How Long Before Apps Overtake Physical Video Game Content Sales?
jamie writes "Horace Dediu crunches some numbers and comes to a startling conclusion: 'If you look at the red line above and its slope, it would indicate that, given time, the App store will overtake the entire physical media gaming industry. The time when that happens will depend a lot on the growth or decline of the physical game media business, but another four years seems a safe bet.' This follows on the heels of some earlier analysis of apps per iOS device and what that steady upward growth means."
Yuh-huh
which is totally what she said
I've had to purchase old games that I wanted to keep playing again just because the disc got scratched. That isn't going to happen with something like Steam.
The App Store model is wonderful. Apple (with it's various restrictions) just has a poor implementation of it.
I dream of a nation where a man is not judged by his skin color but by an number assigned by a credit rating agency.
Also, last years decline in physical sales was due to the Great Recession, and has already been reversed.
I enjoy the competition that many different retailers bring to the market, and also being able to buy second hand.
The convergence of all media to digital stores where you have no rights at all scares the hell out of me because of the lack of regulation governments put on digital sales to protect consumers.
The thought of a world where games/movies/music/books/news being controlled by Apple/Microsoft/Amazon/Google doesn't seem like a very nice place.
Just eyeballing their figures, 4 years sounds plausible. Let's theorize:
Are sales of physical media still a good approximation of the health of the traditional games industry?
How do steam and the console services compare to the itunes app store in terms of income?
Will itunes application sales continue on this trajectory, or level off as the ipad and iphone reach saturation?
Are there really many valuable ideas still to be expressed in app form?
Will iphone-game consumers ever migrate significantly to traditional gaming platforms?
So many questions! So few answers.
Buy a physical copy of an iPhone game. Go ahead. Go to your local game store and buy an iPhone game.
Oh, wait, you can't, because you can only buy them through the Apple App Store. (App Store cards don't count, you still have to download the game and don't get a copy on physical media.)
Guess what? Sony wants in on that action for the PSP2.
The answer is going to be "when the people selling games stop offering them any other way."
We've still got a few console generations to go, the Nintendo 3DS still uses physical media but allows downloaded games too. I'm incredibly unclear on how the PSP2 is supposed to work, I think the failure of the PSPgo (download only) means it'll still support physical media, but make no mistake: the era of getting games on physical media is coming to an end. Honestly, by the end of the decade, I expect all games will be download-only.
That article's written as if digital downloads have already killed physical music sales. But my local HMV's alive and well. So how true is its "we all know how that one played out"?
I am trolling
If you get rid of the outliers red line's slope is much less steeper. We clearly need more data.
Since they are all applications of a computer architecture, you could argue they already have, with advent of Steam and other online stores selling software.
Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
Is if you want to actually analyze game sales, the question isn't iPad shit, it is on computers. The reason is on PCs you now have a choice between retail/mail order and download for almost all games. Services like Impulse, Steam, and Direct2Drive sell pretty much every title online. Their regular prices are usually competitive with stores, and their sale prices are almost always better. So is a person wishes to, they can buy games online. It is a direct 1:1 comparison since we are talking the same games, the same platform.
THAT would be the thing to research. This just sounds like yet another tech journalist (using both terms loosely) who is infatuated with his iToys and thus wants to write an article about how they are T3H FUTURE OF EVERYTHING!!!11. Real research would have been to talk to game publishers and find out how their sales of physical vs download compare, and how that has been changing.
There's little data on it publicly, but Stardock, who runs Impulse and has published Sins of a Solar Empire, Elemental and Galactic Civilizations, says it is about 4:1 physical to online sales.
It is clear that the online market is large and growing. I personally buy nearly all my games on Impulse and Steam these days just out of convenience. However what I do has no bearing on what society does at large. Without hard data, it is foolish to say everything is going that way fast. It probably is in the long run, but who knows how long?
For that matter until game consoles start selling their games that way there is going to be a large physical games market there. Currently only some things, mostly smaller more indy type titles or older games, are sold for download on consoles. All the current titles are disc only. Given that consoles are a big segment of the gaming market (as are handhelds, which are also physical sales) until that changes you aren't going to see a move to "no physical media).
I think we'll see the day when physical media is more or less totally dead, but I could see it being 30-40 years before it happens.
Thou shalt not extrapolate based on a recent change. Source: xkcd.com/605/ Really, why does slashdot even publish this garbage? Are their content managers outsourced to China?
I like the physical media. Who doesn't like the trophy shelf of the vids a gamer has conquered?...chicks dig it : )
Cut them some slack.
Apple needs to boost its shares value somehow.
Prepare to read how iPhones clean the air, reduce global warming and feed the hungry in next couple of days.
Mit der Dummheit kämpfen Götter selbst vergebens
http://xkcd.com/662/
GameRanger - multiplayer gaming service for PC and Mac games
What do you consider Steam? It isn't physical media, and it isn't the Apple app store either.
Steam probably sells a sizeable percentage of all video games right now, and is steadily increasing it's market share.
That cartoon reminds me of an ad I saw on TV.
- It was for ATT mobile devices to watch movies/hear music while on the go, and showed a family sitting in a living room, watching their Pads or phones, and nobody was talking to anyone else. Yeah that's an exciting future. Sign me up!
"I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
I've said it before and I'll say it again:
The video game industry is not in danger until all these phones with games start getting dedicated buttons for those games. Touch screens and motion controls do not now, nor will they ever replace buttons.
Seriously, comment mod points are..umm...pointless, when the stories themselves should be modded -1.
How does this half-assed amateur blog nonsense make it to the front page of /. anyway? Is it really that slow of a news day for tech? Sheesh...
My
News at 11.
Well, I've stopped buying games that come in boxes. Several years ago, in fact. There are several factors: Availability, Price, Convenience, Backup/Returns being impossible or worthless anyway, and Impulse-buying. I don't really use App-stores at all (I have no Apple devices) - the nearest I get is Steam but is that really an "App-store"? I think possibly the WiiStore might count but the same holds for that as for Steam. Anything PC that I buy tends to come from digital sources, though, because I need to be able to move it between machines and have it follow me for several years (all my Steam games have followed me perfectly since 2003, so they have a much better reputation already than 99% of the app-stores, eBooks, music-stores, etc. out there).
1) Availability: Most of the games I've bought, I do *not* see on shelves in stores. That's if I bother to go into a store at all. Can you buy Altitude in a shop? No? Why not? World of Goo is available for the Wii but I've never seen it in amongst the Wii games at any shop I've ever been in. Because physical media production and distribution is expensive, and because shops decide what to sell (which means high-margin products mainly), and because the "PC" section of any games shop is shrinking by the day. Can I get GTA (the original version) or Quake? No. As soon as a game is a year old, it disappears and only re-appears in supermarket "bargain basement" stands costing almost as much as it did new.
2) Price: Most download games can be had much cheaper. Whether they are brand new or years old, they are usually cheaper online as a download. I don't need the boxes, the manuals, the flyers, etc. If I *really* do, I can just print them off from a PDF - the money I save by not having the maps printed by the games publisher is much more than the cost of printing out only the maps that I *DO* actually need. I throw the boxes out because, after decades of keeping them all, I've realised that I *NEVER* use them and only need the occasional manual for copy-protection. They also damage much more easily than an original install disk (and copy) placed in a proper disk storage case and kept safe. My entire software archive since my first CD-drive (and several dozen floppies) can fit into a box under my desk - approximately the same size as 10-15 games if I were to keep the boxes. The only thing I need to buy is a storage medium in a container - a DVD or CD case fits that description, or a USB key, but a lot of games only come in A4-sized thick boxes.
3) I have to go to a shop. Find a physical box of the exact type I require. Make sure it exactly corresponds with the game I want and is for the right platform. Take it to the counter. Have some guy put his sticky fingers on a disk that they ripped out earlier in case people stole it. Carry it home. Unpack it (so the packaging has a journey of about an hour). Throw the crap away. File the manual somewhere (or more likely just throw it). Take the CD and *carefully* make a copy (if I can) or install it. Then put that CD into some sort of case for long-term storage so it won't get damaged (and which doesn't take up the whole room). Or I just could click the link on something like the Steam / GOG.com store and have it installed within ten minutes while I'm using the computer for something else. When I'm done with it, I delete it. If I want it back, I double-click it (or at worst download it again). If I want to back it up, I copy a folder/file it into my normal backup paths. If I want to move it to another machine, I just double-click it from the other machine.
4) Backup/Returns: A lot of games can't be backed up from the CD / DVD. If I do, they often require hideous hacks that can affect the game and/or online accounts. With digital downloads (as counter-intuitive as it is to anyone who worries about DRM), I can back them up and restore them on other machines quite easily. If there's a problem with a game I've bought, it's usually only a) physical disk is broken or b) software is brok
I would have thought that Apps already had overtaken. I've not bought any physical media games in .... over a decade? Download, legally. Most vendors have been selling their software online for a loooong time.
...with a pitiful transfer cap you insensitive clods!
I don't know about this one. Yes, for little mini games, indies, smartphone games, etc it will. And yes for the PC. But no for the console. It just has a different demographic. People who buy consoles typically want a plug and play experience. They WANT to go to a store that day and as soon as they get home, literally just pop it in and play it (not that Steam isn't as good, but they need the "going to the store experience").
Two, the sizes of the games. Here in the U.S., many times we're unfortunate to have caps. 250 GB mind u seems the norm, but that fills up quick with downloading 8 GB games, 4 GB movies, streaming 4 GB movies. It may work for a shitty little game on iOS that's only 50 MB, but not for a 10 GB AAA game.
Lastly, I hope that we always have physical disks because we need the used secondary market. Otherwise, no matter how I love the service, we'll have a rehash of Steam or XBL. Games that are 4 years old selling for $30, when they should be $5-10. And new games only out 2-3 months, which the retail box is only $30, will still be $60.
Apple faces fierce competition from Steam. Valve has almost unbelievable sales. Last Christmas they sold indie packs with 93% discount - to put it into perspective: they took a pack of 5 indie games and made 50% discount and then again 50% and again 50% and finally 44% discount. I wish I could buy a house with such a discount.
is the fact that we are beginning to accept the term "app" as a distinctly different category/delivery method of software, rather than whatever poor comparisons/facts of the original story. We are now getting to the point where Steam/ITunes/et cetera et al. have become a distinct category of media, even though each one is an "app" in the original sense of the word.
Seems to me that this trend is essentially inevitable, whether it's the game industry or any other category of computer software. Simply put, not having to create, manufacture, and distribute physical media is cheaper, faster, and easier for everyone, and as the percentage of people with acceptable "broadband" speeds (which is pretty low, because it's very likely you'd put up with a 6 hour download of a big game in the background) increases, the drive to move away from physical media benefits everyone.
So, move along, no real story here, just some journalist looking to get paid by the word to repeat the obvious.
tomhudson is the wannabe expert on computing. We are so impressed (not). tomhudson, face it: You're a nobody in the science of computing. tomhudson, You're merely nothing more than a trained chimp that uses the tools others make for him and you try to pass it off like you actually know something worthwhile? Please.
Did anyone happen to see Steve Job's signature on that article?
http://slashdot.org/comments.pl?sid=1952834&cid=34915292 , and answer the question there at the url where it was asked of you, tomhudson. I get the feeling that tomhudson is talking out of his ass again as is his usual, on things he has no experience or clue in (such as actually having a CSC or CIS degree to his name), and yet he's talking as if he actually has taken and passed the entire gamut of coursework for a degree in the computer sciences? Let's see if he actually has said degree(s) and let him answer the question that was asked of him in the url above!
An app costs 1-5 euros or so on average. There are some very good 'app' games which cost less than 3 euros. A video game costs 60 euros when its just come out.
I'm sure many people don't mind going for a day without their coffee and getting an app, then the amount of people who would pay 60 euros - which is quite a bit. Especially if you consider students and teenagers to be large markets. Many of them don't have money to burn.
Its the spending threshold.
So that's about it.
Disco Stu: "Did you know that disco record sales were up 400% for the year ending 1976? If these trends continue....Aaay!"
Sure, then it would be a good solution.
But for those of us that want to keep up with friends through steam, asking them to add X amount of accounts to their friend list is unreasonable.
The conclusions in the article don't appear to relate, in any way, to the graph they are showing.
The graph shows song sales versus app sales. The article talks about app sales versus something they call "physical video game content sales". WFT is that when it's at home?!
America, Home of the Brave.
...on how much longer developers and publishers will keep putting out crap - soon or sooner.
The article fails to take into account direct-download and other non-physical video game sales, which I'd guess make up more than half of video game sales these days. And comparing video games to iDevice apps is like comparing the sales figures of smartphones and computers. Two completely different categories.
How many people are going to keep paying these ridiculous prices at a physical store?
Anybody who lives in an area where the only choices for broadband Internet access are satellite and 3G. Both of these have caps not suited to downloading multi-gigabyte video games. For games on DVD-ROM, even a "Super Saver" shipment from Amazon will likely arrive faster than a download that has been throttled to 200 MB/day to fit under the cap.
I've said it before and I'll say it again:
The video game industry is not in danger until all these phones with games start getting dedicated buttons for those games. Touch screens and motion controls do not now, nor will they ever replace buttons.
Any smartphone with a keyboard has dedicated buttons. If you have Flash Player on your computer, look up the Game Gripper, a piece of plastic that fits over your phone's keyboard and turns it into a gamepad.
Price: Most download games can be had much cheaper.
Even when you figure in the overages for going over the 200 MB/day cap on satellite or MiFi Internet when trying to download a game that otherwise ships on BD-ROM or multi-DVD? Buying games on Amazon takes far less Internet bandwidth.
I have to go to a shop.
You can go to Amazon in your nightshirt.
And the console that comes with a built-in 3G connection (only to an app-store, obviously) as part of the purchase price will sell a million.
It's called a Samsung Intercept. Virgin Mobile USA has it for $250 plus $25/mo, but the games are far smaller in size than the typical 1.8 GB UMD or even 256 MB (2048 Mbit) DS Game Card; after buying the app, you typically have to go to Wi-Fi to download the data files.
I haven't inserted an install CD in my computer in years, except bootdisks.
And as long as bootdisks are around, desktop and full-size laptop PCs will come with optical drives, and netbooks will still be sold in bundles with DVD burners like the one I got from Dell.com.
and as the percentage of people with acceptable "broadband" speeds (which is pretty low, because it's very likely you'd put up with a 6 hour download of a big game in the background) increases
It doesn't look like it'll increase to everyone any time soon. A dual-layer DVD-ROM game is going to take several days of 6 hour download on a typical satellite or 3G provider's cap of 200 MB/day. And by the time satellite gets faster and LTE Advanced is ubiquitous, new games will likely have become even bigger, possibly spanning multiple BD-ROMs.
It's not convenient to buy from a physical music store unless you're already in one.
Then why did Amazon buy CDNOW?