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Game Industry Not Bigger Than Hollywood

The Grumpy Gamer has a counterpoint to the oft mentioned argument that the games industry is bigger business than the movie industry. From the article: "The domestic US box office is estimated to be around $9B for 2004, and this is where the myth starts to take life. The problem is the movie industry is a lot bigger then just the U.S. box office. DVD sales and rentals for 2003 topped $16B. VHS sales and rentals for 2003 was $6.4B. VHS sales are declining fast, but most of that will just shift over to DVDs, which brings the grand total for non-box office movie sales to over $20B, twice the figure for the entire game industry."

26 of 306 comments (clear)

  1. Which is bigger? by Anonymous Coward · · Score: 3, Insightful

    The real question: Is the rental industry bigger than the Movie theater industry?

  2. But... by gandell · · Score: 4, Insightful

    Do these figures take into account game rentals?

    --
    Mercy was given to me by Christ...I must give the same to others.
    1. Re:But... by snorklewacker · · Score: 2, Insightful

      Rentals hurt development of games where the answer is the first option in "rent or buy?", a bit of advice given in many game reviews. Frankly, if a game is that short, I have a problem with paying $40 or $50 for it anyway. A movie for two with popcorn and soda still doesn't cost $40.

      Rentals force developers to create games with enough depth and/or replay value to want to own. Otherwise, the price has to come down. I like Katamari Damacy for its replay value, but I'm rather glad I only paid $20 for it. GTA San Andreas however was worth every penny. And so was Baldurs Gate Dark Alliance 2, worth all five bucks I spent on a used copy.

      Besides, you can't download demos of console games, so rentals are the demos.

      --
      I am no longer wasting my time with slashdot
    2. Re:But... by cvas · · Score: 2, Insightful

      I don't think that is a fair comparison. Popcorn and soda are not part of the movie entertainment, and the money from them goes to the theater, not to the studio. Out of the last ten theater movies I've seen, I bought food at one. And that was because I missed dinner.

      If we stay with your calculations, we need to add food and drink you consume while playing the game, plus gas for travel to the store where you bought the game (or ISP monthly cost divided by the time it took you to d/l it). Also add the cost on the water bill when you use the bathroom, electricity cost to power your TV and console or computer, and on and on. None of these things are brought up in the article.

      You need to do movie ticket cost vs. game cost. And we won't even get into the world of: if it takes 10 hours for 2 people to beat a non co-op game, is that five hours of entertainment each? I know it's not nearly as entertaining to sit and watch other people play games.

      Additionally, you are comparing two completely seperate worlds of entertainment, one is an experience you go to while the other is something you enjoy at home. Now calculate the cost/entertainment for a family of 5 to watch a $12 DVD (don't forget about the extras on the DVD or the rewatchability if it's a good movie). How does that stack up versus the $50 game?

      Fun, huh?

    3. Re:But... by NanoGator · · Score: 2, Insightful

      "There's a good article on Gamasutra (reg. req.) about game rentals, arguing that rentals may actually be hurting developers."

      Are the rentals hurting the developers, or is it the flood of half-assed games that make us leary about investing $50?

      --
      "Derp de derp."
  3. Valid Point, and Yet Not by FunWithHeadlines · · Score: 4, Insightful
    It's a valid point to make: the entertainment industry is larger than just the box office receipts. You can even go farther and say the entertainment dollar is spent on movie tie-ins and merchandise, theme park rides tied to movies, lots of stuff.

    At the same time, $10B is a lot of dough, no matter what you are comparing it to. The movie industry is "only" twice as big? Yeah, well, they have had over a hundred years to build that up. How long has it taken for the game industry to reach the halfway mark? At that rate, how long before it passes the $20B mark? It is impressive no matter how you look at it.

    1. Re:Valid Point, and Yet Not by SnprBoB86 · · Score: 2, Insightful

      I agree completely.

      Personally, I always knew the statistic was only compared to the box office, not the whole movie industry, but either way... video games are BIG MONEY.

      Anyway you spin it, the game industry is huge and growing fast.

      --
      http://brandonbloom.name
    2. Re:Valid Point, and Yet Not by Peldor · · Score: 2, Insightful
      Anyway you spin it, the game industry is huge and growing fast.

      Yeah, like a tumor.

      The number of really good productions, whether movies or games or whatever, stays pretty constant. It's the refuse pile you have to sift through to find the good ones that's getting larger.

  4. Ok, fine! by Sebby · · Score: 4, Insightful
    So this article was what, 6-10 months too early?

    With the crap that coming out the theatres, I won't be long until other industries top them.

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    1. Re:Ok, fine! by ajs · · Score: 4, Insightful

      With the crap that coming out the theatres

      I would argue that the movies being released today are at least as good as the movies being released at just about any period in movie-making history. There are some stunning examples of really good movie-making right along side with mountains of utter self-involved tripe. This is as it has always been. What's a bit different now is that the industry has managed to create two reasonably self-contained development tracks. One is for the big-budget media-fests and one is for the work that is to be judged on merit, rather than number of toy tie-ins.

      We call these "studio" and "independent" films, but that distinction is a fiction. In reality there are simply two modes of marketing a film. One involves a formulaic involvement from the studio from day one, and has a much higher success rate at the box office. The other involves far more risk, but the studios offload that risk to the film-makers and "buy in" at a stage where the quality of the product has been established.

      This is done because it has worked so well in the cable television market, where some of the best shows from the fiction and non-fiction market have been created this way (pretty much all of PBS, Discovery, SciFi, etc. are done this way).

      Personally, I think this is a good thing. It gives us more of what we want on a visceral level (blood, boobs and beasts) and at the same time a natural selection process that highlights and rewards good film-makers who take risks.

  5. ITS ALL THE FUCKING SAME INDUSTRY by stratjakt · · Score: 5, Insightful

    Called entertainment.

    Take a look behind the curtain.

    Many video games are movie tie-ins.

    Many movies are video game tie-ins.

    Who chalks up the bucks for "The Incredibles" for XBox? The video game industry? The movie industry?

    What about the revenue for the Doom movie? Video game industry? Movie industry?

    What about the revenue for the endless talk tv drivel about the Doom game and movie?

    My point is, the money ends up in the same pockets, for the most part.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:ITS ALL THE FUCKING SAME INDUSTRY by RedWizzard · · Score: 2, Insightful
      Who chalks up the bucks for "The Incredibles" for XBox? The video game industry? The movie industry?
      Whoever gets to keep the money, obviously. In the case of "The Incredibles" for XBox, the developers and/or publishers will be paying a license fee (be it fixed, per unit, or percentage of sales). That money will be counted towards the movie, the rest will be counted as "video game".
      My point is, the money ends up in the same pockets, for the most part.
      So what? It's still useful to compare the size of the two industries.
    2. Re:ITS ALL THE FUCKING SAME INDUSTRY by Jugalator · · Score: 2, Insightful

      I wouldn't say they end up in the same pockets for the most part.

      Consider all FPS games where Doom is an exception when the movie will be released, such as Half-Life, Halo, Counterstrike, Battlefield 1942, Far Cry, Vampire Bloodlines, ...

      Consider all RTS games -- Starcraft, the Warcraft series, the Age of Empires series, the Command & Conquer series, Heroes of Might & Magic, ...

      The MMORPG's -- EQ, WoW, DAoC, Horizons, Eve, ..

      Heck, just think of the flight simulators alone, IL-2 Sturmovik: Forgotten Battles, the Flight Simulator series, Pacific Fighters, Combat Flight Simulator, ...

      There's still a fantastic variety in the computer game market and I hope it won't change anytime soon. Yes, there are movie licenses scattered among the genres above, but I wouldn't say they're dominating to a point the money mostly end up in the same pockets.

      --
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  6. What about the forgotten? by apoch2001 · · Score: 1, Insightful

    Let us not forget the money raked in by the porn industry. Sure, it's not mainstream film and it's not done in Hollywood, but I'm sure that would add another couple billion with easy.

  7. Re:Licensing by stratjakt · · Score: 3, Insightful

    The day that a crap movie comes out only to boost the sales of video game will this argument become interesting.

    Tomb Raider
    The Wizard
    Super Mario Bros
    Double Dragon
    Street Fighter
    Mortal Kombat
    Pokemon
    Final Fantasy - Spirits Within
    Wing Commander
    And coming soon to a theater near you.. Doom

    These were all bullshit movies to schill the games, or "grow the franchise" in marketdrone speak.

    There are more, many more if you want to include TV shows in the argument.

    It's all the same "industry", the money winds up all in the same pockets.

    --
    I don't need no instructions to know how to rock!!!!
  8. but they also don't count by Surt · · Score: 3, Insightful

    Game rentals.
    Game subscription fees.
    Game swag sales.
    International all of the above.

    Factor those back in, and the game industry comes out back on top.

    Bottom line: Games get a slightly larger share of consumer entertainment dollars than movies do. People also spend slightly more hours playing games than watching movies.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  9. It's interesting by jayhawk88 · · Score: 4, Insightful

    ...that a lot of people associated with the games industry have this fascination with comparing themselves to the movie industry. We make just as much/more than the movie industry. We self-regulate our ratings system just like the movie industry. Our games are so incredibly cinematic in nature, they're like miniature movies! We make all kinds of games based on movies, and movies are made based off our games, we're equals!

    It's odd to me that something that for so many years was the "alternative" form of entertainment is now so obsessed with making itself just look and feel just like the movie and or television industry. The gaming industry as a whole needs to collectively take a look at itself and decide if this is what we really want. Creativity is the only limiting factor in gaming, we can't afford to lose that ingredient, or gaming as a fresh, exciting entertainment media is dead.

    You can already see this happening: What are the big games right now? Half Life 2. Halo 2. Sims 2. Gran Turismo 4. Everquest 2. Final Fantasy 11. Grand Theft Auto San Andreas (essentially GTA6). Metroid Prime 2. Metal Gear Solid 3. Madden for the 15th straight year. Doom 3. Burnout 3. Prince of Persia 2. Spiderman 2. Pikmin 2. Paper Mario 2. Need for Speed Underground 2. The list goes on and on.

    The fact is, you'll be hard pressed to find a video game these days that isn't a straight sequel, the latest title in a long line, or based on a universe established in other games (World of Warcraft). People were having a cow this summer when it was all sequels, where's the outcry over this practice in video games?

    1. Re:It's interesting by Xaroth · · Score: 5, Insightful

      There is, of course, a major difference.

      In movies, sequels suck. I mean, they suck a LOT. And before all of you start saying "Well, Star Trek [insert favorite one] was better than the original!", I have one word for you: Matrix.

      The reasons for this are many. Lower budgets, raised expectations, changes in writers, directors, creative and technical staff, trying to extend a situation that shouldn't be extended, "direct to video", etc.

      However, in video games, sequels are generally very good compared to their predecessors. Now, before you go saying "Final Fantasy [your least favorite one here] was so much worse than [your favorite one here]!", I can retort that you've just proved my point.

      The reasons for this are many, but among them are: increased budget, improved technology, gameplay can be improved in an evolutionary fashion, a generally lesser emphasis on character development (so reusing characters isn't as big of a deal, since they are largely peripheral to the process; think "Mario"), an increased focus on the producers of the games themselves, etc.

      In other words, the production of sequels for both formats is exceptionally different, and so, therefore, are their results. That's not to say there aren't exceptions on either side, but if you look hard enough at the exceptions, you'll probably find examples of techniques from the other format. (For example, changing the creative direction for Silent Hill 4 was disasterous, whereas a lack of emphasis on character development is what has allowed the Godzilla franchise to continue to exist).

    2. Re:It's interesting by jayhawk88 · · Score: 4, Insightful

      You're right of course, gaming has a much better sequel-to-suck ration than the movies. Also, some game characters/universes should never be allowed to die (Mario, Zelda, Final Fantasy, Warcraft, etc).

      But it's almost getting to be too much of a good thing. Off the top of your head, can you even name more then 5 video games that are based on an original idea/concept, produced in the past year or so, and has either won critical acclaim or seen high sales? Without resorting to GameFAQ's I'll try and see what I can come up with:

      1. Khatma Damacy (sp I'm sure)
      2. Fable
      3. City of Heroes
      4. .......Far Cry?
      5. ...................I'd like to say Mario Tennis but that doesn't really count...Viewtiful Joe!

      Seriously, those last two took me quite a while. The point being that even if sequels are excellent on the whole, gaming needs new ideas. Look at a game like Metroid Prime. Excellent game in every aspect, technically solid, beautiful to look at, exciting and fun to play. But does it really break any new ground? You're still Samus Aran, alien bounty hunter, and you're still showing up on planets to kill beasts and crap bombs out of your butt.

      I'm not trying to say these games don't need to be made, because quite frankly I love these types of games as much as the next guy. I'm just saying we have to keep the industry fresh with new ideas, or things are going to get stale.

    3. Re:It's interesting by kamapuaa · · Score: 2, Insightful
      In movies, sequels suck

      Generally true, and it's also generally true that video game sequals are pretty good. But that's also due to the nature of the entertainment.

      If a movie sequel is nothing but more of the same with a fancier special effects budget, the movie will be justly derided. However, perfectly sucessful video games sequels can be nothing more than a graphical update of the original. People don't like it when developers mess with the original formula too much - they're looking for an update rather than a re-invention.

      The Star Wars re-makes show that better graphic engines don't make for better movies. Whereas, Doom 3 shows that graphic engines are more important to video games than fresh new plots.

      --
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  10. Sales "and Rentals"? by MattW · · Score: 4, Insightful

    It's a compelling article, although there's a huge amount of number fudging.

    (1) If you count DVD sales and rentals, aren't you double counting sales to the big rental chains? And of course, studios don't see the money from rentals any more than a game developer sees money from blockbuster renting a game, so why should that be counted?

    (2) Does the $10B figure for the game industry include game rentals? Or is it possible that perhaps the rentals of games at, say, Blockbuster, got grouped into the movie rental business, since they do so much game renting?

    (3) How does resale figure into this? There's a huge market for "pre-owned" games AND movies, including a lot of trade-in credits. Personally, I'd expect movies to be rented more but traded in less (at least as a percentage of their sales revenue).

    (4) How do you account for cross-licensed stuff? It seems silly to count the Spider-Man 2 game as a purely "video game industry" thing, as it wouldn't even exist without the movie. And when Doom comes out in theatres, how does one account for that? Clearly, the brand names generated in each industry create value and that value is hard to measure solely off sales in one genre or another.

    (5) What about subscriptions? There's obviously plenty of license money being thrown around by HBO when they get movies, and likewise, on the Video Games side, how much are all those MMO subscriptions worth?

    One could even go into an in-depth review of piracy. How does piracy in each segment compare and effect revenues? What sort of margins do big hits have, and what sort of margins does the industry overall have? And what sort of residuals? It's a lot harder to squeeze more life out of an old game than an old movie. Old movies show up on TV and such, but old games just end up getting cracked.

    And they give examples of bestsellers, but they don't look at the breadth of titles. How many video games came out vs how many movies?

    And certainly International Box Office is absolutely colossal for big movies. How does gaming compare? A lot of major Hollywood movies take in 65%+ of their gross overseas. How do localized versions of Video Games compare?

    I think what we can all agree on is that Video Games comprise an ever-increasing portion of the GDP and probably of the entertainment dollar that we spend, and as such, it's a lot harder to predict where they will go. Most video game players can imagine a *long* way into the future for video games in terms of technology, to the point where I could see people paying thousands of dollars for holodeck-type video game vacations that last a week; it's hard to see where movies go from here for sure, whereas Video Games have shown a seemingly endless appetite for more advanced technology.

  11. They miss something else by EpsCylonB · · Score: 3, Insightful

    When they say "bigger" they usually mean makes more money but that is only half the story.

    A movie costs £5 at the box office or rental and £20 on DVD. A game costs upwards of £30, so while games may be competing with movies in the area of profits, the number of people playing games is far less than those who watch movies. Culturally videogames are still a long way behind film.

  12. Secondary Markets by Mr_Blank · · Score: 2, Insightful

    Does anyone factor in cable subscriptions driven by the movies that are shown? What about blockbuster and netflix subscriptions? Does anyone count games on cell phones, pdas, or non platform handheld games ? What about after market sales of movies or games on eBay, garage sales, etc?

    Comparing two industries ain't easy. And I mostly agree with stratjakt (596332) anyhow that it is a moot point when you consider all the money ends up in the same few pockets.

  13. Where does Grumpy Gamer get his numbers?? by badmammajamma · · Score: 3, Insightful

    "The 2004 domestic Video and Computer Game Industry is estimated to be around $10B. This is a slightly misleading figure because it includes the sales of the console machines, in addition to the sales of the software, but we'll go with it."

    First he states, that it's BS because it includes console gaming. Ok, a stretch but I'll let it go.

    "The domestic US box office is estimated to be around $9B for 2004, and this is where the myth starts to take life. The problem is the movie industry is a lot bigger then just the U.S. box office. DVD sales and rentals for 2003 topped $16B. VHS sales and rentals for 2003 was $6.4B. VHS sales are declining fast, but most of that will just shift over to DVDs, which brings the grand total for non-box office movie sales to over $20B, twice the figure for the entire game industry."

    Now he says, that the movie biz is worth 20 billion if you take in to account international sales, dvd sales, etc. He says it's important to take into account intertantional sales but then he fails to take into account internation sales of video games. What is that number? Last I heard, it was close to 30 BILLION. (I'll try and dig up an official number later.)

    Anyway, he then compares international gross of various movies with NATIONAL gross of video games. Yeah, that's fair. Halo 2 he says made $160 million. Hmm...that's strange, according to my research it made $125 million its FIRST DAY of release in North America alone. I suppose it's possible it only made another $35 million (which is only 700,000 copies) world wide past the first day but I'm doubtful. He says GTA: San Andreas grossed $178 million. I can find several internet sources with one google search that will tell you it made that much OPENING WEEKEND. That's not the total amount it will make.

    Then Grumpy Gamer wonders where are all the limosines and fast cars that the gaming companies have. I guess since there's no giant premier on E showing these people coming out of limosines or exotic cars, they must not exist.

    You can go on and on with this, but if this guy is going to try and debunk a "myth" (that only geeks know about anyway), at least try and be accurate instead of creating your own myth. This guy is completely talking out of his ass as far as I can tell. He has no hard evidence to prove anything. Apparently, Grumpy Gamer believes you destroy myths by mere speculation, lack of hard evidence, and incorrect figures. (Notice he didn't provide any sources for where his game gross' came from.)

    --
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  14. Re:Woo by grumpygrodyguy · · Score: 4, Insightful

    Maybe they'll hit $25B if the keep getting torrent and eMule trackers taken down. They need the money.

    Yes they will. Since the only legitimate service provided by hollywood is providing films to be shown in public theatres, their very dubious claim of controlling the rights of further distribution is dying.

    Going to the movies is like going to a themepark, it's an experience that's worth paying for. Millions of americans will still 'go to the movies' regardless of file-sharing.

    Hollywood was doing just fine before the advent of television, VHS, and the internet...and it will do just fine afterwards. But all of the 'free money' they've reaped from the near zero production costs of TV, Cable, VHS, and DVD is no longer theirs to claim. If they can create a distribution channel that's in any way superior to searcheable and indexed peer-to-peer file sharing then people may be willing to pay for it.

    Until then the copyright monopoly will be increasingly threatened by a competitor that offers superior services. If this country is truly interested in free-trade, it will ensure that the best option for the consumer prevails.

    --
    The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  15. The Shift IS Significant by geomon · · Score: 2, Insightful

    If you are looking at the data that indicates a progressive decline in "in-theater movie experiences." American's, at least, fail to express an increasing desire to attend a movie in the theater. You now pay ~$100US for a family of four to have a night on the town including a movie.

    At one time, that demographic was the bread-and-butter of the local movie house. Now a large segment of the US population is staying home with their high-quality audio and television units, rather than drive to town (fuel), grab an early dinner (fast food), drive to the cineplex (fuel), pay for your tickets (ouch!), buy a few snacks (sock!) and a drink (pow!), and you have probably spent the entire months entertainment budget.

    The movie industry will decline for a short time and will eventually mimic the game industry's business model. They will still put out occasional theatrical releases of big-budget shows, but the "B" movies will probably never be shown in local screens.

    --
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