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Game
developer and publisher MumboJumbo has taken the initiative in bringing
casual games from the downloadable market into the retail sector,
licensing titles both internally and externally for distribution on
store shelves, including Super Collapse! 3, Cubis 2, and their proprietary hit franchise, LUXOR.
Gamasutra's
Frank Cifaldi sat down with MumboJumbo CEO Mark Cottam to find out how
this unique venture is working out, and to detail the market segment
that purchases casual games from brick and mortar stores.
Gamasutra:
MumboJumbo is taking so-called "casual" games, which are typically sold
exclusively through online channels, and putting them on retail
shelves. Is anyone else doing that on your kind of level?
Mark Cottam: Casual games at retail grew out of the digital download
world. Until recently, there was really no one else that was focused on
this content, packaging it up and bringing it to retail. Obviously, the
term "casual games" has become more common so we see a lot of companies
looking at the category, trying to figure out what it is that works,
and looking to bring content out under the casual games heading. At
this point, MumboJumbo is the dominate publisher of casual content at
retail. I would expect that in 2007 we'll see other companies come into
this area and truly compete with us not only for shelf space, but also
for licensing of titles.
GS: If I'm not mistaken, you published Myth III?
MC: Not exactly, we developed the game.
GS:
That was obviously not what we consider a casual game; it's sort of a
full-priced, regular game. Is that something you still do, or…?
MC:
If you go back to the beginning of the company in 2000, MumboJumbo
started as a developer of action, or AAA type, content working for
companies like Take-Two. We specifically developed Myth III
for Take-Two and they actually published it. We did work also for
Electronic Arts and Dreamworks. In 2003 we saw the emergence of the
casual game category. We knew we had to develop an expertise in the
categroy, even though we didn't understand what exactly made a game
“casual.” So in the middle of 2003 we converted our development efforts
to casual games, and now all of our development resources are committed
exclusively to casual games.
GS: All right.
So that's just on the development side, but as far as publishing, you
obviously publish – as far as retail anyway, and perhaps online also –
games that were developed outside of MumboJumbo, right?
MC:
We do. We've branded MumboJumbo as a developer and publisher of
"premium casual games." Everything that is either developed internally
or being licensed and published into retail falls into the casual game
category, and a lot of our content does come form the other developers
in the casual games space.
GS: I see. So
let's talk about sales for a little bit. I'm kind of wondering about
the sales of certain titles in their retail versus online incarnations.
Are we seeing certain trends? Do certain types of casual games sell
better on store shelves?
MC: As the market
started to grow on the download side in 2003 and we started working
that content into retail, most of what we brought into retail was the
top selling games in the download community. Games like Bejeweled, Super Collapse and Jewel Quest, and our own brand, LUXOR.
We were really taking the top performing products and putting them into
retail. In the early stages, we saw a direct correlation between how
well the title did online and how well it did at retail. And I believe
in the early days that the download side, the whole kind of digital
arena, created the awareness for these brands at retail. There was a
lot of brute force marketing in the download space, due to sites like
Yahoo!, RealArcade, MSN and Pogo, making these games very visible. As a
result, I think consumers became aware of the brand, and then as they
went into retail and started seeing those same brands, they began
picking them up off the shelf.
Super Collapse! 3
GS:
Okay! Well, my next question was along the lines of 'How do you sell
these retail games without the immediate demo exposure,' but what
you're telling me is that your basis for publishing these games is
based on brand recognition already existing. Is that accurate?
MC:
That's correct. It certainly was how we launched the casual game
category into retail, by bringing the top brands to market. And what we
found was that there really were two distinct buyers. There was a buyer
that was comfortable going online, downloading a file and paying for it
over the Internet, and then there was another customer that was still
not comfortable playing games over the Internet. The consumer may have
become aware of it coming out on the Internet, or through the
recommendation of a friend, but they were not really an online
customer. We still get a tremendous amount of mail delivered by post;
handwritten letters from customers that don’t have access to the
Internet or don't know how to download a file, but who want more of the
games that they've been able to find at Wal-Mart, Target or Best Buy.
We still see that although the world's becoming more connected, there's
a huge part of the population that is not, or doesn't feel comfortable
downloading content and transacting over the Internet.
GS: So for this sort of audience, do you offer an actual printed catalogue for them to purchase games from?
MC:
Yes, we produce and print a physical catalogue quarterly which we both
distribute at tradeshows and mail to our customers. I think you would
be surprised at the number of customers who actually purchase games
through mailorder.
GS: In terms of revenue
on individual products for casual games at retail versus download, how
big of a hit do you take boxing these up rather than just offering them
on your portal?
MC: What we've done in
terms of pricing at retail has mirrored the online pricing model. The
key price for a casual game on the Internet is $19.99. We've seen some
products push up to $29.99, but it really seems that – at least at this
point – the sweet spot is $19.99. The difference obviously is that at
retail we have real hard costs. We have the cost of the packaging,
fulfillment and supporting a product, snot to mention marketing to
generate interest either in the category or in specific products.
So
the model is very similar to what you'd see with any other retail
publisher of games. Consequently, the margins aren't quite as
attractive as they are in the download space, where the actual physical
item is eliminated completely.
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