Viz Media and FUNimation are both well known Anime / Manga distributors based in the United States. Viz Media is in San Francisco, California while FUNimation is located in Flower Mound, Texas. Their strategy is very similar to each other as the Anime has grown in popularity in the US.
When I first attended AnimeExpo in Anaheim and FameCon in San Jose in 1998, both were still very "Underground" as the majority of showings were Fansubs and, in fact, a lot of the the merchandise being sold was not even legal imports. In 1998, AnimeExpo had 4,883 attendees and in 2011, AnimeExpo had 47,000+ attendees according to Wikipedia. Today, both anime conferences no longer show fansubs and only sell legally licensed merchandise.
Traditionally, Anime and Manga were only sold in boutique specialty stores. This later expanded to retail book chains and some video retailers. A few years ago, websites such as CrunchyRoll.com started to monetize these products digitally by offering a premium subscription to those who wanted instant access to new anime and full access to a complete catalog versus the free version which was always one to two weeks behind.
This leads me up to where Viz Media and FUNimation are today. As they own both retail and digital distribution rights to some of the most popular Anime / Manga in the West, they have started a combined digital and retail strategy. If you go to there respective websites, you will notice that you can watch any anime that they have for free and they help monetize this by up-selling on their website.
Will this strategy be effective?
First, the fact that is free makes one wonder, but with the high amount of piracy in the industry websites that show this Anime for free on their own. Showing Anime for free is an Anti-Piracy measure. Since their Anime is higher quality with better subbing, they are able to compete with illegal fansubs. Also, this helps grow their audience and their user base. FUNimation is known for their aggressive anti-piracy stance suing a lot of illegal torrent downloaders, but this in itself is not 100% effective. Per a recent anti-piracy case involving US movies, ISP's cannot disclose user information unless it is that user is confirmed to have downloaded the IP versus someone stealing bandwidth. As in the case of the US movie lawsuit, after the action is filed, the ISP has 1 month to get these users confirmed and submitted to the plaintiff. So some suspected users are able to avoid this by not identifying themselves.
Second, this digital strategy helps promote the sales of their Anime / Manga / Other related products. As hardcore fans will purchase these items as they are collectables, it will help increase overall sales box products.
Third, this strategy helps build a loyal fan community and an effective marketing tool. FUNimation seems father along in this sense than Viz Media. Building a community is very difficult, but very important as you can grow this community into evangelist to help spread your product. Also, these users can be used as a test bed for what products will be successful to your core audience. Of coarse, if your looking to expand your audience, these users would not be as helpful.
In the future, I expect these websites to evolve their monetization strategy to include one or more of the following monetization techniques: pre-post add rolls, a premium subscription for unlimited views and no ads, pay-per-view system like WildTangent (get involved with the community get more views), etc. I eventually feel that other items such as games, icons, and other fan items should be included to increase the stickiness of the site.
In the long-run, content is king as everyone says in the gaming industry. These two Anime/Manga heavy weights have the content. It is a matter of time until they become king unless they rush it to fast or make any mistakes. I for one believe the current path they are following may work.
Blog dedicated to the ramblings of a game and anime fan who's in real life job is to analyze what games would make money and why.
Thursday, October 27, 2011
Tuesday, October 25, 2011
Conversion Rates
As some of you might have read, Team Fortress 2 saw users increase by 5x with a 20-30% conversion rate versus the typical 2-3% which is considered the norm for F2P.
See http://www.geekwire.com/2011/experiments-video-game-economics-valves-gabe-newell for more information on the Valve Team Fortress 2 Experiment.
Conversion rates should be based on your target audience versus your platform. Consider the following:
Female Oriented Games:
What is great about male oriented Facebook games and iOS/Android Games is that these games are not only free but always available to play when you cannot play hardcore games. They also are on networks that are now ubiquitous.
Male Oriented Facebook games are currently a small market compared too Female oriented Facebook games, but with War Commander and Maple Story games showing how the technology for Facebook games are now reaching the same level as some F2P client downloadable games. I believe that Male Orient Facebook games will start to grow. Pretty soon action arcade games and RPGs will be found in facebook games and this will be when the market really grows.
Mobile games can be played whenever your waiting in line or sitting in the bus. The reason why freemium games are doing very well on iOS/Android is that players who are hesitant to pay for the game because they would rather spend their money on other items like console games. Letting players play the game for free and spend as much as they want will maximize the monetization the game while increasing viral marketing.
As I noted before, just make sure you the costs of the games you develop match the opportunity. If you are a male oriented game, use the lower portion of the male conversion rate and bench market MAU/DAU against male oriented games. Do not expect to have a top 10 game.
See http://www.geekwire.com/2011/experiments-video-game-economics-valves-gabe-newell for more information on the Valve Team Fortress 2 Experiment.
Conversion rates should be based on your target audience versus your platform. Consider the following:
Female Oriented Games:
- Female Oriented Casual Games Downloadable Games (Bejeweled, Luxor, Diner Dash, etc.) have standard conversion rates of 1-4%
- Female Oriented or predominately Female Social Network Games (FarmVille, CityVille, Restaurant City, etc.) have standard conversion rates of 2-3%
- Young Adult or Female Oriented F2P client games had conversion rates of 2-6%
- Male Oriented Downloadable Games (Fate, Torchlight, etc.) have standard conversion rates of 8-20%
- Male Orient or predominately Male Social Network Games (Kingdoms of Camelot, etc.) has conversion rates of 6-12%. Kabam noted in a GamaSutra article that they had a 10% conversion rate for one of their smaller games.
- Male Oriented F2P client games had conversion rates of 6-18%
What is great about male oriented Facebook games and iOS/Android Games is that these games are not only free but always available to play when you cannot play hardcore games. They also are on networks that are now ubiquitous.
Male Oriented Facebook games are currently a small market compared too Female oriented Facebook games, but with War Commander and Maple Story games showing how the technology for Facebook games are now reaching the same level as some F2P client downloadable games. I believe that Male Orient Facebook games will start to grow. Pretty soon action arcade games and RPGs will be found in facebook games and this will be when the market really grows.
Mobile games can be played whenever your waiting in line or sitting in the bus. The reason why freemium games are doing very well on iOS/Android is that players who are hesitant to pay for the game because they would rather spend their money on other items like console games. Letting players play the game for free and spend as much as they want will maximize the monetization the game while increasing viral marketing.
As I noted before, just make sure you the costs of the games you develop match the opportunity. If you are a male oriented game, use the lower portion of the male conversion rate and bench market MAU/DAU against male oriented games. Do not expect to have a top 10 game.
Sunday, October 23, 2011
Why Some Games Just Do Not Translate Well?
NOTE: I wrote this in July 2009 for my friends blog. I thought it might be interesting just to include it here.
The original blog this was posted on is below:
http://www.thisisgame.com/go/2009/07/27/editorial-why-some-games-just-do-not-translate-well/
BTW if you want gaming news on Asia this is an interesting blog.
Looking for the Big Bucks:
Regardless of whoever’s statistics you use (DFC, PWC, Screen Digest, etc.), the North American (NA) online gaming market is one of the 3 largest in the world.? As a result, various groups have looked to this segment as a means to expanding their revenue.? Traditional US retail publishers see the NA online market as an additional platform to grow their revenue; entertainment companies like Disney see it as an additional way to reach and expand their consumer base; while international online game stalwarts such as NC Soft, NHN, and Nexon see this market as a natural place to leverage their online gaming expertise.
Unfortunately, success has been very elusive to most.? For every, World of Warcraft, Runescape, Dofus, or MapleStory, there have been hundreds of games that have failed.?? This is particularly true with the “Free2Play” market.
Many see the “Free2Play”?market as next big thing.? Some even say that the “Free2Play”? market will replace the console market entirely.? Like many of you, I have my own opinion on this, but what I wanted to discuss today is why so many so-called “Free2Play”?experts who enter this market fail.? Many companies trying to enter this market are either importing Asian “Free2Play”?games or using Asian expertise developed by partnering with a “Free2Play”?developer or learned by developing games for Korea and/or China.?? The reason why people who enter the US market using these methods have a 90%+ change of failing is because a slight cultural differences that make a HUGE impact on the “Free2Play” market.? Success in Asia does not necessarily translate to success in the US and vice versa as many US companies have already found out.
US and Korean Cheaters Follow Different Rules!
One important cultural difference that has been pointed out to me by many different Asian Operators in the US is how widespread cheating is.? The reason why cheating is more widespread in the US is not because Americans are smarter or Koreans are more honorable, but it is because Americans like to share their cheats while Koreans do not.
Let us take a look at how this one small fact has a large impact on how a company would operate in Korea versus US.? For example, a handful of customers discover that you could exploit the game by doing “XYZ.” In the US, these customers would actually share this information to either gain the respect of their peers or just be popular.? In a few days, this exploit would be in the forums and be abused throughout the community.? Because this has become a widespread problem, the game team must develop a patch to fix this issue as soon as possible and must make the customer support team monitor this issue.? If this issue is completely widespread, the customer support team would have to go though the logs of every player suspected of cheating.
On the other hand, in Korea, these customers would try to exploit this issue for as long as possible and keep the information to themselves.? The game team and customer support team will have a more difficult time to find this issue, but once they do, the damage will limited and easier to control.? Of course, if this does become widespread, the Korean game company will have the same issues as a North American game company does.? Game logs and the ability of customer service to analyze them quickly and accurately is the only to correct widespread cheating.
“Free” is a Free Pass to Cheating!
Exploiting the “Free”?in “Free2Play” games is easy in the US versus Korea.? Any time a US subscription based game does a “Free Trial” program; the company must create restrictions on the “Free Trial” account for this reason, to prevent cheating.? For example, 4 years ago I was working on an MMORPG that decided to do a “Free Trial” program to boost the user population.? After the first day, Marketing declared it a success, but it was actually a customer service nightmare.? Thousands of new accounts were being created because a few people figured out you could make as many free accounts you want and “gift” yourself the “in-game” money you get for creating an account.? This became widespread knowledge overnight as it was posted on all the forums and talked about in-game.
Furthermore, hackers have exploited the “Free”?in “Free2Play”?games by making thousands of accounts with illegal credit cards.? Even if you ban accounts used by hackers and exploiters, they can always make another free account.? In Korea, this exploitation will never occur because by law every game account is tied to one unique personal identifier which is similar to your SS# in the US.? When Korean companies come to the US, they are normal victims of these “Free” account schemes.? To combat these issues, publishers of “Free2Play” games have implemented the following solutions:
Practice! Practice! Practice!
Another issue that many Asian companies fail to notice or address properly is the importance of a tutorial or single player experience for Americans. ? Many “Free2Play” games in Korea are player versus player such as Audition, KartRider, Gunbound, Dungeon Fighter, and others.?? In?Korea, a lot of companies say that it is okay for newbie’s to get beaten by superior players, and some have ventured to say that free players are cannon fodder for good players to pawn.? In the US, this considered poor match making design and a horrible customer experience.
Unfortunately, most online players actually do not like competitive multiplayer experiences.? I have seen a lot of statistics on this, and one person I talked to mentioned that 80% of WoW players like to play by themselves.? In fact, most studies show that players do enjoy the social aspects of the multiplayer games such as chat and guilds, many prefer to quest by themselves and at their own pace. Some players us online games as a way to stay connected with their friends, but prefer to not play with people they meet “in-game”. ? Ironically, the must successful “Free2Play” games in the US are very single player based.? MapleStory, Runescape, Dofus, and Club Penguin does not require you to play with other but rather you kill npcs or play mini-games.? According to research I have conducted, the majority of players playing multiplayer games would like to be able to learn how to play the game first before playing with or against other players.? They do not want to get embarrassed or pawned over and over.
One of the keys to being a successful multiplayer game in the US is the ease of transition from actually learning to play to competing.? Another key is proper matchmaking system or skill-based match making system that a lot of Korean games do not employ.
The original blog this was posted on is below:
http://www.thisisgame.com/go/2009/07/27/editorial-why-some-games-just-do-not-translate-well/
BTW if you want gaming news on Asia this is an interesting blog.
Looking for the Big Bucks:
Regardless of whoever’s statistics you use (DFC, PWC, Screen Digest, etc.), the North American (NA) online gaming market is one of the 3 largest in the world.? As a result, various groups have looked to this segment as a means to expanding their revenue.? Traditional US retail publishers see the NA online market as an additional platform to grow their revenue; entertainment companies like Disney see it as an additional way to reach and expand their consumer base; while international online game stalwarts such as NC Soft, NHN, and Nexon see this market as a natural place to leverage their online gaming expertise.
Unfortunately, success has been very elusive to most.? For every, World of Warcraft, Runescape, Dofus, or MapleStory, there have been hundreds of games that have failed.?? This is particularly true with the “Free2Play” market.
Many see the “Free2Play”?market as next big thing.? Some even say that the “Free2Play”? market will replace the console market entirely.? Like many of you, I have my own opinion on this, but what I wanted to discuss today is why so many so-called “Free2Play”?experts who enter this market fail.? Many companies trying to enter this market are either importing Asian “Free2Play”?games or using Asian expertise developed by partnering with a “Free2Play”?developer or learned by developing games for Korea and/or China.?? The reason why people who enter the US market using these methods have a 90%+ change of failing is because a slight cultural differences that make a HUGE impact on the “Free2Play” market.? Success in Asia does not necessarily translate to success in the US and vice versa as many US companies have already found out.
US and Korean Cheaters Follow Different Rules!
One important cultural difference that has been pointed out to me by many different Asian Operators in the US is how widespread cheating is.? The reason why cheating is more widespread in the US is not because Americans are smarter or Koreans are more honorable, but it is because Americans like to share their cheats while Koreans do not.
Let us take a look at how this one small fact has a large impact on how a company would operate in Korea versus US.? For example, a handful of customers discover that you could exploit the game by doing “XYZ.” In the US, these customers would actually share this information to either gain the respect of their peers or just be popular.? In a few days, this exploit would be in the forums and be abused throughout the community.? Because this has become a widespread problem, the game team must develop a patch to fix this issue as soon as possible and must make the customer support team monitor this issue.? If this issue is completely widespread, the customer support team would have to go though the logs of every player suspected of cheating.
On the other hand, in Korea, these customers would try to exploit this issue for as long as possible and keep the information to themselves.? The game team and customer support team will have a more difficult time to find this issue, but once they do, the damage will limited and easier to control.? Of course, if this does become widespread, the Korean game company will have the same issues as a North American game company does.? Game logs and the ability of customer service to analyze them quickly and accurately is the only to correct widespread cheating.
“Free” is a Free Pass to Cheating!
Exploiting the “Free”?in “Free2Play” games is easy in the US versus Korea.? Any time a US subscription based game does a “Free Trial” program; the company must create restrictions on the “Free Trial” account for this reason, to prevent cheating.? For example, 4 years ago I was working on an MMORPG that decided to do a “Free Trial” program to boost the user population.? After the first day, Marketing declared it a success, but it was actually a customer service nightmare.? Thousands of new accounts were being created because a few people figured out you could make as many free accounts you want and “gift” yourself the “in-game” money you get for creating an account.? This became widespread knowledge overnight as it was posted on all the forums and talked about in-game.
Furthermore, hackers have exploited the “Free”?in “Free2Play”?games by making thousands of accounts with illegal credit cards.? Even if you ban accounts used by hackers and exploiters, they can always make another free account.? In Korea, this exploitation will never occur because by law every game account is tied to one unique personal identifier which is similar to your SS# in the US.? When Korean companies come to the US, they are normal victims of these “Free” account schemes.? To combat these issues, publishers of “Free2Play” games have implemented the following solutions:
- Limit gifting by either limiting the items that can be gifted, limiting the level when one can start gifting, or limiting gifting to paying players.
- Limit spending by transaction amount and or volume of transactions
- Limit account functionality until it is verified
Practice! Practice! Practice!
Another issue that many Asian companies fail to notice or address properly is the importance of a tutorial or single player experience for Americans. ? Many “Free2Play” games in Korea are player versus player such as Audition, KartRider, Gunbound, Dungeon Fighter, and others.?? In?Korea, a lot of companies say that it is okay for newbie’s to get beaten by superior players, and some have ventured to say that free players are cannon fodder for good players to pawn.? In the US, this considered poor match making design and a horrible customer experience.
Unfortunately, most online players actually do not like competitive multiplayer experiences.? I have seen a lot of statistics on this, and one person I talked to mentioned that 80% of WoW players like to play by themselves.? In fact, most studies show that players do enjoy the social aspects of the multiplayer games such as chat and guilds, many prefer to quest by themselves and at their own pace. Some players us online games as a way to stay connected with their friends, but prefer to not play with people they meet “in-game”. ? Ironically, the must successful “Free2Play” games in the US are very single player based.? MapleStory, Runescape, Dofus, and Club Penguin does not require you to play with other but rather you kill npcs or play mini-games.? According to research I have conducted, the majority of players playing multiplayer games would like to be able to learn how to play the game first before playing with or against other players.? They do not want to get embarrassed or pawned over and over.
One of the keys to being a successful multiplayer game in the US is the ease of transition from actually learning to play to competing.? Another key is proper matchmaking system or skill-based match making system that a lot of Korean games do not employ.
Saturday, October 22, 2011
ARPU vs ARPPU
ARPU is average revenue per user
ARPPU is average revenue per paying users
When people develop metrics for games, many people debate the importance of ARPU vs ARPPU. Everyone agrees both are important but people debate what should be the key metric.
Traditional game companies that originally started off with only subscriptions models always note that ARPPU is more important because its important to see what your revenue for paying user is since your free users are going to quit really fast anyways. This especially true for traditional subscription based models where players buy a box for the trial and only have 30 days but have to pay to play the game afterwards.
Free-to-play companies on ARPU because they have a lot of free players and need to make sure their variable costs are covered by their variable revenue. ARPU also helps you understand the overall revenue for everyone in your system.
When looking at them as a pair, ARPU tells you how profitable you are and ARPPU tells you how well your monetizing your paying users. So what is more important? I would say ARPU because of the following reasons:
ARPPU is average revenue per paying users
When people develop metrics for games, many people debate the importance of ARPU vs ARPPU. Everyone agrees both are important but people debate what should be the key metric.
Traditional game companies that originally started off with only subscriptions models always note that ARPPU is more important because its important to see what your revenue for paying user is since your free users are going to quit really fast anyways. This especially true for traditional subscription based models where players buy a box for the trial and only have 30 days but have to pay to play the game afterwards.
Free-to-play companies on ARPU because they have a lot of free players and need to make sure their variable costs are covered by their variable revenue. ARPU also helps you understand the overall revenue for everyone in your system.
When looking at them as a pair, ARPU tells you how profitable you are and ARPPU tells you how well your monetizing your paying users. So what is more important? I would say ARPU because of the following reasons:
- Profitability is the most important number for any business.
- APRU tells you how much revenue your making for every player not just paying ones. It is important to remember that free players also costs money to support.
- Free Players use up customer support costs, bandwidth, network infrastructure, and other hidden variable costs such as player experience (if you have negative free players) and latency if its a p2p game.
- Player acquisition is a marketing intensive activity. If your average cost per acquisition (People should NEVER use cost per click) higher than your average lifetime ARPU then you might as well give away your money unless you have other goals that losing money supports.
- Free players are just as important as paying players.
- The most important thing is free players may eventually convert. Yes the majority of Free 2 Play (F2P) games are powered by big fish or whales. Some games have 2-20% conversion rates (depends on the platform and target audience - though mainly the target audience) with only 1-5% of those players making up the majority of revenue for the game, but your goal is to increase revenue not just from the 1-5% who pay the highest but also everyone else.
- Free players provide social networks and opponents for paying players. Many people do not pay for Facebook games but you hear about them from your friends playing them. It is very viral and maybe one of those random friends will be your next whale. Also, in some client based games there is no AI to play with players are your only opponents. Free players provide paying players people to compete with. Free players also become friends of paying players which make them more likely to stay longer and pay more!
- ARPU is easier to forecast than ARPPU
- This many not be an important many people. The larger the sample size the easier is it to use trend analysis as your combining many factors into ARPU, namely conversion %, retention % or average life, and ARPPU into one number. To do a assessment of a business, you every number but if you need a simple model ARPU will do.
Friday, October 21, 2011
12 Months Free Subscription for 1 Free Copy of Diablo 3 Analysis
The office has been buzzing about the Blizzcon announcement of giving a free copy of Diablo 3 to anyone who signs up for a WoW Annual Pass. Below is the link to the Kotaku coverage of it.
Kotaku Coverage of Annual Pass and Free Diablo 3
As an analyst, it is hard to resist analyzing the impact on ATVI stock and the future earnings of Blizzard. Why would you give up a free copy of probably the best selling PC game of 2012Q1?
Lets do a simple costs benefit analysis.
First, we need to understand the current economics of WoW in the western hemisphere.
Second, we need to estimate the number of subscribers who would bought Diablo 3 and kept their subscription other wise.
Kotaku Coverage of Annual Pass and Free Diablo 3
As an analyst, it is hard to resist analyzing the impact on ATVI stock and the future earnings of Blizzard. Why would you give up a free copy of probably the best selling PC game of 2012Q1?
Lets do a simple costs benefit analysis.
First, we need to understand the current economics of WoW in the western hemisphere.
- WoW is roughly at 5-5.5M Subscribers in the West paying between 12.99-14.99 depending on your method of payment. Lets use an average revenue of $14.00 (the actual number is actually higher by a few cents I believe). The east uses a pay time card model and makes a LOT less revenue per month and will have a very different impact
- Let's assume for simplicity sake that WoW loses 5% of its subscribers every month starting at 5M. For ease of calculation lets assume its 250K subs a month.
- WoW subscribers normally drop per month until the month prior to an expansion release were they either return to close or exceed the prior expansion's high. Their expansion release in Nov normally exactly 2 years after the last one. That would be 9 months of decline assuming there is a bounce back of subs in October.
- 9 Months of lost subscribers * 250K * $14 + 8 Months of lost subscription * 250K * $14 ... + 1 Month * 250K * $14 = $157M of Lost Revenue due to subscription Lapse and a drop of 2.25M subscribers by the beginning of October.
- As you know MMOs are dynamic and we will assume the launch of SW:TOR, Guild Wars 2, and other MMOs will off set the gains made by their big content patch.
Second, we need to estimate the number of subscribers who would bought Diablo 3 and kept their subscription other wise.
- Of the remaining 3.5Million subscribers, how many people are actually unique players? As most people know many MMORPG players in general own multiple account. Some own over 10. Some games I have worked on had crazy ratios of subscribers to players. For this analysis, lets be conservative and assume 1.25 accounts per player. It is probably higher but WoW as you know is a different breed of animal as it is "casual" compared to EQ, Lineage, and others have a ratio higher than 2.0 accounts per player. That would 2.24M Unique players.
- Of these 2.24M unique players lets assume 80% would have bought D3 other wise.
- 2.24M X $59.99 * 85% to account for SRA = $114M.
- We assumed we lost 2.25M subscriptions at 1.25 accounts per player equals 1.8M Unique players
- We will assume that 70% would have bought D3 which would have been 1.8M unique players times 70% or 1.26M copies.
- 1.26M X $59.99 * 85% = $64M
- +$157M of Lost Revenue Regained - ($114M + $64M) of lost revenue from not selling D3 equals $21M of loss. This may seem bad but there are other factors that need to be considered.
- Diablo 3 AH impact: Assuming you get 1M additional Diablo 3 Users and using traditional F2P metrics. We will assume that 10-20% will conduct microtransactions and spend an average of $60 a year. Lets use 10% and $60 for conservativeness. 1MM X 10% X $60 = $6M of of Revenue
- Blizzard Publishing Impact: More Battle.net users = higher royalties and higher platform sales! More players more money! With Blizzard DOTA and other titles being released, blizzard is very motivated to keep their Battle.net users high.
- Stock Market Impact: Now blizzard can count Free Diablo Downloads as D3 sales and can maintain their subscribers number for 1 year! That makes them a attractive investment.
- Blizzard Micro Content Impact: Blizzard sells virtual pets and other items and with changes to their game they can add even more micro-content. Blizzard will now have kept all the wow subscribers it might have lost so that they can easily buy a pet even if they are not super active.
- Other Positives: Marketing benefit. Its easier to reach consumers you have not ones you lost.
Thursday, October 20, 2011
Identifying Market Potential
As I noted in my earlier post, you need to find the right product with the right costs for the right market. Even if you have a cheap product, it will not matter if the market does not exist.
Evaluating the market can be easy or can be very difficult. As many people say, if everyone knows about it. It is probably already too late. The market is probably near saturation and there are tons of other players trying to enter the market. If your a big player, you can afford to take these gambles but if your small you really can not.
I have worked for 2 publishers. When I worked for one of the top 2 publishers, the strategy was to maintain its lead and grow by adding what it lacked which was innovation. Too that effect, it would wait till markets matured and bought IP and studios that were at the top of that market. A small publisher cannot do that. The other publisher I worked for was a top 10 publisher but as you know, the top 2 publishers dominate all other publishers below them. Some publishers such as THQ find a niche such as PC RTS games, Children's Titles, and the WWE/WWF and UFC licenses. Ubisoft got lucky betting on the Wii and was able to grow they were also very fortunate in tying up the Tom Clancy Franchise.
The publisher I was working with decided to try to gain market share by trying to enter two, at that time, dormant markets, XBLA/PSN and F2P games. I am going to focus on the XBLA/PSN market for the purpose of this write-up.
When we first entered the XBLA/PSN market, no other publishers were making games for it except for Microsoft, Sony, and small independent studios. We quickly discovered that the we could make small games that quickly made a few million dollars of profit. That type of ROI is not something any of the big publishers cared for, but it was good for our small publisher. After publishing over 5 games and getting data from some of our competitors who were in talks with us, I was able to develop an accurate forecast model. When compared to the sales of games today, the model is still proven to be sound. Based on this, we knew what we could make assuming we had a hit title. This helped narrow our market opportunity down. If we knew what the costs to enter the market was, we would know the opposite.
We were very successful in the beginning but then everyone started entering the market and the cost of doing business started increasing. Eventually developers wanted to spend millions of dollars to develop titles that would only sell a max of 1M units. With platform fees and other costs included in development, these titles, though being top 10 titles, would actual lose money. One title that is a top 10 title, that I will not name, costs 2x more than it made. It was hailed as a success but the developer as they were able to make a profit but the publisher did not make any. They, in fact, lost money. It is important to understand the market to make the right title to fit it. Just because a title is perfect for a segment does not mean it will make money.
Just remember that the license and costs need to fit the market. You can create a new market but that is rare and reserved for players with first mover advantages or who can revolutionize a genre to make it mass market. Just because you are smart does not mean you can do it. I always say the best example of a good entrepreneur is someone with strong self-belief, a strong team, an unbend-able will, and a good exit strategy.
Evaluating the market can be easy or can be very difficult. As many people say, if everyone knows about it. It is probably already too late. The market is probably near saturation and there are tons of other players trying to enter the market. If your a big player, you can afford to take these gambles but if your small you really can not.
I have worked for 2 publishers. When I worked for one of the top 2 publishers, the strategy was to maintain its lead and grow by adding what it lacked which was innovation. Too that effect, it would wait till markets matured and bought IP and studios that were at the top of that market. A small publisher cannot do that. The other publisher I worked for was a top 10 publisher but as you know, the top 2 publishers dominate all other publishers below them. Some publishers such as THQ find a niche such as PC RTS games, Children's Titles, and the WWE/WWF and UFC licenses. Ubisoft got lucky betting on the Wii and was able to grow they were also very fortunate in tying up the Tom Clancy Franchise.
The publisher I was working with decided to try to gain market share by trying to enter two, at that time, dormant markets, XBLA/PSN and F2P games. I am going to focus on the XBLA/PSN market for the purpose of this write-up.
When we first entered the XBLA/PSN market, no other publishers were making games for it except for Microsoft, Sony, and small independent studios. We quickly discovered that the we could make small games that quickly made a few million dollars of profit. That type of ROI is not something any of the big publishers cared for, but it was good for our small publisher. After publishing over 5 games and getting data from some of our competitors who were in talks with us, I was able to develop an accurate forecast model. When compared to the sales of games today, the model is still proven to be sound. Based on this, we knew what we could make assuming we had a hit title. This helped narrow our market opportunity down. If we knew what the costs to enter the market was, we would know the opposite.
We were very successful in the beginning but then everyone started entering the market and the cost of doing business started increasing. Eventually developers wanted to spend millions of dollars to develop titles that would only sell a max of 1M units. With platform fees and other costs included in development, these titles, though being top 10 titles, would actual lose money. One title that is a top 10 title, that I will not name, costs 2x more than it made. It was hailed as a success but the developer as they were able to make a profit but the publisher did not make any. They, in fact, lost money. It is important to understand the market to make the right title to fit it. Just because a title is perfect for a segment does not mean it will make money.
Just remember that the license and costs need to fit the market. You can create a new market but that is rare and reserved for players with first mover advantages or who can revolutionize a genre to make it mass market. Just because you are smart does not mean you can do it. I always say the best example of a good entrepreneur is someone with strong self-belief, a strong team, an unbend-able will, and a good exit strategy.
Saturday, October 15, 2011
Personal Feelings Vs Money
Today, I am going to give an example of why personal feelings should not be used to evaluate products.
When evaluating products, you need to know both the market you are going to sell the item and the costs. Today I will focus on making sure the market and the license / IP mix using One Piece as an example.
One Piece is one of the most popular anime/manga properties in Japan. In some rankings, it is higher than Naruto and just lower than Dragon Ball Z. All 3 are top Shonen Jump properties and have a huge hardcore anime following. Naruto and DBZ both did very well in the US. BDZ games were a mainstay for THQ and even spawned a horrible US Real Life Action Movie (please do not watch it...) Naruto also is also very successful in the US. One would expect that One Piece, a anime / manga based on a pirate theme would be successful. But that is not the case. One Piece has been released in the US twice and both times have met with very limited success.
I believe, and please tell me if you disagree, that the reason Naruto and DBZ succeed where One Piece fail is because the content does not work well when translated to the US because of cultural differences.
DBZ would probably be pitched in a boardroom as Monkey King meets X-men. Super heroes with the abilities to fire energy balls is actually very acceptable to US culture. People may not be familiar with the Monkey King references, but combat is actually the main focus of the story.
Naruto would probably sold as a Comedic Ninja story. The powers and abilities that the characters have in the beginning are actually normal ninja abilities that American's are used to from how Ninja's are depicted in the US. As Naruto and company grow older, their stronger and more outlandish powers are acquired by a "natural" progression and thereby easily acceptable.
One Piece would hypothetically be summed up as Pirates of the Caribbean meets Anime. You have an idiotic captain who is seemingly not that bright trying to become the Pirate King. The overall pirate setting would translate well, but Luffy's actual power does not resonate with audiences in the US. He is made of rubber? When I first heard of it, I thought it would be extremely stupid. In the Japanese version, the voice actor is a female and Luffy is made to sound more childish and playful which is his nature in the manga. In the US version, he sounds a lot older and is voiced by a man. The way he acts and sounds do not mix.
It will be interesting to see if an Anime like Fairy Tale would do well in the US mainstream. I find the manga a lot more compelling than the anime.
Also, its important to know that if you hate it, it still might sell.
When evaluating products, you need to know both the market you are going to sell the item and the costs. Today I will focus on making sure the market and the license / IP mix using One Piece as an example.
One Piece is one of the most popular anime/manga properties in Japan. In some rankings, it is higher than Naruto and just lower than Dragon Ball Z. All 3 are top Shonen Jump properties and have a huge hardcore anime following. Naruto and DBZ both did very well in the US. BDZ games were a mainstay for THQ and even spawned a horrible US Real Life Action Movie (please do not watch it...) Naruto also is also very successful in the US. One would expect that One Piece, a anime / manga based on a pirate theme would be successful. But that is not the case. One Piece has been released in the US twice and both times have met with very limited success.
I believe, and please tell me if you disagree, that the reason Naruto and DBZ succeed where One Piece fail is because the content does not work well when translated to the US because of cultural differences.
DBZ would probably be pitched in a boardroom as Monkey King meets X-men. Super heroes with the abilities to fire energy balls is actually very acceptable to US culture. People may not be familiar with the Monkey King references, but combat is actually the main focus of the story.
Naruto would probably sold as a Comedic Ninja story. The powers and abilities that the characters have in the beginning are actually normal ninja abilities that American's are used to from how Ninja's are depicted in the US. As Naruto and company grow older, their stronger and more outlandish powers are acquired by a "natural" progression and thereby easily acceptable.
One Piece would hypothetically be summed up as Pirates of the Caribbean meets Anime. You have an idiotic captain who is seemingly not that bright trying to become the Pirate King. The overall pirate setting would translate well, but Luffy's actual power does not resonate with audiences in the US. He is made of rubber? When I first heard of it, I thought it would be extremely stupid. In the Japanese version, the voice actor is a female and Luffy is made to sound more childish and playful which is his nature in the manga. In the US version, he sounds a lot older and is voiced by a man. The way he acts and sounds do not mix.
It will be interesting to see if an Anime like Fairy Tale would do well in the US mainstream. I find the manga a lot more compelling than the anime.
Also, its important to know that if you hate it, it still might sell.
Introduction
As part of the many hats I have worn in the past, I have evaluated intellectual property or IP to understand what would sell. The fun part about this is that you actually get to read the screenplays, pitch docs, and concept work that goes along with it. If it is an existing IP, you have an excuse to buy the DvD collection, Book, or whatever median that IP is published in.
As a huge anime fan, I want to write my objective option on what types of anime currently in Japan may sell. I know video game companies and cartoon distribution networks have started seriously looking into importing anime when Naruto became a huge hit a few years ago. Today Anime gets licensed to the US even before its created.
As a fan I also what to write my own reviews of Anime, which has nothing to do with market potential but a lot to do with my personal interest.
The most important thing you must do when evaluating anime or a game is to separate your personal and private interest.
As a huge anime fan, I want to write my objective option on what types of anime currently in Japan may sell. I know video game companies and cartoon distribution networks have started seriously looking into importing anime when Naruto became a huge hit a few years ago. Today Anime gets licensed to the US even before its created.
As a fan I also what to write my own reviews of Anime, which has nothing to do with market potential but a lot to do with my personal interest.
The most important thing you must do when evaluating anime or a game is to separate your personal and private interest.
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