Monday, January 24, 2011

The Business of Game Room

If you've read this before, i will be surprised (no, i am not plagiarizing myself). 

A while back, i decided to try and look and the Game Room service (no, i am not obsessed) from more of a business analyst position.  This originally was a series of posts on an unnamed forum.  i will try to piece it here a little more coherently. Some of the data used is dated (maybe August).  Here is what i came up with....

So, i was looking at all of these doom and gloom Game Room posts.  In this thread i would like to take a look at Game Room the business.  Basically how i think things work (i'm most likely 98% wrong).  You know stuff like how much licensing should cost and how much they should offer specific partners to join.  You will see why i do not have a Twitter account.  i haven't played around with business analysis for a long time.  This is shaping up to be a four post arc (i'll try to keep them a little more readable than i usually do).   

Ok, so why should a company sign on for Game Room when they could release a compilation disc? 

Let's take a look at Namco, shall we (specifically Namco Virtual Museum).   According to vgchartz.com (i know not the definitive answer), Namco's Virtual Museum has sold about 190,000 copies worldwide.  This is probably a bad example as it includes 9 XBLA games (two of which were 800 pts).  The XBLA games were really the sales point here.  If the games were sold for $30, that is a respectable 5.7 million in sales.  Now you get into the fun stuff like platform holder fees, certification, the retail and wholesale cuts, and more.  There was an article on Kotaku that showed the anatomy of a $60 game (
http://kotaku.com/5479698/what-your-60-really-buys).  So essentially with a $60 game 45% ($27 goes to the publisher).  i don't know the price history on Namco Virtual Museum so i can't definitively say anything about that.  If you assume a $35.00 price point on all copies (highly doubtful) then the publisher gets about $15.75 per copy of the game sold.  The real number is probably closer to the $10 mark per game area. 

Let's split the difference and say it is $13 to the publisher for every compilation title sold.  The compilation is going to likely sell more, but what has the better profit percentage?  So, $13 for a disc containing 31 (actually 34 games), Namco is maybe getting $.42 per game on the disc.  If Namco could get $1 per game sold on Game Room (licensing is the next post), that would be a gain of $.48 per game.  On a per-unit basis it makes sense to at least try Game Room (and other downloadable distribution systems), keeping in mind the scale is much smaller.  The usable stuff on Namco Virtual Museum would probably sell more than 75,000 individual games on Game Room.     

So why forsake the "big money" for Game Room.  The answer is you don't have to.  Companies could still release a compilation if they wanted to (Game Room is not completely direct competition).  It appears that traditional compilations have been replaced by "remix" versions, as compilations struggle to sell many copies anymore.  Game Room is probably the best chance a company has at cashing in on retro properties on the Xbox platform (with XBLA drying up except for "remix"/remakes).  Companies wouldn't want to have non-productive assets on their hands would they?  Game Room may not net the million dollar returns for the rights-holders, but 6 figures is virtually guaranteed (at least for arcade games, and might be contractually guaranteed).        

So, Namco, Taito, Midway and Capcom try Game Room out as a distribution platform (try 25 games each and see how you do).  That sounded entirely too much like an add, oh well. 
In finance there is something called the "pure play" method (at least i think there was).  This is where you use the cashflows of a similar endeavor as a way to project future cash flow streams of another project.  There is a potential problem in that companies used XBLA as a proxy for Game Room sales.  That makes a certain amount of sense if you tweak it somehow - maybe saying 25% of the revenue on XBLA classics (when they still had them) is about equal to the high range estimate on a Game Room title.  When i first heard of Game Room, i was thinking that maybe it would get sales about 5,000 on the high end.  Of course, it turns out i may have underestimated that.  That being said, what do i consider a normal arcade sales amount - 1,000 in the first couple months (and eventually 2,000-2,500 in the long term).  Atari games i would put in the 300-600 short-term (and 1,000 long term for the average game - sports games not included).
Licensing?:
With all that stuff mentioned, it is time to tackle the idea of licensing as it relates to Game Room.  i should mention that there is one pretty significant wild card here: Play Anywhere.  If you included the Play Anywhere option, these games are the exact same price of the earlier XBLA retro releases.  MSFT will surely make a push on this in the future.

Scenario One: Money Per Game Sold:
So how does Game Room license games?  The answer is that i don't know.  There have been several likely models brought up - such as one price or the $1.00 per game method.  Let me say that i do not believe the $1.00 per game for a minute.  Companies like cash flows (at least positive ones) with limited variability/consistency.  That is why you have stuff like a discount rate in capital budgeting.  In order to be more predictable, they may not be fans (thought there is always a combo possibility - guaranteed money + a royalty percentage).  i think that the most likely option of all is a flat rate for licensing all of a particular type of game.  There is also a possibility of licensing certain games at a higher rate, but this just complicates things.  You could justify a higher rate on arcade games as opposed to Atari games.    

Let's look at the $1.00 per game sold idea for a minute... This is assuming that all three parties receive the same amount (the straight-line method).  i find this to be unrealistic.  For one, you essentially have Krome working on a contract.  This contract was likely stipulated as a set amount of payments at pre-defined intervals (like maybe yearly, monthly, etc).  That cost can essentially be written off as a time zero expenditure.  The way i see it is as closer to a 60/40 split between MSFT and the publishers (or a 60/30/10).  i went through the fee per game angle at several different levels.  Keep in mind that my (bad) estimates show unit sales of 208,621 (which may actually be low).  Instead of using an interval i used an approximate point estimate for unit sales.  At $1 per game MSFT would be making in excess of $400,000.  With those estimates a $.25 increase in the "royalty" rate redistributes $52,155 to the publishers.  At $1.50 that amount would be $312,932 (or a little over $3,000 a game to MSFT).  At $2.50 MSFT would only be getting about $1,000 per game.  MSFT does have some leeway if they pay their licensing that way (thought it is highly influenced by abnormally strong early sales).  At $1.50, i suspect MSFT would be making only 15-25K per game pack for the more recent ones.    

Scenario 2: Fixed Game Amounts/Compilation 
So, in the last post i mentioned the royalty based system where the company got X dollars per game as a licensing scheme.  This post touches on fixed amounts per game.  There is another wrinkle here (aren't there always).  There are two types of fixed schemes - the one size fits all (all games cost the same price) and the tiered pricing scheme.  The fixed pricing scheme is more along the lines of MSFT paying a publisher $1,000 per game.  The tiered scheme is a little different.  One example would be doing something like paying $1,000 for Juno First, but $5,000 for Road Fighter (thought the sales for that one are mind boggling).  Now, lets use Atari in an example: there could be one (or several) different rates for arcade games and a different scale for 2600 games.  i'm not saying that Atari 2600 games should have a lower licensing cost - wait a minute, yes i am.  There may even been a compilation license purchase for X games for Y dollars - like licensing all of Activision Anthology for something like $100,000. 

So, now i have to go and play with numbers again... Let's say that every arcade game was licensed for $1,000.  That would yield the arcade publishers (again according to my estimates, which you should assume most of the numbers are) $153,900.  In other words, Konami 79,000 and change and Atari 74,000 and change.  i initially assumed that was the case.  However, much like the $1 per game figure this seemed a little off.  For one thing, i don't think Konami and Atari return your calls if the money is less than $100,000 total.  At $1,000 per game, a game would have to sell 333 copies to just recoup the amount paid for licensing.  At $2,000 a game it would be 666.  At 3,000 a game it would be about 1,000 copies.  Keep in mind that my estimates put the average of Konami games at about 3,900 games.  So with Konami as the example, licensing a game for $1,000 would lead to Konami getting $20,000 and MSFT/Krome getting $217,600  (trust me, this will come up again).  From MSFT's standpoint, this would be a pretty good deal.  From Konami's standpoint, it would be time to renegotiate.  If Konami were getting $10,000 per game (highly unlikely), MSFT would only get an estimate $37,600 from the sale of Konami's games on the service.  The point at which MSFT and Konami would go 50/50 is at $5,940 a game.

Scenario 3: Combo Licensing
Now, for the combo method - a one time licensing fee plus a percentage.  Let's use Road Fighter for demonstration purposes.  Suppose MSFT paid an initial licensing fee of $2,500 (i actually suspect that might be the amount) to Konami to have the game on the service with an additional 10% of sales over 5,000 units.  What would Konami receive in payment for my current estimate of 15,000 sales?  That would be (here hoping i don't mess up the math) $5,500 (the initial $2,500 + 3,000 - 10% of 30K).  MSFT/Krome would get about $39,500 for it.  That number seems a little more potentially unfair than it should (but i am sure sales obliterated expectations).   

Atari 2600 games are a different beast.  2600 games seem to sell far less (maybe that is just because there are so many 1 medal games where i massively understated sales amount).  A $1,000 per game flat licensing fee makes a lot more sense here.  You may occasionally have your Millipede (2600) and you Pitfall, but that level of sales seems to be uncommon among the Atari 2600 set.  
Suggestions/Recommendations:
Now it is my turn to make suggestions for the operation of the Game Room service.  Ready for another wall of text, yeah!  "Trust me, I know what I'm doing."

i want Game Room's content to "turn over" every 4-6 months.  What does that mean?  Basically, it means new games and (hopefully) new partners.  Even if someone like Taito signed on, they should not just go and release everything all at once.  Sign them up for 25-30 games and then rotate partners as necessary.  The novelty of a changing Game Room will be helped out by switching partners to make it seem fresher.  Furthermore, there should be a two month supply of finished games in the pipeline at all times. 

* Licensing: speaking of Taito, Namco, Midway and Konami ...  Offer them $3,000 - $5,000 per arcade game.  License 25-30 games from each publisher during a cycle.  Also use a "release by" clause in the contracts where all titles will be released by a certain end date (unless "catastrophic" circumstances occur).  The licensing fees paid out should be about 30-45% of Game Room receipts (though sales can beat estimates).   Use the estimate that arcade games will sell about 2,000-2,500 units over the long run and Atari 2600 games will be closer to the 1,000 mark (with exceptions).  Going forward, use tiered licensing structure with Atari 2600 licensed games going at $1,000-1,500 per licensed game.  If SEGA comes on in the future with the Master System and/or Genesis, set the rate at $1,500 - 2,000 per game.  Or you can license how you want to - just bring some new blood on.

* Store:  eventually Game Room is going to start using the store for more than games and mascots.  i think of something along the lines of paid themes, floors, props, etc.   In order to get more content, Krome/MSFT are going to need to monetize areas in Game Room they haven't yet (or aren't in Game Room yet).

* Add-ons: try for one add-on every 6-9 months.  This could be things like usable arcades, theme packs, publisher game packs, improvements and expansions to the service.

* Allow for off-pack games:  this probably will not come into play.  What i am saying here is to allow things like Pac-Man to be released on Game Room outside of a regular game pack (or its own small game pack).  The opportunities to capitalize on this would be things like "remixes" or remakes of "classic games" - like Pac-Man Championship Edition DX, Space Invaders Infinity Gene and that new Rush n Attack or Contra Game.    

* Game Packs: this is something i have a little problem with.  Game packs as they are currently construed lessen the sales tales on games.  They do make Game Room slightly more visible.  However, Krome - after you release enough free themes to fill an arcade stop putting them in the game packs for free and start selling them (except for any publisher added themes) for 40-120 points.  Allow companies to purchase time on the video screens in your arcades (if they want to) - showed as featured games from a feature publisher or something like that. 


Video Game What Do i Play?

It dawned on me that maybe i should reveal some of my biases in video games.  So, what games and genres do i like?  Why do i feel like i am no longer in the targeted demographics?

What i play:
* RPGs - i prefer turn-based Japanese style.  Lost Odyssey is my pick for the best RPG this generation.  One of my favorite games of all times is Lunar: Eternal Blue.  Some action/RPGs are better than others (though i prefer JRPGs).  Unfortunately, the term RPG has been spread to games that maybe it shouldn't.  Are games like Nier and Mass Effect really RPGs (the second Mass Effect, i would say no)?  To me, Western "RPGs" with their emphasis more on sand-box style and character customization seem to have weaker stories.  i do not mind JRPG cliches (when is something not a cliche?) and archetypes.  i'll probably have another post or two on this later.    
* Action/Platformer - i linked these two together for some reason.  The Maw is probably my favorite platformer this generation.  This is a varied genre that could be basically anything.  Banjo Nuts and Bolts was a bit of a disappointment.  This can be anything from Assassin's Creed, Lego games, Alan Wake to Kameo.  i could use a good Kinect platformer.
* Music Games -  ok, so i only really use one Lips.  i spent a lot of time playing this game (an excuse for singing i guess).  It is not the best genre for apartment living.  i am not a big fan of plastic instruments.
* Retro - other than Lips, Game Room is probably my most expensive game.  i am a fan of the simpler gameplay mechanics of the older games. These are also indelibly linked to the era they came from.  i am not good at these games though (they tend to be kind of hard - the arcade ones anyway).  Unfortunately, i missed most of these 80s arcade games in the 80s (a little young and living outside a small town).   
* Casual titles - these can be stuff like XBLA games (the Maw, Ancients of Ooga, Bejeweled, etc), they can be games like the Lego games, they can be stuff like Viva Pinata or Kinect games. 

i am not really a fan of shooters (too short, too much focus on multi-player).  i am not a fan of racing games - but i have both Forzas this generation (i play it like an RPG, sort of). 

Why i am Not Going Next-Gen

This could always change and something could change my mind - like winning the lottery.  So, why am i not thinking of jumping in to the inevitable next-generation console race?

One reason is diminishing returns.  Previous generations had seemingly big leaps in graphical fidelity, sound, storage medium, etc.  The codecs and middle ware may have changed/improved, but the games really haven't.  i am at the point where i am not really seeing a big improvement - Xbox to Xbox 360, most of the improvement is in the digital distribution space. 

Graphically, HD looks nice.  However, with my questionable eye sight - 720P is all i am expecting.  i don't have a big TV and am not sold on 1080P (or Super HD whenever that comes out).  What the developer can focus on is the games not having as many graphical problems - like screen tearing and irregular frame rates.   

True, there may be an impending problem with disc space.  However, it wasn't a problem in the Play Station 1 days.  In fact, back then i would look for RPGs with multiple discs.  i am fine with multiple discs if a game has to be released that way, but games aren't big enough to justify something like Blu-Ray as a default media.  If i had my say, next-gen would go to 8-24 GB flash memory. 

The games... this generation, the games have been disappointing.  Sure there have been some unexpected standouts (for me: BioShock, Lost Odyssey, etc), but for the most part the games seem stale and the "stories" (provided games have them anymore) are derivative.  Like the movie industry, it feels like everything has already been done and there is not much place for any real innovation.  Part of the problem is that games do seem stale and overly complicated.  i think to myself, great - why do i have to use every freaking button on the controller to perform actions that do not strengthen the experience.

On-line play... this seems to be one of the two breakthrough categories this generation.  On-line in the new buzz term.  It seems like companies are jumping on the bandwagon to try and add legs to the gaming experience.  So, you have some companies taking resources from the single player experience and tacking it on to games that really should have no multi-player components.   This is a disturbing trend that seems to be picking up steam with publishers.  The theory being that on-line modes extend the play length value to consumers (so they won't trade in their games for store credit as soon).  Not every game needs on-line interactions.  However, i do like the network interface of gamerscore, avatars and a persistent on-line identity. 

With that being said, the other breakout component of this generation has been the digital marketplace.  XBLA has been a breakout success.  In addition to XBLA, you have the game marketplace where add-ons can be purchased.  This is another ploy to get you to hold on to your games and pick up some additional revenue as the game ages.  Some add-ons extend the experience by hours (or minutes at a time).  The value a person places on that varies from person to person.  Digital distribution is the future, but people need to be spoon-fed the way it works.   Unfortunately, XBLA is what happens when you have a smaller service make it big.  The earlier, smaller games have gotten edged off the service in favor of the more "blockbuster" games - larger, more expensive to by and with higher budgets.  XBLA was the perfect place for some of these more offbeat titles.  So, i kind of see XBLA turning into a service for not quite viable commercial games, not what it used to be.

To sum it up, it is not like i feel there will be another video game crash...  However, i feel that the current generation is doing what it was supposed to do (outside console failures).  Kinect is a nice of pace change that will expand this generation for me several years.  The next generation will likely include higher prices and higher game budgets - for little (if any) improvements in gaming experience.  At this time, i cannot justify the initial expenditure it will take for a next generation console amid my growing disillusionment of a medium experiencing growing pains and an identity crisis.    

Friday, January 21, 2011

Game Room: The Search for More Accurate Estimation - Part 2

i tried to refine the concepts i used in the previous post (basically using the average) a little.  True, using the average is still a little off (but i don't have enough relevant data points).  So, this time i decided that i would try things a little more difficult.  This is actually trying to "guess" the true leaderboard amount.  i went to my trusty Excel and came up with this...

The Irr method: 
- i take the number of weeks a game has been on the service (the number of weeks in 2010 + weeknum(today()).  So it updates the averages and weeks automatically. 
- Using that number of weeks, i have a scale (sort of), where i set the first week of release equal to 1.4 x Average.  (the average is in my previous post -leaderboard level / # weeks on service).  i have it decrease week over week by 1/(number of weeks - 1). 
- i plug the relevant "first week data" (leaderboards started in late August) in the corresponding week.  After that leaderboard
- After that i just summed the first week with the relevant (or not) series of "estimates" for subsequent weeks.  So, in some ways this sort of resembles a reverse NPV (but not quite).  What, you thought that Irr was a reference to internal rate of return?
- The numbers will change from week to week

Example:  Activision Decathalon
- 26 weeks on Game Room
- Average weekly leaderboard growth estimate 38.46
- First week numbers i have: 601 on September 16 (week 17, missing 8 weeks of data)
- Start with 1.4 number week 25.  Input the 601 number at week 17 (but do not multiply by 1.08), multiply the next week (week 18) by 1.00 (as the decrease per week is 1.04)
- Add the 600 with the sum of the weeks below it (or just sum the range)
- Optional: Realize that you forgot to added newer data and adjust your numbers
- Look at the result (1,071 truncated) and see if it fits the range 1,000-2,000.  If it does - good.  If it doesn't oh well. 

Now look for data in the other 107 ranked games - i know it sounds really exciting. 

Then you add some kind of spreadsheet link to your blog post ...   eventually .....

Look for the link in part one... i added an example of the method to page 2 (Irr Ex), page 3 is the two results i had (so far?) using that method.

Thursday, January 13, 2011

Game Room: Game Pack Profiles: 011-013

Game Pack 011
* Release Date: October 27, 2010
* Estimated Ranked Unit Sales: 2,101

Ranked Games
- Arcade: Jackal
- Console: Breakout (2600), Kabobber

Non Ranked games:
- Console: Double Dunk (2600), Golf (2600), Human Cannonball (2600), Miniature Golf (2600), Skiing (Intellivision), Slap Shot: Super Pro Hockey (Intellivision), Space Battle (Intellivision), Space Cadet (Intellivision), Space War (2600), Sprint Master (2600), Super Football (2600)

Interesting Games you may not have heard of:
_________________________________________________________________________

Game Pack 012
* Release Date: November 24, 2010
* Estimated Ranked Unit Sales: 5,724

Ranked Games
- Arcade: Amidar, Detana TwinBee, Food Fight, M.I.A., Pooyan,Trick Trap 1771, TwinBee
- Console: Off the Wall (2600), Vectron (Intellivision), Warlords (2600)

Non Ranked games:
- Arcade: Blades of Steel
- Console: Pitfall II: Lost Caverns (2600), Thwocker (2600), Volleyball (Intellivision)

Interesting Games you may not have heard of:  Food Fight, Off the Wall, Pooyan, TwinBee (both of them)

Note: Sunset Riders (Arcade) was allegedly in the pack, but never released.
______________________________________________________________________

Game Pack 013
* Release Date: December 22, 2010
* Estimated Unit Sales: 1,532

Ranked Games
- Arcade: Devastators, Iron Horse, The Main Event
- Console: Desert Falcon

Non Ranked games:
- Console: Code Breaker, Football, Real Sports Baseball, Slam Dunk Basketball, Surround, Tennis, Ventian Blinds

Interesting Games you may not have heard of: Devastators, Iron Horse, Venetian Blinds (kidding on that one)
________________________________________________________________________

Game Pack 014?
* Release Date; ????????????????????

Wednesday, January 12, 2011

Game Room: The Search for More Accurate - Estimations Part 1

i have long wondered how to better estimate Game Room sales.  Unfortunately, there is no easy answer (and for me no answer correct enough).  i am not really satisfied with calling 87.5% of leaderboard entries sales (it is probably higher). 

The real problem here is that Game Room uses a plateau leaderboard system that overlooks a potentially large amount of sales - so i am going to estimate how high the leaderboard should be.  That is the real challenge.   

So how are some of my early estimates progressing?  Well maybe i should put up a link.

https://spreadsheets.google.com/ccc?key=0AmQylLb0REoBdHp2ZVlUUjVWWEVJUVV6TWtMcEFSZlE&hl=en

In this spreadsheet (so far) i divided the current leaderboard level by the number of weeks the game has been up on Game Room.  To estimate the average weekly leaderboard growth.  Some results look better to me than others.  However, there is the slight problem that this uses a straight-line method where every weekly total is the same - that is not too realistic.  There are 27 out of 108 titles that are over-estimated using this method. 

Does anyone have any hints on how to estimate current ranked game sales by leaderboard numbers (where the numbers have to fall in specific ranges)?  i have one or two ideas that i may try.

Friday, January 7, 2011

Kinectimals Impressions

Kinectimals is a game about the player and their "pet" wild cat. The starting predators are a: tiger, lion, panther, cheetah and leopard.  Supposedly, you can unlock a few more species as you progress.  i am looking forward to unlocking the Saber tooth tiger.  Basically, this is a mini-game collection masquerading as a pet sim. 

The game centers on challenges to get the score up enough to unlock stage challenges.  If you unlock the challenges, then you can move on to the next stage.  Some of these challenges are stuff like:
* kicking a soccer (football in the rest of the world) ball
* driving an RC car (or Warthog) on a course (sometimes knocking down items)
* Volleying a volleyball
* Spinning a jump rope (harder than it seems)
* Throwing a Frisbee (maybe knocking stuff down)
* Spraying targets with a squirt gun
* Catching butterflies in a net
* Highlighting buried treasure so the cat can dig it up
* Having your pet perform tricks: which can be done with gestures or voice recognition
* Tossing an item (like a ball, a toy or a boot)
* Obstacle course - where you may have to run, duck, jump or balance

You get some form of in-game currency that you can spend on stuff like collars, variations of toys and decor for your house.  Yes, you can decorate your house.  There is also a scan stone that can be used to scan in the special tags on certain Kinectimals plush toys. 

This games seems to be one of the better Kinect launch titles.  Some mini-games control better than others.  The camera control takes a little bit of getting used to, stepping a certain direction moves the camera the other direction.  If you just sit around, the animal will bring a toy to you to play with.  So, in that way, the experience is kind of "on rails".  For some reason, i can't get the tossing one to work all of the time.  Basically, you go around the island earning exploration points by playing mini-games which unlock parts of the island (like challenge sections or new places).   i would probably put this as the number 4 best launch title (after Adventures, Sports and Dance Central).  Graphically, it is colorful and looks decent.  Kinectimals is probably the only launch title to actually incorporate voice commands.  If only they would release a non-cat add-on (like maybe bears and wolves)...  Kinectimals seems to be targeted towards a younger demographic (but the more chronologically advanced kids can have fun with it too). 

Motion: this is not Kinect Adventures or Sports that require a ton of movement. The games here seem to be more along the lines of holding your hand out, throwing a flying disc (or sombrero), tossing a toy underhand, some running in place and jumping, controlling a RC car (Joy Ride style, sort or) and a little kicking.  The lateral movement is mostly to change the camera.  So, basically - standing in place and moving your upper body (with occasional jumping or kicking).