online distribution and publishing of next generation video games
Transcrição
online distribution and publishing of next generation video games
ONLINE DISTRIBUTION AND PUBLISHING OF NEXT GENERATION VIDEO GAMES FOR CONSOLES AND PERSONAL COMPUTERS Andrew Chappell Undergraduate, School of Electronics and Computer Science, University of Southampton [email protected] ABSTRACT Development costs within the games industry are steadily increasing, causing publishers to reject risk adverse games. Profitable games such as sequels, movie tie-ins or generic titles are preventing innovative genre spanning titles from being considered due to the risk of losing money if sales are not sufficient. However, technologies like microtransactions and episodic content look set to save the games industry from permanent mediocrity. This paper will aim to investigate how online distribution will affect the developer, consumer and the industry as a whole. Keywords Video Games, Publishing, Online Distribution, Next Generation, Micro-transactions, Episodic Content, Steam, Xbox Live, Arcade, Marketplace 1. INTRODUCTION The cost of developing and publishing a commercial video game continues to rise. Average development costs for a title from 1997 were “...between £250,000 and £500,000” [1], whereas a title can now take 40 to 50 people anything up to 5 years to develop and cost up to £7.5m [1]. Epic Games’ showcase title “Gears of War” for the Xbox 360, released in November 2006 was heralded as a “cheap” game by Vice President Mark Rein with development costs of “$10million, maybe a little less” [2]. In the standard development model, games developers can expect this process to be funded in advance by the publisher, and in turn will be awarded a set percentage royalty on the unit Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. 4th Annual Multimedia Systems, Electronics and Computer Science, University of Southampton © 2003 Electronics and Computer Science, University of Southampton price minus the cost of the goods. This percentage is typically 10-15%, although for certain high profile developers or titles, the royalty can be as high as 40% [1]. In this typical model, the game developer sees a very small return on the initial investment, and as such has pushed more developers to implement online distribution methods in an attempt to gain a larger percentage profit. Small games, or titles which would be considered too risky by traditional video games publishers, can also find a reliable distribution method from these digital distribution services, and the increased percentage profit of around 60% [3] of total sales helps persuade investors to take a risk on funding these titles. The video game console manufacturers Sony, Nintendo and Microsoft are all either promoting or actually selling their “next generation” video games consoles, the Playstation 3, Wii and Xbox 360. Each of these consoles offers a method of digital distribution, along with several methods currently available on the PC. Firms such as EA and Activision are already noting rapid increases in downloadable content, with Activision’s profits from downloadable content doubled to around $2million, compared to results from the previous quarter [4]. Due to the proximity of this paper to the launch of the Playstation 3 and the Wii, Microsoft’s Xbox Live Arcade and Xbox Live Marketplace will be compared and contrasted to Valve Software’s popular Steam content distribution service. While writing this paper, several difficulties have been experienced. These are largely based around finding sources for information. Several people have confirmed in private conversation figures but specifically requested that they not be mentioned by name as this would be a breach of previously negotiated contracts. Also several resources, although directly related to this paper are either very expensive, in excess of $600 for one paper, or failed to return communications regarding the papers. As such, this paper is flawed with an over reliance on web based sources, often describing the papers which should have been used. Also, this describes a relatively new technology that has not been discussed in the academic world. No previous journal articles could be found regarding the subject, so reliance upon sites such as Gamasutra and Gamesindustry.biz is heavy as these represent a balanced view of the industry as informative magazines, often run by those arranging conferences such as the annual Games Developer Conference (GDC). This paper will aim to compare and contrast several different online distribution methods currently available, and also look at the implications of this technology, including micro-transactions and episodic content. Section 2 will focus on Xbox Live Arcade and Marketplace, section 3 on Valve Software’s Steam, while Section 4 will focus on impacts on how online distribution of video games affects the end user, both positively and negatively. Finally, a conclusion will be drawn in an attempt to determine the likely success of online distribution of next generation video games and some recommendations on how the take up of online distribution can be improved. 2. XBOX LIVE th Microsoft introduced Xbox Live on 15 November 2002 [5] as a premium service with a price tag of approximately $50 per year. It was initially created to provide Xbox owners the chance to play titles online with fellow Xbox owning friends. It was possible to provide additional content or updates to Xbox games over Xbox Live – popular games such as Project Gotham Racing 2 from Bizarre Creations offered additional tracks and cars at extra cost over Xbox Live. However, the service was completely revised for the launch of the more recent Xbox 360 games console. The pricing structure was renewed, providing two levels of membership – Silver and Gold. Silver membership is free to any Xbox 360 user and allows people to track their progress through games, download videos or game demonstrations and purchase titles in the Xbox Live Arcade. Gold level membership is similar in cost to the previous offering, and also allows gamers early access to content and the ability to play games online with others. 2.1 Marketplace and Micro-transactions The main areas of interest within the Xbox Live service are the Marketplace, where game demonstrations can be downloaded and additional content purchased [6], and the Arcade, where quick games and retro classics can be found [7]. The additional content available from the Marketplace varies in both price and scale. For example, additional levels or items for games can often be purchased for a specific quantity of Microsoft Points. These points can be bought either as a scratch card from traditional retailers and redeemed by entering a code into the console, or by registering a credit card with Microsoft. Different multiples of points can be purchased, although there is no cost incentive to purchase more than you need as the exchange rate between real world currency and points remains the same no matter how many you purchase. At the time of writing, 100 Microsoft points are worth 65p (as of 12/12/2006). Xbox Live Marketplace (XBLM) is promoting two specific new developments in digital distribution – Micro-transactions and Episodic Content. Micro-transactions are small non-essential additions to a game, such as a new car for a racing game, or a new weapon for a first person shooter. Whereas previously these would only have been available in expansion packs or sequels, these can now quickly and cheaply be added to a game – most micro-transactions are below 100 points, sometimes even free. While larger amounts of content such as additional levels of game play or “expansion packs” are also available, microtransactions are marketed as impulse purchases. Typical content released in a micro-transaction costs the development studio very little to produce. In fact, it is often content that was created along with the game, but left out due to time constraints or even just unlocking content that has already been created. As Micro-transactions are a reasonably new phenomenon, no sales data is currently available regarding them. However, with around 60% of Xbox 360 consoles connecting to Xbox Live [8], the potential number of sales outweighs the small development cost. Episodic content has not featured on Xbox Live Arcade yet, but will be discussed later in reference to Steam. 2.2 Xbox Live Arcade and Payment XBLM is one aspect of online distribution within Xbox Live, but this is currently not being used to distribute games themselves, rather only additional content. Xbox Live Arcade (XBLA) is a complete digital distribution service for small, low cost games. Currently size restrictions prevent large games being distributed via this method as this service is designed to work without a hard drive attached to the Xbox 360 in question, thus must save the content on to a 64mb memory card. The platform currently features 36 games, priced between 400 (£3.40) and 1200 (£10.20) points [7]. Free trials are available of every game, so the player can decide whether or not to purchase the title after playing a restricted demonstration. The full game can easily be unlocked without even exiting the title in question – the Xbox 360 operating system handles purchasing in a “blade” interface overlaid over the game. Purchasing a game offers access to such features as shared leader boards and achievements, where you can check your progress against your friends or against the whole world. This community aspect of XBLA is important – the platform was specifically designed to be easily accessible to both experienced and casual gamers [6]. The games have to comply with set guidelines such as the “10 foot experience” [8], and pass various stages of certification by Microsoft [9] to check that the title is reasonably bug free. 2.3 Cross Platform Development and Financial Statistics XBLA is currently exclusive to Xbox 360 users. However, Microsoft is currently in the progress of implementing Live Anywhere, a service which will provide features of Xbox Live to PC Gamers, including support for Xbox Live Arcade titles. However, due to architectural differences between Personal Computers and the Xbox 360, it is not possible to run Xbox 360 titles on the PC without some additional development. Microsoft have attempted to minimise this using XNA, but this is also still under development. Although currently limited to Xbox 360, the service enjoys a very high conversion rate of trial to full games – over 22% as of August 2006 [10]. Details on percentages made by developers for Xbox Live Arcade are limited as this is covered by a Non Disclosure Agreement (NDA) which is signed by the developer before development of a title can begin. However, from development blogs figures of between 65% and 35% of sales have been mentioned, depending on Microsoft’s involvement in the title [9]. It is also worth noting that there are additional costs such as paying for certification if your title fails the initial attempt. However, even with development substantially supported by Microsoft, the developing studio still stands to make vastly more than through the standard development model [1]. As such, development costs of an XBLA title are much lower than a big budget game sold via the standard development model – estimates by XBLA developers put this figure at between $100,000 and $300,000 [9]. The high conversion rate is of particular interest, as figures of 1 to 2% are considered good in the PC Shareware market [10]. While traditional shareware games return a higher percentage to the developer, XBLA provides several advantages over the more traditional PC Shareware market. By offloading the distribution side of the project to Microsoft, overheads such as hosting and payment processing are eliminated. Also, sales figures for the Xbox 360 currently stand at over 6 million with 60% of consoles connected to Xbox Live [8]. With Xbox 360 sales increasing, this market is constantly expanding, and provides a large potential market for impulse purchasing of games. The nature of the console based platform also means that issues such as piracy and supporting the variations in PC hardware are minimised. Content is easily accessible from within the Xbox 360 Operating System (Dashboard), and importantly can be played while the console is not connected to the Xbox Live Network, unlike many alternative online content distribution systems. Once purchased, the title is tied to both the Xbox Live account of the owner (Gamertag), and the initial console it was purchased on. The Xbox 360 allows several gamers to share a console by setting up a different Profile for each user – allowing distinct save games and settings such as control sensitivity. On the console where the game was initially purchased, all profiles can play the full version. On any other console then the Gamertag that purchased the title can download the content again and play the full version without paying extra, however they must remain signed in to Xbox Live in order for the full game to be unlocked, and the game will only be available to that Gamertag rather than all profiles. The content can be deleted and downloaded again an unlimited amount of time – allowing users with small memory cards the ability to chop and change between games. The longevity of this will be discussed later in the paper. 2.4 Conclusion Overall, XBLA provides a solid platform for developing games. It provides a greater percentage share of sales than most other methods of distribution, and has a large captive audience. Development tools are strong, as are sales figures for the console itself. However, XBLA development is proving very popular, and passing concept approval and certification with Microsoft takes time. It does not have the instant return on investment that a simple PC shareware title does, but has been largely well received within the console owning community and has the potential to sell many more copies of a title. 3. STEAM Initially released at the Game Developers Conference in March 2002, Steam from Valve Software was conceived as a system to streamline multiplayer games and provide patches to keep these games automatically up to date [11]. Valve realised the potential market for online distribution as more and more of their customers played their games over a broadband connection and so were able to perform the large downloads that online distribution of full retail titles demands. Steam’s first large scale distribution of a title did not come until th the November 16 2004 release of Half-Life 2. Despite development delays of over a year, HalfLife 2 was a highly anticipated title, and as such was retailed both traditionally on optical media and online via Steam. However, Half-Life 2 was groundbreaking in that it was the first mainstream game to require an internet connection at least once, even if you only wanted to play the single player game. This decision created serious backlash for Valve, not helped when key parts of Steam failed due to the sudden authentication requests of thousands of newly installed versions of the game [12]. Although there have been few further problems with Steam, and those that occurred have been fixed rapidly, many gamers are still wary of Steam and as such it is a constant source of debate whenever a new Steam enabled game is announced. 3.1 Episodic Content As well as pioneering online content distribution, Valve Software has been a driving force behind Episodic Content. The principle behind episodic content is that development times for large games result in three to five years of slog before the title is ready for release. By splitting the game in to chapters, development can focus on creating and releasing the game one chapter at a time. This gives the developer a much more steady income, and increased financial security – both becoming of increasing importance as development costs increase and more projects are scrapped mid development. Not only does Episodic Content result in the ability to release games faster, it also results in lower perceived costs. Each episode tends to sell for a medium to low price, and as each game is composed of several episodes, the cost of the game can be split between these episodes. In fact, there is often potential for the developer to make more money if the game proves popular, as the total cost when each episode is added together can total more than the prices traditionally charged for full PC titles. Episodic Content can also be used to judge the interest in a series – rather than create the full game only to have it sell poorly, story lines can be adapted to fewer episodes as the result of poor sales, or vice versa should sales warrant a more detailed plot. This is especially useful for games which would find obtaining a publishing deal using the standard development method difficult. A recent example of this includes the adventure game genre, which has been largely abandoned, including the halting of key titles mid development in recent years. Telltale Games are working on several such games, and have chosen to self publish them, releasing them in an episodic form. As such, games such as Sam and Max, which were once very popular, now can be enjoyed again thanks to the benefits of the decreased costs of electronic distribution [13]. 3.2 3rd Party Developers and Revenue Split Initially, Valve was the only developer to use Steam. While third party modifications to games such as rd Half-Life 2 were distributed via Steam, 3 party titles were lacking. In October 2005, Rag Doll Kung Fu by Mark Healey was released as the first independent title available on Steam [14]. Since then, many other titles have been released developers other than Valve. These range in scale from full scale commercial games such as Dark Messiah Might and Magic from Arkane Studios and Medieval II Total War by The Creative Assembly to smaller indie titles such as Darwinia and Defcon by Introversion Software to many arcade-esque titles from self published developer Popcap Games [15]. Sadly Steam sales are a closely guarded secret, presumably part of the non disclosure agreement that developers or publishers sign with Valve when arranging distribution of their product on the Steam platform. However, the revenue split for Steam titles was reported as 60% to the third party and 40% to Valve, putting it in line with other electronic distribution methods [16]. 3.3 Purchasing Content Purchases from within Steam all take place in United States Dollars, and currently by credit card only. Plans are in place to allow payment via PayPal, a popular international payment system owned by EBay. Titles on Steam can be downloaded as many times as you want, and kept on many computers simultaneously, however they can only be played if the currently active Steam account has paid for them. In theory, players can use Steam in an offline mode once the initial authentication of content has taken place, however problems have plagued this feature since its introduction to the point where it is considered useless by many. The Steam interface provides users a way to track the activity of their friends, and to view existing downloaded games as well as purchase others. However, due to the nature of the deals negotiated between Valve and certain developers or publishers, some titles are only available in specific countries. Rather than hiding these titles, they are displayed along with others in the main Steam storefront and only display a tiny warning when more information on a specific game is requested. An example of this is Medieval II Total War by The Creative Assembly which states “Direct delivery of this game via Steam is available only to customers in North and South America.”. 3.4 Piracy and Cheating Steam is also used by Valve to deal with piracy and cheating concerns. Following the launch of Half-Life 2, Valve banned 20,000 steam accounts for using pirated versions of the game which could easily be found on peer to peer file sharing networks [17]. However, this banning did little to stop piracy in that copies of Half-Life 2 were later made available that ran without Steam hence avoiding this copy protection. Anti-cheating services are also provided within Steam, which are designed to identify and ban cheaters from playing online. Each Steam account has a specific Steam ID which servers can then be set to ban. Few games are distributed only on Steam – most are also available via traditional optical media. Thus piracy for these titles is relatively easily obtainable by distributing the data as present on the original media, and a hack to remove the CD check. As such it is likely that piracy factors are not a key choice in the deployment of a game via Steam, although no such details are available from Valve or third party developers. possibly £100m across the market as a whole.” [18] This is often demonstrated by the large number of second hand titles displayed in retailers, which is unsurprising given that margins for new software is less than margins for pre owned titles. Steam provided a way to sell a copy of Half-Life 2 once it had been registered to your Steam account, but the additional hit of $10 and the fuss required in faxing a copy of your receipt to Valve was such that it often worked out cheaper to purchase a new copy. XBLA currently offers no way to sell games if you no longer want to play them; you only have the option of deleting them and recovering the space that they occupied. 3.5 Conclusion 4.2 Problems with Purchase Procedure In conclusion, Steam provides easy access to approximately 90 games, with a rapidly expanding catalogue and list of supporting third party developers and publishers. It has had a rocky past when dealing with large volumes of purchases, but seems to be maturing into a solid electronic distribution platform. It has proven a driving force for Episodic Content and automatic updates of online titles, and established itself as a largely global service which is surprisingly rare. Another complaint with both Steam and XBLA is the way in which content is purchased. All transactions on Steam are carried out in United States Dollars. This can result in an additional charge from the credit card provider if you are located outside the United States, or a less than favourable exchange rate. Steam also does not hide content that is currently unavailable in your region, which can be disappointing as it is not well indicated. XBLA hides content not available to your region, although by registering a free account based in that region it is still possible to download and purchase content. Because XBLA works with the Microsoft Points system, it is quite possible to end up with a useless amount of points left over after a purchase. In fact, the current pricing of XBLA titles and the current available amounts of XBLA points seems to directly cause this – titles tend to be 400, 800 or 1200 points whereas top up amounts are 500, 1000, 2000 or 5000. So in both systems, payment processing does not work in favour of the user. 4. ONLINE DISTRIBUTION AND THE END USER With the continued adoption of Online Distribution services such as Xbox Live Arcade, Marketplace and Steam, users now have a large library of games which can easily and quickly be obtained. As well as a large catalogue and access to new content at any time, the principles of micro-transactions can be applied allowing games to easily buy additional items that they want rather than expensive expansion packs. Episodic content also allows impatient gamers to get their hands on new games even faster, and with spending spread out over time rather than all in an initial lump. However, Online Distribution has many disadvantages for the end user as well. It prevents users from selling games that they no longer play, is often more expensive than actually buying a title and can cause problems when equipment fails or when companies providing the online distribution service close down. 4.1 Second Hand Market The inability to sell second hand copies of games significantly inflates the purchase price of games. Many people purchase a video game, complete it and then sell it on once they are no longer interested in playing it. According to MCV, the preowned games market “...is believed to be worth as much as £50m a year to leading chain GAME and 4.3 Expense With the decreased cost of electronic distribution in comparison to physically posting a game box to your door, you would expect games to be cheaper on online distribution services than their retail versions. However, many titles are easily obtainable from retailers for less than or the same as the online distributed version. An example of this is Dark Messiah Might and Magic, which is available from popular online shopping site Play.com for £24.99 including postage, which makes it approximately $47.35 at base rate as of 20/11/2006 [19]. So even without factoring in a less attractive rate from credit card companies the Steam download is more expensive. And whereas games prices often fall quickly, or can be found second hand in stores such as Game or Gamestation, prices in Steam remain fixed for a much higher time. A good example of this is the critically acclaimed game Psychonauts, developed by Double Fine Productions and published by Majesco in the United States. It is currently being sold on Steam for $19.99 but can be found for as little as $6.99 on Amazon.com as of 20/11/2006 [20]. This disparity between the perceived cost saving of no optical media, no manual and no box and the price of the boxed copy in retail results in many people simply not bother with online distribution services unless there is no other option. 4.4 Longevity Finally, the longevity of these platforms is unknown. Although online distribution is still a relatively new technology, at least one high profile distribution service has failed and resulted in people being unable to play their games until the developer provided a patch. Prey, by Human Head Studios and 3D Realms was distributed via Triton from the now defunct DiStream. The collapse of the Triton online distribution service resulted in people who had reinstalled their game being unable to play as the authentication service had been taken offline. The game was released towards the beginning of July 2006, and by the end of September the digital download service had been closed, leaving customers who had purchased the game without any information for several days. Eventually 3D Realms arranged to ship boxed copies of the game to those who had purchased it, however as of the time of writing people have yet to receive them [21]. This raises an important issue with all online platforms – if the authentication servers are taken offline then would the company provide a patch to remove the dependency on them? Luckily for Triton customers, one dedicated programmer is producing a patch that does exactly that [22]. Valve claim to already have such a system in place in case of emergencies, yet the license agreement for Steam specifically states that such action is not mandatory. 5. CONCLUSION Over the past 35 years, the video games industry has undergone tremendous changes. Development costs have spiraled along with the processing power of computers and consoles alike. With an expanding market for casual games or shifts in the way large titles are developed such as microtransactions and episodic content, online distribution looks to have a successful future. With impressive growth recently [8], services such as Xbox Live Arcade / Marketplace and Steam will attempt to continue this into the future. However, they will have to address several key issues in order for online distribution to effectively compete with traditional retail outlets. The first, and arguably the most important is assuring customers that their service is reliable and that they will provide the end user with a way to get at their software long after support for the service is withdrawn or the company has faded from existence. Large scale disasters such as the rapid collapse of the Triton service need to be shown as the extreme rather than the normal, and service agreements need to be reviewed and edited to show confidence to potential customers, both in their product and the ability to make amends should the unthinkable happen. While platforms such as Steam are now beginning to settle down and mature, others such as Xbox Live Arcade are still much younger. Microsoft need to persuade consumers that Xbox Live Arcade will still be accessible even after the Xbox 360 has been replaced by its successor. So far, Microsoft has done a good job of this – the original Xbox can still use Xbox Live, even if it cannot use the new Xbox 360 only features. However, directly competing online services are being provided by Nintendo and Sony in their next generation consoles which will be released shortly. Both have their own plans for online distribution of content and it will be difficult to judge the success of Xbox Live Arcade, and digital distribution of console games as a whole until these new machines are better established. The second key factor preventing greater use of online distribution is the price. While initially heralded as a way to get games for less, the price difference for titles sold online is very small compared to their offline equivalents where they are available. Many will judge that the reassuring nature of having a “real” DVD containing the game to be worth the small extra initial cost. This extra cost can easily be offset by selling the game once the owner has finished with it. While offering customers the ability to sell games would put a significant dent in new sales, it would attract people who were unwilling to pay the full price, and would allow a further profit to be made on the transaction, either in the form of a percentage of sale value or as a fixed fee. While this is unlikely to be implemented due to the impact on full price sales, ensuring that the online distribution prices remain competitive with the market value of the game is just as important. While prices are reduced on services such as Steam, they are rarely reduced at similar rates to those from online retailers such as Amazon. Xbox Live Arcade gets away without reducing its prices simply because it is targeting a different demographic – the casual gamer who will buy a cheap title on impulse after fiddling with the demo for fifteen minutes. Steam must face the reality that most of their users who are members of the service will also have accounts with Amazon. The final key factor will be securing exclusive content of sufficient high quality that people will continue to use the service. Both Xbox Live Arcade and Steam show advertisements to the customer tempting them to buy new games. Xbox Live Arcade will even automatically download demonstration versions of new titles to your Xbox 360 while you are playing other games. Techniques such as preloading content so you can play the moment the title is ready to be released, or offering the ability to play selected titles early will give people sufficient reason to purchase the game via an online distribution service rather than have the optical media posted to them. 6. REFERENCES [1] “EUROPEAN INTERACTIVE GAMES – THE 2005 STATE OF THE INDUSTRY REPORT”, Games Investor Consulting Limited (2005). [2] Rein puts dev cost for Gears of War at $10m, Ellie Gibson, Gamesindustry.biz, http://www.gamesindustry.biz/content_page.php ?aid=20176 last accessed November 2006. 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[22] Triton’s Lessons and Legacy, Blog Archive, The Seam Review, http://steamreview.org/posts/tritonlegacy/ last accessed November 2006