Extending the Lifespan of Games
Returning to
trade-ins, something that I've seen -- I've attended a lot of conferences for
developers, and there's a big push from within the industry to create features
within games that extend the lifespan of the games, like downloadable content
and multiplayer modes. Part of the motivation, quite explicitly, is to stop the
games from being sold off quickly after the single player campaign is finished.
Have you seen an impact?
BM: No, not really. At all. We are the number one retailer
of Xbox Live, and most of that content up until now -- now that obviously you
can get downloadable content or maps on PSN or through Nintendo -- but again,
Live has been the format where it's been at. And, again, we've supported them
as partners. We've merchandised Live very well within our stores, and again
we've had many discussions about the content that they've had available.
You're talking about
point cards?
BM: Not only point cards, but the service itself. The three-month and 12-month.
TB: By far we have a dominant share in the sale of actual
network cards themselves.
BM: I would have to say that we originally, some of the
early on expansion packs, if you will, it was a little bit of a, "Wow, is
that going to impact us or not?" But again, as the publishers have
educated us, as we've educated them on our trade and used model, they're using
it more as an extension as a life of the game. These are just smaller expansion
packs.
TB: I think Call of
Duty 4 was a great example of where -- we had a game that was a huge hit,
last year, obviously. They did exactly what you said -- they developed more
maps for it.
BM: Game of the Year Edition.
TB: They made it available at retail and it had a resurgence
in retail that I'm sure far exceeded -- I don't have the facts on this -- I'm
sure far exceeded the revenue that they got from downloads. Because now you had
new news for your game. I, frankly, am thrilled, that the developers are
looking at this. Because anything we can do to make a game better for the
customer is ultimately going to help all of us. There's no doubt about it.
This is sort of a
rule of thumb -- I don't know how statistically accurate it is, but it's
broadly stated that most games have about a six week shelf life from hitting
the shelf till sales death, which is a very short window.
BM: I don't think it's that short. I think it's quite a bit
longer than that. I think it depends on the genre. Now, sports titles, they
probably have the shortest life of most games within their sales cycle, but
again we've done a good job internally of marketing and really becoming aware,
with our publisher partners, to make sure that we're not just focused on new
releases and moving from one hot title to the next hot title, and really focusing
on what you mentioned earlier -- the Greatest Hits category. We represent that
through merchandising, visually, in our stores, to create that as a category,
so again, there are some great games in there that have a lot of good gameplay.
The cycle, the one thing I would agree with, is that the
full retail value of a title on the shelf has definitely shortened from years
gone past. But again, the overall cycle, definitely not.
Some games, I guess,
they kind of come and they go. Some games obviously have a much longer
lifespan. What do you see as a way to extend the lives of games in general?
BM: Obviously again, I think it's important, the publisher
holds the main card on that. Because, again, they're in control and obviously
they have reserves, that's part of their business model. They know they're
going to hit certain sales cycles and they're going to have to move from a $59
to a $49 or a $59 to a $39.
Again, Microsoft's done a great job of really grasping the
concept of, don't do it and... make it a $10 move, make it
a substantial move. When they move a price, they move it from $59 to $39.
TB: Make news out of it.
BM: And that's a significant jump in the sell-through of
that title at that particular time in the sales cycle, and they figured that
out several years ago, really.
TB: And the other thing is that there's a direct correlation
between the quality of the game and the length of the cycle. And so as they
come out with quality games, I mean, the quality games -- Call of Duty 4 has a resurgence.
Six months after it launched, we
had a major resurgence. They come and they bring a little bit of news to it.
It's still selling extremely strongly. I think the quality of the game has a
lot to do with it.
The GameStop Experience
Something you've
talked about as one of your core differentiators -- and this has come up a lot
of times -- is the experience you can get at GameStop against any other
retailer of games. What does that hinge on, in your view?
TB: Clearly it hinges on the knowledge of our people. That's first and
foremost. You and I were talking before. You're a passionate gamer. You could
have great conversation with any of the 5,000 people that are out here about
their passion for gaming. They share a passion for gaming that is unmatched in
the industry, and that's why they're there at GameStop.
Another thing I think we bring is selection, in our stores.
No one else, and I mean no one else, has the selection that we have. And also
we are dedicated to having products quicker than anyone else, or as quick as
anyone else, so you're able to get that product that you want, with somebody
who's in most cases has actually played it and can tell you some things about
it, and will in some cases give you an opportunity to select other games.
Another thing that I think we do very well, especially with
the new gamer coming in, with the expanded audience, one thing that I saw a lot
during the Holiday season as I was out on Black Friday -- you'd see somebody
find a Wii, and they were so happy to find a Wii and then they'd be walking out
the door, and you'd say, "You realize, you only have one controller there.
In order for it to be a really great present, you're going to need two, three,
or four." It's the time that we get to spend and interact with the
customer that really differentiates our experience from anyone else.
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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.