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Friday, January 19, 2007
 
Why The PC Game Industry Figures Are Baloney
According to the NPD Group, PC games enjoyed a very modest but measurable growth last year, posting a 1% growth over 2005, to the tune of $960 million dollars. While it's small compared to the $12.5 billion enjoyed by console gaming, it still contributes a noticeable share to the gaming industry.

So the PC games industry isn't dying after all! It's small but growing, right?

I agree with the conclusion that the rumors of PC gaming's death have been greatly exaggerated. But I will be one of many who will be calling "Bull!" on those numbers.

Not that I think that the numbers themselves are wrong, but that using them to gauge the growth of the PC games market is... well, ludicrous. It's obvious to me that the NPD group is only counting boxes. Their press release details that this research is limited to "Retail, U.S. Sales." That still works for consoles - for a while.

But counting boxed retail sales for PC games? THAT is what is dying. Not PC games.

But surely the figure isn't too far off, is it? Counting boxes is still a pretty good indicator of the overall revenue by the PC games business, isn't it?

Subscription-Based Games
First off, let's look at World of Warcraft. As of March last year, it has had a total of SIX MILLION subscribers, and that number was reportedly up to eight million recently. Chinese subscribers (that make up a little less than half the subscriber base) are only paying $5 per month for the game, but the rest are paying between $13 and $15 per month.

Averaging it out, we'll assume $9.50 a month per subscriber. With 6 million subscribers shortly after the beginning of the year, and 8 million at the end, that averages to about 7 million subscribers for the year. We can be conservative and say 6.5. million times $9.50 a month

That comes out to $61,750,000 per month... or nearly $750 million for the entire year. IN SUBSCRIPTION REVENUE ALONE! That's not including boxed sales, which evidently accounted for another 2 million sales times the average retail price worldwide. What, 25 bucks, maybe? Another cool $50 million - which is probably all NPD counted when they say World of Warcraft was the #1 seller.

So World of Warcraft made almost as much as the NPD is reporting all by its own little lonesome. And that is a conservative guesstimate in my opinion. So maybe nobody bought anything else OTHER than World of Warcraft last year, except for me?

Like the TV sales pitchmen are fond of saying, "But that's not all!" Last count, World of Warcraft accounted for just something north of 50% of the MMO subscriber market. So let's take that $750 million, and let's multiply it by, say, 1.9, to represent all the MMO market out there. That brings us to 1.425 billion dollars.

Okay. No big deal. So the NPD Group is short by a half a billion dollars. Sure, that's an honest mistake.

Though we still haven't counted the boxed-sales of those games into the figures yet. And the ride gets rougher still.

Casual Games
In 2005, the "Casual Games" industry made $713 million in revenue, according to the DFC Intelligence joint market report. It is estimated to grow to $1.5 billion in 2008. Using the ol' rule of 72, that means a 24% growth rate per year. So if casual games continued to grow this year rather than making an unexpected downturn (and from what I could tell, nothing of the kind happened - it's been a great year!), that would mean $884 million in sales this year.

Yeah, once again - almost the entire NPD-reported PC games sales for the year, by Casual Games alone. Now, some of those (a third, maybe?) were boxed game sales sold at Wal*Mart or whatever, and thus included in the NPD report. But at this point, we're now talking $2.3 billion in sales.

So the NPD group is now short almost a billion-and-a-half dollars. Oops. And we're still not yet counting all those shiny shrink-wrapped packages of World of Warcraft, The Sims, and Oblivion that were greedily snatched by gamers everywhere off of the shelves of GameStop and Wal*Mart yet.

Incredible.

Hardware Sales
According to the GameDaily Biz article, the NPD report for console sales included "portable and console hardware, software and accessories." That's all well and good, and should be included. Except it also compares apples to oranges when you are comparing it to PC sales, where (I'm guessing) only the actual software is counted.

But in 2005, Alienware had $173 million in sales --- part of the reason it was gobbled up by Dell. Alienware specialized in - let's face it - game machines. And it was supposedly on track to sell $200 million worth of game machines in 2006. So to make things fair, we could toss that value onto count, for over $2.5 billion in PC gaming sales to include some hardware.

But Alienware is only a drop in the bucket. Logitech had $422 million in sales in 2005 (and probably a similar amount last year), much of which is going to feed the PC gaming appetite.

And let's not forget NVidia, which apparently had $2.5 billion in total sales in 2005! One company! And ATI, which made $2.2 billion. While much of that was going into consoles (and Alienware machines), there has got to be a metric buttload of that money coming from the PC-based business. And who needs NVidia or ATI hardware in their machines? Gamers!

Granted, not everyone who gets a "gaming-oriented" motherboard or 3D card is actually going to be using it to play games, which makes the actual calculation extremely fuzzy and impossible to difficult to quantify with exact numbers. So I won't fault marketing analysts for not wanting to touch this one. But I think it illustrates what a big difference it would make if you tried to make a fair comparison

The Long Tail
That doesn't bring into consideration the other sources of "long tail" revenue. Nobody asked ME how much Rampant Games made selling non-casual downloadable games last year. Not that it would have made a dent in their calculations. But there are a LOT of guys like me out there, selling their software, hardware, peripherals, and game-related services (like FileFront.com) over the Internet, mail order, or what have you.

While we may all fly under the radar of these intelligence-gathering firms, collectively we form a "long tail" of entertainment software sales that might actually be a significant number. I won't even hazard a guess at this point, other than to say, "several million." Whether several means $3 million or $30 million or even $300 million I have no clue.

But at least in having no clue, I don't seem to be alone.

You Can't Get Away With Counting Boxes Anymore
With consoles, game distribution is still based on traditional distribution channels. While it's expanding to downloadable game sales, it's still tightly regulated by the console manufacturers themselves. Sell-through numbers are still notoriously hard to come by, but these market analysts have been at it a long time, and I'm assuming they are pretty good at it.

But unless there are a lot of people grossly exaggerating numbers out there, my quick-and-dirty guesstimation seems to indicate that the NPD group (and they aren't the only ones) are grossly underestimating the PC game market. If you make the assumption that they really have been just counting boxes, and add that to my rough estimation above the PC games industry last year probably made around $3.5 billion in sales last year. And that's NOT including game-oriented PC hardware sales.

Unfortunately, that's not a direct comparison between consoles and the PC. The NPD numbers are for U.S. sales only, so you can probably double their numbers for worldwide sales. On top of that, their numbers include hardware sales, and gathering that number for PCs sounds extremely difficult. But I think it's clear that traditional retail sales is telling far less than half the story.

If you could then manage to exclude the console hardware sales so that we could make a more "apples-to-apples" comparison of game sales, I think you'd find that PC games are generating perhaps a quarter of the games revenue for the entire industry.

To me, that sounds like a very healthy gaming platform.

(Note: Tip o' the sombrero to Scorpia for the GameDaily link!)

(Vaguely) Related Tirades
* PC Gaming Is Far From Dead
* It's the Reseller's Fault!
* A Pirate Story
* How to FUBAR an MMO Launch

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Comments:
I have to give a hearty agreement to this. As a reviewer I'm seeing more and more downloadable games in my queue, and they're downloadable as their sales method, not just as a way to get them to reviewers. I'm currently working on three that are all downloadable market. The PC market isn't dying at all. It's just CHANGING, which is good.

My favorite analogy for the current method is picture trying to guess how much American's spend on transportation, then only count cars. Well what about busses, trains, planes, bikes, rollerskates and a good old pair of dos emulated sneakers?
 
Where did you find the NPD figures for PC games? We were looking at the NPD site a couple nights ago and could only find sales figures for console games. I'm really curious to see how something like World of Warcraft compares to GTA:Vice. I suppose it's trying to compare apples and oranges but I'm still curious. ^_^
 
I didn't find the individual numbers from NPD. I based the World of Warcraft sales on the announcements from Blizzard in March 2006 that they'd exceeded 6 million subscribers, and the announcement at the beginning of this year that they'd hit the 8 million mark.

That's 2 million people buying WoW. And actually, it could be a bit more, as you do have some turnover as players quit playing.

Getting the actually sell-through data, though - that can be tricky. It usually costs money to be privy to the specifics.
 
Right on target - the last three game purchases I made were by download, about $250 dollars which will not be counted in the figures of $1 billion.
 
We were viewing the NPD spreadsheets via the website and alas, no PC games numbers to be found. Not to mention, as it's pointed out in the blog entry I link to below, NPD numbers are skewed even in box sales since they don't track all retailers.

http://www.magicalwasteland.com/2006/12/did_the_game_make_money.htm

Another thing to keep in mind is that we don't know how Blizzard defines a subscriber. I think considering the number of servers and the increasing queue times that they do indeed have a great many subscribers. However, they could be skewing actual numbers in their favor much in the same way AOL allegedly used to (counting each registration code as a subscriber whether or not it's actively used, for instance).
 
Here is their press release summarizing the information:

http://www.npd.com/press/releases/press_070119.html

And they do state that they are limiting their tracking to "U.S. Retail only." So the worldwide sales for console games is probably 2x this number.

Still, I think the points I made are valid. Tracking boxes sold at retail isn't even close to sufficient anymore.
 
Actually I'd say your numbers were still quite a bit too reserved. Online distribution has really taken off last year, with the introduction of many Steam-like services - all of which are NOT tracked by the NPD Group. Not to mention countless indie-games that are distributed solely online.
Your long-tail would easily consist of several hundreds of millions of Dollars.

If the NPD Group included the rest of the world, the PC figures would likely be far more than doubled. PC gaming is much more popular in Europe and especially Asia than it is in the USA. I'd say you'd probably be looking at quadrupled figures, at least...

As for World of Warcraft. If you look at the overall (worldwide) picture, it doesn't take up that big a chunk of the MMO subscriber base at all.
Ragnarok Online likely has more subscribers than WoW, although with Gravity constantly lying about the actual numbers of subs (they once stated it was 24 million, most recently 16 million) no one knows for certain...
Additionally, MANY eastern MMOs have over a million subscribers. It's usually those games that get translated and released to us in the Western world. Think of games like RF Online, Lineage and Dekaron (2Moons)
The MMO market is much, much, bigger than WoW.

As for how Blizzard defines a subscriber: this is actually defined in their public statements! A WoW subscriber is a currently paying customer, that means 8 million people are paying their monthly subscriptions right now (or went to a LAN cafe and created an account there in the past few months). The actual number of box sales is much higher than 8 million, likely to be in the region of 20 or 30 million. (Much like Lineage 1 & 2 sold 48 million copies (according to some UK newspaper research done a while ago), yet neither ranked over 3 million active subscribers at any one time)
 
Fair enough. Though I think that while worldwide players might exceed U.S. players by a significant factor, the discounts on software outside of the U.S. may bring them back down again. A $50 game in the U.S. might release for only $20 in many parts of Asia.

I'm just using the industry rule-of-thumb (which may be very out-of-date) that worldwide (non-U.S.) sales tend to account for 50% of total revenue.
 
hmm plus they're also not including the sales of online downloadable hardcore games from sites like direct to drive etc.....
maybe thr shud be a seperate branch of ndp devoted only to the pc platform.....mebbe then they will come up wid solid numbers.....
 
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