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The latest Question of the Week asked: “”.
The
consensus of the responses we received indicated a marked interest in
the potential of digital distribution. Some commented on Valve's Steam
'contest distribution platform' and indie game distribution as the
front runners of a possible digital distribution revolution, but others
remarked on the emotional and physical reassurance of having a hard
copy. Another valid point raised was the state of the secondary or used
games market should digital distribution come to pass.
Digital Distribution is the Future
By
cutting out the middleman, digital distribution could streamline the
flow of money and reduce other constraints for game creators, though
promotion, publicity, and marketing are still vital for games to become
known. Thus, quite a few of our respondents were bullish on the
prospect of digital distribution becoming the dominant, if not only
means of videogame distribution eventually.
It's
about time we have access to digital downloads. Today, game studios are
getting bullied and censored by the big retail stores such as Wal-Mart.
The process will only get more democratic once the gaming industry is
able to manage and supervise its own product distribution.
-Jean-Sebastien Campagna, Ubisoft
The
publishers and of course the retailers will continue to hang on to
physical distribution for as long as they can, because it offers them
the greatest control over the products and makes piracy a little bit
harder. However, in the long run, the cost benefits of direct
electronic distribution will be unanswerable. As soon as one major game
publisher does it, they will all be forced to do it - just as they were
all forced to switch from cartridges to CDs. Companies that do digital
distribution of consumer software are already starting to charge extra
for sending the customer a CD. Sometime in the next 15 years or so, the
software retail shop will become as obsolete as the telegraph office.
-Ernest Adams, Ahenobarbus Ltd.
As more and more gamers have the Internet bandwidth to download large
game files, the need to spend money on retail boxes diminishes. The
price may not drop but the profit margin increases for the developer
and publisher, depending on their publishing contract. The idea and
potential of buying add-ons will sustain the game beyond the
traditional play period. Sending bug fixes to the gamer is much easier
and benefits everyone. The same will hold true for the consoles of the
future as well.
-John Nelson, Atomic Design Laboratory
Undoubtedly, unless there is some worldwide disaster, digital downloads
will become the predominant way of purchasing *any* digital content,
*some* time in the future - when high bandwidth connections are cheap
and commonplace. The real question is, how long will it be before this
happens? My estimate: Longer than 10 years, less than 30 years.
-Chris Wood , Victoria University Wellington
It depends on what kind of game you are making and what platform it is
on. Most console and handheld games will most likely stick with
traditional distribution for now. While mobile phone games are already
predominantly a download-only service. PC games are primed to make a
full switch soon too, but how soon is anybody's guess. The traditional
retail market for PC games has been constantly shrinking over the last
few years, while online distribution has been growing. Online
distribution for PC games has been around for quite a while, and it's
finally starting to really take off now with wider broadband
availability.
Some
have claimed that the PC game industry is going to disappear, but since
the PC is just about the only feasible platform for small/independent
developers, it's not going anywhere. You may not see many big name
companies developing for it, but there are hundreds of small companies
that only make their games for PC and they sell almost exclusively
through the Internet. The cost and manpower necessary for an online
distribution service is much less than physical distribution. And with
more and more companies, like Valve and their Steam service, switching
to a downloadable distribution model, this will cut out many of the
traditional middle-men, and put more of the money back into the actual
developers' hands. Even with things like the Xbox 360 marketplace, the
big guys might not be ready for such a power shift, but the independent
game community has already been selling their software this way for
years.
-Derick Eisenhardt, EMH Games
I think digital downloads will have to become more prevalent if the
industry wants to avoid total stagnation. With the ever rising team
sizes and budgets needed to create so-called "AAA" titles, and the
massive marketing spends needed to ensure they sell well enough in
their month-long shelf life to make the whole venture worthwhile,
publishers have become ludicrously conservative. Online distribution
gives the opportunity to remove a huge amount of the marketing budget
and manufacturing costs, and means a bigger cut of the profits goes
straight to the developers. Smaller budget-priced games and episodic
content become viable, meaning developers are less likely to bite off
more than they can chew - releasing 8 episodes of a game over 2 years
seems far less risky than investing all that time and money in only one
game.
Indie
games have been available for download for a while now, but both the
numbers of sales and the budgets have been tiny - enough for indie
companies to survive and keep producing games, but not big enough for
them to make any lasting creative impact. Valve made the games world
sit up and take notice with Steam, and people are starting to realize
that the distribution model can apply to "big" games as well. The real
breakthrough will be if the next-gen consoles also provide some
infrastructure for downloading content, because that will bring the
games to a far wider audience than just the PC market. The shop shelves
will be full for a good few years yet, but I'm looking forward to
seeing online distribution blossom, and hopefully provide a springboard
for those really cool projects which the publishers were too
conservative to green-light.
-Anonymous
I think it's primarily a matter of bandwidth and cost. Technologies
such as Apple's iTunes Music Store and the incredible popularity of
file sharing services (legality aside) is a sign that people are
definitely ready for digital distribution. Many users already download
Linux distributions and other very large downloads rather than pay for
a CD version (as they can cheaply burn their own). Granted, the
Linux/Unix elite may not represent the majority of game players, but if
integrated support for such technologies is more tightly built into
future consoles with a broadband connection, then why won't people go
digital?
Perhaps
you could argue that, like e-books, some people just want something
real that they can hold, and so your standard retailer will never go
away. But I'm not sure gamers (other than collectors) necessarily feel
that way about software. Especially since the days of finely detailed
color manuals, cloth maps, and other cool extras are nearly gone, what
motivation is there to buying a CD in a jewel case, which is then
packaged in a big box? So, if the bandwidth is there, and digital
distributors can offer competitive prices (due to the inexpensiveness
of reproducing digital content), then the consumer will follow in time.
Let's be honest - is there any more primary reason that file sharing
services have been successful, other than cost? People are willing to
take risk of viruses, spyware, low-quality downloads, etc., if the
price is right.
-Jeff Lunt
A good way to look at this is to see what is happening today in the
music industry with models / services like iTunes. Once high bandwidth
prices drop and become common place, there's definitely room for
digital downloads. The problem is that as processors become faster
(i.e. Cell processors) and developers can do so much more, the game
file sizes themselves will become larger and larger - spanning entire
DVDs. And so, bandwidth will again play a very important role and will
have to really become commonplace / cheap for an iTunes type model to
work in this industry.
-Vishal Lamba, Chakra Interactive
Digital downloads will be the norm in the future. Video games used to
depend on physical media to help standardize control and distribution.
But now, physical media is starting to actually limit control and
distribution. By 2030, all video games will be distributed online.
Physical media offered advantages for selling games as products. But in
30 years, video games will be services, not products. Players will
gladly pay a small entrance fee each week or each month to join up with
virtual friends to play cards and chat, or immerse themselves in a
virtual reality and chase aliens in their spaceships with their virtual
crewmates. Game companies will profit from creating and maintaining
consistent, reliable online interactive experiences to which players
contribute. Branding will be one of the most important properties video
games will have, as the reputation and word-of-mouth which players give
a game company will determine whether more players join and bring their
friends with them, or whether a service stagnates and dies in the face
of competition from other companies. Game design involves a fusion of
hardware and software, and as the Internet supercedes physical media
for control and distribution potential, players can look forward to
much more proactive, personal, social roles in the games they play.
-Adam Yulish, Ohio University
For the foreseeable future, conventional “bricks & mortar”
distribution will continue to drive the fragmented PC market, where the
local Electronics Boutique is the closest you can come to a unified
games portal. The shift to digital distribution will be more pronounced
for expansion packs and other ancillary content where the website of
the original game's developer or publisher, if properly managed, can
become a logical unified portal for the intended market. In the console
market, unified portals are inherent. Coupled with the inherent online
capabilities of the next-gen systems, this makes a very persuasive
argument for a significant digital shift on the console side of the
equation. The primary lesson that will be learned from the upcoming
generation of consoles is that the lucrative digital distribution of
demos, rentals, and fully owned titles is now limited primarily by the
storage media. The shift to digital distribution is coming to all
platforms and we now find ourselves at the start of that lengthy
transition. It will be complete within a decade. The big players in the
Digital Distribution Era will be those who own the unified portals that
will serve as the digital marketplace and those who own the big-budget
games that will serve as development platforms and delivery mechanisms
for future content. That said, new opportunities will open up at the
micro-studio level where small teams, both casual and professional,
1st-party and 3rd-party, will be able to develop, market, and sell
compelling gameplay and new intellectual properties within the
frameworks created and supported by the larger players.
-Rob Bartel, BioWare
This is definitely the future we're talking about here, but it might
arrive sooner than expected. Without question, in the near future
gaming will be dominantly download-based, as it allows developers to
adopt a B2C (business to consumers) model for selling their work
instead of a B2B (business to business; developer to publisher to
consumer) model that currently churns the market. Cutting out the
middleman by using the available technology is the next logical step,
allowing higher revenue/reward and creative control to developers. It
also allows a much greater opportunity for new developers to put their
independent titles to market in the same global sales arena that
multinational publishers achieve. Wider selections, more creative
talents, more titles, more competition between product quality, easier
distribution, and larger revenues are all results of download/streaming
game content distribution. This is a proven model for digital products,
as shown through the success in Valve's Steam and Apple's iTunes. The
gaming industry will certainly see a shift with its console titles and
its PC titles towards this model, and my studio is exploring a new
high-end web-game niche that we intend to pioneer and evolve in the
same fashion.
-Alexander Davis, Dreamseed, LLC
It's a Great Idea BUT…
While
expressing that digital distribution is a positive development, there
were those of our respondents that see it as a complement to physical
distribution, or as a viable option but ultimately non-threatening. But
even those who replied more pessimistically saw the value of digital
distribution to independent developers, and its potential to serve as a
testbed for the more risky but creative games for larger developers.
The feasibility of digital distribution also has the possibility of
forcing publishers to add more extras to physical copies for added
value.
Digital
downloads, being more convenient and cheaper, will begin to erode
market share from physical products sold in the game space as well as
other forms of entertainment. Will it entirely replace it? No,
absolutely not. However, publishers will need to get more selective and
creative in adding/selling more value through the physical channel.
Special edition titles, compilations and collector's copies will need
to be marketed in order to keep a compelling value proposition to the
gamer.
-Howard Koval, Managing Partner, Hit Start
I
think that digital downloads will be a great option for next generation
consoles. But that it will only remain an optional aspect of the gaming
market, made for smaller games that may not need to use as much storage
as some of the larger High Definition games coming out. Hard drive
space may also be an issue, with 40GB being the largest hard drive that
I have seen for the next generation systems, that could fill up really
quick considering one Blue-ray disk can fit up to 25GB of data. Not all
games will be able to fill 25GB of space, but with high definition and
enhanced graphics capabilities I'm sure they will get close. I
personally would prefer to buy all of my favorite games, and download
games I was interested in but didn't care to keep...how about
downloading rentals? I think Nintendo has the right idea; buy downloads
of the older, smaller games and buy actual copies of the new ones.
-Mike Madden
In
some of the forums I belong to, this has been discussed. The consensus
seems to be that people want a hard copy of their games. After a crash
or getting a new PC, we may want to reload a game without the hassle of
verifying a license with a website, and downloading it again. Game
downloads are huge, and even with broadband, this can take considerable
time. I don't see this changing in the near future.
-Marilyn Nelson, Mysterymanor.net
I believe that physical copies will always be required, and remain the
dominant form of distribution. Having an actual, tangible box sitting
on the shelf of your local store allows your product to be noticed by
casual, impulse buyers who might not have even known the title existed.
Whereas, in order for someone to obtain the software via electronic
distribution they will have to actively search out it out on the web...
thus creating a situation where you could seriously limit the number of
copies sold. Many people enjoy having a physical product in their hand
and have a "need" to have something they can hold on to no matter if
the products contain the same data. And the "casual" user is easily
scared by all the horror stories floating around about online scams and
viruses. Granted, online distribution will always benefit independent
developers and serves them as a way to effectively get their product
out there, but if the same product were placed in a retail box on a
store shelf I think we'd see a huge increase in sales as it would reach
a whole new, broader market.
-Michael Cooper
Digital purchasing will grow in the future, but it'll take a while.
That method of distribution has some major hurdles to conquer:
*
Having a physical box grants your company credibility with consumers:
you look more like a "real" game company. There is a perception (true
or not) that any talentless hack can put together a lousy game and sell
it online.
* What if your computer crashes? With a physical box you
can reinstall on your new PC. With online download, you need to
remember that you had it, where you got it, and what your username and
reg code are.
* There's no major press coverage (yet) of most online-only games.
There are some truly remarkable online-distributed games that most of
my gaming friends have never heard of. We need better methods of
marketing, and coverage in reviews.
* Cost of entry for consumer is still high (from a consumer's point of
view). I don't mind trying out a music artist I've never heard of from
iTunes, because a track costs me all of $1, which is pretty negligible.
But a $20 purchase for a game takes a bit more of a commitment. Maybe
if someone released a game where I can buy one level at a time for a
buck each? Maybe if that cost structure became the norm, and we had the
online-distribution equivalent of iTunes where you can order levels for
any game?
* Some people, even now, just don't like buying anything online. They
feel like there's a greater chance of getting ripped off, or getting
their credit card stolen. (This will fix itself in time, as a new
generation of people who were born online grow up.) I can see it
succeeding anyway because it's such an efficient delivery method for
games, but it will take awhile to overcome the downsides.
-Ian Schreiber, Cyberlore Studios, Inc.
What
I'd like to happen: Developers group together to form one or two major
download distribution channels/portals, giving them a much more
effective form of distribution. They in turn use the profit gain from
using these direct channels to help them stay competitive in the harsh
environment of today's industry. What will probably happen: Every
developer creates their own piece of software to do exactly the same
thing. Consumers turn away from the silly notion of having to install
two applications for every game, and because of download problems each
developer has to solve again for themselves. Normal retail distribution
is predominantly unaffected.
-Borut Pfeifer, Radical Entertainment
Downloadable
game distribution has to be seen as an additional distribution channel
rather than direct competition to the conventional retail distribution
method, at least for the moment. However, this distribution method is
opening the doors to independent game developers who want to release
their mini-games without the huge overhead and tedious process of going
through a traditional publisher. These independent game developers will
most likely rely on proven middleware to develop their games, be able
to ship titles in record times and with very limited resources, in
order to keep the costs down and therefore maximize their potential
ROI.
-Virgile Delporte, Virtools
I
think for now, which includes the next two generations, physical game
copies will continue to be the primary means of distribution for game
purchases. Most publishers and developers lack the financial resources
to create the long term server-structure to manage and maintain a
viable means of content distribution. For some game genres, FPSes and
MMORPGs, it makes sense to have a digital delivery system because the
draw is playing online. But there are other genres that will not
require digital distribution. The primary reason for publishers wanting
to distribute content digitally is control. I have Half-Life 2
and it is a good game, but I hate to play it because it is a time
consuming experience. I am inconvenienced because I need permission
form Valve/Steam to play "my" game. This is a good reason for me to
leave gaming altogether. I do not want anyone controlling my legally
purchased products. I personally think that the best way to deliver
content is with disc and the experience should be enhanced with online
delivery. Many problems arise when consumers are forced into a purely
digital delivery method. For the PC, what happens if you have to
reinstall the OS or you purchase a new system or when the game itself
is corrupted and you have to reinstall it? I don't want to wait 5 hours
to reinstall my content. Also, what happens when the distributor's
server doesn't allow you access to your legitimate account for any of
the above reasons. You potentially lose a valued customer. I prefer to
keep hard copies of all of my games.
-David Shepherd, Deltak.edu
Until the majority of the world has the means for extremely high speed
Internet service, hard copies will be here to stay.
-Jason Frederick, University of Baltimore
I
love the feeling of getting a nicely packaged game that comes in a box
with a manual and everything. The problem with digital download is that
I feel like I'll lose it if my HD fails or if I need to uninstall it
for space. If digital download can give developer more profits and
lower the cost of the game, that'll really be great. Hopefully, as
digital downloads pick up momentum ,we'll see more creative games.
-Anonymous
I
personally like to be able to have something tangible for what I
purchase with my hard earned money. But I'm getting used to buying
music off iTunes, and when Half-Life 2 came out I opted to
purchase it via Steam. I don't think digital downloading will be the
predominant way of purchasing PC and console games at least not until
the broadband infrastructure widens its reach. Still I think most
consumers will still want "something" tangible that represents their
purchase. These could be limited edition items like an art book or
action figure. The used games trade is probably looking at this
closely, because without actual products then the idea of trading in
games goes out the window.
-Carlo Delallana, Ubisoft
I
think the conventional method will be the way the majority of
developers and publishers will distribute games for the near future,
but I do think digital distribution will start to appear as an option
for PC gamers in particular, tempted by developers offering lower
prices for downloading the game rather than buying a hard copy... I
think the idea will take off, and digital distribution could eventually
equal the conventional method... but I doubt whether this will ever
become a serious option for console game developers. Digital
distribution could revolutionize not only the way we pay and obtain
games, but also how we play them... Imagine being able to download and
pay for 1 level of Call of Duty at a time for example! I think
it opens up a lot of options to smaller developers in particular, and
hopefully a way to distribute "smaller" games without huge budgets.
Other benefits like: Developers could also release a "test" level on
the consumers to see what people make of their game idea before
investing in a whole game... or the game could be distributed as a
series with a new playable level released every month continuing the
story like a soap opera! I think it's really exciting, and could entice
more people into playing games, and could help create completely new
markets for niche gamers rather than every game having to be a
mainstream hit. Overall, I think digital distribution will be a winner
for punters and developers, but publishers will have to rewrite the
rules in order to reap the benefits.
-Alistair Langfield, Matinee Sound and Vision Ltd
I
think that there are a number of people who like having physical copies
of a game; myself included. Once the copy is in a gamer's hands, it's
theirs and that's a pretty comforting feeling. I also like looking at
printed manuals and having them next to me in order to learn the game
as opposed to flipping between tutorials and actual gameplay. Games are
getting bigger and bigger. I don't think our broadband structure (U.S.)
is really ready for digital downloading for most games. Most games are
in the gigabytes and that's a day or two of downloading on most DSL and
cable connections. While prices for broadband have come down, I haven't
seen any significant improvements in bandwidth. I believe that physical
copy distribution will move towards allowing people to distribute a
game themselves. I'd like to let buyers of a game burn as many copies
of the game they want and give it to their friends. Let their friends
have a free limited time trial to enjoy the game and then give them the
option to purchase a CD key. The fairly recent popularity of "limited
edition" packages in the United States further suggests that not only
can physical copies of the game be desirable but people enjoy the music
outside of the game and so forth. Physical packages probably won't be
phased out for a long time unless some major changes are made.
-Christa Morse, LucasArts
I
can't imagine that the majority of gamers have Internet connections
capable of downloading today's games. Plus, games continue to increase
in size, making downloads further and further out of reach for many -
not to mention the general unreliability of the servers that provide
such content. Perhaps we'll get to this point in a few years, but not
anytime soon. Besides, there's an inherent value in the experience of
browsing a store with products you can pick up and compare. And let's
not forget the common practice of trading in used games which can't
really be accomplished online.
-Anonymous
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[Article
illustration by Erin Mehlos. Please note that the opinions of
individual employees responding to the Question Of The Week may not
represent those of their company.]
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