Interesting article:
http://www.iht.com/articles/2005/08/07/business/game.php
Game maker's sequel strategy: Getting old?
By Matt Richtel The New York Times
MONDAY, AUGUST 8, 2005
SAN FRANCISCO Electronic Arts, the biggest video game maker in the world, plans to release "Madden NFL 06" on Tuesday. It is the 18th annual version of an increasingly lifelike game that lets players be the quarterback of a pro football team, and it sells millions of copies each year.
In this year's edition, a slice of the field lights up to give the quarterback better vision and throwing precision when he makes a pass. It also lets players follow the athletes' off-the-field activities. But Steve Perry, 35, once an avid Madden fan, will not be lining up to buy the game. He said he had grown tired of spending $50 to get an update of a title he already owned. "I'm not willing to jump along and buy a new one each time," said Perry, a newspaper salesman in San Antonio, Texas.
His complaint underscores a big potential problem for Electronic Arts, which has suffered financial setbacks this year. Increasingly, industry analysts and game reviewers are wondering whether the company's dependence on sequels is a sign that it is losing its creative edge. By year's end, EA plans to release 26 games, all but one of them a sequel, including the 16th version of "NHL Hockey," the 11th of the racing game "Need for Speed" and the 13th of the "PGA Tour" golf game.
The company also relies heavily on creating games based on movies like the James Bond series and "The Lord of the Rings" rather than developing its own original brands.
"There's a feeling of franchise fatigue: gamers are wondering, 'Do I need to buy this game again this year? I just bought it last year,"' said Mike Hickey, an analyst with Janco Partners, an investment firm in Denver, who has a "sell" rating on EA's stock. The reliance on sequels and licensed media properties, he said, is "dampening the creative spirit."
Lawrence Probst 3rd, the EA chairman and chief executive officer, dismisses that view. "The teams that work on the franchise properties have a great deal of pride in constantly looking to improve the product," Probst said. Besides, he said, sequels appeal to Wall Street investors because of their steady following among consumers. He said that the company had a goal of putting out at least one new game every year and had several major original titles in its pipeline.
To be fair, sequels are a stock-in-trade of the industry, with nine of last year's 10 top-selling games being follow-ons. "Grand Theft Auto: San Andreas," the No. 1 title from Take-Two Interactive Software, for example, is the fifth version of that game. Reliance on sequels makes it possible to have a steady revenue stream in an unpredictable business.
Probst's defense, however, has not pushed aside worries about the company's continued growth. It recently reported a first-quarter net loss of $58 million, while sales dropped 16 percent from a year earlier.
The issue of creative fatigue emerges as EA and the rest of the video game industry have hit a cyclical soft spot. Consumers have slowed their buying of video games in recent months in anticipation of the release of two new video game consoles: the XBox 360, scheduled for release by Microsoft this year, and the PlayStation III, due from Sony next year.
Electronic Arts recently lowered its estimates for full-year revenue to between $3.3 billion and $3.4 billion, from $3.4 billion to $3.5 billion, in part blaming a delay in the release of the game "The Godfather," which will not be sold until next spring.
The highly anticipated new title, based on the mobster movies, was supposed to be out over the year-end holidays, when the game industry makes about 50 percent of its annual sales. But the company said it was still making improvements to the game. The sizable financial effect of that delay is precisely the kind of trouble that EA avoids by putting out sequels.
Electronic Arts has been profitable over the years because it has been able to smooth out the volatility of its business with games that sell year after year. With games based on soccer, racing, basketball and football, it can churn out dependable sequels that often are much cheaper to create than new titles, which can cost $10 million or more to produce.
Many analysts say that EA's strategy and dependence on sports games, which account for about 30 percent of its revenue, is smart. "Their sports business gives them a leg up on everybody else," said Michael Wallace, an analyst with UBS. "It's the closest thing there is to recurring revenue in this business."
But critics are worried that even if EA hangs on to the sports franchise, the company will need to take more creative risks to accelerate its growth.
Video game reviewers and Wall Street analysts are looking at "The Godfather" as a test of whether the company can create something great from scratch.
"The Godfather game is a big deal for that company," said Greg Kasavin, executive editor Gamespot.com, an online publication that reviews games. "If it doesn't turn out good for them, it's going to be a problem."
http://www.iht.com/articles/2005/08/07/business/game.php