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You've
read their comments countless times in the gaming and, especially,
mainstream press. They are the ones who are approached by a reporter on
deadline when a story about the videogame biz needs to quote an
"expert," and they are even more relied upon when someone is required
to distill the intricacies of this industry to people who are not
totally familiar with it beyond knowing who Mario or Lara Croft is.
They are the professional analysts, whose day job it is to research,
follow, advise their clients, and opine to the media about,
specifically, the gaming business.
In
what we hope will be a regular monthly column, "Analyze This" will
simply cut to the chase: Rather than reporting on a subject, and
throwing in quotes by analysts to support or refute a point, we'll
present a topical question and let the analysts themselves offer their
thoughts.
Question:
How much of a factor will online gaming services be for the
next-generation game consoles? Xbox Live has gotten a lot of hype and
critical acclaim. Nintendo and Sony are making moves into online
services for their next-generation consoles. But is any of this really
that important to ensure the success of a new gaming platform? And
which service will matter most -- online multiplayer or downloadable
content?
David Cole, DFC Intelligence:
"Clearly, online play is starting to become a key feature for all
games, especially for a certain core consumer group. Microsoft is
making a bet that a robust online game service will be a distinguishing
factor for the next generation gamer. I think the key for Nintendo and
Sony is to make sure that they do not give the impression that they
have fallen too far behind the competition in the area of online games.
"In
the short term, a service like Xbox Live can be viewed as a loss leader
that is designed to build an installed base. Microsoft is charging such
a low subscription price that, on its own, Xbox Live isn't likely to
turn a profit in the short term. However, it is proven in the game
industry that building a large hardware-installed base becomes very
profitable for the manufacturer on many fronts. Thus, the financial
importance of Xbox Live is directly tied to how many hardware units it
can help sell.
"Online
multiplayer, in terms of direct profitability, is an unproven area.
Multiplayer is a free value add and, thus, can be seen as an added
feature which increases development costs. It may be required to get
consumers to buy a certain product, but, like better graphics or sound,
it is hard to measure in sheer dollar value.
"Downloadable
content is a much clearer profit model and in the long term is likely
to have a much bigger effect on shaking up the whole economic structure
of the game industry."
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Anita Frazier, The NPD Group:
"As technology and capabilities advance, not having some of these
[online] capabilities would simply make the system appear to be behind
the times. Core gamers are technology lovers and, whether they actually
use online play features all that much, having that capability helps
games appear more cutting edge. And we do know that, with teens and
young adults 'hanging out' online so much these days (a la MySpace),
there is an appeal of an online community.
"That
said, our research shows that for most games, the amount of time spent
playing online is usually less than the time a player spends offline.
Online capability seems to have appeal, but it's unclear how broad that
appeal extends.
"A
big MMO game can be hugely profitable, and generates a great repeat
revenue stream via subscriptions, but there is probably a finite
segment of the gaming population that will devote that sort of time to
these games. The size of the 'less core' audience is much larger and
provides more potential opportunity for these micro-transactions."
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David Mercer, Strategy Analytics:
"[Xbox] Live is a critical part of the Xbox platform and will improve
its overall financial viability. We expect steadily improving take-up
of Live as the userbase grows, and online revenues will become an
increasingly important component in the overall Xbox business model.
"For
Sony, online is just as critical as for Microsoft, but Sony has more to
prove because it has a poor track record in Internet and online
services, in general. Nintendo is a late-comer to the online world, but
its growing support for WiFi games on the DS suggests that it will also
promote online capabilities on the [Wii].
"In
the near term, online multiplayer is going to be the key driver, but
over time we expect console platforms to increasingly add downloadable
content as a supplement to physical media distribution."
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Michael Pachter, Wedbush Morgan Securities:
"Microsoft has made Xbox Live the centerpiece of its value proposition,
and they expect it to drive console sales in the next generation. The
biggest differentiator so far is Xbox Live Arcade, which is a great
aggregator of casual game content. However, I don't see Microsoft
coming close to 50 percent participation, and anticipate that the
average will end up around 25 percent. A large niche, but a niche
nonetheless. It's hard to assess whether PS3 Online will be
sufficiently similar to compete favorably. Nintendo and Sony are
entering online solely to neutralize Microsoft and one another.
"I
think that ultimately competition will lead to console manufacturers
providing [a free] incentive for developers and publishers to create
online games. The area I see console manufacturers focusing on is
sharing the micro-transaction and in-game advertising pie.
"At
the end of the day, console purchase decisions will be made based upon
[off-line] content, with Nintendo having the greatest number of
exclusive (but the fewest number of third-party) titles, and Microsoft
having the fewest."
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Got
a business-related question about the gaming industry that you would
like to suggest for discussion in a future installment of "Analyze This"?
Or, are you a professional analyst who covers the industry and would
like to take part in this column? Feel free to send an email to howardhwen@gmail.com.
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