Hardcore Gaming's Salvation?
Quarter to Three talks to three developers about the profits and
perils of bypassing the traditional retail market
Con't.
Qt3: What needs to happen for direct sales to really work for
small developers?
Wardell: Once Broadband becomes more popular, you're going
to see a huge shift. Luckily, your friend Tom Chick loaned me his
Time Machine. While he had foolishly gone back in time to muck up
with the election in Florida, I used it to go into the FUTURE and
here's what I found:
In 2004, virtually all the PC game companies allow you to actually
download CD ROM images. I went to EA.com and for $29.95 I bought
Madden 2005 and downloaded the CD image which I was able to burn
my own CD right then and there. My 10MB wireless connection allowed
me to have it within minutes.
When you see that happen, then everything is going to really start
changing. The game magazines will have to start taking a closer
look at the non-retail game companies. You won't see 9 previews
of Warcraft 3 (which was going to be shipping that Christmas when
I was in the future with Duke Nukem Forever). There will be more
coverage for games based on the game itself, not based so much on
what we know is going to be a zillion-unit seller. Retail won't
be dead or anything. They just won't have a monoply on what does
well anymore.
Dunham: The cost of direct sales is still pretty high for
a small developer (for example, our shipping & handling fees actually
don't cover the cost to us of shipping & handling).
Some form of organization that could combine small publishers (such
as MacBunch, which we're a member of) so they can have multiple
SKUs and share resources would be a plus. Gathering of Developers
is at a different level.
Micropayments would help, so you could more easily charge for play
time or installments.
But if a small publisher intends to do direct sales, I think they
need to plan for this early. We didn't (we'd always hoped to land
a publishing deal). For example, having an actual marketing person
would probably have helped us. Perhaps we should have diverted resources
to doing a demo before we shipped. And we might have made some technology
changes to make it easier to do add-ons.
And anything that lowers development costs helps.
Moylan: More high-speed Internet connections in peoples'
homes. This will lead to greater consumer awareness of products
available exclusively over the net, which in turn will lead to a
change in purchasing habits. Right now most people go to the store
and browse around to find a game. They expect to get a pretty box
with shrink wrap around it. But in a few years they'll browse the
net first, and likely make their purchase right there on the net,
either downloading immediately or perhaps getting a CD or DVD mailed
to them, never having set foot in a brick-and-mortar store. We're
already moving in this direction pretty rapidly, but it will be
a few more years before the change is complete.
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