Changing the business model for consoles?

wco81

Legend
So for a couple of decades now, the hardware is sold at a loss and the costs and profits are recovered from software sales.

This model has returned billions for console makers as well as a handful of games publishers/developers.

No doubt this model will continue in the next generation, which means physical distribution of games media, which means high prices for software, especially relative to mobile games and other forms of entertainment

The players in the industry have honed the science of securing retail channels -- shelf space -- for their products. But it also means they're dependent on physical distribution at a time when the much more lucrative mobile device market utilizes digital distribution exclusively for content.

They can continue with the present model in the next generation and the 3 consoles will still sell over 100 million combined. But is it possible that the console business has seen the peak for market penetration, either in the PS2-led generation or the Wii-led generation?

Will consoles lose customers to the "good enough" gaming on mobile devices, because those devices provide a lot of useful features as well as cheap gaming content? Could a lot of casual and even some hardcore gamers either turn to smart phones/tablets or grow out of hardcore gaming?

Understand that each next-gen console will sell tens of millions of units. But also understand that tablets alone are already approaching annual sales volume which meet or exceed the number of units a console will sell in a 5-6 year cycle.

The "good enough" phenomenon changed the way music is consumed, where people will trade quality for convenience and the lower prices made possible by the willingness of consumers to accept lossy audio. "Good enough" gaming from mobile devices has arguably already affected the dedicated handheld gaming business.

In the face of this onslaught, are $60 games sustainable? Well it probably is for a dozen or two big franchises but for the industry as a whole? Digital distribution reduces the cost of delivery and presumably cuts out some middlemen currently involved in games distribution.

Can a digitally-distributed game priced at $20-30 yield the same revenues to the publisher/developer as shrink-wrapped games sold for $60 at retail on a per-unit basis? If not on a per-unit basis, would the lower price result in higher-enough volumes to offset the lower per-unit revenues?

So if retail was removed from the games distribution equation, they would still be needed for hardware distribution, in which case the hardware would have to produce a return per-unit at launch, sufficient enough to give the retailers a margin at $400 or whatever the optimal launch price would be.

That would mean a lower BOM under this new model versus the old model, meaning the unsubsidized $400 console wouldn't be as powerful as the subsidized $400 console. But the flip side is the gaming software is cheaper and has the potential to grow the base, as they accumulate more software per person, they're less likely to be peeled away by the mobile devices.

It would be a risky undertaking, even without the various obstacles -- possibly insufficient infrastructure for distributing tens or hundreds of gigs of games content digitally, the devaluation of the product by dropping games prices by 50% or more.

But the current model may also be a dead end, if it turns out the appetite for $60 games diminishes every year.
 
Digital downloading will obviously be a staple next go around, especially with the costs saved in such a format. It also means making sure consumers know that this will be available via advertisement on TV, product placements, cross promotions, etc. The Cloud, for better or for worse is here to stay.

As per versus mobile devices, consoles still represent a "pinnacle" level of video gaming that so far can't be touched by any tablet or phone. The quality, graphics, experience is much superior, not to mention the integration of Xbox Live and PSN into the usability of the two main consoles. I tend to look at the Xbox 360 and PS3 less like hardware platforms and more as software platforms, because software drives the demand for the hardware really. MS is going to push Live on the PC harder than ever with Windows 8. I've already mentioned the idea of really going for software platform parity across the PC with Win8 and the next Xbox as well as with Windows Phones to create an all encompassing ecosystem where all your digital needs and entertainment are self contained in Windows devices. It makes sense from a business practice, and Win8 specifically is going for both x86 and ARM. I think it's completely plausible that whatever OS powers the next Xbox will have it's roots in Win8, and software will be able to be deployed on both Xbox and PC with little to no conversion, with ARM based systems being on just about equal software footing with the exception of high end gaming. Having a single piece of software that is usable on both platforms is cost effective, and can have detection capabilities as to what kind of system (Xbox or PC) it is in, and intelligently set itself up to run accordingly. PCs will need to be up to snuff however, and I would expect the requirements to be reflective of whatever the new Xbox would have inside. I think it all ties into the consoles continuing to push into media machine territory, because it's a lucrative side business to gaming, and perhaps it may become equal. MS might as well homogenize as much as possible in order to provide the exclusive experience of their software platform on as many devices as possible. MS might not make any money selling PC or phone hardware, but they do with the OS license, but they wouldn't be losing money either. The the next Xbox I don't think will be sold at a loss, but at a very low profit margin and I see $300 as the upper limit for the base console itself. $400 for a console + Kinect 2.0 bundle or something to that tune.
 
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this thread is 13 years ahead of its time. The only company where the traditional business model still works ok is Nintendo.

For Nintendo, a "big hit" is not a game that sells 1 million copies, but must be sold more than 30 million times, something stated by Shigeru Miyamoto in an interview.

https://www-1101-com.translate.goog...=ja&_x_tr_tl=en&_x_tr_hl=en-US&_x_tr_pto=wapp

There are 12 Nintendo games that sold more than 30 million copies.

  1. Wii Sports (2006) - 82.90 millions on Wii
  2. Mario Kart 8 Deluxe (2017) - 61.97 millions on Nintendo Switch
  3. Animal Crossing New Horizons (2020) - 45.36 millions on Nintendo Switch
  4. Super Mario Bros (1985) - 40.24 millions on NES
  5. Mario Kart Wii (2008) - 37.38 millions on Wii
  6. Super Smash Bros Ultimate (2018) - 34.22 millions on Nintendo Switch
  7. Wii Sports Resort (2009) - 33.14 millions on Wii
  8. Zelda: Breath Of The Wild (2017) - 31.85 millions on Nintendo Switch
  9. Pokémon Red / Blue / Green (1996) - 31.05 millions on Game Boy
  10. New Super Mario Bros (2006) - 30.80 millions on Nintendo DS
  11. New Super Mario Bros Wii (2009) - 30.32 millions on Wii
  12. Tetris (1989) - 30.26 millions on Game Boy
 
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