Jesse
Divnich, Electronic Entertainment Design and Research:
Hits
and misses of 2008...
Wii
Fit was one of the most successfully innovative products of 2008.
Nintendo took a substantial risk in developing a product that targeted both the
casual and core sector of the industry. That risk definitely paid off, as even
today, six months after its release, it is one of the hottest items on retail
shelves.
Guitar
Hero: On Tour was another title that beat the market's
expectations. Activision managed to take the Guitar Hero franchise,
shrink it, and implement it on the Nintendo DS.
Other
surprise hits include Army of Two, Crisis Core, Braid, and
World of Goo.
The
list of surprise hits is relatively small, but our industry has matured so much
over the years that "sleeper" hits are becoming less common. With an
endless stream of research available, most publishers can spot, months in
advance, if any of their titles are going to out-perform initial expectations.
By the time a game is released, it generally has a marketing budget and the
hype to match its sales performance.
2D Boy's World of Goo
In
terms of surprise failures. Mirror's Edge certainly did not live up to
the hype, but I would not necessarily classify the title as a complete failure.
EA is not the first publisher that comes to mind when we think of innovation,
but Mirror's Edge is a perfect example of how EA is hoping to change
that perception. It certainly was an experiment that failed, but the fact they
are experimenting will certainly one day lead to tremendous success in the
market.
Guitar
Hero: World Tour is another title that failed to deliver to
expectations. While it did deliver some new game features and expanded on the
original recipe of the Guitar Hero franchise, it is pretty clear that
the popularity of the musical instrument sub-genre has reached its peak.
Nonetheless, I still expect strong sales from Guitar Hero: World Tour,
but sales will be nowhere near that of Guitar Hero III.
Other
surprise failures this year include: Shaun White Snowboarding, Too
Human, Boom Blox, and de Blob, all of which were new
intellectual properties that had a lot of hype and marketing behind them.
How
all the platforms performed in the market in 2008...
The
Xbox 360's performance in the back-half of 2008 certainly surprised most
industry watchers. The Xbox 360 hit a sweet spot with both pricing and
promotion in the later months of 2008.
The economic crisis played an equally
large role in driving sales as well. With consumers unwilling to give up their
right to be entertained, the price cuts in the back-half of 2008 helped
position the Xbox 360 as being the best value console for the core gaming
market.
The
PSP was the console that most disappointed the market in 2008. Its lack of
strong third-party support, a non-diversified software library, and a higher
price point all played a role in delivering a lackluster sales performance in
the U.S.
Lessons
learned in 2008 that could change things in 2009...
The
biggest lesson learned in 2008 was the ability for AAA titles to perform at
holiday sales level during the off-season. Super Smash Bros. Brawl, Wii
Fit, Metal Gear Solid 4, Grand Theft Auto IV, and Mario
Kart Wii are all prime examples of how a AAA title can be successfully
released during the off-season.
Conversely, Dead Space, Far Cry 2,
Mirror's Edge, Saints Row 2, Resistance 2, LittleBigPlanet,
and Fallout 3 are all examples of what happens when too many AAA titles
are congested into two months of the year. Each one of these titles would have
sold significantly more if released in an off-season month.
This
subject has undoubtedly been a recurring theme since 2005, and I can only hope
that the industry has finally realized the risk is minimal for releasing a AAA
title during the off-season.
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