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BBC: Game firms face challenges ahead

Lo-Volt

Member
Plans for gaming consoles to become media centres and for gaming itself to engage a new mass market could be being overplayed by the industry. That is one of the conclusions of a new report from research firm Forrester.

The study finds that a gradual evolution in the gaming industry is more likely than a revolution in the way people play games and use consoles.

Although gaming is a huge industry, the report warned that turning a profit will become increasingly difficult.

For players such as Microsoft, Sony and Nintendo the fact that the market is reaching saturation point coupled with the increasing costs of producing both games and consoles means profit margins may not be a big as they would like.The report also warned that mobile phones and portable media players could supersede portable games consoles such as the Nintendo DS and Sony PSP.

"[Portable game consoles] look like one-trick ponies compared with multifunctional mobile phones that play games or game-capable portable media players. They could well be replaced in consumers' pockets," said report author Paul Jackson.

Convergence of devices has been the main theme of the recent Consumer Electronics Show in Las Vegas but Mr Jackson is not convinced the role of entertainment hub will be played by gaming consoles.

"While gamers will increasingly use their new consoles for non-gaming activities, this functionality will not be enough to convince non-gamers that buying a console is the answer to their digital convergence dreams," he said.

Game firms need to find new sources of making money as the costs of making both games and consoles rockets and the market becomes saturated, the report found.

Designing games for a wider audience, embracing online gaming subscription models and offering more in-game advertising are all ways of doing this, it suggested.Gaming remains a multi-billion dollar industry and its influence cannot be underestimated.

According to the NPD Group, the industry generated $9.9bn in the US in 2004 and video gaming is stretching its influence with TV programmes, movie tie-ins and video game soundtracks.


It remains dominated by young males - and Forrester found that in the US 77% of 16-25 year-old males regularly play video games.

Among the 12-17 age group, the figures are even higher - with a staggering 94% regularly indulging in game playing.

Visions of inclusive gaming - engaging those with no history or interest in gaming - remains some way off, Mr Jackson thinks.

"More young female gamers will use portable and home console platforms; older gamers will tap into game subscription services and casual multiplayer games like poker or bridge but it will only have an incremental effect on the industry," he said.

The report predicted good times ahead for the PC gaming industry which, following several years of revenue declines, will once again start to grow.

Despite the hype around games consoles, more consumers still play games on a home PC than on a game console with the exception of gamers in the UK, France and Spain, the report said.

Broadband gaming subscription services and mass-market online games will drive more consumers to their PCs and in the next two years Forrester predicts that another 4% of households will have taken up gaming in both the US and Europe.

Currently 40% of US households and 27% of European households indulge in PC gaming.

The growth in popularity of PC gaming is not a guarantee of profit though.

In fact many PC gamers play free online games and are unlikely to invest in new, full-price, boxed games or subscribe to game services, the report found.

Currently 15% of European consumers online consumers and 46% of US online consumers play web-based games.

These range from simple multi-player card, golf or racing games to more sophisticated games such as World of Warcraft.

The potential of games such as World of Warcraft is huge. It now has 3.5 million global subscribers, each of whom pays around £8 per month to participate. BBC.
 
Surely a major point is that people don't necessarily want to replace their media units every 5 years, something that provides some resistence to the idea that consoles will become the media-hub of the living room.

And people change their mobile-phones so regularly that it is unlikely that they will become a gaming-platform that ends the portable-console industry, especially since there is no standard hardware for software manufacturers to work with & no infrastructure or culture of people paying for games on their mobiles. We've seen the success of the DS in Japan, and yet the Japanese are in love with mobiles and their mobile technology is probably the most advanced in the world.

I'm sure the report is touching on some truths when they discuss profit problems and exaggerated forecasts of industry revolutions & convergence - but perhaps the fears the article outlines are precisely why we've seen the emergence of DS and Revolution hardware, and games like Guitar Hero...things not possible on mobile phones etc.

Really is debatable whether the market is saturated at all, and whether profit problems cannot be remedied by simply not trying to release the absolutely latest hardware every generation...
 
"[Portable game consoles] look like one-trick ponies compared with multifunctional mobile phones that play games or game-capable portable media players.
Such as? I'm not really aware of any, except for PSP, which is the other way around.
 
MrSardonic said:
And people change their mobile-phones so regularly that it is unlikely that they will become a gaming-platform that ends the portable-console industry, especially since there is no standard hardware for software manufacturers to work with & no infrastructure or culture of people paying for games on their mobiles. We've seen the success of the DS in Japan, and yet the Japanese are in love with mobiles and their mobile technology is probably the most advanced in the world.

The other point when concidering this is that, quite frankly IMO, the input mechanisms used in mobile phones aren't all that well suited to be used in anything less then very, very simple games. If you'd like anything more then that then you'd end up with something that looks like a nGage or an even more "pure handheld console", and if you go there why couldn't Nintendo or Sony just incorporate VoIP features into future consoles if people desire them so hotly?

There is allso the question of having a stable content platform to develop for, just like MrSardinc mentioned. Mobile phones get spec upgrades at an astounding rate, they are somewhat similar to PCs of the handheld world in this regard. Where backwards compatabillety isn't allways guaranteed, and the specs and OSs to develop for are constantly changing, as is the market setup.

All of this leads me to belive that, just like their big brother consoles, there will allways be ample room for handheld consoles.
 
It's funny when they pick on portables, because they ignore the fundamental truth that most portable game platforms are probably played by kids 18 and under. Competition with phones is minimal with six-year-old Game Boy gamers.
 
"[Portable game consoles] look like one-trick ponies compared with multifunctional mobile phones that play games or game-capable portable media players. They could well be replaced in consumers' pockets," said report author Paul Jackson.

I guess I'm not seeing this great consumer need for an ultimate all-in-one game/video/phone/BJ/backrub device. The kinds of games you develop for mobile phones are completely different than games you'd make for a dedicated handheld system. And as MrSardonic already pointed out people replace their phones so often that there would never be a solid platform for game development even if there was a demand for it. You wouldn't be able to develop games of any sort of depth without that framework, and thusly real gamers would never be satisfied.
 
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