Tag Archives: Gameplay

Game on…

Numbers are dry; drier than the Sahara desert. But at the same time, as all statisticians and analysts agree, numbers are the perfect lenses to observe the trend and future predictions. Best way to click the perfect picture and see what is out of focus and what caught the center of frame for any business trends and market in general. Every year ESA (Entertainment Software Association) come out with data encompassing sales, demographic and usage in terms of entertainment software, in short, gaming. I blogged about it before here with my own insights. After almost 2 year back let’s take measure again and see how deep the rabbit hole is. Let’s start.

Average game player age is 35 indicates that I have a couple of years more before I go out of the league. Though the fact that 26% gamers are 50+ years; almost catching up with younger competitors (Under 18 years-27%) and prime age personas(18-35 years-29%). I have all the sympathy with mid-life crisis sufferers (36-49 Years-18%).

Gender demographic is almost equally balanced with obvious minor lead for male (59%) over female (41%).

52% gamers believe that games are better over Movies, DVDs, Music etc. when it comes to value for money. And I completely agree with them. Take example of Witcher 3: Wild Hunt from Polish developer CD Project RED. Even though I pre-ordered and bought all DLC without discounted price, the main game contents itself spanning over 200-300+ hours of game-play excluding DLCs and other tons of goodies. Combine that with AAA quality graphics and RPG engagement and it will be free deal on sale prices.

48% gamers are social gamers. Now that is very contradicting statement when you use “social” and “gamer” in single statement. But I think this is because of lot many co-op and family games available nowadays on console as well as on mobile platforms. It shows smartphones share 36% of all gaming devices with my favorite PC topping the chart with share of 56%.

In terms of co-op, gamers still prefer to have friends at their side rather than family members, parents and spouse/GF/BF in that particular order of receding preference. However anti-social still most of the world believe games are, 51% gamers believe that games help them connect to their friends on regular basis. However anti-educational still most of the world believe games are, 75% gamers believe that games are more mentally stimulant and educational than other “stuff”.

As predicted 2 years back in similar kind of post here, VR is the next in thing for future gaming. Considering 40% gamers ready to buy VR devices in one or the other way, it’s becoming “game” changing scenarios for future developments.

Only 11% M-ratings games compared to 37% E-rating in the year of 2016 also shows how diverse the gaming is becoming. And why the rise of family games. Gaming has stopped becoming geeky-business anymore. There is also shift in accepting the effects of gaming on child’s upbringing. 68% parents believe that it’s positive part of the life. 62% parents themselves participate in gaming sessions with their offspring.

Shooter and action genre still dominate almost 45% of all the genre available on the market. But when it comes to PC, strategy is topmost choice for 34.4% gamers. Notably RPGs also occupying 18.7% share in terms of PC gaming. It’s always difficult to play strategy and RPG without keyboard/mouse combo.

As support to my previous consumerism blog, data shows that 18% gamers buy game titles if it belongs to some continuing series or looks familiar. Though still biggest factor in influencing the consumption is price: 21%. That explains peak buying during winter/summer/autumn sales going on all the time on digital distribution sites. Quality of graphics has lost its charm though with all the new Indie but well-designed and immaculately conceived ideas. No need to have life-like graphics to get immersion.

Total consumer spend in the year of 2015 is 23.6bn $. No need to say that digital format is the best deal for distributors. Comparing to 2010 where physical format was having its golden days with 71% market share, now, in 2015 it’s reduced to mere 44%.

Magical future still awaits. No one has predicted that future holds such fantasy as living and playing out your dreams literally.

References:

http://www.theesa.com/article/2016-essential-facts-about-the-computer-and-video-game-industry/

http://www.theesa.com/

http://www.theesa.com/article/more-than-40-million-americans-age-50-plus-play-video-games/

 

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Consumerism & Gaming

“Consumerism is a social and economic order and ideology that encourages the acquisition of goods and services in ever-increasing amounts.” – Wikipedia.

I was rifling stacks of digital shelves teaming with gaming titles in my Steam library along with GOG to choose next best gaming title to be installed after completing SOMA.  Honestly, it was and is becoming most “stressful” decision-making process. In upcoming years, it’s going to get worse as I realized my “to-be-played” game list is ever-increasing tail of snake in that classic old Snake game we used to play longingly on our handhelds. Only exception is, no “Game Over” in sight. Even though I somehow able to run through all titles bought by me on current date basis for single play through, there is much more fodder to chew upon for next few years. Forget about second runs. Co-op and multiplayer also not counted. Is such consumerism good for Gaming industry?

I am no economist. On a chilled winter night, having discussion with one of my colleague-cum-friend, he raised the topic of consumerism and impact of the same on our daily lives. If I count myself conservative for consumer goods, I am extremely likely opposite of it when games and books come into picture. Currently Gaming industry is booming billions dollar business globally. In USA and European countries along with few technology-forward Asia-Pacific countries like Korea and Japan, buying games is quite mainstream. But in developing countries like India it’s still in lower gear, accelerating gradually. Credit goes to digital distribution model and inclusion of local currencies. Steam has almost claimed the market with local currency model and all the deals cropping up on regular basis. Other digital distributor also going to follow the trend soon. Still Consumerism won’t hold the same meaning when we are talking about Gaming Industry as there are some peculiar features which can only be applicable to Gaming. Here I would like to focus on PC and console gaming which is comparably more expensive than mobile or F2P model.

Pricey Affair: First and foremost, though user base is quite diverse, Gaming is considered as prime hobby, kind of expensive which could only be claimed by upper or upper-middle class. Average price of the high-end Consoles are approximately 35-42% of per capita income if we consider latest figure of 93,000 Rs. To build high-end gaming PC would cost much more than that. Price of newly launched Console title costs around 4000 to 5000 Indian rupees which is  almost 5% of per capita income. So, gamers are reluctant to buy new title right away if price is on higher side. They tend to wait out till some discounted price is on offer. And that is quite good approach when it comes to gaming as though shelf-life is short, lifespan of a typical title lasts very much longer. There is always something else on offer on lower price tag to satisfy the itch. And that’s when hoarding starts. As a Gamer you want to acquire titles during sale even though you didn’t have time to play as tempting slashed prices are too good to ignore. As soon as you see title with 50-60% price of the original, you right away make your mind to play the game at later date and buy it now. Series and franchisee loyalty also play big part in buying the title. For publishers, new IP is always difficult decision. It takes some time to get traction.

Value for Money: It’s always debatable topic that when should gamer be satisfied in terms of value for money. In gaming, user or consumer is active part of the value. In simpler terms, I might be perfectly happy with short but quality game-play. On the other hand others might not feel satisfied with hours and hours of content. Genre also play the bigger role here. One don’t want to have RPG of 10-12 hours of total gameplay. Contrary to that, 10-12 hours of FPS gaming is more than enough. In short, Gamers are specific buyers. They know their genre well. To draw new consumers is entirely different beast. Though genres also applied to other media like movies and books but they get advantage of peer-review and mouth-to-mouth publicity. Also you don’t have to invest yourself completely to experience them. In Gaming, you won’t take others word for your experience. There are examples of flawed gems where patchy designs actually enhances the gameplay so much that these titles are now considered as cult. STALKER series, Deadly Premonition are few to name.

Sliced: This brings us to sale and discounted prices. And consumer market is same as for other consumer goods. If particular title on discounted price, there is always chance of picking up the sale. And all consumers are attracted towards slashed prices. Gamers no different. Though it’s always difficult to perform valuation in the first place. Softwares or services tends to have various business models and choosing the correct one makes all the difference. Weather to go for F2P or premium package or MMO with gradual contents or go for low-investment cost mobile gaming, are just basic inception ideas Publishers/Developers have to face. Though most of AAA studios back their breads on many burners, kick-starters and Indie developers had gained much appreciated welcome to introduce their own quality flavor. Economic model and value chain of Gaming industry itself is vast topic. I would take that up in future series of blogs.

No Pay, No Gain: I have already put emphasis before on the fact that you need to fuel the economic engine by paying up fair if you don’t want your favorite entertainment to be vanished from market. Paying up for indie development also encourage more quality and passion-driven projects. Game lovers like me do this often. Long list of “to-be-played” games are fair proof of that.