Monday,
January 13, 2003
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Feature |
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Mighty get mightier
in games world
Andy Goldberg
A Nintendo Co employee displays the company's new Game Boy Advance SP (L) and the current version in Osaka, western
Japan. — Reuters |
FIFTEEN-year-old
Trevor Thomas really wanted a bunch of new video games for his Xbox
console for Christmas. His father, who is struggling to keep his
finances afloat in the midst of the tech downturn, had other ideas.
He spent $ 50 to buy
Trevor an online kit that allows him to play the games he already owns
against players from all over the world. The gift worked out cheaper,
and gave Trevor a renewed interest in his year-old system and games,
which in teenage time had become positively ancient.
The experience of the
Thomas family reflects a nasty turn of events in the booming video-game
industry. The sector grew by 43 per cent in 2001, its U.S. revenue of $
9.1 billion overtaking the value of box office earnings for the first
time in history. But in 2002 the rate of growth slowed dramatically, and
analysts now expect sales figure to be below the 26 per cent increase
they had originally forecast.
The figures could
indicate that the end of the video game boom is in sight. But they also
portray an industry that looks ripe for consolidation as the power to
create expensive blockbusters becomes increasingly concentrated among a
handful of huge firms. This trend has been exacerbated by a sense of
ennui among the male adolescents who form the core game buying audience.
They traditionally buy games in abundance in the year following the
release of a new console, but Sony’s Playstation2, Microsoft’s Xbox
and Nintendo’s Gamecube are all well past that mark.
That could change in
the first half of this year when analysts expect all the three companies
to revamp their lines and lower prices. The aim is to bolster enthusiasm
well before the launch of genuine next generation consoles in 2005.
These are expected to
boast vastly more powerful graphics and super-realistic sound. Until
then however, Microsoft and Sony are expected to tweak their existing
consoles with upgrades that effectively turn them into personal video
recorders. Nintendo, which is struggling with low sales of its Gamecube,
is expected to drop the price to below 100 dollars and increase the
portability of the console.
But that might not
prove enough to save many of the video game publishers who are
struggling to compete in a harshly competitive sector. They are finding
that with most big hits coming from just two companies, gaining the
attention of retailers and consumers is becoming ever more challenging.
Electronic Arts, based in Silicon Valley’s Redwood City, had 2002
fiscal revenues of revenues of over $ 1.7 billion last year, and
projected sales over the most recent quarter of some $ 1.1 billion.
The company, which sees
itself as the Disney of interactive entertainment, has become the world’s
biggest video game publisher by developing a roster of family friendly
and sporting titles such as FIFA Soccer, Madden NFL. Harry Potter, and
James Bond. It accounts for almost 20 per cent of all games sold. New
York’s Take-Two publisher is the other gorilla of video games. It
dominates the guts and gore segment with its Grand Theft Auto 3 and
Grand Theft Auto: Vice City, which was the numero uno and number 3
sellers through October 2002.
Besides these two, only
Microsoft, Nintendo and Activision managed to get best selling titles
last year. Activision was one of three major publishers to revise
earnings figures in late 2002, along with THQ and Midway.
Meanwhile specialty
game stores like GamePro and Electronics Boutique also warned of reduced
sales over the holiday. The cause was not only a generally weaker
economy but also increased competition from major chains like Target and
Wal-Mart that have considerably increased their offerings.
"The ‘haves’
are gaining at the expense of the ‘have-nots,’ " wrote UBS
Warburg analyst Michael Wallace in a recent report. "What is
becoming clear is that companies with top titles - Electronic Arts and
Take-Two - are taking market share from the others."
With consoles in more
than 60 million homes worldwide, that trend is likely to continue.
Casual gamers are more likely to buy games from well promoted companies
like EA, which with about a billion dollars of cash
reserves also has the war chest to acquire and develop hugely expensive
hit titles. Analysts predict a wave of consolidation as companies’
gear up for the complex and expensive task of creating software for the
consoles due out in 2005. The wave has already started in Japan where
Square and Enix announced a merger late last year.
"The
next-generation game consoles are already on the horizon," Square
President Yoichi Wada told Bloomberg News earlier this month. "We
have to be ready for that."
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