Fortune Magazine On 'The Biggest Game In Town' 42
Thanks to Fortune Magazine for their feature on why games are seriously big business. The introduction reads: "Music? Sales down. Hollywood? Hit or miss. Tech? Flat. No wonder everyone wants to be in videogames", as the piece goes on to throw out some interesting statistics: "Within three weeks [of release, Madden NFL] grossed $100 million -- two million copies sold at $50 a pop. In roughly the same period, the summer hit movie Seabiscuit returned $78 million." The amount of hours spent in front of games is also highlighted: "On average an American will spend 75 hours this year playing videogames, more than double the amount of time spent gaming in 1997 and eclipsing that of DVD or tape rentals today." But despite the article's EA-hyping, it points out the cyclical nature of the industry and failures, too, such as The Sims Online, to which "...just under 10,000 are now subscribed."
Glossing over the obvious point (Score:3, Interesting)
Try to break into the business without having serious funding. It's almost impossible.
The only thing that is clear from this article is that them that's got will get and them's that's not shall lose. And it still is news, I guess.
Re:Glossing over the obvious point (Score:3, Insightful)
It's not that bad. Lots of opportunities around. I, for one, wouldn't mind working on a shareware PocketPC game. It's not like you'd need a whole lot of resources to get that going. You've got the net as a delivery mechanism etc. Okay, it won't make you insta-rich, but it's an avenue to explore.
Console gaming is an entirely different animal. Start small.
Re:Glossing over the obvious point (Score:1)
Uhh.. length of game/movie play? (Score:5, Interesting)
You really can make statistics say anything you want. Nevermind that a movie lasts 2 hours (maybe 4 if you're an Oliver Stone fan), whereas a game is required to supply 50+ hours of gameplay or it's considered a waste of money.
Re:Uhh.. length of game/movie play? (Score:1)
Do you remember those games that allowed 32,000 levels? I don't
Yeaaah.
But you also have to realize that movies are much better made than games, and offer much more enjoyment. Unless you are a half-life super-geek (You know who you are), you don't usually play a game repeatedly. But, you often see people repeating movies over and over again
Re:Uhh.. length of game/movie play? (Score:3, Interesting)
I'm sure that the 2 million people that bought Madden 2004 will only play 1 game of it, then toss it aside and wait for the next game. I played Metal Gear Solid through about 4 times, and MGS2 through twice. My estimation is if $7.50 == 2 hours of entertainment for movies, then $50 == 13.3 hours of entertainment for movies. Correct? In that case, spending $50 for a game, even if it's only a 25-hour long game, is much more of a bargain than going to th
Re:Uhh.. length of game/movie play? (Score:2, Insightful)
I'm not sure I understand your objection. Sure the average time for the two activities differ in their unit length--I get the point that we see more movies but
Re:Uhh.. length of game/movie play? (Score:1)
75 hours means the average person is playing 2 games a year. *cough*I have a hard time keeping to 2 games a month*cough* (and the latter may illustrate a point, my girlfriend plays more than 75 hours every 2 months and I don't consider her much more than a casual gamer).
Also, the amount of time watching movies would include movies purchased, movies seen in theaters, and movies watched on TV (incl. premium TV such as HBO). Most people I know that regularly rent mo
Cheap! (Score:2, Interesting)
Well
Re:Cheap! (Score:1)
And I think it is time for id to start a new franchise that is not doom or quake. I see a lot of complaining about other companies making sequels to popular games but almost noone complaining about doom and quake beeing sequelized.
Re:Cheap! (Score:2)
If a game came out to promote Order of the Phoenix then this would be true - but make no mistake, the recent games out at the same time as the movie are indeed movie tie-ins. And a closer analogy - the mass market standard sized paperbacks released alongside the movies are made to promote the movies.
Re:Cheap! (Score:1)
Yeah, that's why Carmack has a handful of Ferraris and builds rockets (to carry people into space) in his spare time, because they're making small profits, off two of the best selling PC franchises of all time combined with the best-selling FPS engines.
Re:Cheap! (Score:2)
MMOG Cashflow (Score:2, Interesting)
That's still $100k a month. Even paying for the huge pipe the game's servers need, there's still gonna be left over cash.
People tend to forget games like Evercrack, DAOC, even SWG, are huge cash cows.
Maybe if Sims Online drops below 5k users then there may be some issues with supporting constant developer updates, but even then, the game still makes enough money for it to live on.
Re:MMOG Cashflow (Score:4, Insightful)
Re:MMOG Cashflow (Score:2)
Re:MMOG Cashflow (Score:2)
I paid for a few extra months because I kept forgetting to remove it...and 'Sims Online' was constantly within my radar. I would guess that many parents out there who subscribed for their kids just forgot about the whole thing...but it keeps charging them every month- but the kids aren't playing it.
Re:MMOG Cashflow (Score:1)
1) *peak* bandwidth (not average bandwidth)
Typically any ISP will charge for peak, not average bandwidth. That means if a MMOG has a very low bandwidth usage for 23.99 hours a day, and then they get just one big usage spike (like when a patch is released) then the peak usage is charged for the whole month.
Bandwidth costs are often calculated as 20 to 30% of gross monthly operating costs -- maybe $10,000 - $20,000 per month as a S
Advertisers have known about this for a while now (Score:3, Interesting)
Just as Ford shelled out to have 007 drive an Aston Martin in "Die Another Day", car manufacturers will go out of their way to provide prototype designs and specs for their new muscle cars for inclusion into games like Grand Turismo. As the article points out, gamers spend enormous amounts of time with a good game, which gives your product much better exposure than a 30-second TV commercial or a print ad.
Re:Advertisers have known about this for a while n (Score:3, Informative)
Sims Online soon to join Motor City Online? (Score:2)
You would think... (Score:2)
Yuch. (Score:1)
$50 (Score:5, Funny)
75? (Score:3, Insightful)
Dear God! When Wind Waker came out I spent like 50 hours in a weeks time with it, I picked up Disgaea last Thursday and I was at 30 hours by Sunday.
Either 75 is a really low estimate (thats what, an hour and 15 min a week?) Or I can expect some friends and family to be ambushing me with an intervention pretty soon....
Re:75? (Score:2)
Great. (Score:1)
One that I can actually live on?
I'm fluent in over six million forms of cummunication... sigh.
Economies of Scale (Score:1)
Re:Economies of Scale (Score:2)
Unfortunately, lower prices have little to do with game costs, or with how many people buy it. The way games are priced nowadays is really simple: "Whatever the market can bear". If going to the movies costed $50, nobody would go watch one, since the average moviegoer desn't believe that price is right, and would switch to other forms of entertainment. Thus, the studios/theatres keep the prices lower.
The videogame publishers believe that if they released new games at $20-30 a pop from week one their profi
Re:Economies of Scale (Score:2)
P2P influences? (Score:3, Insightful)
Now, how much does filesharing influence this? For music, I'd say quite a bit. Not so much for movies - it's l33t to have the latest blockbuster on (S)VCD, even before the premiere, but in the end - if you liked the movie - you still go to the theatre and watch it on the big screen. Supposedly true for music CDs also, but I guess to a lesser extend.
What about games? Yes, you can find virtually any title on (most of) your favourite P2P network. Documentation may be missing, or may be included as a PDF, but there are commercial box version available that do not offer much more than that, especially since the advent of DVD cases...
So either John and Jane Doe take delight in d/l movies, but not games, or the number of people playing a game are much larger than the sales figures. If you have a pirated version of the game, the drawbacks are much lower than those of a pirated movie. And I'm not even convinced that the majority uses the pirated games as a "full demo" and buys the game afterwards, if they like it.
Just my 2 cents. I would be nice to have numbers so a definite statement could be made...
Re:P2P influences? (Score:1)
I think the music industry screwed themselves out of this by treating MP3s the same as they would full piracy, and by charging nearly as much for downloaded mu
SWG Success (Score:1)
Being an avid fan of SWG, I can only see this number steadily increasing, especially if the developers can continue to fix problem areas of the game. This isnt even
What kind of comparison is that? (Score:2)
Yeah, and Spiderman grossed $114 in 3 DAYS. The Matrix Reloaded grossed $94 million or so in 3 DAYS. And since when is Seabiscuit a "summer hit movie"? No offense to horse-lovers out there (you perverts), but I don't know anybody who's even slightly interested in it. I don't know anybody who's seen it, or wants to see