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FearFearAn Appropriate Response To The Future Of Video Game
Development
An Appropriate Response To The Future Of Video Game
DevelopmentJason Rubin @ Australian Game Developer Conference 2004Jason Rubin @ Australian Game Developer Conference 2004
Copyright © 2004 Morgan Rose, LLC.
There’s Tons of Good News in
the Video Game Industry
There’s Tons of Good News in
the Video Game Industry
We Will Not Focus On It Today
We Will Not Focus On It Today
The Difference Between Successful Developers
and the Rest…
The Difference Between Successful Developers
and the Rest…
[Keep Your] Mind On [your] Money And
Money On [Your] Mind
[Keep Your] Mind On [your] Money And
Money On [Your] Mind– Snoop Dog– Snoop Dog
Business…Business…• I understand and appreciate the
nobility of those that develop for the love of game making alone
• I also understand and appreciate the glory and nobility of Mounted Cavalry.
• But as those riding mounted cavalry against Armor during WWII soon found out…
• I understand and appreciate the nobility of those that develop for the love of game making alone
• I also understand and appreciate the glory and nobility of Mounted Cavalry.
• But as those riding mounted cavalry against Armor during WWII soon found out…
It’s the GameIt’s the Game
The World Doesn’t Ask Permission to Change
When it Does Change, One May Suddenly and Dramatically Lose
the Ability to Do it Their Way
The World Doesn’t Ask Permission to Change
When it Does Change, One May Suddenly and Dramatically Lose
the Ability to Do it Their Way
“One desire was uppermost in our minds... Should modern warfare depose the cavalry, then we would make a dignified exit after just one more glorious tradition of our cavalry.”*
“One desire was uppermost in our minds... Should modern warfare depose the cavalry, then we would make a dignified exit after just one more glorious tradition of our cavalry.”*
*http://www.polishnews.com/fulltext/history/2001/history4.shtml
Times are Changing
So Must the Strategies
Times are Changing
So Must the Strategies
Look At The Facts…Look At The Facts…
Budgets are Increasing
by 4-5x Every Console Cycle
Budgets are Increasing
by 4-5x Every Console Cycle
Budgets are Going UpNaughty Dog Budget BreakdownBudgets are Going UpNaughty Dog Budget Breakdown
Way Of Warrior 1994 3DO $0.1 12 $0.10
Crash 1 1996 PS1 $1.7 21 $0.97
Crash 2 1997 PS1 $2.0 13 $1.85
Crash 3 1998 PS1 $2.2 9 $2.93
CTR 1999 PS1 $2.4 8 $3.60
Jak And Daxter 2001 PS2 $14.0 24 $7.00
JakII 2003 PS2 $15.0 24 $7.50
Jak3 2004 PS2 $10.0 13 $9.23
Next PS2 2005 PS2 $10.0 11 $10.90
Next PS3 2007 PS3 $25.0-$30.0 24-36 $12.0-$15.0
Title Year System Budget MM Months $/Yr Dev MM
Sales are Not Keeping PaceSales are Not Keeping Pace
Budgets Outpace SalesBudgets Outpace Sales
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007
Mill
ion
s O
f D
olla
rs
Millions Spent Per Month Of DevelopmentSales at 50% Increase Per Generation (From '96)
“Breakeven” is Getting Harder to
Reach
“Breakeven” is Getting Harder to
Reach
Developer Breakevens Developer Breakevens
-
1,000,000
2,000,000
3,000,000
4,000,000
5,000,000
6,000,000
7,000,000
8,000,000
9,000,000
10,000,000
$2 $4 $6 $8 $10 $12 $14 $16 $18 $20 $22 $24 $26 $28 $30Budget In Millions
Un
its
Ne
ed
ed
to
Bre
ak
Ev
en
.
$3/unit Royalty$6/unit Royalty$9/unit Royalty
The Pie is Being Split InMore Ways
The Pie is Being Split InMore Ways
More Slices to the PiePushes Revenue DownMore Slices to the PiePushes Revenue Down
Publisher
DeveloperLicenses
MusicTalent
2005
1999
PublisherDeveloper
Sales are More Hit Driven
Sales are More Hit Driven
The Hit CurveThe Hit Curve
0
1
2
3
4
5
6
Sal
es In
Mill
ion
s O
f Un
its
1081 Titles Released In USA on PS2, Xbox, & GameCube 2000-2004
Source: NPD Funworld, June, 2004 NPD Toy Research Tracking (TRST) data
The Hit Curve ZOOMEDThe Hit Curve ZOOMED
0
1
2
3
4
5
6
Sal
es In
Mill
ion
s O
f Un
its
Top 100 Titles Released In USA On 3 Consoles
Source: NPD Funworld, June, 2004 NPD Toy Research Tracking (TRST) data
Squeeze
Squeeze
This is Causing a
This is Causing a
The SQUEEZEThe SQUEEZECOSTS
– Development Budgets Are Increasing Quickly
– Marketing Budgets Are Increasing In Lock Step
– More Parties Demanding Their Share
REVENUE– Reliance On Hits
– Total Unit Sales Increasing Slowly
– Unit Price Is Steady or Dropping
– Retailers Are Stocking Fewer
Titles & Demanding Price Protection
Faster
Fewer New IP’s are Being Created
Fewer New IP’s are Being Created
TYPE OF TITLETYPE OF TITLE
Squeeze
SqueezeRESULT #1
CONSIDERCONSIDER75 of the Top 100 US Current
Generation, Non-Sports Video Game Console Titles are Sequels to Video
Game Properties*
15/100 were Movie/TV/Other Licenses**
15/100 were New Unlicensed Video Game Properties - Originals
75 of the Top 100 US Current Generation, Non-Sports Video Game Console Titles are Sequels to Video
Game Properties*
15/100 were Movie/TV/Other Licenses**
15/100 were New Unlicensed Video Game Properties - Originals
*Ranked By unit Sales; Source: NPD Funworld, June, 2004 NPD Toy Research Tracking (TRST) data**Can Also Be Counted As A Sequel If There Was A Previous Iteration Of the License On A Console
CONSIDERCONSIDER40% of Activision’s Publishing
Revenue for Fiscal 2003 & 2004 Came from Just 2 Titles*
2005 is Guaranteed to Be the Same
40% of Activision’s Publishing Revenue for Fiscal 2003 &
2004 Came from Just 2 Titles*
2005 is Guaranteed to Be the Same
*Source: Activision Annual Reports ForFiscal Year 2003 And Fiscal Year 2004
CONSIDERCONSIDEROver 30% of the Revenue in the Industry is Derived from Fewer than 3% of the Total Stock Keeping Units (SKUs)*
Over 30% of the Revenue in the Industry is Derived from Fewer than 3% of the Total Stock Keeping Units (SKUs)*
*Edward Williams, Harris Nesbitt “Managing the Transition”, November 2004
The Greatest Amount of Value Comes from the Launch of Original Evergreen IP
But– Costs to Launch New IP are Prohibitive– Sales are More and More Hit Driven– Steady Revenue Creates Stock Stability– There aren’t Enough “Great”, “Available” Developers
So
Publishers are Not Investing in Enough New IP
VALUE IN THE FUTURE WILL COME FROM NEW IP CREATION
The Greatest Amount of Value Comes from the Launch of Original Evergreen IP
But– Costs to Launch New IP are Prohibitive– Sales are More and More Hit Driven– Steady Revenue Creates Stock Stability– There aren’t Enough “Great”, “Available” Developers
So
Publishers are Not Investing in Enough New IP
VALUE IN THE FUTURE WILL COME FROM NEW IP CREATION
CONSEQUENCESCONSEQUENCES
Two Distinct Developer Models
Two Distinct Developer Models
WHO MAKES ITWHO MAKES IT
Squeeze
SqueezeRESULT #2
The Quality/Cost SpectrumThe Quality/Cost Spectrum
Two Types Of DeveloperTwo Types Of Developer
“AAA”
Developers
• Huge Budgets
• Quality First
• More Original IP
• Few Teams
• People Over Price
• Profit From
“Backend”
– Unlimited Upside
– Hi Risk
– Can Get Rich
“AAA”
Developers
• Huge Budgets
• Quality First
• More Original IP
• Few Teams
• People Over Price
• Profit From
“Backend”
– Unlimited Upside
– Hi Risk
– Can Get Rich
“WFH” Developers
• Strict, Limited Budget• Deadlines First• Reliance On Licenses• Economies Of Scale• Price Over People
• Profit From “Margin”– Fixed Amount Per Title– Lower Risk– Can Be Profitable
“WFH” Developers
• Strict, Limited Budget• Deadlines First• Reliance On Licenses• Economies Of Scale• Price Over People
• Profit From “Margin”– Fixed Amount Per Title– Lower Risk– Can Be Profitable
You Have To Choose Your Business Model… And Your Potential Earnings Level
•Don’t Get Caught In The Middle!
•Don’t Suck!!!
You Have To Choose Your Business Model… And Your Potential Earnings Level
•Don’t Get Caught In The Middle!
•Don’t Suck!!!
CONSEQUENCESCONSEQUENCES
Development Will Move To Developing
Countries
Development Will Move To Developing
Countries
WHERE IT IS MADEWHERE IT IS MADE
Squeeze
SqueezeRESULT #3
Reasons Salaries in “Primary” Markets will Continually Increase
Reasons Salaries in “Primary” Markets will Continually Increase
• Demand For Talent Exceeds Supply– Especially In Programming
• Maturing Industry Labor Issues– The “EA-Spouse”, Labor Litigation, and Unions– The Naughty Dog “Solution”
• That Damn Annual Raise– Labor Cost per Man/Year Doubles Every 10 Years
• Demand For Talent Exceeds Supply– Especially In Programming
• Maturing Industry Labor Issues– The “EA-Spouse”, Labor Litigation, and Unions– The Naughty Dog “Solution”
• That Damn Annual Raise– Labor Cost per Man/Year Doubles Every 10 Years
Comparable Monthly Per Employee Average Costs Incl.
Overhead
Comparable Monthly Per Employee Average Costs Incl.
Overhead
*For Similar Employee, BA or Masters In Computer Science, Like Quality Artist
USA $10,000-$15,000
Canada/W. Europe/Japan $7,000-12,000
Australia $6,000-8,000
USA $10,000-$15,000
Canada/W. Europe/Japan $7,000-12,000
Australia $6,000-8,000
Korea $5,500-6,500
Eastern Europe $4,000-5,000
South America $4,000-5,000
USA $10,000-$15,000
Canada/W. Europe/Japan $7,000-12,000
Australia $6,000-8,000
Korea $5,500-6,500
Eastern Europe $4,000-5,000
South America $4,000-5,000
China $700
The “China Will Never Make ‘AAA’ Titles” Mistake
The “China Will Never Make ‘AAA’ Titles” Mistake
USA “AAA”
MODEL 2009
($15,000
man/month
x 100
employees
x 1 year)
=$18,000,000 /
year
CHINA “AAA” MODEL 2009($1,000 man/monthx 300 employeesx 1 year)+($500,000 man/yearx 10 Foreign Employeesx 1 Year)
=$8,600,000 /year
Is There Any Good News?Is There Any Good News?
Possible ReliefPossible Relief• Increasing the Average Selling Price (ASP)
at the Start of Next Generation– More Revenue even with Additional Retailer
Margin and COGS/Platform Royalty
• Online Distribution– Cut Out The Retailer– Lower The COG & Distribution Costs– Reduce Impact Of Piracy, Rental, Resale
• Subscription Based, Pay Per Play, Etc.– Multiple Revenue Options
• Increasing the Average Selling Price (ASP) at the Start of Next Generation– More Revenue even with Additional Retailer
Margin and COGS/Platform Royalty
• Online Distribution– Cut Out The Retailer– Lower The COG & Distribution Costs– Reduce Impact Of Piracy, Rental, Resale
• Subscription Based, Pay Per Play, Etc.– Multiple Revenue Options
SQUEEZESQUEEZE
Some ThoughtsOn Australian
Game Development
Some ThoughtsOn Australian
Game Development
My Extremely Unscientific Survey of American Publisher Attitudes Towards Australian
Development
My Extremely Unscientific Survey of American Publisher Attitudes Towards Australian
Development• Methodology
– Small, Semi-Random Sample Size– Leave Question Open Ended– Show Subject No Recording Method– Prepare Subject with a Few Drinks– Don’t Tell Subject about AGDC Keynote
Hence: They Must Remain Anonymous
• Methodology– Small, Semi-Random Sample Size– Leave Question Open Ended– Show Subject No Recording Method– Prepare Subject with a Few Drinks– Don’t Tell Subject about AGDC Keynote
Hence: They Must Remain Anonymous
Australian Strengths(Reasons To Expand/Invest)Australian Strengths(Reasons To Expand/Invest)
• Reputation for Quality, Reliability, Value, and Smooth Relations
• “40%” cheaper than US Development– This May Expand with US Labor Issues
• Common Language and Culture– Doesn’t Feel Like International Business– Game Content is Culturally Compatible
• Capable and Willing to Fill Out Roster of Last Generation & Licensed Titles
• Reputation for Quality, Reliability, Value, and Smooth Relations
• “40%” cheaper than US Development– This May Expand with US Labor Issues
• Common Language and Culture– Doesn’t Feel Like International Business– Game Content is Culturally Compatible
• Capable and Willing to Fill Out Roster of Last Generation & Licensed Titles
Thinking PointsThinking Points• Currently, the “WFH” Approach is Paying
Off for Aussie Developers
• As China et al. Come Online, “Low Cost” Production will Move Elsewhere
• At That Point “AAA” Developers will do Well While “WFH” Developers will Find Themselves Incapable of Competing with the New Low Cost Providers
•“Australian Development is a Good 5 Year Investment”
• Currently, the “WFH” Approach is Paying Off for Aussie Developers
• As China et al. Come Online, “Low Cost” Production will Move Elsewhere
• At That Point “AAA” Developers will do Well While “WFH” Developers will Find Themselves Incapable of Competing with the New Low Cost Providers
•“Australian Development is a Good 5 Year Investment”
The 5 Year PlanThe 5 Year Plan• Move Up The Development
Ladder– Move Toward IP Creation– Go Current Generation– Be Competitive With “AAA” World
Standards– Outsource To Keep Prices Down
Sell Management And Creative Skills Over Manufacturing Advantages
• Move Up The Development Ladder– Move Toward IP Creation– Go Current Generation– Be Competitive With “AAA” World
Standards– Outsource To Keep Prices Down
Sell Management And Creative Skills Over Manufacturing Advantages
In ConclusionIn ConclusionThe Old Developer Model is Being
SqueezedThis Has Caused Or Will Cause:1. An Increase in IP Value but Less original IP
being Made2. A Bifurcation of Development Models to
“AAA” and “WFH”3. A Movement of Game “Manufacturing” to
Cheaper Locals
Developers Must React And Find A Comfortable Place Within This New Dynamic
The Old Developer Model is Being Squeezed
This Has Caused Or Will Cause:1. An Increase in IP Value but Less original IP
being Made2. A Bifurcation of Development Models to
“AAA” and “WFH”3. A Movement of Game “Manufacturing” to
Cheaper Locals
Developers Must React And Find A Comfortable Place Within This New Dynamic
Keep Your Mind on the Money
Keep Your Mind on the Money
For Cash or The Prize Of Being Able To Do
What You Love
For Cash or The Prize Of Being Able To Do
What You Love
Questions?Questions?