The PC's Place at Retail, and Digital
Downloads
Now, something that
bears talking about, also, is the performance of PC sales in your stores. Have
you found that it's been consistent and strong?
BM: That is down from a year ago. We had planned for it to
be down. Again, the number of new titles we have on PC is down probably more
than what I had anticipated it would be down, but again I don't see that as a
threat or a signaling -- we're not backing away from it at all.
A year ago we had 350 stores that didn't carry PC
merchandise and today, that number hasn't grown any. There are some big titles
coming out, especially World of Warcraft:
Lich King. For a PC title to approach being in the top 10 for the year, there
are very few that can do it, and obviously Blizzard does have the majority of
them when that does happen.
TB: And we just had a great launch on Sunday, with Spore.
BM: That's correct, with Spore.
The PC market is definitely still very alive, and a portion of our business
that we're hanging onto.
TB: Another thing that we've done since last year -- Bob
really lead this initiative -- but we've taken a lot of the PC games where we
kind of had them on a gondola, from a space perspective, but we've just realized,
this is too important of a category, so we've put a lot of them up on the wall
again where there's stronger representation in our stores.
Do you find that
those kinds of decisions make a really big difference in consumer reaction?
BM: Yeah, we really did. It's a lot more accessible, the
customer doesn't feel like it's just an afterthought or that we're closing out
that merchandise. It is meaningful. We represent our top sellers. Still, with
value product, we'll continue to have that merchandised within a gondola. That
doesn't need as much prime wall space as the frontline assortment.
Do you feel the bite
from the competition of download services like Steam, on the PC platform?
BM: It has changed a lot. It is growing, but we're also growing with it. We
offer digital downloads on PC, especially, through GameStop.com, we see that
continuing to be a market that will continue to grow, obviously. EA has made
some recent announcements on download of a full game.
But again, our position
with our publishers is that we're not afraid to compete with them -- against
that digital distribution model. We can offer it. It's really another choice
for the consumer, as long as they're not making that choice an unfair advantage
for them, where they're able to sell it earlier or they add something into the
game that we can't get our hands on for our consumer.
TB: We know that we have evangelists -- you're seeing them
all walk by here [at the show] -- but they're evangelists for the game world.
We know that there are a lot of people, the majority of people, that are still
going to want to experience the retail experience -- we think, in particular,
the GameStop experience, where you go in and talk to a knowledgable person
about the game.
And you're able to get it at the same time, most of the time
even before [you could otherwise], when you go into a GameStop and pick it up.
As Bob said, we're at parity. We're all about giving consumers what they want,
so if consumers want to digitally download it, then that option is available.
We just want to continue to offer the best retail experience that we can.
How has the
performance of the digital downloads through GameStop.com been? Have you been
satisfied with that?
BM: Yes, I would say that we are. Again, on Spore, we had a pretty good response on
the number of digital downloads. I wouldn't say that it's a significant part of
our business, but again, as we've mentioned, it's another option or a choice
for our consumer that we'll make available to them and they can decide whether
they want to sit at how and download or come into the store.
What do you think of
EA moving to having the full Burnout
Paradise game downloadable on the PlayStation Network?
BM: That particular game, that's a game we've had on the
shelf and we've been selling. The difference there again, is that it's a
smaller game --
TB: About two gigabytes, I believe.
BM: So it's an option for the consumer to have a game we've
already been able to say that and market it to our consumers. It's another
distribution option for them.
Sure, and you have
been able to sell the game for quite a long period of time, but games like that
could potentially have a lot of success as a Greatest Hits title, and that
could potentially eat into that success. There's still significance there.
BM: Yeah, you're right. I think the position that we're in
there is that really it's a choice for the consumer. Our passionate salespeople
are really what represent what we believe is the advantage that we have and
will continue to have, and as you know from being in our stores and working
there for us, it's that it's just part of what the excitement that we create --
especially around these launches, giving them the ability to come in and talk
to the talk with these people. [Ed. note:
by "working there for us", McKenzie is referencing a previous
conversation where the author commented he had previously worked in Babbage's
and FuncoLand stores.]
TB: I see the
publishing very much as a partnership. In this case, you could see it as a
competition to the way that we sell. So we're going to treat it like any other
competition -- we're going to try to be the best experience for the consumer,
and we think that we're going to become that. So again, if the customer wants
to digitally download it, then it's available for them, but we really
fundamentally believe we offer a much better experience in our stores.
BM: We've done some internal studies, really looking at the
bandwidth of the internet in the U.S. as it is now, and I mean it's years
before you would be able to take a larger game and timely download that within
the current configuration of the internet, within the U.S.
So again, there is a
percentage of the consumers that are going to want to have that type of
distribution choice, but as far as it turning into a significant threat, I
think is several years -- from the study we had, it is out to 2020 or beyond,
before the bandwidth of the current internet configuration would allow that.
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Biggest load of bullshit I've heard in a while. I can guarantee you that Gamestop has a team of people doing all they can to stop digital distribution from expanding.
When you're a store as big and powerful as Gamestop, how hard is it to say to a company like EA, "sure you can release that game simultaneously through xbox live...we'll just take the box version off the nice pretty display kiosk and put it in the back, along with all your other games."
Used games take a tremendous amount of money out of the hands of the game creators and Gamestop is the main source.
TB: Yes. Most stores are doing this these days, I think, yes. I'm not sure how many of them are actually hooking it up with the transaction data, to say, "Okay, this is the transaction that these people actually did." I think that makes us unique. So, for instance, I can tell you last week that 53% of the people who bought DS last week are women. 49% of the people who bought Wii last week are women. The average age of the woman who bought the Wii was four years older than our average age that was in there. "
I just lost faith in the data presented in this article. I would bet women are far more likely to respond to these surveys than men are. My fiance (a male) didn't even know receipts had surveys on them, but I (a female) take these surveys regularly.
Either way, whether or not we believe in the relevance of this data, GameStop does.
I think Gamestop's customer data is not representative of all customers and is likely confounded by volunteer bias (and/or other factors) because it requires extra steps beyond the initial purchase. Gamestop isn't getting an accurate collection of purchaser data and may be presenting an inaccurate claim by saying that half of the DS purchasers were female (or any other claim based on this data).
I just don't like that they are making these claims based on what I think are poor data-gathering techniques.