The games industry is at a crossroads – the problem is that there seem to be many different roads to take. It’s not just about digital vs. retail. The economics of making games has changed and mobile/smartphone gaming, social and Facebook gaming, online, free-to-play are all providing developers with new opportunities.
The real goal, however, is to be ubiquitous, to reach everyone, and Gaikai can conceivably make that a reality. At the [a]list summit in beautiful Napa, California last week, industry veteran and Gaikai founder David Perry explained the need for Gaikai and how the business works.
He noted that digital is clearly gaining importance. People initially laughed at Zynga for betting everything on Facebook, but they doubled down on digital on Facebook and look at them now. More recently, GameStop bought Kongregate, because it recognizes the need to be a part of the digital revolution too. Perry added that game companies need to get out of the mentality that 10 million sold is a great number. “How do we go from being happy about selling 10 million to selling 50 million ” he questioned. Part of the answer lies in the “try before you buy” mentality, which he stressed is present in just about everything (music, movie clips, books, furniture, software demos, etc.)
He added that the games industry, except for Zynga, has not done well to play along with this consumer mentality. He said that it led to the terrible Sony patent, which details “degradable” game demos {link no longer active}. The idea, which to our knowledge hasn’t come to fruition yet, would essentially strip away features in the game over time. Perry joked that the patent is pure “garbage” and he asked Sony, “Have you lost your minds?”
Why is Perry so passionate about the demo idea? Well, that’s exactly the model that Gaikai employs. Gaikai, with a single click from a user, lets you try out games. Essentially, instead of asking gamers to go to the game, Gaikai is bringing the game to where gamers are. Gaikai thinks publishers will love it, because you just “let the game sell itself.” He noted that a service like Steam requires endless clicks and legal agreements before you can even download a game, and then it has to ask you to check tech requirements. It’s putting a “big wall in front of the mass market,” he said. And it’s not just Steam – most services are providing the same laborious experience.
And retailers can benefit from the system too. Imagine being able to instantly try out a game on Best Buy’s or GameStop’s website, and then with a bar that appears at the top of the page, you can buy the full title. You’ve never left the retailer’s site and impulse buyers are not interrupted. And eventually, once he has enough servers across the U.S., that buy button will allow the player to simply stream the whole game, rather than purchase a download or physical copy.
Speaking of servers, Perry really trash talked the competition in this regard. He said OnLive is trying to serve the entire U.S. with just three data centers, which he says is impossible. He added that Gaikai is going to launch in about 60 days with 15 data centers and he’s aiming to get to 50 data centers in the U.S. With the backing of Intel, Limelight and Triplepoint Capital, he has no worries about hitting that goal either. He boasted, “We can build the biggest network in the world.”
The other nice thing for publishers is that they own all of their players – they keep 100% of the sales. What Gaikai is selling is simply “server time.” Perry said he’s shooting for a goal of 300 million minutes purchased each month. Also, failed acquisitions are not that detrimental either because it’s just server time. If a player tries out a game for 2 minutes but doesn’t convert to a sale, that’s just 2 cents down the drain. Early responses from publishers have been positive, and EA has already signed up with all its major franchises going forward.
To use Gaikai, all a publisher, retailer or other site needs to do is include one small line of javascript, which simply checks to see what server is nearby the user. It’s also a great business model to encourage partners through affiliates, because the Gaikai games will be completely embeddable and sharable. Affiliates who participate in this program will get a 50/50 split on revenues.
Perry also noted how Gaikai and the digital model will drive new advertising opportunities and allow brand marketers to get more creative. For example, he said first to play exclusives could be worked out for certain retailers or websites, and this could be done before a game is even complete; this in turn could drive up early pre-order numbers. The bottom line, he said, is that “every cent you spend marketing with Gaikai, someone is experiencing your game.” And really, what other marketing efforts can provide a publisher with that kind of exposure