Showing posts with label Tetris. Show all posts
Showing posts with label Tetris. Show all posts

Monday, August 30, 2010

Ain't Price Erosion A Bitch?

Angry Birds is the current reigning champion of iOS Paid Apps. The simple, addictive game from Chillingo & Rovio has sold over 6.5mil copies in 8 months. This eclipses former App Store phenoms like Lima Sky's Doodle Jump, which hit 5mil in June, the Tap Tap franchise from Disney's Tapulous, that was allegedly pulling down between $500k and $1mil a month in late 2009, and Firemint's Flight Control, which realized 2mil downloads within 11 months of launch. No doubt, all amazing feats from great, small companies. Moreover, the impact these companies have had in terms of introducing mobile gaming (and apps in general) to a broad audience, and in perpetuating the cult of iPhone, cannot be overstated. Unfortunately, the economics of the very ecosystem they edify are conspiring to keep them small.

As PocketGamer reported yesterday, the average price of an iPhone game is now $1.24. We can all see that the Top Paid Apps chart is now dominated by 99¢ titles. Increasingly user reviews bash titles that are priced any higher, and perhaps to appease these consumers, publishers now run frequent, often endless price promotions. Let's face it, 99¢ is the price the user community has come to expect for most games. Apple, of course, fosters this scenario, as part of their reverse razorblade model in which they provide budget priced entertainment for their premium priced hardware.

Ironically, back in the much maligned carrier deck era, the economics were actually better for top-tier games. Circa 2006/2007 the average blended global wholesale price (after carrier) for a triple-A Java/BREW title, including monthly re-ups, was about $2.25. That's more than 3X the 70¢ Chillingo, Lima Sky et al are seeing from each of their downloads post Apple. And it's not like hit games weren't doing boffo download numbers back then... in fact less competition, recurring subscriptions (in the US) and some politics conspired to create mega-blockbusters on a scale (considering the addressable user base) we may never see again. Of course, the all time king is Tetris, which has allegedly been sold over 100mil times in its various mobile incarnations... yielding at least $200mil for EA Mobile and its predecessor companies. On the lower end of the Java-era hit spectrum was the Fast & Furious franchise, which I-play openly claimed had sold 13 million units by the dawn of the iPhone era... which meant something like $30mil for the publisher if my math is correct. Then there are franchises like Namco's Pac-Man and PopCap's Bejeweled that sat between these two... closer to the Tetris end. At today's App Store prices, Chillingo would have to sell 40mil copies of Angry Birds to be in the league with these Java/BREW era revenue stars, and over 300mil to be the new Tetris. Even considering the the cost savings afforded by slicker development environments and not having to port, I'm confident that today's hit titles are far less profitable than those of the pre-iPhone era.

So, the consequence of current smartphone platforms being more democratic, and their owners being price agnostic, is that publishers not only have a significantly more difficult time manufacturing hits (in the fog of 10s of thousands of titles), but thanks to price erosion, those hits are less meaningful to their bottom lines. These dynamics, along with the added complexity of the freemium model, will further escalate a frenzied state of competition without price differentiation amongst publishers... virtually ensuring that none will amass enough wealth to aggressively scale their businesses, and that many will be forced to exit altogether. Meanwhile, it's better news for consumers, who continue to get more for less, and the hardware and network guys, who are laughing all the way to the bank.

Saturday, October 10, 2009

Verizon Announces Its Top 10 Cougars In Bikinis

Well, actually, during CTIA on Wednesday Verizon Wireless announced its top mobile games during the June through September 2009 time period. But there ain't no denying that most of these Summer hotties have been 'round the block more than a few times... and I must say that I'm deeply conflicted between respect, disbelief and revulsion that they're still clearly finding a substantial audience of new devotees at the expense of new talent (who clearly aren't working it right). Here's the list...
  1. Tetris
  2. Bejeweled
  3. The Sims 3
  4. Guitar Hero World Tour
  5. PAC-MAN by Namco
  6. Scrabble
  7. World Series of Poker Pro
  8. Where's Waldo?
  9. The Oregon Trail
  10. MONOPOLY Here & Now

Tuesday, June 2, 2009

UPDATED: Is Tetris #1 Mobile Game Ever With 70mil Units & $100mil WW?


According to a VentureBeat story yesterday, covering the broad history of everyone's favorite puzzle game, there have been 70mil mobile phone versions of Tetris sold Worldwide by publisher EA Mobile, and its predecessor companies Jamdat (purchased Dec 2005 for $680mil) & Blue Lava (purchased by Jamdat Apr 2005 for $137mil), since it's launch on Sprint in August 2002. The VentureBeat story goes on to claim that Tetris still accounts for 10% of all mobile game purchases (wow!...more on this below). Based on the aggregate download information my estimate is that the title has probably generated just over $100mil each for the publisher & mobile operators (70mil x $2.99 x 50%). Does anybody think my (or VentureBeat's) numbers are wrong?...does anybody think any other mobile game has bigger numbers? If not, how do we feel about this being mobile gaming's benchmark? Is there any title (or franchise) that has the potential to be the next Tetris?
btw - if you believe the 10% claim then industry analysts (like Gartner & Juniper) must be greatly overestimating the size of the Worldwide market for mobile games...which most have between $4.5bil & $5.5bil for 2008. At 10% that would mean that Tetris would have generated $500mil in retail revenue or a bit over $250mil for EA. Wrong! Not only is that significantly more than Tetris has ever generated for its publishers lifetime, it's about 140% of EA Mobile's total 2008 Revenue (oops!). So assuming the analysts are wrong & the 10% is correct, and if Tetris generates (aggressively) 33% of EA Mobile's $181mil in 2008 revenues ($60mil or $120mil retail) then the entire 2008 mobile games market may really be worth just over $1bil.