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State of the Game Industry 2008
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DFC INTELLIGENCE P R O P R I E T A R Y
State of the Game Industry 2008
GameOn Finance Conference- October 2008 -
Wanda MeloniPresident
DFC IntelligenceSan Diego, CA
DFC INTELLIGENCE P R O P R I E T A R Y
The Interactive Entertainment Industry
Total Worldwide Market - $47 Billion in 2008 Console Games: $27 billion in 2008
Older systems still make up a large part of market - PS2,Xbox and GameCube account for about $15 billion inrevenue but that is getting ready to decline becauseindustry is going into a 5 year transition period
PC Games: $9.5 billion in 2008 with the majority comingfrom online games/MMOGs
Portable Games: $8.5 billion for 2008 projected to growto about $10 billion by 2012
Emerging markets: more portable devices, connectedconsoles, online distribution, micro-transactions, user-generated content, gaming with social component
- 3 - DFC INTELLIGENCE P R O P R I E T A R Y
Total Worldwide Interactive Entertainment Industry
$0
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
$35,000
$40,000
$45,000
$50,000
2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012
Console Online
PC Online
PC Games
Portable Software
Portable Hardware
Console Software
Console Hardware
DFC INTELLIGENCE P R O P R I E T A R Y
The Console Market Lose Money on Hardware, Make Money on Software
Microsoft and Sony have been willing to take a hardware loss of $100+ per unit
Hardware manufacturers receive royalties based on every software unitmanufactured Amounts to about 15% of retail price, it puts all the risk is on third-party developers
A single title can change it all A single hit title can secure a system
Microsoft ambitious but remains weak in Asia Recent moves are designed to shore up its chances but still no guarantee
Early start, strong online and more Japan developers
When will Microsoft make money?
Nintendo doing better than expected For the first time consumers that grew up with Nintendo will be buying systems for their
children
Could be a strong second system and do well with 25-35% share
Sony has a lot to lose because it will be very unlikely that they can maintain their67% market share Still likely to maintain 40-50% market share
PS3 not expected to break-even
- 5 - DFC INTELLIGENCE P R O P R I E T A R Y
PC vs. Console Market Consoles are bigger market overall no matter which way you slice it
except for… MMOGs, casual games, and advergaming
The console market and PC market are not mutually exclusive domains They are each unique domains of specific types of gamers and gamer behaviors
(e.g. modding, MMOGs are PC, fighting games are console)
Where PC gaming and console gaming was mutually exclusive was in the domainof retailer and publisher allocation of limited resources
PCs have until now not been living room devices HDTV changes that a bit but the future of media center PCs and gaming isn’t
certain
PC gamers are older, more affluent, and tend to focus on a few big titlesthat they play religiously
The PC is always a center for innovation and that is what keeps it alive Consoles are gaining on areas that have been exclusive domains of PCs
Wireless and home networks coupled with user created content may eventually fusethe world of PCs and consoles together
- 6 - DFC INTELLIGENCE P R O P R I E T A R Y
Total PC Games: Retail Plus Online
$0
$2,000
$4,000
$6,000
$8,000
$10,000
$12,000
2004 2005 2006 2007 2008 2009 2010
Asia/ROW
Europe
NA
Total Worldwide PC Sales by Region: 2004 - 2010
DFC INTELLIGENCE P R O P R I E T A R Y
PC Game Play Expands Beyond Retail Retail Sales of PC Games Have Declined but the Overall
Market is Stronger then Ever New Models Dominate
Online Games: $6.5 billion in PC online games in 2008
Subscriptions: Games like Everquest, World of Warcraft and City ofHeroes get $50 at retail + $15 a month
World of Warcraft: worldwide success with over 11 million users
Digital Distribution: growing download option for games
Advergaming: Top free casual game sites attract 200,000+simultaneous users
Top PC games like The Sims series and Half-Life can have retailsales similar to top console games.
Similar Trends are Likely to Occur as Console and PortableSystems go Online
- 8 - DFC INTELLIGENCE P R O P R I E T A R Y
Content is King
Content, Content, Content: Franchised/Branded
Original
User-Generated
Major Trends: Game content is “interactive” unlike film content which is linear
Game content needs to be real-time, created with real-time tools
and open platforms
Move towards use of procedural content, in combination with hand-generated content
The tools are changing – more middleware is being used
Mod tools and easy-to-use consumer level tools necessary
- 9 - DFC INTELLIGENCE P R O P R I E T A R Y
Online Game Markets Worldwide Forecast
Total Market - $7.6 Billion in 2008 Forecasted to reach $13 billion by
2012
This market is fragmented amongmany companies and markets
Compare with Nintendo and Sonywho have total combined gamerelated revenue of $10-15 billion ayear
Much of online game revenue andplay is still from single player games
Even digital distribution can still havea strong physical retail component
Worldwide Online Game
Revenue: 2001-2012
$0
$2,000
$4,000
$6,000
$8,000
$10,000
$12,000
$14,000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
in m
illi
on
s
PC Online Console Online
- 10 - DFC INTELLIGENCE P R O P R I E T A R Y
Online MMOGsTotal Market - $3.5 Billion in 2008 Massively Multiplayer Online Games
(MMOGs) have been dominant revenuegenerator via subscription model
A handful of successful games with bigfocus on Fantasy Role-Playing (MMORPG) Western markets: Big growth started
with Ultima Online (1997) andEverQuest (1999), average subscriptioncosts rise from $10-15 a month
East Asian markets: Pay-per-usemodels and games like Lineage, Mu,Legend of Mir, Fantasy WestwardJourney
Top games can last 5-10 years World of Warcraft was first big international
hit with over $300 million in revenue firstyear
MMOGs could come to consoles, FinalFantasy XI is already a success
More niche MMOGs: Runescape, EVEOnline, Puzzle Pirates
Potential to add digital distribution modelsto traditional subscription model
$0
$1,000
$2,000
$3,000
$4,000
$5,000
$6,000
in m
illi
on
s20
0120
0220
0320
0420
0520
0620
0720
0820
0920
1020
1120
12
Worldwide MMOG Revenue:
2001-2012
MMOG Revenue
- 11 - DFC INTELLIGENCE P R O P R I E T A R Y
Casual GamesTotal Market - $1.5 Billion in 2008
True mass market products withsome portals reaching over 20 millionusers
Casual Games have broadened thedemographics, especially olderwomen and working adults
Some big name products like Tetrisand Bejeweled, and star developerslike BigFish ($100 million in revenue2008) and PopCap
Model was free advertising supportedbut is going towards adding digitaldistribution and subscription
Digital distribution model is “trybefore you buy” 1% conversion rates mean 1 million
downloads to break even $20 price point is probably too high
Emerging revenue opportunities: Console systems (Xbox Live Arcade) Skilled games Mobile games
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
in m
illi
on
s
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
Worldwide Casual Online Game
Revenue: 2001-2012
Casual Game Revenue
- 12 - DFC INTELLIGENCE P R O P R I E T A R Y
Genre ComparisonCasual Games Team: 25 members Cost: $75k - $300k Production Time: 6 months Platform: PC primarily, some console starting
AAA Games Team: 100 members Cost: $15 - $30 million to produce + $40 million for marketing Production Time: 24 – 36 months Platforms: Multiple necessary - Consoles, PC, Online
MMOGs Team: starts with 100 members and can move up to 450 by launch Cost: $15 - $25 million for high-end + $500,000 annually for servicing Production Time: 3 – 5 years Platform: PC
- 13 - DFC INTELLIGENCE P R O P R I E T A R Y
Business Models are Changing…
Free to play: big trend in Asia Advertising in games: $937 million by 2012
Advertising on casual game sites
Corporate sponsored games
Product placement in games
In-game advertising in high-end retail titles with online connection
Digital Distribution: $5.6 billion by 2012 Has become a key model in Asia to avoid piracy problems. In Western markets it
has been mainly used for casual games (with small file size) and products that cannot get retail distribution
Great supplement to retail, makes it model of choice for retail games with freeonline play
Will not eliminate traditional retail for full games except in rare cases (Valve)
Update/add-on/extra, user created content: mods/Sims 2, virtual items
More subscriptions Micro-transactions
DFC INTELLIGENCE P R O P R I E T A R Y
Emerging Trends
Households that play games on multiple systems A single consumer plays games on the PC, console and
portable system and exchanges information betweenplatforms
Game systems are always connected which expandsbusiness models, distribution and consumption choiceswhich may start to shakeup established industry structure
Large scale success requires diversity: of platforms,products, markets and business models
A truly global business Asian business models go to the West
Console systems and Western brands start to penetrate Asia
Both large global brands and solid niche markets
- 15 - DFC INTELLIGENCE P R O P R I E T A R Y
Regional Tastes…
Key Lesson: Each market has its own idiosyncrasies
North America: Strong diversity, sports titles critical, largest market,emphasis on realism and first-person perspectives and action titles.
Europe: More like N. America than Japan. More cost conscious,traditionally last market to get console. PC gaming is strongespecially in Germany.
Japan: Size of console and Japanese oriented content is critical,cuter more abstract titles are big deals, and Japanese companysupport.
Korea & China: MMOGs especially because they avoid piracyissues. Real-time strategy in Korea as well. RPGs in China.
Mobile Phones: Much bigger in Korea, Japan, and Europe than U.S.
- 16 - DFC INTELLIGENCE P R O P R I E T A R Y
Game Industry Sales by Region
North America: Clearly thekey market.
Europe: High prices havelimited sales.
Japan: Declining inimportance, but PC, onlineand portable are becomingmore important.
ROW: Asia is exploding onPC online game side andcould become important forconsole systems.
44%
33%
13%
10%
N. America
Europe
Japan
ROW
Game Sales in 2004
37%
34%
13%
16%
N. America
Europe
Japan
ROW
Game Sales in 2010
- 17 - DFC INTELLIGENCE P R O P R I E T A R Y
Game Industry Forecasts by Region
$0
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
$35,000
$40,000
$45,000
$50,000
2004 2005 2006 2007 2008 2009 2010
Asia/ROW PC
Eur PC
NA PC
ROW VG
Jap VG
Eur VG
NA VG
Total Worldwide Entertainment Market by Region - 2004 to 2010
- 18 - DFC INTELLIGENCE P R O P R I E T A R Y
Think Globally – Act RegionallyU.S.A. - “Regional Proficiency Clusters” San Francisco – platforms: PC, Sony, Nintendo, new technology, funding opportunities Seattle – casual games, Microsoft San Diego – affiliate studios, online gaming Los Angeles – movie franchises, branded content, Japanese subsidiaries Raleigh/Durham – middleware, online gaming Austin – Audio and music, online gaming New York, Boston – starting to see more growth in these regions
Australia Brisbane – strong academic influence, regional gov’t. provides incubatator program
Scandinavia Norway Sweden
Emerging Countries Asia – Korea, Singapore, China alone has 30% growth annually India – 78% growth annually
- 19 - DFC INTELLIGENCE P R O P R I E T A R Y
Canada’s Game IndustryMontreal has: 3D +80 game companies Infrastructure: localization services, outsourcing Affiliate game studios: EA, Ubisoft
Vancouver has: +100 game companies Strong military connection, casual gaming, closest proximity to Asia Strong affiliate studios
Growth of Regional Proficiency Cluster Requires: Attraction of like interests in region Schools fostering interactive media = Strong employment pool Incentive programs for startups: incubators, collaboration programs
- 20 - DFC INTELLIGENCE P R O P R I E T A R Y
For More Information:
Wanda MeloniPresident
DFC Intelligence
[email protected](858) 780-9680