmasterlee/blog/2009/10/23/rock_band_series_remains_
unprofitable_to_date
I'd also like to see the comparative DLC numbers here, as I'm sure while the revenue may be down from last year, the operating costs to get that DLC out must be significantly lower than for constantly churning out new disk based titles. As both franchises build up a bigger install base prepared to pay for DLC, one would think that relatively high margin revenue stream would keep climbing quite nicely.