The recession grinds the gears of the casual businessWithout a huge uptick in demand or a innovation, the abundance of
games can lead to a collapse of prices. In the casual games market, it
looks like the flood of titles has taken its inevitable toll. When I
look back at the past year and think about how many free casual games
have hit the market, and how the quality of these free games is getting
better and better, I’m astounded.
There are ways to monetize free games. Companies such as Mochi Media
insert ads into casual web games built with Adobe Flash. But the ad
revenues often generated hundreds of thousands of dollars for hit
games, not millions, and the ad model has taken a hit in the recession.
Flash games are viewed as a hobbyist market, even as their numbers have
grown to more than 20,000. [photo credit: gamerchip].
The mainstay of the beefier casual games — games you can download to
your own computer — also hit the wall. In the past year, the “try
before you buy” model collapsed. Amazon.com introduced games at $9.99.
The iPhone caught fire, with thousands of games available for free or
the low price of 99 cents. Social networks Facebook and MySpace have
captured the attention of hundreds of millions of web visitors, and
they’re holding onto them via free or low-priced games. Many
try-before-you-buy games now start at $7.
Real Networks is a case in point of how casual game publishers and portal operators have struggled with this change.
The company improved its reach by syndicating its games to more than 50
different web partners, such as Comcast, in the last six months. It
also grew unit sales of its games by 46 percent in the past year. But
average prices fell by 20 percent to 25 percent, and its audience
increased only 2 percent. Frazier, the analyst for NPD, said that
overall prices for casual games have fallen 20 percent in the past year.
Real Networks has seen interest in ad-based games rise. Ad
impressions are up 11 percent, and clicks on ads are up 13 percent, but
ad revenue per 1,000 users is down 25 percent because of the recession.
To cope with the changes, Real Networks has been on a quest to move its
games everywhere, including the iPhone and consoles.
The migration to social gaming, or Casual Games 2.0, is underwayLife is easier for companies that are successfully combining gaming
with social networks. This so-called Casual Games 2.0 phenomenon is
creating a migration from the old guard casual to social casual games
Zynga, whose Texas HoldEm poker game on Facebook has a monthly
audience of 15 million players, is expanding as if there were no
recession. The company makes revenue when players purchase poker chips.
It is thus cashing in on a “virtual goods” business model in
transactions that have become seamless on the Facebook platform. [photo
credit: paulnoll].
Zynga’s problem is that it can’t hire fast enough. The San Francisco
company has dozens of open positions, even though it already has 350
employees and contractors. At Casual Connect, Zynga employees were
aggressively recruiting talented developers.
Playdom, which is the leading social game company on MySpace, has 75 employees
and is expanding to 200 in the next four months, if it meets its hiring
plans, said John Pleasants, chief executive of the Mountain View,
Calif.-based company. Pleasants himself left the No. 2 job at Electronic Arts to join Playdom.
He happily threw a party at Casual Connect that became a standing-room
only affair, packed with apparent job seekers from Casual 1.0.
On the iPhone, Ngmoco has landed big fish Simon Jeffery, former
president of Sega of America, as its top publishing executive. Social
Gaming Network has just 30 employees, but it is doubling the size of
its contractor workforce in Brazil.
For those who want to be indie developers, the options are plentiful. We’ve told the stories of iPhone hits such as Pocket God, a No. 1 hit developed by a two-man company, Bolt Creative.
Chang says that there has never been a better time to be an
entrepreneur to create a “lifestyle business,” where you can quit your
day job and make money as an indie game developer. If a one-person shop
created a 99 cent game that hit No. 1 on the AppStore, that game could
generate $50,000 a day in revenues while at the No. 1 slot.
But it’s not quite so easy for a casual game development company to
pull up its roots and shift into the hot sectors of social games and
iPhone games. With the iPhone, for instance, there are more than 65,000
apps, including 14,000-plus games. With such numbers, it’s hard to keep
pumping out the hits in a way that can sustain a large workforce.
Hence, while bigger casual game companies may lose their employees
to social gaming ventures, it’s not so easy for the casual game
companies to move into the same markets.
Handheld Games
once focused on making games for the Nintendo DS. As that market became
tougher, chief executive Thomas Fessler shifted Handheld Games into
making iPhone games. His team came up with clever games, such as a
Zombie-shooting game that took advantage of the iPhone 3GS’ new
compass. But making money has been a struggle. A single hit tennis game
on the iPhone saved Fessler’s eight-person company. As 300 iPhone games
appear every day, it will be interesting to see how companies such as
Handheld Games will perform. Fessler was lucky that he could make the
transition.
Others will not be as lucky. The process of creative destruction —
where some companies shut down and other startups take their place — is
always happening in the game industry. Investors are likely to favor
game companies that have strategies that can deal with the big forces
of the industry: the shift to social, the collapse of pricing, and a
way to monetize games. This is like jumping from a tired horse to a
fresh one, while the horses are still running.
http://games.venturebeat.com/2009/07/29/party-crashers-iphonesocial-game-makers-draw-the-envy-of-old-guard-casual-game-companies/