Game Biz Squeezing Revenue From On-Demand Digital Subscriptions
Thanks to Yahoo/The Hollywood Reporter for its article discussing the digital distribution of older mainstream video games, in a continuation of a previously discussed story about digital 'gaming on demand' subscription services. Yoav Tzruya of content aggregator Exent points out some major ISP advantages: "Users who subscribe to games on demand services are 75% less likely to switch to other broadband providers", and claims (though the article also mentions "on Yahoo, the Top 10 games on demand titles are invariably popular 'hardcore' games") that: "We approach a different set of gamers who don't go into the stores that sell games. More than 50% of the games on demand customers are women, and we have quite a few who are 25-plus years old. We are approaching different decision makers and different budgets."
I'm not sure publishers will be joining in droves. Yes, this system does extend the commercial lifespan of games, but do they really want it?
Need For Speed: Porsche 2000 runs perfectly on all the (windows) computers I have at home. And it's better than both NFS: Hot Pursuit 2 and NFS: Underground. If I can get it easily online, why would I need to buy NFS: Underground?
Game companies that are living off the "Update roster, add minor upgrade, repackage. Rinse, repeat next year" business model will hate this. Those companies want short product cycles so consumers have to pay the full price every year. No wonder EA is the only major company missing on the Exent service...
If you look at any real demographic information about online gamers you will see that the vast majority are over 25 years of age. And a lot are women. This service isn't 'different' because they have these things, they are exactly normal.
A Multiplayer Strategy Game for Mac OS X, Windows, and Linux