Online Games Boom - Who Benefits? 33
Next Generation has a piece looking, in some depth, at who exactly is benefiting from the boom in online gaming. From the article: "Electronic Arts provides a prime example of the struggles traditional publishers have faced when it comes to online games. Back around the turn of the century, the market visionaries at EA boldly declared that online games would be a prime driver of future growth and would account for as much as 20% of revenue in a mere three years (by 2003). EA even set-up a separate stock for its online game holdings. Since that time, Electronic Art's growth has been nothing short of spectacular. However, that growth has not been because of online games. This is despite the fact that EA is a leader in an emerging online game category, subscription-based casual games. "
Re:Trick question? (Score:4, Insightful)
Game companies are poised to see continued growth in online gaming revenues, the point of the article is that a lot of the successes are companies that did not come from established, traditional game companies.
"Unless an online game hits it big, or has a very dedicated group of fans, there isn't any money to be made as every two-bit publisher is trying to ride this fad with their Evercrack clones."
Not even close to accurate. Yes, there is a lot of competition, as is true with any emerging market. But that doesn't mean that the market doesn't exist and there is no money to be made. It just means that more companies are vying for the increasing slice of pie.
Now, IMO, the companies who will profit greatly in the long run are those who:
(1) Publish the games best tailored to the subscription model -- like scheduled content, etc.
(2) Have the best variety of games tailored to their market (i.e., Popcap shouldn't publish an MMORPG, while Blizzard should publish a SciFi MMORPG)
(3) As with any entertainment business, the company with the best marketing usually fares well -- look for the companies with the largest marketing budget.
Re:prioritized content (Score:3, Insightful)
Am I the Only One? (Score:4, Insightful)
Do the math. (Score:4, Insightful)
8 Million * $15/month * 12 months = $1.44 billion dollars per year.
That's probably a bit on the high side, and doesn't include the box price (8 million boxes at $50 = $400 mill), but regardless, blizzard stands to pull in billions of dollars over the life of the franchise.
Re:Trick question? (Score:4, Insightful)
I was at Fujitsu when they had the WorldsAway virtual chat world in 1997. At the time, it seems like everyone was trying to build a virtual online chat world community. I even got the book, "Avatars!" by Bruce Damer, at a convention that was held at San Francisco State University to showcase the new technologies. Looking through the book now, I don't any of them survived except for a few niche survivors. Fujitsu sold the division since it never made any money after so many years. That was definitely a fad.
The second one was Horizons [istaria.com] at Atari in 2004. This online game was picked up by Atari because they wanted an online game to compete with every other gaming company getting into this "next big thing". (This was also the same time the video game industry was rushing into Hollywood licenses.) Horizons wasn't a bad game. It's just another Evercrack clone that may survive with dedicated fan base but won't really change the gaming world.
Whenever the video game industry is stampeding in the same direction, I consider it to be a fad. How many times have we heard that the PC was dead? Or the console is dead? Or Duke Nukem Forever is coming out Really Soon Now (TM)?
Re:Am I the Only One? (Score:3, Insightful)
MMO's are definitely not just a fad. I agree that there's a huge market segment that has no interest in them, and by no means are we at a point where the majority of games are MMO's, but you can't deny the fact that MMO's are here to stay, and that a large segment of the gaming population likes and plays them.