WSJ: Video game makers face an ''arms race''

Source: WSJ Online

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By MARCELO PRINCE and PETER ROTH
THE WALL STREET JOURNAL ONLINE
December 21, 2004

It's shaping up to be a high-scoring year for the videogame industry. Microsoft Corp.'s "Halo 2" broke records when it raked in $125 million in its first day on the market, more than any movie has ever made in an opening weekend. After one month in stores, the alien-fighting game has topped $250 million in sales.

Several other sequels, including "Grand Theft Auto: San Andreas" and "Doom 3," have lived up to their blockbuster billings -- and Hollywood-level budgets. U.S. videogame sales are expected to rise 10% this year to $7.76 billion, according to Wedbush Morgan Securities. That's not far behind total U.S. box office receipts, which stood at $8.6 billion at the end of November.

But the fast-growing industry also faces a major challenge: Escalating development and marketing costs are sowing the seeds of an "arms race" that analysts say will intensify as publishers rely more heavily on big releases to generate the lion's share of their profits.

The string of big-budget games released for the holidays is expected to put pressure on some of the smaller publishers, who have significantly fewer titles on shelves and may not be able to survive if even one of them stalls. Among them, Britain's Eidos PLC -- which gained fame with its popular "Tomb Raider" series of games -- has already explored a sale.

"If you're not making a lot of money right now, you're not going to make it in the next generation," says Jeff Brown, vice president of communications for Electronic Arts Inc., the publisher of "Madden NFL 2005" and the industry leader with annual sales of nearly $3 billion.

Once the arena of children and hobbyists, videogames are now a big business dominated by a handful of large media firms that are spending heavily on popular franchises. Just this week, Electronic Arts signed an exclusive five-year deal with the National Football League and the league's players' association to protect its Madden franchise amid a price war in sports games.

Developers now spend upward of $10 million to create their leading games -- an unheard of amount just a few years ago -- and budgets for some high-profile titles can be much higher. Analysts estimate production costs for Microsoft's "Halo 2" were about $20 million (a Microsoft spokeswoman says the cost was "less than $20 million," but declines to be more specific). It's not uncommon for publishers to spend even more on marketing for a hot game.

"What used to be a huge budget with PlayStation One, in the range of $5 million, is now an average budget for PlayStation Two," says Bruno Bonnell, chairman of Atari Inc. "Twenty million dollars. Twenty-five million dollars. These are significant budgets for the industry. We will see, during the next cycle, this kind of investment."

Some games have already eclipsed those levels. Valve Corp., one of the few big independent developers, spent more than $40 million on "Half-Life 2," says Doug Lombardi, Valve's marketing director. The game, known as a first-person shooter for the style of gameplay, was released in November.

Meanwhile, Mr. Bonnell says Atari spent $17 million to develop this summer's "Driv3r" and about $17 million more to market the racing game, which sold more than three million copies but analysts say failed to live up to expectations.

A Microsoft spokeswoman says "Halo 2" has already sold more than five million copies. "The costs to create stellar games continue to increase, but we are looking at ways to help the industry streamline rising costs," she says. Those efforts include building standardized software tools developers can use to make games.

Despite rising costs, hit games are extremely profitable. Take Two Interactive Inc. spent less than $10 million to develop the latest "Grand Theft Auto," says President Paul Eibeler. The game, which retails for $50, could generate world-wide sales of $400 million by year end, says Michael Pachter, analyst at Wedbush Morgan. After taking into account advertising, bonuses for the designers, hardware royalties and manufacturing costs, Mr. Pachter figures the game's gross profit -- in the three months since its release -- has been about $285 million.

Higher Costs Make Firms Risk Averse

Development costs are rising as machines become more powerful and games are packed with better artwork, music and 3-D graphics. Costs are also rising because publishers often create versions for multiple game machines, including several new portable devices. Moving a game from one system to another can cost more than 10% of the original development cost, says Miguel Iribarren, Midway Games Inc.'s vice president of strategic planning.

"The bulk of development cost is the number of people on a team and amount of time they work. As systems become more complex it take more people and longer to develop," says Kevin Bacchus, president of Infinium Labs Inc., a Sarasota, Fla., firm creating a new game machine called the Phantom.

The jump in development and marketing costs has made the videogame industry "enormously risk averse," says Mr. Bacchus, who was an early member of Microsoft's Xbox development team. "It is producing virtually no new franchises."

In recent years, a handful of games has dominated the annual sales figures. But in 2004, publishers released an exceptional number of blockbuster titles, many of them sequels to games from previous years. Banc of America estimates that the top six PC and console titles will generate roughly $1.2 billion to $1.5 billion in sales in the U.S. and Europe this holiday season.

"Normally there are only three really big games every year," says Mr. Pachter. The success of the blockbusters, however, has come at the expense of lower-tier titles. "All the [industry's] growth is being absorbed by new, big games," he says.

Publishers have largely focused on making sequels to successful titles or games based on movie or comic book characters, which are seen as less risky. "We don't green light any more things that will be small or average size games. We push forward on things we imagine can be a top 10 title," says Kathy Vrabeck, president of Activision Inc.'s publishing unit, which made the "SpiderMan 2" game.

"One of the consequences of escalating budgets and escalating conservatism is an awful large number of brilliant game designers' ideas are laying fallow right now," says Seamus Blakley, an Xbox veteran who now works as an agent at Creative Artists Agency in Los Angeles representing a handful of star game designers, like Sims creator Will Wright.

Fewer potential blockbusters are slated for next year, analysts say, as publishers and game designers focus the budgets on new titles for next-generation game machines. Among those slated for 2005 are Sony Corp.'s "Gran Turismo 4" and Nintendo Co.'s next "Zelda" game. Again, there will be many games tied to movies, including "Batman," the "Fantastic Four" and even "The Warriors," a cult hit released in 1979.

Looking Offshore to Cut Costs

Meanwhile, publishers are trying different ways to mitigate costs. In recent years, several have acquired the studios behind hit games to bring development in house -- a trend industry watchers expect to continue. Others are looking to raise game prices or send some design work to Asia where labor costs are lower. Atari's Mr. Bonnell says China and Vietnam have made "incredible progress" in recent years fostering talent for 3-D graphics and computer animation.

"If all games cost $20 million going forward, this industry will be gone in 10 years," says Steve Allison, chief marketing officer at Midway. "I think we'll see a spike in costs and then a leveling off back down to between $10 million to $14 million."

Midway, publisher of fighting game "Mortal Kombat: Deception," plans to reduce production costs by doing two-thirds of its game design internally, which is 15-20% more profitable for the company. It now splits its development evenly between in-house teams and outside programmers.

Jennifer Jordan, an analyst at Wells Fargo Securities, notes that so far the soaring costs have been offset by rapid growth. But she sees the industry headed toward an "inflection point" where growth cools and companies get squeezed by rising development budgets. Some game publishers are already mulling a price increase next year -- no small matter in an industry where premium games can already cost more than $60.
 
Despite rising costs, hit games are extremely profitable. Take Two Interactive Inc. spent less than $10 million to develop the latest "Grand Theft Auto," says President Paul Eibeler. The game, which retails for $50, could generate world-wide sales of $400 million by year end, says Michael Pachter, analyst at Wedbush Morgan. After taking into account advertising, bonuses for the designers, hardware royalties and manufacturing costs, Mr. Pachter figures the game's gross profit -- in the three months since its release -- has been about $285 million.

Very nice...
 
Karg said:
Very nice...


Despite rising costs, hit games are extremely profitable. Take Two Interactive Inc. spent less than $10 million to develop the latest "Grand Theft Auto," says President Paul Eibeler. The game, which retails for $50, could generate world-wide sales of $400 million by year end, says Michael Pachter, analyst at Wedbush Morgan. After taking into account advertising, bonuses for the designers, hardware royalties and manufacturing costs, Mr. Pachter figures the game's gross profit -- in the three months since its release -- has been about $285 million.

.
 
I heard before about games might reach towards the $60 range. Well we've done it before with cart titles from SNES and N64 and we can do it again.
 
Publishers have largely focused on making sequels to successful titles or games based on movie or comic book characters, which are seen as less risky. "We don't green light any more things that will be small or average size games. We push forward on things we imagine can be a top 10 title," says Kathy Vrabeck, president of Activision Inc.'s publishing unit, which made the "SpiderMan 2" game.

This is what troubles me about the future of the industry. Of course this happens in the movie industry, as well as the music industry to an extent. But to see it happening to video games makes the future look bleak.
 
Karg said:
Ahhh, didn't catch that the first read through. Well it has to be somewhat close, even at 175 million thats one hell of a profit for a game.


Well... it just seemed a bit excessive considering that by the end of November, the game had grossed less than 300M in revenue. Not to mention, this is the same person that overestimated on the previous NPD by quite a bit, at least for GTA: SA.

This is not to say that GTA isn't a phenomenom. It's insane the sales the game gets.
 
Azih said:
Higher prices for premium should also create a market for 'budget' games, hopefully.

I've noticed that already. Crave and Sega's sports lines have already took that route.

Another thing that concerns me is blockbuster games being sold on one day only discounts down all the way to $20 this year. That would be unthinkable in earlier years.
 
I think it's amazing that something like Driv3r costs 17 million, while MGS2's budget was less than 10. Some western developers seriously need to be more cost-efficient. :P
 
Karg said:
I heard before about games might reach towards the $60 range. Well we've done it before with cart titles from SNES and N64 and we can do it again.

I'm not looking forward to the price hike, but I'm viewing it as inevitable.

Heck, I was just re-reading an older copy of NEXT Generation magazine last night (err... this morning) before bed and one of the letters to the editor talked about paying $79.99 for a copy of Turok 2 for the N64. EB ads in the magazinbe also showed most of the N64 third-party games going for $60.

IMO, it's not really a question of if... but when.
 
jett said:
I think it's amazing that something like Driv3r costs 17 million, while MGS2's budget was less than 10. Some western developers seriously need to be more cost-efficient. :P

I would have sworn I heard MGS2 cost between 12 and 16 million.
 
I asked in the other sales thread but nobody had an answer:

How many "copies" has HL2 sold? Either over Steam or retail or both?
 
radioheadrule83 said:
If prices were LOWER, we'd buy more of them.
I'm not buying price hiked games for the sake of nicer visuals. Fuck that noise.

I think prices is currently where the industry has an equilibrium. I don't think that quantity demand is all that much higher for the mainstream.

As for this arms race, I've seen it coming for a while know with much excitement.
 
I'm such a cheapskate. I can't remember the last time I bought a game for myself that cost more than 30 bucks. Why buy a new game at 50 when I know sooner or later it'll be cheaper. I can just as easily pick up 2 brand new games that were popular LAST YEAR for the same price or cheaper. I'm not the type who has to play the latest of the latest before anybody else does. I'm a patient man.
 
Hello GAF! I like to be an idiot! said:
I think prices is currently where the industry has an equilibrium.

It's a delicate balance, IMO. All it would take is for a couple of games to sell well at a higher price point ($55-$60 USD) before other publishers would follow suit. They won't admit it, but they'd want nothing more than to boost prices just a little bit to get a little more profit.

There's precedent for a relatively successful $60 MSRP. We've done it in generations past. I still think that you'll see it for EA's Madden 2006.
 
jett said:
All developers seriously need to be more cost-efficient.

BINGO!

Whatever publishers/developers can learn how to create quality games very efficiently will be the ones to pull-ahead next gen. This gen and previous gens the costs are low enough such that publishers can just keep throwing money at the game for the most part. But with next gen so much time and effort is going to be needed to make content that just blindly going forward isn't going to work, it's too expensive.

Another cost-cutting measure is the use of procedurally created content. This is already being introduced with Rag-doll physics, instead of having specific death animations, just turn the model to rag-doll and let the physics go. This approach will only expand into more gameplay specific scenarios freeing the animators to focus on more detailed tasks (and not having to hire as many either).
 
Hello GAF! I like to be an idiot! said:
I think prices is currently where the industry has an equilibrium. I don't think that quantity demand is all that much higher for the mainstream.
People said the same thing about DVDs when they were going for an average of $30 a pop, but look how the market's exploded since they decided to continue lowering over time. On the other hand, look what happened to Laserdisc over it's lifespan, staunchly refusing to lower from the $40-50 range.

Not that I think games will ever go the way of laserdiscs, but I think there's a great potential for sales growth, and lower prices are really the only way to get the casual people into it that aren't already. If 90% of games aren't selling well at $50, they're certainly not going to sell well at $60. But they'd probably sell okay to great at $20-30... see this year's ESPN titles for a perfect example.
 
Bizarro Sun Yat-sen said:
Final Fantasies these days cost around $40 million...

Actually they don't.

I believe FFX was around 30 million, but the FF games after have been cheaper. X-2, XII. I think square said no game could go above like 15 million or something, not sure, it was a long time ago when they announced their new budgeting.
 
Shig said:
90% of games aren't selling well at $50, they're certainly not going to sell well at $60. But they'd probably sell okay to great at $20-30... see this year's ESPN titles for a perfect example.
Bingo. Getting the average price of a game down will do wonders for the sales of an average game. $50 is just not a mass market price for multimedia unless the consumer is willing to pay for what they believe to be a "premium" item (Halo 2, GTA:SA).

Of course, just because a game is $20 or even $30 doesn't mean it will automatically sell -- it does have to possess a certain amount of hype and/or word-of-mouth. But I think it would give lesser-known unlicensed stuff a bigger chance in the grand scheme of things. Plus, developers confident in their IPs could still get away with charging that premium price if they so desired.
 
FFX2 doesn't count for obvious reasons. I don't have a budget figure for FFXII, but if anything it'll probably end up being even more expensive considering its two years of delays.
 
chespace said:
It works wonders. Ask about HL2 sales and you'll hear the sound of crickets.

No one can possibly know. It was high on the NPD charts for November but those sales did not include Steam sales. Only Valve knows those.

I think at most they sold 1.5 million. That's my guess anyway.
 
Dave Long said:
No one can possibly know. It was high on the NPD charts for November but those sales did not include Steam sales. Only Valve knows those.

I think at most they sold 1.5 million. That's my guess anyway.

Hence the beauty of Steam... for Valve, that is.

I sincerely hope this is not the future, at least not the way Valve has thus far rolled it out.
 
megateto said:
So it's not dead after all?
Just delayed to hell and back.
I believe it's being developed at Rockstar Toronto - anyone want to come with me to their offices? We can whip eggs at their cars and windows.
 
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