By Dan Gallagher
Being able to buy and play high-end videogames without leaving
home may still be a way off, but the industry isn't waiting for its
fate to be decided by outsiders.
Spooked by what has taken place in the music and movie
businesses, the videogame industry is taking its own steps to get
ahead of the curve as technology develops to the point where gamers
need not visit a retail store to buy disks or cartridges to play
the latest titles.
But those steps have been relatively small, for the most part.
Complicating matters is the fact that videogame makers must tread
carefully to avoid upsetting the retailers who play a crucial role
in their business right now.
"I think it's going to happen sooner than most people think,"
said Doug Creutz, videogame analyst for Cowen & Co. "Console
makers dig it. Publishers have some fear about what happens when
they break away from retail model, but, at end of the day, they can
cut out the retailer and cut down on used-game sales and piracy.
There's lots of reasons for them to like it."
"For retailers," he added, "it's a disaster."
Digital distribution already exists in the video game industry,
to some extent. Microsoft Corp. (MSFT) offers hundreds of games for
download over its Xbox Live service, and Sony Corp. (SNE, 6758.TO)
offers a similar service with its PlayStation Network. Nintendo Co.
(NTDOY, 7974.OK) recently launched its own online channel through
its popular Wii console.
But the games offered over those channels are typically older
titles that consume less bandwidth, and which retailers would be
loath to give shelf space. Publishers typically don't make a major
new title available for download until it has had a run in the
retail store, just like movie studios don't launch a DVD on the
same weekend as the film's theatrical opening.
Creutz says that is likely to change in the relatively near
future.
"With Microsoft offering one-year-old titles for download now,
we are certainly less than two years away from seeing a triple-A
title released for same-day download," Creutz said. "If you can do
it for a one-year-old title, you can do it for a new one. The
technology threshold has been crossed."
Makers of videogame consoles already are working on
digital-distribution models. By controlling both the box and the
online store, the companies can effectively cut out the middleman
by selling directly to consumers.
Game publishers also have reason to favor digital distribution.
Such a model would likely cut down both on used-game sales, for
which publishers receive no revenue, and piracy. They could
arguably also capture more revenue without having to split with
retail partners.
Retailers would have the most to lose under a
digital-distribution model, which is why many are taking steps to
keep a foothold in the new market.
Big game retailers such as GameStop Corp. (GME) and Amazon.com
Inc. (AMZN) sell cards that gamers can buy to purchase points over
online game sites. Sony announced a deal on Wednesday to sell
digital access codes to PlayStation Network games over
Amazon.com.
Nick Parker, a former videogame executive for Sony and Nintendo
who now runs an independent consulting firm in London, said
retailers are likely to make their own investments in
digital-distribution technology to stay in the game.
"Retailers are going to be in the new market, but their models
are going to change," Parker said. "That's why they need to get
involved in the technology side of it."
Publishers such as Activision Blizzard Inc. (ATVI) and
Electronic Arts Inc. (ERTS) have supported trial efforts at digital
distribution, but are also wary of alienating their retailer
partners. Some also see a gaming future outside of the consoles
themselves. At an investment conference last month, Activision
Chief Executive Bobby Kotick said the company expects that "many of
our products will be playable on the television independent [of
game consoles] over time."
The most notable progress on digital downloads is actually
taking place on the mobile gaming side.
In the past week, Sony launched a new version of its PlayStation
Portable console called the PSP Go. The small handheld console
offers a slide-out control board but features no slots for disks or
cartridges. All games are purchased through Sony's online store and
downloaded to the device through a WiFi connection.
The company is keeping its regular PSP, which uses game disks,
on the market. Peter Dille, who serves as senior vice president of
marketing for the PlayStation business, said the PSP Go is designed
to appeal to a different type of gamer.
"This is the first all-digital platform for Sony, and maybe even
for the industry," said Dille. The device, he said, is targeted to
consumers "who are already very comfortable with digital," who
won't miss the disks and cartridges normally associated with game
devices.
Nintendo's latest handheld device, called the DSi, also allows
users to buy and download games through a wireless connection.
Analysts don't expect the PSP Go to become a major seller for
Sony. Rather, they think the device is part of the company's
efforts to test the waters of digital distribution.
"The PSP Go is a bit experimental for Sony. I don't think
they're expecting it to be the next big thing," said Parker. "I
think they are trying to see if they can educate the user on how to
use it."
Both Sony and Nintendo face new competition in the mobile space
from a formidable rival: Apple Inc. (AAPL).
At recent media gathering, Apple showed off updates to its
iPods, and took a swipe at both Sony and Nintendo in pointing out
that more than 21,000 games are available on the company's App
store for its iPhone and iPod Touch devices.
In an interview with the New York Times, Apple CEO Steve Jobs
said the company's customers saw the iPod Touch, in particular, as
a strong gaming platform.
"We started to market it that way, and it just took off," Jobs
told the paper. "And now what we really see is it's the lowest-cost
way to the App Store, and that's the big draw. So what we were
focused on is just reducing the price to $199."
Videogame-console makers have typically written off Apple as a
major threat, noting that their games were far more appealing to
gamers compared to the more casual fare common on the App Store.
But the PSP Go and Nintendo DSi are widely seen as efforts to add
more functions to the devices.
"Early on, they did not see Apple as a real threat. Now they
do," Creutz said. "When Apple says they are coming after your
market, you have to pay attention."
One drawback to the idea of distributing videogames though the
Internet is bandwidth. Even over a broadband connection, a big
action title such as "Call of Duty: Modern Warfare 2" would take
several hours to download onto a console.
This is why the idea of streaming games has gained interest.
In March, a startup called OnLive emerged from stealth mode and
made a splash at the Game Developers Conference in San Francisco.
The company demonstrated a system that allows gamers to play big
games over a network - with only a small router and controls
instead of a large console and game disks.
The company has since been on the road, demonstrating the
technology that could have uses in other markets, such as video
conferencing. OnLive also raised an undisclosed amount of
venture-capital financing last month, with telecommunications
carrier AT&T Inc. (T) and Time Warner Inc.'s (TWX) movie studio
giant Warner Brothers as participating investors.
A representative from OnLive declined to comment for this story.
In a blog posting, CEO Steve Perlman said the funding gives the
company "a serious jolt of rocket fuel" as its beta testing
progresses.
"Over the last decade, we've seen an enormous upheaval in the
media business as the written word, photos, music, and video have
been steadily moving away from physical media to online delivery,"
Perlman wrote. "One major category that still remains largely based
on physical discs is fast-response interactive media - in
particular, videogames. And, of course, OnLive's goal is to enable
that last remaining transition."
Not everyone is convinced that full digital distribution is
near.
Eric Handler of MKM Capital Markets said he believes network
bottlenecks will slow the trend for the videogame sector for the
next four or five years, at least for full-game streaming.
"I could see the next console cycle having more streaming games,
but I don't think we're there yet," he said. "I think it's the
direction we're headed in, but these things tend to take longer
than people think."
-By Dan Gallagher, 415-439-6400; AskNewswires@dowjones.com