Kicking
off Gamasutra's coverage from last week's Consumer Electronics Show in
Las Vegas is the first of New York-based Digital Hollywood's “Game
Power” series. Entitled “Broadband Games Expand – From the Casual to
the Networked PC Universe,” the panel brought together eight industry
leaders to discuss the emerging trends and future outlook for the
online casual games market from a variety of different perspectives.
The
panel's moderator, Game Trust President and co-founder Scott Cohen,
opened the discussion by asking each of the speakers to discuss their
most successful business models today, and where they see their models
moving five years from now.
Because
most of his business comes from casual game portals, Wade Tinney of
Large Animal Games explained how he has been focusing on the
mostly-standard pay-to-play model of distribution, where users pay a
flat fee to download a full game, typically after being offered a
limited demo for free. “I'm interested to see how we can monetize those
three hours of trial time we're giving away,” he said, wondering if a
small micro-payment system along the lines of the classic arcade model
might be successful in the future.
Dave
Williams of AtomShockwave is more interested in gaining revenue from
advertisers. “Advertisers lately are more interested in in-game
content,” he said. He feels that success comes with either a
subscription model, or one based entirely on advertising revenue. “I
think online play needs to feel free, even if it isn't really free,” he
said.
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Kong Skull Island from Large Animal
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“As
broadband takes off, the need for downloading goes away,” said AOL
Games' Ralph Rivera, referring to the emerging issue of users
preferring to play instantly within a browser rather than having to
download and run files manually. Rivera has seen massive success with
advertising money, stating that AOL Games generates between 1 and 1.5
billion page views a month. He also, like Tinney, sees a future in
micro-transactions, saying that we're already seeing it succeed in
Asian territories.
Romain
Nouzareth of the Boonty online game distribution network believes,
unsurprisingly, in a unified platform. “Subscription-based services are
the key,” he said. “In the next five years, the market will be dividing
between pay-to-play and free games, and it will be interesting to see
where that goes.”
Mike
Cassidy, CEO of online game “buddy list” network Xfire, is of course
seeing his revenue from advertisers. “The younger demographic is
spending more time playing online games than watching TV!” he said,
revealing that Xfire users average 88 hours of play per month.
Additionally, he says, Xfire's year-to-year online advertising revenue
has grown by 50%.
And
finally Chris Early, of Microsoft's Casual Games division, spoke for
all three of Microsoft's gaming portals; MSN Games sees most of its
revenue from advertisers, Xbox Live Arcade for Xbox 360 is “almost
100%” a pay-to-play download model, and the Messenger service sees
success in the subscription model. In the future, mirroring his
company's general voice, Early sees games becoming cross-platform with
one purchase; for instance, one purchase would give the user a
compatible build of the game for their at-home PC, their mobile phone,
their gaming console, and wherever else this might be feasible. This
belief would become a hot topic of debate in later Game Power panels.
He also, like others, is watching the micro-transaction model very
closely.
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The AOL games splash page
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In
discussing the emerging issues of the micro-transaction system,
specifically whether or not micro-transactions offer strategic
advantages to the highest bidder, Nouzareth argues that, typically,
micro-transactions “don't offer advantages over other players, as much
as additional content.” Cohen, however, sees things differently,
specifically with the popularity of buying and selling well-skilled
players in massively-multiplayer RPGs. “It creates this hardcore versus
casual player dynamic,” he said. “It will be interesting to see how
this affects the industry. I've seen hardcore players leave worlds over
this.”
Cohen
asked the panel to discuss the free demo model, and whether or not it
might be adversely affecting sales. “Why would I buy a downloadable
game when I can play sixty minutes for free?” he asked. “I can go to
all these different portals and get lots of play. Why should I stay on
one portal?”
“Who wants to lose their progress in the game and start over?” asked Tinney.
Early
argued that it's the sites themselves that keep users loyal. “I drink
Corona,” he said. “I could go to the grocery store and buy Corona, but
I don't drink it there. I sit down and drink it in my favorite place.”
Xfire's
Cassidy agreed. “We're huge believers in community,” he said. “People
think gaming is a lonely activity in the basement, but it's mainstream
now,” he said, before revealing further statistics: Xfire, he says,
sees an average of 160 million combined user minutes logged in per day,
with 160,000 simultaneous players.
AOL's
Rivera countered this with statistics of his own, saying that his
service sees 300,000 simultaneous players and 1.5 billion combined
minutes per day. “But I'm in the casual games segment, and he's in the
18-34 male demographic,” he said.
And
at least in the casual games market, said Tinney, most players don't
care about directly competing against one another. In fact, they work
together. “In the Pogo bingo rooms,” he said, “they actually figured
out that if they all sat there and waited until they all had a bingo,
they'd all get the points.”
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AtomShockwave's Daily Jigsaw
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The
panelists also revealed their main demographics. Xfire's, as Rivera
touched on earlier, targets the 18-34 male demographic. Microsoft's
Xbox Live targets the same audience, though their web-based casual
games target the 35 and older female crowd, and MSN Games see the most
usage from the younger females, between 13 and 24. Boonty sees 57% of
their userbase in the 25-45 female bracket, AOL sees a 55% female base
that skews toward the older crowd, but with obvious variation in their
sports and arcade games, which are popular among the younger males. And
finally, AtomShockwave sees their main sales from 25-54 year-old
females, though again with obvious skews: Daily Jigsaw has an 80% female userbase, but their racing games attract males 13-34.
Finally,
the panel discussed the possibility of convergence between platforms.
“Will it ever be possible to play my game at home, in the office, and
on my phone?” Cohen asked.
“Absolutely,” said Microsoft's Early. “You can play Hexic on your 360, your PC, and your phone. The resolution is different, obviously, but it's the same gameplay.”
“IP owners are currently licensing per-platform,” Rivera countered, “so a seamless convergence can't easily happen.”
Rivera
concluded the panel on a positive note. “We always say ‘games,' but
it's interactive entertainment. It's the only form of entertainment
native to computers. To really harness the power of broadband, you need
interactivity and communication.
“I know my vision is right. I know eventually what we call ‘games' will be like the Holodeck; a fully immersive experience.”
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