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In
last week's Question of the Week, we asked:“Do you think that releasing
the vast majority of major video games in the run-up to Christmas best
benefits developers, publishers, and consumers?” With a few exceptions,
the general feeling from the surveyed game professionals was that the
large number of game released during the holiday season may be a
detriment to the industry that benefits few if any parties involved.
Negatives brought up included an overcrowded market, intense
competition, and severe crunch times for developers. However, there
were those who felt that there were at least some beneficiaries of the
Christmas rush.
Holiday Lemmings
Not Many Benefits For All Parties Involved
Most
of our respondents felt that it would be more beneficial to spread
releases more evenly throughout the year, for both creative and
financial reasons. Comparing the game industry to the movie industry, a
few pointed out that movie releases tend to be more spread out, with
summer being one of the major release periods. Quality control and
quality of life issues also arose in the responses.
No,
I don't think it helps anyone. Once upon a time it may have benefited
publishers (and developers if they're getting royalties) to get their
product out at a time when consumers are most likely to be purchasing a
game. I believe this time has long since passed, and we have instead
moved on to the point where many games are missing out at Christmas
because of the huge amount of competition. These games could be selling
at least as much if they were released during a quieter patch of the
year, and maybe get a bonus by getting a budget re-release at
Christmas. Similarly, it doesn't benefit consumers to have a 'game
drought' away from Christmas, nor does it benefit them, come a point in
time when they are more likely to spend money, that any games they do
want to buy have all just been released and hence are all full-priced.
Our industry is unique in this drive. People buy CDs, DVDs and go to
the movies all year round, yet for some reason we believe that they
need to buy all their games in two months.
-Robert Green, Sidhe Interactive
I
just don't understand why summer is so slow. It seems like the summer
season should be second only to the holidays, but instead it's the
slowest period of the year. As a teenager and through most of college,
summer was always the most boring part of the year. Growing up, it was
always in summer that we'd get in trouble; usually because we were
bored and needed something to do. It was also the time when we'd play
the most videogames. I guarantee that at least 50% of holiday-released
games would make better money if they'd only release in June instead of
November.
-Ian Fisch, Green Room Productions
For short term gains (and sadly causing long term potential loss),
retail has for ages brought up consumers to demand sales of otherwise
perfectly fine goods all at one time during the holiday season, causing
lumpy cashflow, low inventory turnovers and reduced margins. It is like
giving in to a spoiled child's demands. And like parenting it does take
a united front, or else... Bringing up our consumers in the same way is
a big mistake. There will only be room for the EA and other big market
players to rise above the deafening noise of 90% of the year squeezed
into the space of 8 weeks. Yes, the holiday season, will draw customers
in, who normally don't buy games, as they purchase presents, and with
that bring a surge in spending. But remember a couple of years ago,
where Ubisoft had a brilliant Christmas lineup of innovative titles
consisting of, among others, Beyond Good and Evil, XIII and Prince of Persia;
most of them didn't even make a crack at top 20. Yes, the Christmas
season is desirable for short term profits, for the marketing giants
anyway. But Christmas is not going to bring another Katamari Damacy or ICO;
come Christmas time they will be snuffed out by another incredibly
important release of “Madden NFL” or “FIFA 20XX.” For the sake of our
industry, and the continuing innovation we need to develop and keep it
alive, let's bring up our customers to spread their purchases more
evenly across the year, so more titles will be given a legitimate shot
in the marketplace and that not only the Christmas Top Ten will be
profitable.
-Marque Sondergaard, Heroes Team
It certainly doesn't help developers... 22-hour days with nothing to
eat but pizza and Jolt is bound to damage tender bodies. Publishers
want revenue to be spread across the entire year, not jammed into a few
"bet the farm" weeks; especially since any sort of economic disruption
might destroy their entire year's profit. And consumers want to be able
to read reviews and make leisurely comparisons, rather than being
overwhelmed with a zillion titles at once. The one big advantage for
consumers (but nobody else) is that so many titles will be in the
remainder bin by the end of January!
-Dennis Sustare, BAE Systems
I think the traditional holiday season blitz will increasingly become a
detriment to the industry. As the median age of gamers continues to
climb, I predict overall sales will sag as it becomes apparent that
fewer and fewer consumers have either the time or the money to enjoy
all the high-quality titles that are released. A more evenly
distributed release schedule would allow today's gamers, who now
increasingly have families and other financial responsibilities not
faced by previous generations, to experience a wider variety of games
throughout the year, rather than being faced with a glut of choices at
precisely the time their budgets are strained the most. Furthermore,
without the pressure to release games in time for the holiday season,
we would see fewer half-finished games rushed out the door, an all too
common product during this season that benefits neither developer,
publisher, nor consumer. Gamers could rest (more) assured that the game
they're buying is actually complete. Developers would (theoretically)
have the time to polish their vision. And publishers would not have to
convince skittish shareholders to bide their time in anticipation of a
sudden end-of-year revenue windfall. Sadly, though obviously necessary,
such a massive transition requires a leap of faith for the whole
industry. One which will hopefully come sooner rather than later.
-Eric Braxton
Looking at it from a sales numbers point of view I would say that it
benefits both publishers and developers… but only a handful of them.
The amount of titles released in the months up to Christmas is so
massive that the consumer buying the games for presents (mums, dads,
grandparents, brothers and sisters) have such a large selection that
they almost don't know where to begin. Therefore it is often the titles
with the biggest marketing spend (i.e. the big publishers with the big
brands) that end up in the stocking, leaving smaller publishers and
developers with the new and (perhaps) innovative titles grasping for
the few consumers that haven't been indoctrinated by TV marketing
blitzes. A more even launch schedule would maybe even out the odds and
give the new IPs a better chance of getting noticed. It would also have
the side effect of relieving the pressure on the developers who don't
have to absolutely get the bloody game out by Christmas.
-Soeren Lund, Deadline Games
I think it benefits no one. Developers lose out because their hard work
is fighting for a slice of the publishers' limited market resource.
Publishers lose out because marketing will cost more in order to make
an impact, and consumers lose because they'll miss out on some truly
good games just because they either can't afford to buy them all at
release, so they don't get bought at all, or they just won't have time
to play all the games they do buy properly.
-Sean Scaplehorn, IdeaWorks 3D Ltd
I think that it is generally harmful. Needing to make a Christmas
launch will usually involve imposing a very 'hard' deadline that leaves
little to no leeway for the developers involved. In a perfect world,
this would not be a problem, but this world is just not perfect. This
in turn can result in shipping a game before its ready, or with
features cut, or both. One quote that was attributed to Origin was: "A
game is late until it ships, but it will suck forever." On top of that,
it cannot be that good for the publishers. Not every game is going to
be a blockbuster. It is very likely that your game will have a great
deal of competition if it launches during the Christmas season. A game
that could be a solid cult hit or sleeper will suffer at a Christmas
launch, especially if its marketing is just not as strong as the
competition. This could turn a solid but unremarkable game from a
profitable game into a financial failure.
-Nicki Vankoughnett, Exile Interactive
No, not at all. I mean, what are we supposed to play for the rest of
the year? Seriously though... by releasing all the major games at the
same time of the year the chances are you're just going to alienate a
lot of gamers who can't afford to shell out on more than one or two of
the high-profile titles they want at that time. Even taking into
account the 'extra' cash people apparently have lying around before
Christmas. If game releases were more reasonably spaced throughout the
year, I reckon that the incentive to buy good games upon release is
greater as a consumer. Even if only because you know that when "Ultra
Whizzbang Mega-Game of the Month" is released a month or two later, you
know you'll be able to afford to buy it, having had a month or so to
save. It's not committing the consumer to an “either/or” situation. For
the game consumer, being forced to choose between buying games you
really want merely because the publishers refuse to release any games
between E3 and late September... well that just plain sucks. I want to
buy all the games that look awesome - not just the one or two I can afford in the run up to Christmas.
-Anonymous
Well, it's better for them if they release before Christmas then
shortly thereafter. But what about the summer season? The movie
industry releases the vast majority of its titles then, which makes
sense because that's when people have the time to watch them. It seems
reasonable that such would also be when our audiences would have time
to play the games they want to buy. Maybe it would be better for the
industry as a whole if we had two major launch periods: Christmas and
summer.
-Stephen Horn
I think that publishers have decided that they can make the most money
during the Christmas season and so they have chosen that mark as the
target for releases. Personally I feel that gamers suffer for this.
Whether the gamers are on a budget with money or time, most rarely will
buy all of the high profile titles released at a given moment. One
moment we have every type of game to choose from, the next we are going
months at a stretch with nary a sweet gaming moment in sight. If
publishers would spread out their releases I believe that sales would
rise and piracy fall. A gamer without the money to buy each of the top
titles can resort to piracy, where a gamer that sees a longer timeline
ahead might be able to keep it all under budget. Plus, with less titles
that are similar (witness F.E.A.R. and Quake 4
out this week) it might prove an easier choice. Take a lesson from the
movie industry - games will always be purchased regardless of what time
of the year it is. Space them out, keep tabs on who is releasing when
so you maximize your exposure and you will see profits increase!
-Todd Howard, Montana State University
Not if the game is rushed and full of bugs.
-Dan Mahoney, Virtual Sail Loft
No, no, and no. The Christmas rush does not contribute to quality
shopping. It's the time when parents buy junk for their kids because
they have no idea what the kids like. The Christmas rush only
encourages whichever game is the current fad or games that are flashy
and not necessarily any good.
-Ryker Abel
No. Instead of pushing for deadlines that are often times unreachable,
and cluttering the market with too many new games at once, publishers
and developers need to realize that people will buy games no matter
when you release them. If a game has consistent marketing, good hype
and piques the interest of gamers everywhere, then it shouldn't need an
additional gimmick (i.e. a holiday release date). If you release a
great game on a Wednesday in March, not only will it have the benefit
of being great, but you'll have released it at a time when probably no
other AAA titles are slated for release, so gamers are focused on your
title alone. Let's leave fruitcake to be the biggest selling item
during the holiday season.
-Tom Hanrahan
No, and it's an anachronistic practice that's in need of changing. The
idea behind the Christmas season push is that kids will see shiny new
titles coming out in the weeks leading up to the holiday, leaving
parents to increase their typical buying habits for a few magical
months. While this was a reasonable business strategy in years past,
the gaming audience has undergone a massive shift from children and
teenagers with negligible buying powers to twenty and thirty-something
professionals with a smattering of disposal income. So while the power
of the holiday season to incite brisk business is by no means
eradicated, its importance has definitely decreased. The other
dangerous aspect of rushing to meet a holiday launch is the way the
Christmas market plays havoc with supply and demand. Instead of
spreading new releases evenly throughout the year, spacing new titles
out to prevent an influx of competition, studios make costly sacrifices
to have their games ready for the holidays. Such a glut of product
crowds the market immensely and leads to an overwhelmed consumer,
neglected games, and even cannibalized sales from healthy-selling
titles.
-Ben Serviss, Creo Ludus Entertainment
I believe a case can be made that this is the worst thing within our
industry... We have followed in the footsteps of the movie studios,
replacing the 'summer blockbuster' with the 'Christmas run-up'. Our
customers have a finite wallet and releasing all these titles at once
forces a choice to be made. With that choice comes a higher expectation
that the money they are going to spend is on something worthwhile.
-Anonymous
For lower level testers and contractors it is not beneficial because it
forces them to get laid off every year and stop working, collect
unemployment or find a different job. This can have a negative effect
on the very economy that the business is trying to cash in on. With
lower level testers and other contractors they can ideally along with
others in the business, work less overtime, work a more flexible
schedule and work year round. For the consumers I can't imagine anyone
wanting 5 games to come out all at once. Most gamers do not need
another game unless they have finished the game they had just bought.
The only benefit that I can see is that if 50 games are coming out in a
span of two weeks, then chances are something I want is coming out and
I might be more inclined to go to the store and browse the selection of
Christmas time games. In short, this is a really antiquated practice,
and should be updated with the times. I am sure that customers would
prefer time to pass for their favorite games to be released, so that
they can budget their money and have enough time to play games. Also
the employees should not be working so much overtime working to release
a game come Christmas time, usually before it is ready; this would help
the lower level testers and contractors who do not deserve to be laid
off every year.
-Ty Barrett, Microsoft
For
the publisher, yes, it benefits them because it boosts fiscal sales and
raises the stock of the company. For the developers, no! The time
constraints put on the developers pushes them to make faulty fixes in
programming and shortcuts in artwork. For the consumer, well that is a
give and take... they get an end product to stuff in a stocking or two
that is mediocre instead of solid and well-made. Everyone knows that
deadlines can be unrealistic at times, that 'things' happen... but it
just seems to be a question of integrity... is it money or quality that
is more important to your company?
-Christina Bergschneider
There Are Some Benefits…
Eevery
coin has two sides, and a smaller but notable contingent of respondents
suggested that there are benefits to the amount of games released
during the holiday season. A few respondents felt that large publishers
do quite well during the Christmas season, in part, due to large
marketing budgets but also due to increased overall consumer spending
in the period. Other beneficiaries cited, included consumers who have a
wide selection to choose from, and even developers, who get time off
after the severe crunch leading up to the season.
There
are good and bad things about this mentality; sometimes it can be a bad
thing, but usually it is beneficial. From a quality of life standpoint,
it's negative in that there are crunch times associated with "getting
the game out in time for Christmas." But there is also a positive in
that "comp time" or "down time" usually comes around Christmas, giving
developers time to relax and spend time with family during the
holidays. One rebuttal to the negative point is that crunch time occurs
for other reasons besides just Christmas deadlines. My thoughts are
that Christmas deadlines are fine and beneficial, but if a game isn't
going to be ready in time, it's not the end of the world to release it
after Christmas - there's still plenty of game buying going on after
Christmas, especially after the gamers have returned all their unwanted
gifts.
-Josh Jones, Sensory Sweep Studios, LLC
Releasing
a large number of major games around the holiday season has upsides and
downsides, both to the industry as a whole and to an individual
developer. The plus side is the sheer amount of revenue being spent by
consumers during the time period. This means more products will be
purchased. Also, with the "extension" of the holiday season (people buy
gifts earlier and earlier), the release of games are not necessarily
overlapping each other tightly, which could potentially increase the
sale of your game. The downside is that companies are going to face a
large amount of competition and the sheer bulk of major games coming
out could also cause a bottleneck in sales with only so much consumer
spending to go around. Releasing a major name during other points of
the year would likely capture a larger part of the market. While people
are more fiscally conscientious then they are during the holiday
season, releasing a major title during this period would likely gain
more notice, and bring in revenue regardless, as it would have less
competitors.
-Sean Bulger, Husky Game Design
As a developer, I'm of the belief that you release a game when it's
done, not because of an exterior milestone. That being said, Christmas
is obviously a big sales window that can't be overlooked when
publishing games. Therefore, as developers and publishers, we must
balance quality with timing because unless both are in sync, our titles
won't sell. I think consumers with a limited budget that do plan for
Christmas spending, benefit most by the large selection of new and
exciting titles and systems each year, especially this year with the
Xbox 360 coming.
-Patrick Lister, Infinity Ward
In
my opinion this strategy works well, but I do believe there are other
solutions to generate more sales over a period of time. During the
Christmas season, sales are up with the mass demand by the consumer
market. This trend lasts until about mid-January when all the
after-Christmas sales end, after which sales drop dramatically. This
boost in sales for a short while is no doubt good and should be taken
advantage of by both consumers and publishers but also the need to
prolong the demand for new games is in need and should be taken into
consideration. My opinion would be to release major titles during the
Christmas season for the consumers to take advantage of Christmas and
after-Christmas sales. Then release other titles over the next 4 months
to maintain the level of sales with the gaming market. That way, the
consumer feels they get a good deal on the Christmas sales, while the
publishers are able maintain more sales over a longer period of time,
while at the same time giving developers a longer time period to finish
projects on games they are working on. This would benefit all parties
while generating more sales in the gaming market.
-Byron Richmond
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[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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