Comments on: Why most video games aren't profitable
Only 20 percent of all video games that make it to store shelves are profitable. Don Reisinger thinks he knows why.
Only 20 percent of all video games that make it to store shelves are profitable. Don Reisinger thinks he knows why.
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Don Reisinger is a technology columnist who has covered everything from HDTVs to computers to Flowbee Haircut Systems. Besides his work with CNET, Don's work has been featured in a variety of other publications including PC World and a host of Ziff-Davis publications.
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I recently bought Shaun White Snowboarding for my Wii, which works with the Wii Fit board. No, the graphics aren't high-def, but controlling the on-screen action by standing on the controls makes for an extremely fun gaming experience. Nintendo gets this - Microsoft and Sony do not.
I've covered the game industry freelance for a number of websites for years and I even worked in the industry briefly. Each year there are plenty of titles that are released that are creative, new, and enjoyable, but they slip under most people's radars and those titles flop. If people really wanted these kinds of titles, they'd buy them...but they don't. Why?
There a number of reasons, but the industry structure itself is partly to blame. Game consoles are fairly short-lived devices and games themselves live even shorter life spans. Most games only stay on retail shelves for a few months or a year at most major retailers. If you want to find a game that didn't sell well at a console's launch, you'll likely have to head over to GameStop to find a copy. Availability and visibility thus becomes a problem, and means a game has only two real avenues to get a public's attention: via marketing (often expensive) and word of mouth (cheap, but hard to come by). Factor in the costs of making a game along with the time needed to (most console games takes 2-3 years, and the average console life span is ~ 4-6 years), there's not a whole lot of leeway to risk millions of dollars on an unknown product.
Besides, most consumers really don't want dramatically new experiences. They're fine with refined experiences of old, provided there's a new twist, stronger marketing, or some brand familiarity. The latest Pokémons don't dramatically alter the formula and the success of Guitar Hero and Rock Band has less to do with innovation, than with a marketing twist. Music games of their nature have been around for years (Frequency, Amplitude, SingStar, etc. etc), but it was when the games' appeal were broadened to American's affection for rock coupled with strong marketing, that helped propel the games into the mainstream.
What the industry needs in particular is the growth of an online structure and downloadable games/demos (akin to the iTunes Music Store), so consumers can try games, get centralized access, and gain availability to older games. This will help bring down costs, broaden the market, and help developers recoup some of their costs and potentially earn profits over a longer period of time, rather than being forced to deliver a sure thing to move off shelves within 6 months. We're starting to see some of it thanks to the growing availability of online play and new capable gadgets like the iPhone, and that's a step in the right direction.
Every time they do that, they don't sell well...
- by d--keller November 25, 2008 10:11 AM PST
- Speaking of new ideas... how many times are you going to write this same article Don?
- Like this Reply to this comment
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(15 Comments)Look, for the future of gaming it's important to get new ideas and games out there. I agree. We probably all agree, but why do you keep insisting that this ties in to profitability somehow? Look at LBP sales. By all accounts it has been a total flop. It's new, different, critically acclaimed... by your reasoning it should be a huge seller and a big money maker. But it's not.