Thriving Core
Take-Two's sales figures suggest there's never been a better time to be a core gamer.
Published as part of our sister-site GamesIndustry.biz's widely-read weekly newsletter, the GamesIndustry.biz Editorial, is a weekly dissection of an issue weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
It's not every week that we get a torrent of sales information like the one which Take-Two opened up at a Wedbush Securities conference earlier this week - but then again, looking at the figures in question, it's not hard to see why Take-Two is pretty confident about letting it all hang out in public.
After all, what publisher wouldn't want the world to know that its top franchise has now topped 100 million unit sales, while the healthy progress of several other wholly-owned IPs is demonstrating an admirable and ongoing ability to build multi-million-selling franchises from scratch?
Take-Two has been an interesting beast to follow over recent years. Various regulatory and management concerns have dogged the company, and it has been lumbered by the - far from undeserved - belief in the markets that it is simply the "GTA Company", with all of its other franchises being little more than snacks between the meals that are GTA.
In spite of the former issues, and perhaps driven forward by the latter concern, Take-Two has done a sterling job in recent years of building and maintaining a stable of major franchises. This week's figures don't quite shatter the image of a company that's built heavily around the GTA franchise - the headline figure was that GTA IV is now touching 20 million sales - but they do reinforce that GTA is in rude health, and that Take-Two has many other strings to its bow.
"There have, however, been changes in the core gaming market."
The argument that mid-range publishers face a bleak future is fairly widely accepted at this stage. Publishers below the (extremely short) A-list have been told for years that either they need to find a specialist niche, preferably one with high barriers to entry or a sufficiently different business model to the mainstream games business as to discourage larger predators - or very quickly elevate themselves to the ranks of the AAA publishers, which is no mean feat even when the industry isn't in such a state of flux.
Take-Two has successfully, for the most part, taken the second of those options, fuelled by the security and confidence granted to the company by GTA's blockbuster success. What's really worth noting, from a wider industry perspective, is that it's also done so while remaining almost entirely focused on the "core" market.
Much attention has, of course, been focused away from the core market in recent years - and that's both correct and entirely understandable, given the extent to which innovations like the Wii, the App Store, Facebook gaming and so on have redefined the landscape of the industry. However, as Take-Two's figures (and those of several other firms besides, not least of all Microsoft, EA and - to some extent - Activision) prove, there are plenty of huge franchises and massively successful games being created in the core market - more so than ever, in fact.
There have, however, been changes in the core gaming market - they've just been rather more subtle than the enormous upheavals in mobile and social gaming. In some cases, it's even the same technology which has created new markets in mobile and social gaming that's enabling these changes to core gaming. The commonplace use of DLC add-ons, for example, has created new opportunities to turn hit games into ongoing revenue streams - something which Take-Two itself has exploited superbly with its add-on content for GTA IV.
Looking a little more closely, though, it's interesting to consider Take-Two's approach to franchise building. The company has a clear objective - it wants to build a stable of valuable IP which it owns and controls. It's hardly the only company with that objective, of course, but while plenty of publishers down the years have talked the talk, the sad reality is that their risk-averse nature has deterred them from walking the walk. After brave words about nurturing original IP, many publishers have found themselves falling back on IP licensing deals - deals which gave them nice, safe properties to push onto the market, and often, someone else to blame if it all went wrong.
Herein lies the rub, though - those licensed titles, although they obviously continue to sell well, now generally fall neatly into the casual gaming end of the spectrum. Moreover, while kids' licenses are still a solid proposition, their quality has arguably been on the up for some time - helped along by high-profile successes such as LEGO Star Wars, which has shown buyers what a really good quality game for this market can do. Shovelware is still out there, but it's less prevalent and more risky than before - not least since this market, most of all, is hit by the rise of vastly cheaper gaming options online and on other platforms.
As for adult licenses, that's an even tougher market. It's worth noting that almost no major summer action blockbuster in recent years has had a tie-in game - instead, licensed titles have generally been resurrections of old IP or, in isolated interesting cases such as Starbreeze's Riddick games, acknowledged as the successful continuations of franchises which won't be back on the cinema screen any time soon.
So where's a publisher to turn? There's still a huge audience out there that's willing to pay pretty high prices for core content - that much is obvious. Indeed, this is the audience that's going to be most resilient in the face of continuing downward pressure on prices, even if publishers have to start playing smarter overall - using DLC, subscriptions, special editions and eventually even thinking in terms of ARPU rather than up-front SRP.
"Not every publisher, of course, can afford to make that kind of investment."
Happily, the solution to keeping this audience satisfied seems to be to invest the time and effort required to bring original IP up to the level of blockbuster franchise. Take-Two's example here is, again, interesting and informative. Take the Red Dead franchise - a reasonably solid performing IP but far from blockbuster status, prior to the most recent iteration, which received the care, attention and quality required to turn it into an eight-million-unit-selling blockbuster.
It's also interesting to note that the Mafia series, whose first iteration was also far from being a huge seller, has spawned a sequel that brought the franchise up to five million unit sales. BioShock, another new IP which represented a major risk at launch, enjoys over eight million franchise sales. Looking beyond Take-Two, it'll be fascinating to see how Dead Space 2 has performed overall - EA has lavished care and attention in the franchise, rather than dropping it after the first iteration performed solidly but unremarkably, and the buzz around the second game seems to have been fantastic, suggesting the possibility of great sales in the medium to long term.
Not every publisher, of course, can afford to make that kind of investment - which is, to a large degree, why the field of core publishing has become so hostile to mid-range publishers. It's not just about budgets - it's about appetite for risk and willingness to commit to building a long-term portfolio of IP, both of which are generally the domain of larger, more secure companies.
Yet if we're losing some of the smaller publishers because of that, the reality is that from a creative perspective, things haven't looked this rosy in a while. Critics will always bemoan the appearance of sequels - but sequels to original IP franchises, coming from publishers with a demonstrated appetite for the risk of founding such franchises, are a damn sight better than endless tie-ins with summer blockbuster movies. If core gamers ever feel ignored or threatened when they read all of the coverage about social or mobile gaming, they're mistaken - there's never been a better time to be a fan of core gaming experiences.
If you work in the games industry and want more views, and up-to-date news relevant to your business, read our sister website GamesIndustry.biz, where you can find this weekly editorial column as soon as it is posted.
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Comments (28) Latest comment 1 year ago
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And that GTA & RDR sold a lot of copies?
This article blew my mind.
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There's also L.A. Noire, Skyrim, Battlefield 3, Last Guardian, Deus Ex....
XBLA is going from strength to strength. 2 new handheld gaming platforms too. Yep, gaming is good.
Edit: Fucking predictive text
May even be some decent Kinect & Move games too.
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On the other hand, the variety and number of different titles in other genres is downright abysmal. From what I gather of this article it sounds like every non-shooter genre is niche which is depressing to say the least. The fact that middle-range publishers and devs can't compete anymore (read: they don't have the marketing muscle to appeal to the press and less hardcore gamers) makes for an unhealthy picture of the core game business. It's nice to hear that Take2 is doing well now but they don't stretch out or do anything useful with the old IPs they still have (like X-Com). Same counts for other big companies like EA or Activision; if they try to revitalise one of the many great old IPs they have then you can count on it that it won't be anything different than a multiplatform shooter.
If this industry has any hope of getting rid of the Hollywood blockbuster mindset then new ideas have to come from middle-sized developers and indies (or indies who grow into mid-range devs) who are trying to do something different. The focus of the core business is becoming extremely bland and predictable and I just don't buy Ken Levine's comment that the first-person perspective is the most immersive. You can do a lot with it of course but developers are failing their own imagination if they don't think outside that FPS-box.
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On the other hand, if you look at the variety of high-standard games that came out on the PS2 or PSX - judging those games by their generation's standards - it's hard to argue that we're better off now. I think JRPGs (and Japanese developers in general) are the best indication of this: they've been squeezed out of the western market by higher budgets and higher expectations for presentation, leaving plenty of room for astounding games like RDR, but very little room for everything else.
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I agree: let's be honest here. Nintendo aside, what category do our "blockbusters" normally fall into? We have shooters, and we have action titles. Even the more imaginative titles like Dead Space and Arkham City seem to fall into this category. These games are most likely good but they still occupy a very narrow range of genres, and it shouldn't be representative of what gaming is all about. Hardcore seems to too often refer to shooters and action titles when, say, platformers like Sly Raccoon and Super Mario Galaxy can also fit into this category. If it requires a real mental investment, that should qualify it for hardcore, shouldn't it?
However, to your comment on first-person perspectives: I think it IS an immersive viewpoint, but more things need to be done with it, like Mirror's Edge, Red Steel and Metroid Prime.
Spiritsnake: I love all those games, especially Spyro and Medievil: the latter was a darkly humorous and enjoyable action game. Heh, action game, but it actually did something a bit different with the formula, and it was hugely refreshing. I would love some new spins on old ideas like that to see more of a re-emergence: Sony seems to be very good at supporting new ideas.
The other platformers I fear are tied down to a particular time period. They all tended to occur around the late 90s, didn't they? That bright, colourful mascot platformer seems to have largely died down now, which is a shame. Into the 21st century it seemed to become a lot grittier. Look at Jak 2, and Ratchet and Clank 2: great games, but moving in a darker, more actiony circle than before.
Yeah, I miss that era of platformers. It seems to have been largely muscled out by "mature" titles now, which is a pity.
Also, regarding Rare: Nuts and Bolts was amazing. It had great visuals AND innovative gameplay. A new Conker in this day and age would be great too: I'd buy it in a heartbeat.
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And if you didn't have a PS3, you wouldn't even have that!
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Assassin's Creed
God of War
Pokemon
Final Fantasy
Heavy Rain
Castlevania
Demon Souls
Super Meat Boy
Limbo
Minecraft
Batman
Enslaved
Fable
Lego games
Little Big Planet
Portal
Elder Scrolls
Street Fighter/MvC
Last Guardian
Twisted Metal
L.A. Noire
Witcher
Any number of driving, sports, music and PC strategy games
And Nintendo classics
Granted, there are quite a few action games there, but I think some companies are trying to provide something different to the usual, it's just that many are going down the Gears of War/COD route, to the dismay of many of us.
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GTA IV was never officially announced for the PC and then suddenly was released. Same with the addons.
Now they play this stupid game again concerning Read Dead Redemption...
Even companies like EA aknowledge that there are profits to be made on the PC at least in the digital distribution so Rockstar better get their shit together especially as only Hardcore gamers still use PCs as primary gaming platform (apart from the Facebook Farmville masses).
Other than Rockstar's portfolio though Take 2 releases everything for the PC which is pretty nice and a lot of their games are on my shelves here.
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also
@Ryuken
They are making an X-Com game. FPS, yeah, but to be completely fair, the original X-com devs always wanted to make an FPS. So it won't be turn based, but it certainly won't be out of left field. They also are kinda-sorta-maybe doing the random encounter thing? Could be as fantastic as the original X-Com, or it could be balls.
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Now we're moving into there next set of games (LA Noirse) without a PC version in sight and while I'm tempted to give it a try I can't say that I have a burning need to pre-order it (there are just so many sweet other games out there!).
It's sad that there have to be platform exclusives (although I'd be an idiot to deny the reasoning behind it i.e. $$$CASH$$$) but thankfully some publishers are still kind enough to take care of us CPU/RAM/PSU crazed nuts! I've tried console and I've realised that PC is it for me wherever possible (so perhaps I'll give LA GTA...I mean LA Noire a pass until it hits the same prices that I've not become accustomed to again on the PC).
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And they can pick up and play and do that whenever for all eternity, which is what casual used to mean.
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Hardcore = shmups, fighting games, strategy games, MMOs, RPGs & action games which require skill/intelligence.
AAA = marketing/hype term which roughly means "please buy this on day one or we go out of business".
I wish people would stop moaning about bland casual shooters & the coverage they get and actually go looking for (and support) the games they want to play. Protip: there are plenty out there.
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Would I rather pay £50 for a copy of Sonic 2 back in the day, or £40 for Black Ops etc.?
Games are better value these days, you get your moneys worth compared to older games, which would be finished in a couple of hours.
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Would I rather pay £50 for a copy of Sonic 2 back in the day, or £40 for Black Ops etc.?
Games are better value these days, you get your moneys worth compared to older games, which would be finished in a couple of hours.
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There are whispers it is, there were some european online retailers who had it down for May this year (then the pages were removed) so it is a possibilty but with no news from Rockstar so close to May I can't see that happening now. Shame, rockstar were my fav devs but now I'm on PC they seem to be an old bestfriend I never see anymore
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In my opinion, "harcore" title are those which - especially multi-player and on higher difficulties - are unforgiving to those who are new/unfamiliar to the genre. Per esemplo:
Counterstrike
Quake
Supreme Commander
Starcraft
Civilization
Halo
Gran Turismo
Final Fantasy
Diablo
Everquest
Eve Online
Ninja Gaiden
An AAA title is simply a high quality title with a large budget and may - or may not - be hardcore. Some titles; Halo, GTA, PES, Street Fighter skirt the boundaries between the two whereas others are only AAA (The SIMs) or only core/hardcore (Star Craft 2).
I see a "core" gamer as someone who is already familiar with the genre concepts and unintimidated by titles which push those concepts to a level which requires familiarity and some degree of skill from the player.
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I'm not saying those days were necessarily better but it's weird to say things have never been better through all the pitfalls this generation has brought.