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  • Video Game Industry Slump

    Gamasutra - News - Gamasutra's half-year U.S. video game retail sales analysis
    by Matt Matthews

    After six straight months of dreadful sales figures, it appears that the retail video game industry in the U.S. has settled into its new reality. Given that memories of the white-hot sales figures of 2008 haven't faded completely, the contraction has certainly been painful.

    As we enter the back-half of the year, the key issues from a top-level view are how much has the industry contracted and what can we expect by year's end. I can certainly answer the former, and I'll also elaborate on my view of the latter.

    First, the big revenue picture, including all segments of the retail market: hardware, software, and accessories, shown below.

    Normally I've shown this kind of figure with full data for previous years, but to emphasize just how weak retail sales are in 2012 I've restricted each year to just the first six months. Seen in this light, sales this year look like they fell off a cliff after the more gradual declines in 2009, 2010, and 2011.

    So where does this leave the full market once 2012 is over? Well, if we go back and grab the best back-half of a year ever - sales from July 2008 through December 2008 - and use it as an upper bound for what will happen in the remainder of this year, then the full year of sales would come out to $17.8 billion at retail.


    Sure, that would be a bit better than the $17.0 billion total from last year, but worse than the totals in 2007 ($18B), 2008 ($21.4B), 2009 ($19.7B), and 2010 ($18.6B). In short, the industry could deliver a miraculous turnaround for the remainder of this year and it still wouldn't measure up.

    Since a miracle clearly isn't in the offing, it's natural to simply compare to last year's figure. If retail video game revenue for the rest of 2012 is basically flat compared to last year, then the final total will end up around $15 billion - making this the worst of the last six years in terms of revenue.

    I don't think the industry can pull out a second half that's on par with last year, however, since every month since December 2011 has recorded a 20 percent or greater year-on-year decline. Just in 2012, the market is down 29.7 percent and if that were to continue through this holiday season this will be the weakest year for the video game industry since 2005.

    That's effectively a worst case scenario, and would reset the industry to levels it last knew in the very first months of the Nintendo DS and before the Xbox 360 launched.

    A picture helps here, so here are total retail video game revenues for the U.S. in each of the last seven years along with the three scenarios (miracle, flat, and worst case) I've outlined above.



    But the total of retail revenue is actually three different segments, and each is subject to somewhat different factors. Hardware revenue is affected not just by how many units sell, but also by how they're priced. So a price cut could move more systems, but it would also cut into the total revenue as well.

    Currently the software market appears to be heavily driven by new releases, but that hasn't always been the case. During the Wii's heyday titles like Wii Play and Wii Fit and Mario Kart Wii could shift as many units in a summer month as the top-selling new releases have in some months of 2012. The foundation of lower level catalog software sales appears to be much lower today.

    And the accessory segment - the most opaque of the segments, because the NPD Group releases so little information about it - has been driven by popular peripherals from time to time. Wii remotes used to be extremely popular, and during its first few months the Kinect sensor add-on for the Xbox 360 appeared to be pumping up accessory revenue. Now the leading items are Skylanders action figures and points/money cards for Microsoft's Xbox Live and Sony's PlayStation Network.

    So let's break it out further, looking at each segment, starting with hardware.

    First, just in terms of raw hardware numbers, the picture is quite similar to the revenue figures you see above. As the Wii and Nintendo DS burned brightly throughout 2007, 2008, and 2009 hardware sales for consoles and handhelds saw tremendous gains.



    While the Xbox 360 has continued to grow its sales, especially in 2011, these sales haven't been enough to bend the effect of the terminal trajectory the Wii is following. Moreover, the introduction of two new handhelds - the Nintendo 3DS and PlayStation Vita (PSV) - did little to lift the market for dedicated handheld hardware.

    As Michael Pachter, analyst for Wedbush Securities, recently observed about May 2012 sales: "Over the last 11 years, console unit sales have averaged over 600,000 units in May, and over the last five years, unit sales have averaged over 700,000 units." That was the weakest May since before the PS2 launched in 2000. June was somewhat better, I believe, but still not good.

    The underlying problem here is pricing, I believe. One of the counter-intuitive trends in the past few years has been the unusual pricing models that hardware manufacturers have pursued. For example, the Nintendo DS launched at $150 and then dropped to $130 (prior to the launch of the DS Lite model) but then the introduction of the DSi and DSi XL models pushed the average price for the platform up above $150 again.

    Something similar happened with the introduction of Kinect for the Xbox 360, where the average price of the system went from a low of around $250 to well over $300 as the Kinect models were pushed heavily.

    On top of these de facto price increases, each manufacturer of hardware has been reluctant to cut their respective entry-level prices. As of this writing, the lowest priced (non-contract) Xbox 360 is still $200, the Wii is still $150, and the PS3 still can't be bought for under $250. I'd also posit that the PSP lingered too long at $170, when it should have been below $150.

    Of course, consumers had to agree to purchase those systems, so I'm not faulting the hardware manufacturers for pursuing winning pricing strategies. Rather, I'd argue that pricing for hardware in general has been much higher this generation and that has to have limited the market for these devices. Despite these impediments, the installed base on paper is much larger than at the same point last generation. (See this column from last month on that score.)

    Now, at the tail end of a generation, the hardware players continue to maintain what I believe are unrealistically high prices. So far in 2012 the average price for the Wii has been right around $148, the PS3 around $269, and the Xbox 360 around $285. Combined, consoles are averaging $250 this year while handhelds are averaging around $180.

    While I don't have complete data from last year, I think the figure for consoles has come down around $25 per system while the handheld price has actually gone up. Remember that at this point last year, only the languishing Nintendo 3DS had an entry-level price above $170. Across systems of all types, the average price last year was $228 and this year's its just $224.

    Prices have to come down before the situation is going to change, and that's true for just about every system. I'll speak more to this for individual systems in a coming column.

    Let's move onto software, because the dynamics there are similar but slightly different because of the nature of the product. Comparing the first six months of each year going back to 2007, the picture looks like this.



    I've provided three retail estimates for the first half of each year: total units sold, total revenue, and year-to-date average selling price (ASP). (The YTD ASP is just the total revenue divided by the total units.)

    A few months ago, I observed that the total software unit sales figures for 2011 could be suggestive that the erosion of the retail software market was bottoming out. That is, after declining about 7 percent per year in both 2009 and 2010, the unit decline in 2011 was a mere 1 percent.

    Yet retail sales so far in 2012 appear to indicate otherwise, since the year-over-year decline is already a staggering 30 percent. (That's not a typo. It really is 30 percent.)

    On top of that, as the table below the graph shows, the average price of the software being sold is going down as well. Together these factors have driven total software revenue down 31 percent.

    Anita Frazier, an analyst for the NPD Group, points to the number of new titles being released as a key factor in the contraction of the market. Here's what Frazier said:

    "In the first half of 2012, there were 34 percent less new software SKUs compared to last year. On an average SKU basis, they generated 4 percent less units, but 2 percent more dollars on average. This shows that while new launch performance is relatively stable, it is the sheer reduction in the number of launches that is contributing to the overall softness we are seeing in software so far in 2012. The decrease in new launch volume accounts for 41 percent of the net unit decline and 47 percent of the net dollar decline from first half of 2011."

    Another way of saying this, I believe, is that new releases are performing like new releases should but more than half of the decline in unit sales and revenue is coming from older titles - what are commonly referred to as catalog software.

    This is, I believe, what analysts Michael Olson and Andrew Connor of Piper Jaffray have referred to as the shorter tails of recent game sales. For example, Call of Duty: Modern Warfare 3 has shown sales each month this year that are consistently 50 percent lower than comparable period sales of Call of Duty: Black Ops a year ago. If this were to happen across a wide swath of older software titles, then that would certainly contribute to the other 59 percent decrease in volume and 53 percent decrease in dollars.

    Moreover, consumers have the option to buy less expensive software, and I would submit that this is likely just as big a factor as the shorter tails of new releases. That is, consumers are buying older, cheaper software or seeking out newer titles only when they are on sale.

    Even if a title generates more revenue when it's new as Frazier indicates, a shorter tail and consumer pressure on pricing could mean a lower net revenue over the lifetime of a title for publishers. That's bad news any way you cut it.

    Turning to the final segment of the market, I think we can say that the accessory segment is one of the brighter areas of sales this year. Let's look at first half revenue figures over the past few years and make a direct comparison to this year.



    Clearly the accessory market has been more stable, in terms of revenue. I believe that underneath these figures are actually no fewer than three accessory waves that have helped maintain these levels. However, as I've stressed before, we have almost no direct view into the accessory segment since the NPD Group gives out few details and even some analysts don't subscribe to the accessory data that the Group provides. What follows is my own informed opinion.

    The increase in accessory revenue in 2008 and through 2009 is contemporaneous with demand for plastic instruments for music games like Guitar Hero and Rock Band and increased demand for Wii remotes as that console set mid-year sales records. In early 2011 I believe accessory sales were buoyed by sales of Kinect sensors for Xbox 360 systems. And in 2012, both points cards and figures for Skylanders have been hot sellers. In fact, NPD's Frazier noted that "point card sales were exploding" in 2012 and are up 36 percent from the first half of 2011.

    Finally, let me comment on the longer term, as we head into late 2012 and then 2013. In order for the retail part of the industry to look respectable by the end of this year, hardware and software will have to make turnarounds.

    On the hardware side, a turnaround will require price cuts from both Sony and Microsoft. I'm looking for Sony to move in August when a new and less expensive model will be introduced, while Microsoft may well wait for the effect of its new service plan pricing to become apparent. Moreover, the Wii U will have to launch at a reasonable price and see rapid uptake by consumers to make up for collapsing Wii sales.

    With several key software titles moved out of the tail end of 2012 and into 2013, the stage is set for big names like Halo and Assassin's Creed and Call of Duty and Madden to compete only with each other for consumer dollars.

    I want to dig into each of these areas more thoroughly - particularly the fortune of current and future platforms and some software specifics - later this week in a couple more columns, so stay tuned.




    What this could mean is that we'll be seeing more and more "tried and true" IP releases and less "risky" new IPs for the foreseeable future. This could also impact 3rd party developers negatively as their publishing parents will look to keep costs down and tighten release schedules, which will usually mean buggier releases and/or sheared content. With layoffs looming on the horizon and uncertainty in the Wii U and other next generation consoles (remember, Sony is undergoing tremendous soul searching and structural changes), things aren't looking too bright for the industry. I'm looking at the 6-12 mos calendar for JP releases and see nothing but sequels and anime spin-off titles, which is not a good sign.
    Last edited by Aeni; 07-17-2012, 11:50 PM.

  • #2
    Re: Video Game Industry Slump

    TL;DR
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    • #3
      Re: Video Game Industry Slump

      TL;DR
      You could just read the last paragraph.

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      • #4
        Re: Video Game Industry Slump

        Originally posted by Armando View Post
        You could just read the last paragraph.
        Well that's depressing.

        I can't help but feel that this situation could be improved by the industry putting more of its efforts into quality game design and less of its money into graphics.
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        • #5
          Re: Video Game Industry Slump

          Depressing indeed. Now that we've "raised the bar" though, I don't think people will accept lesser graphics - you'll just be compared to the games that broke the bank on that department, and then be double shamed because old games have better graphics than yours.

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          • #6
            Re: Video Game Industry Slump

            I dont' really think so. Take a game like Super Meat Boy. That thing has some of the best level design I've seen in years. YEARS! It's a gem of a game but it's not breaking the bank on photo-realistic graphics.

            I think we're eventually going to see the industry come to the realization that they are putting too much money into graphics because ultimately graphical prowess is not what sells a game.
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            • #7
              Re: Video Game Industry Slump

              Super Meat Boy isn't competing with the AAA 1080p titles though, and it doesn't push consoles either. And while the profit margin is probably much larger, I'm not sure it brings the same amount of sales/profit as, say, Super Street Fighter IV or Halo 3. And if all devs took the graphics down a notch to last gen graphics, there wouldn't be much of a point to all the hardware and extra cost in current gen consoles, let alone next gen.

              Basically I agree with you, but I don't think we're going to see a massive shift towards cutting back on the cost of making assets.

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              • #8
                Re: Video Game Industry Slump

                This is pretty troubling.

                I normally give big credit to Sony for supporting creative/different games like Journey etc., but who knows if they'll keep up with that in the future? MS certainly isn't going to pick up the slack, they've already closed one of their former best studios (Ensemble) and don't have much else to fall back on. Nintendo has plenty of stuff to play it safe, but they could maybe rotate it a bit more instead of just whoring out Mario and Link (much as I love them).

                I have faith in the Indie games however, to keep pushing the envelope. Go check out Tiny & Big: Grandpa's Leftovers if you haven't. It's a really cool Indie game for $10 that's a physics-based puzzle solver/platformer.
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                • #9
                  Re: Video Game Industry Slump

                  I normally give big credit to Sony for supporting creative/different games like Journey etc.
                  Its undue credit.

                  Sony only supports what they can own was far was downloadable games go. They passed on Limbo because the actual creators wanted to own it. MS just asked for timed exclusivity, not ownership of the IP. You have to understand Sony has a very old, very dated Hollywood mentality. They are not interested in being creative, just buying creative works. What they do with them after purchase is a bigger point of concern. Usually, they don't do anything with the IPs they buy, but god help anything that gets to the film division gets their hands on. Wes Anderson wouldn't be making Resident Evil movies is Sony cared about quality.

                  Sony got Limbo on PSN when they realized it could still make them money and the developer had more leverage at that point. And here you tend to think timed exclusivity is the devil. It this case it worked out in the actual creator's favor.

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                  • #10
                    Re: Video Game Industry Slump

                    Originally posted by cidbahamut View Post
                    TL;DR
                    I'll give you the abridged version of the entire thread:
                    • Nobody can afford new video games anymore
                    • Devs are going to be more inclined to play it safe (while Japanese devs will just keep doing whatever because I don't think they even understand the word "risk")
                    • In this case correlation does mean causation, people are just buying less games
                    • Retailers are gouging gamers
                    • Yeah retailers aren't going to be dropping their prices any time soon given how few options are out there and how hard hardware manifacturers are making it to buy a second hand game
                    • Bunch of charts that probably took Aeni ages to make
                    • Obligatory Sony bashing for whatever reason
                    • Ah wait it was because someone dared say something positive about Sony. Silly Malacite, you can't say anything nice about Sony on the internet
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                    • #11
                      Re: Video Game Industry Slump

                      Originally posted by Firewind View Post
                      • Devs are going to be more inclined to play it safe (while Japanese devs will just keep doing whatever because I don't think they even understand the word "risk")
                      It's funny because it's true.
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                      • #12
                        Re: Video Game Industry Slump

                        Heavy Rain, Valkyria Chronicles, FlOW, Flower, Journey, God of War, MAG, the list goes on.
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                        • #13
                          Re: Video Game Industry Slump

                          There's a little too much Chicken Little premature crying in this article. I read a similar article last week after the most recent NPD figures were released.

                          If you adjust the graphs and numbers for the impact of the "casual-itis" factors of the Wii and Kinect, and then understand them in the context of "typical console generation pattern" + "weak economy everywhere", what's not to understand.

                          That doesn't mean there hasn't been some unusual drop-off in overall gaming sales (how many gaming dollars have been repurposed towards iOS and Android devices in the past couple of years, for instance?). It does mean that the article doesn't do a good job of nuancing the message and leads readers to an incomplete and potentially very flawed conclusion.

                          Consider: The PS3 and Wii launched in 2006. I think we can all agree that the Wii is something of a runaway success in terms of hardware sales (and for a brief period, software sales too) in a range from its launch to about 2 years after launch, with the hype train starting to derail after that as people who didn't game regularly shoved the device back into the closet and never touched it again.

                          What do we see when we look at the numbers for 2006-2010? Large increases in overall revenue through 2008, followed by tapering, and then this year falling off a cliff. The 2006-2008 spike is explained readily enough by the Wii, so where does the severe drop come from?

                          To me, the answer is somewhat evident: Kinect. Microsoft managed a fairly big splash after throwing half a billion dollars at marketing Kinect for the Xbox 360 and - like the Wii before it - it took a little time for people who were excited by the device to realize that it really wasn't doing all that much to revolutionize the quality of games. So instead of a more gradual taper as the hype-train from the Wii derailed and eventually crashed and burned, you have a second (smaller) bubble from the Kinect selling something like 15 million units. Kinect launched on Nov. 4, 2010, which means the lion's share of the Kinect sales (before it ALSO had its hype train derailed) occurred in 2011. What do we see in 2011? An outlier figure with higher than expected sales than the drop-off in Wii sales would predict.

                          Bear in mind that 2012 sales are still looking like they'll track ahead of the figures from 2005 and 2006 even with inflation adjustments. The Xbox 360 launched (to a somewhat slow start) in late 2005, followed by the PS3 and Wii in 2006, so really the only "somewhat" comparable years are 2005 (last year of generation 6 which includes the PS2, Xbox 1, and GameCube) compared to 2012, which is going to be the last year for the Wii and probably the second to last year for PS3 and Xbox 360. In that context, it still looks like core gaming is still holding its own despite competition pressure. It's not growing, and that's certainly a cause for concern, but it's not the sky-is-falling sort of situation being pushed in the Gamasutra article.


                          Icemage

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                          • #14
                            Re: Video Game Industry Slump

                            Bunch of charts that probably took Aeni ages to make
                            You mean the cut and paste and the failure to either qiute or attribute credit to the proper source beyond a link.

                            Heavy Rain, Valkyria Chronicles, FlOW, Flower, Journey, God of War, MAG, the list goes
                            Heavy Rain is horrid crap.
                            Valkyria Chronicles did not succeed for being on PS3
                            Thatgamecompany made Fl0w, Flower and Journey. I will continue to correct people that give Sony credit for what they don't create.
                            God of War is well past milked and it's only eight years old.
                            MAG is by a studio Sony closed after giving them a number of hits.

                            I'll also point out Fumito Ueda's and David Jaffe's departures as a sign of things to come. Those are two brilliant creative forces within Sony who now find it unsatisfying.

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                            • #15
                              Re: Video Game Industry Slump

                              You mean the cut and paste and the failure to either qiute or attribute credit to the proper source beyond a link.
                              I'm not seeing the problem here.

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