PC Gaming Is Far From Dead
A great article in Next Gen this week:
http://www.next-gen.biz/index.php?option=com_content&task=view&id=1907&Itemid=2
Some key quotes:
Relying on NPD’s number blinds one to the ongoing evolution of PC game
distribution. The key insight, as summarized in a new report from IM Consulting
(the market-intelligence unit at Ignited Minds), is that "the PC game software
market is much more robust than a cursory glance at the data suggests…(our
analysis) becomes a call to publishers to recognize that the PC market can be a
very lucrative and profitable place to publish, if the games are done properly
in the right genres."
And another:
According to Lombardi, NPD's retail-sales charts are understating the strength
of PC games sales, and will increasingly understate that strength as the PC
publishing model moves online to alternatives like Steam.
...
2005 was a
year that proved our industry needs a newer and wiser perception of the PC
gaming market. As IM Consulting put it, "Instead of giving up on the PC game
market because retail sales are lagging, we urge publishers to adapt their
distribution strategies to the changing landscape."
So why does the PC get declared as a "dead" gaming platform every year for the last six years or so? There's a ton of reasons:
- There's no barrier to entry, so the market is flooded with games. Most of them crap. It's hard for the customer to wade through all that to find your game (assuming it's not crap).
- No planned obsolescence like there is for consoles - so you still face competition from older games (a lot of the guys in my office still play & love Starcraft!) Towards the end of their lifecycle, consoles face the same problem, but not nearly as bad.
- Tech support for a nearly infinite array of hardware AND software configurations is a nightmare. It sucks when the player blames YOUR game for crashes caused by some spyware he didn't know was on his system.
- Trying to support not only all the varying configurations but also player preferences (like graphics quality, screensize, etc) makes PC game development more expensive.
- Trying to create a cutting-edge game for the PC is a pain because hardware-wise it's a moving target. Guess wrong, and your game might be unplayable on all but a fraction of suped-up machines when it releases, or it gets dismissed as looking like "last year's games."
- Piracy is easier on PCs than on consoles.
- You don't get to take advantage of free marketing under a console's manufacturer as they convince players to buy their console plus a mess of games.
- Popular game styles between consoles & PCs are traditionally very different, making ports from PC to console and vice versa less viable as game budgets increase.
- The cost of maintaining a "Gaming PC" capable of keeping up with the latest, coolest games is about 3x that of consoles, leaving many gamers to "give up" on the PC market because they can't afford to keep up.
- Several of these factors combine to result in hit games for the PC selling significantly less than an equivalent hit on the consoles. Since ports don't work well, as a publisher you have to choose - do you want to take a risk on a PC game, which can only sell half as many, or on a console? Let's say you can only sell a half-million on the PC, but a million on console? What if you have to sell 600,000 to break even?
- Another factor of the "barrier to entry" is that players don't yet have had to worry about viruses and spyware infecting their consoles from games. This is perhaps the single greatest threat to the growth of online software distribution on PCs
One factor that USED to be a big deal but was changed as soon as the predictions of PC gaming's death started sounding was the larger size of PC game boxes. PC game boxes used to be HUGE. That meant that for the same 5 ft. x 5 ft. bit of wall space, a retailer could only possibly sell about a quarter as many games. The mini-game boxes that have taken over in the last three years or so have helped that.
These factors make things seem less and less interesting for PC game sales, especially with skyrocketing game development budgets. So why bother? For many publishers, it sounds like they are having trouble coming up with reasons. But here's my take:
- PC games have no royalties to the console developers, making each unit sold potentially more profitable.
- The Mouse and Keyboard are way better input devices for many games than the control pad. I'm thinking FPS games (I've yet to ENJOY an FPS with a console controller) and RTS games, in particular.
- PCs are approaching uniquitousness (is that the correct term?) While they aren't all rigged for gaming, people have 'em anyway, so it doesn't hurt 'em to stick a game or ten on there.
- There's no barrier to entry (yes, this is a good and bad thing)
- With online distribution, the Cost Of Goods Sold approaches zero, and thus becomes less risky. (This is also true of the new XBLA, too, so consoles are taking advantage of online distribution).
- HARD DRIVES. While this has regrettably led to a "release now, patch later" mentality in PC games, it also means you can support, improve, and KEEP CURRENT a title for an incremental cost to the consumer (or none at all).
- The fastest growing game consumer demographic right now is the older female population. If you are targeting that group with your games, I believe more of them are on computers than on the XBox 360. At least for now.
Do these offset the negatives? I think it depends upon the type of game you are doing, and the type of market you are going after. But the promises of online distribution. The above article and report suggest that there's not only signs of life, but that PC gaming is going strong and still growing. This is good news both for PC gamers (that's me!) and PC game makers (woah, that's me too!)
Labels: Indie Evangelism, Mainstream Games
When I worked for Babbages ages ago(read:8 years) bookshelving pc games was a huge no-no. So I stunned to see this. There is just not many pc games at all anymore in these stores. I have to go online to places like gogamer if I want to find some good stuff. Lately, been buying direct from independants.
sigh... And FPS with a controller... that is pain. Though the people who do it well, look down on me as though I am still the friend playing FPS on keyboard with no mouse because its too complicated. :P
What I'd like to see more of is PC games being sold in plastic DVD cases, even games which have multiple discs. Paper game boxes give the impression that the games are disposable. And even though they're smaller than in the past, they're still quite big. One only has so much space at home, and I'd like to be able to store my instruction manuals along with the game in a nice keepcase. Maybe I'm just picky.
I'm a relative n00b to PC gaming, because I couldn't afford to have a decent computer as a student. So now I'm trying to play catch-up on all the games that I "have" to play. I like having a PC because it's flexible and has more uses than just gaming (though I built mine with the aim that it could adequately handle most current PC games).
@Mavlock: You used to work for Babbages, huh? Man, I remember when an entire wall at Babbages was devoted to CD-ROM editions of games. Another third of the store was devoted to console games, and the REST of the store (more than half) was PC floppy disk games.
The console games were mainly being sold at Toys R Us and department stores. So the "niche" for Babbages, Electronics Boutique, and the rest was all PC games. Unless you wanted utter crap PC games. Then you went to Radio Shack.
I've always thought that the "death of PC gaming" was just hype every time the consoles become "next-gen".
On the other hand, gaming on a PC is just a more frustrating experience than on the console. Plug and play is already there for consoles, but PCs still require registration codes, driver updates, patching, configuration, and for some games DRM crap. It isn't as easy as just clicking Next a few times as some people claim.
I guess it isn't a surprise that as the game industry grows, more people use machines that don't require too much geeky knowledge to play. Still, I think the PC game industry is a far cry from being considered "niche".
What I think would be great to see is PC gaming taking advantage of the opportunities it has over consoles. PCs can be more versatile while consoles are fairly restricted. But now I'm starting to think too vaguely and will stop talking about it. B-)
You are right, "ease of use" would be another strike in console's favor. I doubt we'll EVER see the level of plug & play and ease-of-use on the PC that we see on the consoles. Part of the reason is simply what I mentioned above - PC games have to play nicely with other running programs, and have much higher usability standards in terms of accomodating user preferences. I mean, I turn off the "autorun" feature on my CD-ROM drive because I surely DON'T want my computer to start automatically running anything that gets put in the drawer. Especially not in a day and age when Sony is creating their own Rootkit Trojans on their music CDs.
For a special-purpose game box, you have some advantages (even with a hard drive) that you just aren't gonna get on a general-purpose computer.
I don't think PC games will ever be "niche" (well, depending on your definition of the word) - right now the casual game market is exploding, and that's almost ALL on PC (though Microsoft is trying to get in on that action with the XBox Live Arcade).
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