| Discussion
Developers Roundtable:
The Future of Simulations - Part 3
After the 2005 E3Expo we ran a series
of discussions (linked on our homepage) on The
Future of Simulations where we asked the SimHQ Staff
for their thoughts on the state of the simulations industry.
We'll now follow-up those discussions from the developers
point of view. As a reference, you should also read this SimHQ
2000 two-part interview series available in .pdf here
and here
to see the PC simulation industry's leaders point-of-view
from five years ago.
Our Panel of Participants
The Discussion Continues...
Distribution
SimHQ:
The next set of questions concerns distribution
the ever changing methods of receiving games and selling games.
Five years ago there was only one real way to receive a game.
Either a person had to go to a traditional store and pick
up a copy or they had to order it from an online vendor. With
the ever increasing numbers of broadband connections even
multiple CD size programs are now possible to download in
the time it would take to go to the local Wal-Mart. How enthusiastic
are you about the possibility of selling your titles as a
digital download or via direct mail order?
Chris
(Lead Pursuit): Ease of distribution is of course something
every developer would strive for. At the moment, there can
be teething problems with downloadable products. But they
will get ironed out and as Internet speeds increase at a rate
greater than game file sizes, then downloading becomes increasingly
attractive.
David
(Matrix Games): Matrix Games was one of the first game
companies to convert to mainly digital download sales. It
is in every way superior to commercial brick and mortar stores
like Electronic Boutique and GameStop. Another nice effect
is the raise of small hobby stores once again. Hobby stores
can once again lead gamers to games that the main chains will
not carry. There is a wealth of potential to online sales
that hasn't been realized and it will continue to grow and
thrive as broadband becomes even more prominent. Needless
to say we are thrilled with the possibilities of digital download
and our developers are already reaping the rewards of it.
But with that said we are not forgetting about the hobby stores
either.
Rick
(XSI): The broadband market has opened up new innovative
opportunities for the gaming market period, particularly for
the influential add-on market for flight sims. Hybrid
sales distribution platforms are very essential for flight
sim companies to endorse, they need to support this standard.
It's certainly gives the developer a cost effective alternative,
so broadband becomes a very important element for us at XSI.
It allows for a direct port to the market, and it definitely
widens our opportunities for sales, and ultimately helps to
trim down the high overhead costs.
Julian
(XSI): There certainly have been a number of success stories
in recent years with add-ons as well as complete simulators
sold via online download or direct mail order. As you allude
to, broadband connections are becoming not only more common,
but faster and faster. Its almost unheard of to not
have an Internet connection these days. As this trend continues,
I believe more developers are going to start to look at more
cost-effective marketing and distribution strategies.
Martin
(Battlefront): We have been doing mail-order for over
6 years now and very successfully, so obviously we can only
recommend this approach as an alternative to classic retail
distribution. However, it wasn't a free ride either, and it
took many years to establish a profitable infrastructure and
an online fan community big enough to sustain a full-time
team of 6 employees and several developers. Having a great
lineup of games helps, too, of course.
As for
digital downloads, personally I am not prepared to join in
the current hype. Sure, digital delivery is a buzzword at
the moment, but when you think about it, the only thing that
downloads improve is the speed of delivery. And nothing else.
The developer is not really saving money, except perhaps by
avoiding a printed manual and some packaging, but many games
sold in stores already come with a .pdf manual like you said.
The customer isn't really saving money when you figure in
hidden costs like Internet fees (not everybody has a flat
rate) or even the cost to print a manual yourself.
Downloads
are perhaps a tool to lure in impulse buyers, and as such
very useful for games appealing to the twitch crowd. Or for
lower priced products such as add-ons or very simple arcade
games which are not viable to sell as standalone physical
product.
For high-fidelity
simulations which, if any good, will remain on your hard drive
for years, it doesn't seem like adding much. And in fact it
might turn out to be subtracting something: the game is downloaded
and installed as quickly as it is de-installed and forgotten.
That's good for the marketing suits and retailers to increase
their turnover of course since they can sell you something
else quicker. But a nice dog-eared manual is the sign of a
game that you, as developer, will be proud of for years
and this can be equal to making profit from it for years,
instead of the sell and forget approach most publishers seem
to follow today, which generate more profits for them, but
often leave the dev teams as an empty shell by the roadside.
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