Some General Articles
Irish Times FINANCE Friday, October 2, 1998 Computer games revenue catching up with cinema
By Karlin Lillington
Computer games: Computer games are not just big business. Within the past year, they have become very big business indeed. Revenues, at about $5.5 billion (£3.7 billion) in 1997, now nearly total those of the film industry, at $5.7 billion.
Nonetheless, industry analysts estimate that game publishers only reach about 15 per cent of their prospective audience of children and adults. That elusive remaining 85 per cent, which generally prefer to spend their entertainment budget on books, films, television, videos, sports events - just about anything besides dungeon and dragon adventures, virtual space conquest, gory digital shoot-em-ups or just a quiet game of computerised golf - are a crowd many developers would love to reach.
Who the 85 per cent are, why they don't play games, and how to reach them, quickly became one of the major topics of debate at an unusual three-day gamers "think tank" event held at the Banff Centre for the Arts in Alberta, Canada. At the government-supported arts and business centre set in some of Canada's most magnificent scenery high in the Canadian Rockies, some 35 leading game designers, digital theorists, artists, writers and technologists were invited to ponder and probe the current state of the gaming industry.
"The idea was to bring together people who normally don't ever talk to each other, like game designers, theorists and writers," said Mr Josh Portway, an organiser of the weekend, and a game designer, animator and artist who directs projects for musician Peter Gabriel's Real World Multimedia near Bath.
From the first session of the first day, the challenges and frustrations of defining and reaching a larger audience - even reaching a receptive audience now distracted by a tidal wave of gaming titles flooding the market - became a recurrent theme.
One problem, said many developers and game designers, is the way in which games are marketed. "I actually hate even the term 'game'," said Mr David Braben, managing director of game company, Frontier Developments Ltd in Cambridge. In 1984, Mr Braben co-created Elite, considered by gaming enthusiasts to be a classic that spawned the entire space games genre. According to Mr Braben, the word "game" alienates non-gaming converts. Like many at the event, he sees games more broadly as immersive environments, but dislikes that term as well.
Even dividing games into genres was seen by most participants as problematical. For marketing purposes, the large conglomerates which publish games like to slot games into specific genres like "shooters", strategy games, adventure games, role playing games (or RPGs), and simulations such as golf and football. Gaming magazines generally classify games by genre as well: "The readers seem to feel it's very helpful in finding what they want," said Mr Johnny Wilson, editor of US games magazine Computer Gaming World.
But Mr Braben feels an addiction to genres stymies creativity, forcing games developers to produce clones of already-successful games. "Publishers are reluctant to take on a game if you can't, in one line, explain what that game is," he says. "A lot of games have fallen between the stools."
Ironically, the games which challenge existing genres tend to be those rare breakthrough products - the ones which sell to non-gamers, cross age boundaries, and appeal to women, who normally make up less than 5 per cent of a typical game's audience. One developer cited popular games like Myst, Sim City, and Tetris as those which went outside the typical market and on to establish new genres.
Two forces are working to discourage innovation in the games industry, according to the event's participants. First, like much of the technology industry, games companies are consolidating. The resultant behemoths want reliable hits. And second, the sheer cost of creating and marketing technologically-demanding games engenders a reluctance to experiment with new gaming forms. According to Mr Stewart Kosoy, an executive games producer at MGM Interactive in Los Angeles, on average it takes $2.5 million to design a game and another $2.5 to $3 million to market it.
He knows about the difficulties of pitching an unusual genre-breaking game firsthand. After years of turning down games, as a producer, which he thought were too risky, he now has a decidedly different game in which the players take on the roles of sharks, dolphins and whales. He demonstrated the game to general approval but admitted that even he was getting a wary response from potential publishers.
Yet he believes the game is a potential boundary-crosser which will appeal to that hidden 85 per cent of the market. It was created as a response to the question, "What is the nature of play that appeals to the broader market?" he said.
Some game designers argued that the computer itself still mediates against the kind of total immersion which might draw in a wider gaming audience. "The screen's too flat and safe and the mouse is too pathetic [as an interface]," argued Real World Multimedia's Mr Portway.
In addition, he thinks many games have bloated into complicated products which focus too much on the latest technologies and befuddling sets of rules and constraints, rather than on sharp gameplay. "The games I find interesting have a small set of rules which blossom into all sorts of complexity," he said.
Designers like Mr Braben say they are committed, even within a generally hostile publishing environment, to creating the games which they hope will shatter definitions and convince the non-gamers to become fans of sound cards, joysticks, keyboards and screens.
But for now, it's still wait-and-see. With the Christmas buying season approaching, traditionally a crucial, lucrative spending period for the gaming industry, few prospective offerings already heavily hyped in the gaming press seem set to try and push the limits of existing genres, much less invent new ones.
Karlin Lillington is at karlin@indigo.ie
The Wall Street Journal Interactive Edition -- October 1, 1998 'Deer Hunter' Success Surprises The Snobby Gaming Community
By DEAN TAKAHASHI Staff Reporter of THE WALL STREET JOURNAL
Like all snobs, elitist gamers are quick to turn up their noses at mass-market computer games. But SunStorm Interactive Inc., a small, closely held computer-game publisher in Indianapolis, is forcing game designers to take note.
"Deer Hunter," the company's new game, has sold more than one million copies at $20 a pop and ranked No. 1 on PC Data Inc.'s top-selling-games list for the week of Sept. 6-12. Even more surprising, most of the sales have come from Wal-Mart Stores Inc., where shotgun sales ordinarily outnumber computer sales.
"Game designers are dumbfounded at our success," says SunStorm's 29-year-old chief executive, Anthony Campiti. Indeed, many design houses spend millions developing complex games with three-dimensional animation and ear-popping sounds, but few produce a hit as SunStorm did, with only a five-member team, three months, and $125,000.
'Misunderstanding of the Market'
"They have a complete misunderstanding of the market," Mr. Campiti says of his peers. "They think everyone with a computer is just like them. That is the problem with gaming companies. People want something simple that is easy to get into."
Asked to create a realistic game for hunters, Mr. Campiti turned to his 72-year-old grandfather for advice. Rather than create a game where players could bag a deer every second, Mr. Campiti used "immersive" realism. He made sure hunters could use binoculars to peer through dense woods, track trails and wait patiently for deer to move into rifle shot.
The slow pace might bore some gamers, but John Levo, 82, veteran hunter from Santa Rosa, Calif., says he doesn't mind the wait. It usually takes him a whole hunting season to get a deer. On the computer, it takes him 30 minutes.
The 'Bubba Factor'
Johnny Wilson, editor in chief of Computer Gaming World magazine in San Francisco, says the lesson to be learned from "Deer Hunter" is "never underestimate the Bubba factor."
Many Wal-Mart shoppers couldn't buy personal computers until prices dropped below $1,000 and machines came with useful programs. That done, now they are buying games, especially those such as "Deer Hunter," which are sold next to hunting supplies. But many want games that are easy to play.
Sophisticated games might seem more enthralling, but Mr. Campiti says they can put off newcomers because they are hard to figure out and come with thick instruction manuals. Few games appeal to both beginners and serious gamers. The biggest success to date is "Myst," developed by Cyan Inc. and published by Broderbund Software, a unit of Learning Co., which sold more than five million units world-wide.
Mr. Campiti says he has gotten more than a few complaints from designers who say their bosses are now ordering them to do low-budget knock-offs or otherwise pursue mass market audiences.
But other designers admire Mr. Campiti's accomplishment. John Romero, a veteran game designer at Ion Storm Inc., Dallas, and a champion of elaborately designed games, hopes simpler games will expand the market for gamers who will later trade up to more elaborate games such as his "Daikatana," a 3-D adventure-shooter game that has 65 different monsters.
Perils of Elitism
Game designers ignore the mass market at their peril. Ron Chaimowitz, CEO of publisher GT Interactive Software Corp. in New York, estimates the hard-core gaming audience numbers several million compared with about 30 million casual gamers.
Sony Corp. says its mass-market game "Jeopardy," a takeoff from the popular television show, is one of the hottest online games at its Station Web site. Hasbro Inc. has done well converting "Monopoly" titles and other board games into computer games, and Mattel Inc. has scored big with "Barbie" games.
Robert Kotick, CEO at Activision Inc., a Santa Monica, Calif., company that also has a hunting-software division, notes "mass-market games are where the growth is."
Wal-Mart buyer Robert Westmoreland figured that out when he saw several bass-fishing games take off last year. He commissioned GT Interactive executive Paul Rinde to blast out a "Deer Hunter" title within three months to make the Christmas season. Mr. Rinde contacted Mr. Campiti's company, which had created other titles such as computer versions of board games for GT. At the time, Mr. Campiti acknowledges, he was "ready to work for food."
Now, Mr. Campiti has expanded his team to 14. They just finished "Deer Hunter 2." That game features 3-D animation and more elaborate features than the original version. Mr. Campiti, who enjoys playing hard-core games, eventually expects to set up a division to focus on more sophisticated games.
As other veteran game designers have learned, follow-up games have to be more elaborate to stand out from the mass of copycat games using the "Deer Hunter" name. But passionate hunters such as Mr. Levo are out there waiting.
"I've filled up the trophy room five times over," he says. A new computer user, Mr. Levo says during the past deer-hunting season, he bagged a deer with two-point antlers. Playing "Deer Hunter," however, Mr. Levo notes with pride, he "shot a 13-pointer."
The Wall Street Journal Interactive Edition -- September 24, 1998 For Sony and Nintendo, Name Of the Game Is Kids Under 13
By DEAN TAKAHASHI Staff Reporter of THE WALL STREET JOURNAL
Call it the battle for the sandbox.
In the fiercely competitive video-game business, Sony Corp. has muscled past pioneer Nintendo Co. to take a 2-to-1 edge in selling game machines. Among kids age 12 and under, however, Nintendo retains a huge base of loyal fans.
Sony aims to change that, while Nintendo is equally determined to remain the big kid in the playground. Both companies are directing massive marketing and product development campaigns at the 12-and-under market for the fall season.
"Nintendo is protecting its core market, and Sony is looking for new territory to conquer," says David Ward, an analyst at DFC Intelligence, a market researcher in San Diego.
Blockbuster Season
The fall season already was shaping up as a blockbuster, in part because both companies have reduced the price of their game consoles to $129.95 from $149.95. Now Sony, which had emphasized sports and fighting games for its PlayStation system, will go after younger buyers with software that includes "Spyro the Dragon," "Sesame Street," "Rug Rats," and "A Bug's Life," based on the animated film coming out at Thanksgiving from Pixar Animation Studios and Walt Disney Co. Much of Sony's $140 million U.S. ad campaign will be tailored to appeal to children.
"For the first time, we're expanding our marketing to target the young," said Andrew House, vice president of marketing at Sony's U.S. division, Sony Computer Entertainment of America in Foster City, Calif. "We feel it will be easier to extend the market down from an older age group than it would be to go up from a young age group."
Sony had to prepare its game developers well in advance for the effort. Germaine Gioia, vice president of marketing at "Rug Rats" publisher THQ Inc. in Calabasas, Calif., said earlier games for teenagers had natural appeal to 12-year-olds to 14-year-olds who aspired to be like their elders. But he said his company had to design a game that could appeal to much younger children.
"We had to balance the play so that an eight-year-old could get through a level in 20 minutes," he said. "And we put things like mazes and golf games into it where they could just sort of explore instead."
Nintendo is trying to throw sand in Sony's works with a campaign built around Pokemon, which are furry little creatures that young gamers in Japan have embraced as fanatically as the animated pets called Tamagotchi. Pokemon has helped Nintendo hawk 11 million games for its portable GameBoy machine, and inspired a cartoon series, a movie and a toy line.
It isn't clear whether U.S. kids will automatically adopt Pokemon, but Nintendo isn't waiting to find out. Next week, it will launch its U.S. Pokemon game for the GameBoy. In November, Hasbro Inc. will release a Pokemon toy line, and the restaurant chain KFC, a unit of Tricon Global Restaurants Inc., will launch a nationwide Pokemon promotion. Nintendo and its partners will spend $30 million on the advertising campaign, it says.
Peter Main, executive vice president at Nintendo, says his company is using its time-tested tactic of focusing attention on a few hits. In addition to Pokemon, which will work on the original GameBoy and a new color GameBoy device, Nintendo plans to protect its base on the Nintendo 64, its latest video-game system, with "The Legend of Zelda: the Ocarina of Time," a sequel to an earlier hit produced by Shigeru Miyamoto, a near-legend among Nintendo game designers. The company plans to throw an estimated $12 million in advertising behind the new Zelda title alone.
Waiting List
Mr. Main says Nintendo already has a waiting list of 400,000 signed up for the Pokemon game, surprising considering the GameBoy technology was first launched in 1989, ages ago considering video-game systems usually have to be replaced every five years.
Nintendo is being careful to avoid one public-relations disaster that occurred last year. Hundreds of toddlers who watched a particular episode of the Japanese version of the Pokemon cartoon were stricken with seizures and fainting spells. The children apparently reacted to a high-intensity strobe-light effect in that cartoon.
For the U.S. launch, the offending episode has been removed and others have been screened to ensure they are safe for kids of all ages. "We like it to be arresting," Mr. Main says. "But we aren't looking for that kind of impact."
Sony will also have special promotional tie-ins with toy makers and fast-food chains. But it will generally stick to its philosophy of spreading its marketing efforts among a variety of games for multiple age groups, allowing fans to determine which titles will take off, Mr. House said.
Sony will spend a large portion of its $140 million in advertising during the fourth quarter, including $40 million on television ads that tout the "attitude and coolness" of PlayStation games, Mr. House said. |