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Divnich Divines: What makes an original IP successful? photo

[In Divnich Divines, EEDAR Vice President and videogame analyst Jesse Divnich traverses the bogs of sales data, hype, and good old fashioned game geekery to give you his two cents on hot topics in the game industry]

It seems to be a dilemma as old as the modern entertainment industry itself. Sequels to successful titles sell, but people get tired of them. Everyone wants new IPs to succeed and provide diversity to the gaming landscape, but when someone actually tries to do so the reward can range from success to utter failure at retail.

Meanwhile developers, publishers, and gamers alike lament the state of an innately creative industry where creative innovation is more often than not punished by consumers. But what does it actually take for a new IP to succeed? 

Setting aside our personal preferences for a moment, let's take a look at the business side of things for a change. Analyst Jesse Divnich pitched in on a seemingly eternally relevant question: What does it take for an original IP to succeed at retail?

Divnich: "There are literally thousands of factors that determine whether an original IP will fail or succeed at retail, but the majority of factors can be broken down into four categories.

1.  How many consumers will be interested and capable of purchasing my game (Market Potential)?
2.  Will consumers enjoy it (Quality)?
3.  How will you tell your consumers you exist (Marketing)?
4.  What are my competitors doing (Competition)?

"The better you position yourself within those categories, the higher the likelihood you will succeed. However, one doesn't necessarily need to exceed expectations in each category to realize market success; neither does focusing only on one category lead to success. It is always a careful balancing act, since trying to exceed in all categories comes at a high cost, but we can look at a few examples to see how these four factors play a role in a game's success."


 
"Let's first start with Rise of Nightmares, a Kinect required game. Currently, there are about 6 million active Kinect consumers in the market (note: there is a difference between a total install base and those actively purchasing titles on said platform). Of these 6 million active consumers, likely only 50% would be interested in a Mature rated Kinect game, bringing the total market potential to about 3 million units. This means that even if Rise of Nightmares would end up being the best Kinect game ever, had an extravagant marketing campaign and faced no competition, the total potential for sales is 3 million units. When you do take into account the game's quality, marketing, and competitive factors, you end up with sales expectations well under 1 million units.
 
"Homefront is another great example. While many considered Homefront to be an "average" modern shooter, a lot of people were surprised that it has sold over 3 million units to date, but on paper it completely makes senses. We know that Call of Duty sells nearly 30 million units per release, making the market potential 30 million consumers. Once you discount Homefront for its review score and marketing (relative to the market leader Call of Duty), it isn't a far stretch to assume Homefront would produce 3 million units.
 
"Lastly, one extreme example is Demon's Souls which had virtually no marketing, was a new original IP, launched in the holiday season where competition is at its highest, but achieved one of the highest reviews scores of a PS3 title. Total sales to date are roughly 800k in the Western markets, but again, on paper it makes sense. Upon its release the total active PS3 install base was only 20 million consumers, of which only 4 million would be interested in an RPG game. Once you discount the lack of marketing, the fierce competition and a slight discount because it wasn't a "perfect" RPG, 800k in sales begins to make sense."

"One large factor I've neglected to talk about is how original IPs (whether new or existing) become successful in the first place. It all has to do with being the first to excel at taking advantage of a new technology or software feature. Every new hardware launch (or major software update) opens up new features to developers and if we look back the last 15 years, we see a pattern where the top brands of today where the first to exploit those new features successfully.

"Why did the Call of Duty series catapult in sales between Call of Duty 3 and Call of Duty 4: Modern Warfare? Because it was one of the first titles to take advantage of the new Xbox Live and PSN multiplayer features. Halo, the first great shooter game to bring first-person shooters to the consoles; Wii Fit, the first fitness game to take advantage of a new technology (Wii Balance Board); Guitar Hero, plastic guitar peripherals; Grand Theft Auto 3, first great 3D sand-box game; Just Dance, the first to incorporate licensed music into a rhythm based Wii game. The list can go on and on."

"A Kingdom for Keflings is another great example. In November of 2008, Microsoft updated its Xbox Live platform to allow the use of avatars inside games. By no coincidence, at the same time A Kingdom for Keflings was released, which made use of the new in-game avatar feature and despite moderate review scores (76/100) it is one of the top 20 selling XBLA games of all time. I simply have to ask myself, would A Kingdom for Keflings have been as successful without the in-game avatar feature and the marketing power Microsoft supported it with as a result? The answer, of course, is no.

"This same rule applies across all entertainment as well. Take the movie Avatar for example. If Avatar was launched today, would it have achieved similar box office success? Keeping in mind that all the other 3D titles have already launched (e.g., Piranha 3D, StreetDance 3D, Disney movies, etc.)? Of course not. What about if Avatar launched in 2009, as it did, but did not make use of 3D technology? Again, no. Avatar was successful for one reason, it was a great movie that made use of a new technology that had a high market size potential.
 
"And once the market leaders are established, it is very difficult for second entrants to surpass the incumbent brand. That is why Guitar Hero outsold Rock Band 2 to 1, despite Rock Band achieving higher critical acclaim, and why Call of Duty will continue to outsell Battlefield (on consoles) throughout this generation."

"For a recent presentation in San Jose on Cloud Gaming, I went back and labeled each new IP as launching early, mid or late in a technology cycle, and to no surprise, 30% of new IPs that launched early in a technology cycle were successful, 9% if launched mid and only 4% if they launched late.
 
"There is nothing wrong with following the status quo, especially when the size of the potential market is quite large (e.g., modern day shooters), but if publishers and developers truly want to rocket a new original (or even existing) IP into the sales stratosphere, it is always best to be the first to be great at exploiting a new game feature or technology.
 
"I think we'll see this phenomenon in practice quite soon with the launch of the iPhone 5. For the last year the top 25 in the App Store has pretty much remained constant, but I bet that within 3 months of the iPhone 5's launch, we'll see a huge shake-up in the ranks as games that take advantage of whatever new features become available will skyrocket into success. Remember the whole "Retina display" that the iPhone 4 offered? Games that offered this new HD "Retina" display quality rocketed to the top of the charts.  You can bet the same will occur with the iPhone 5 and whatever new gaming features it opens up to developers."

Divnich's insights provide a clear picture for those of us who complain loudly whenever a new IP tries and fails at retail. But whether we like it or not, games are still entertainment products bound largely to the same business rules and practices seen in other branches of entertainment. You have your audience, your budget, and your good old marketing mix to considera alongside a wealth of other factors.

That doesn't mean there is no room for a great and original IP, however. It just means there are key factors to consider if you actually want to sell enough units to start a new franchise. If we take a look at Minecraft using Divnich's four categories, it becomes a bit clearer how it was able to become a runaway success before the game is actually finished.

Minecraft had little to no practical competition, benefited from a savvy business model that in turn created a wealth of word-of-mouth buzz that spread like wildfire, has an audience that is willing to forgive its "shortcomings" in quality (selling in alpha and beta stages) due to the enjoyment of the product in their hands -- and a promise of more to come -- and can be played properly on most PCs. Perhaps Notch didn't think of this beforehand, but his game fits the requirements for competition, marketing, quality, and market potential which can help explain how he was able to sell millions of copies of an unfinished game.

Compare that to Enslaved, which was positioned in a genre where people are less willing to forgive the slightest shortcomings, launched at a terrible time with a lot of competition from established action/adventure franchises, suffered from a lackluster marketing strategy that didn't capitalize properly on the game's strengths that set it apart, and failed at retail despite critical praise.

With these tools in hand, we can still lament and complain about a lack of original IPs because this is the Internet. But the next time a publisher, developer or studio complains about the state of the industry with regard to new IPs, while in retrospect their decisions and strategy may have doomed their previous games' success at retail from the start, we can be armed with more than just a snappy comment and a funny picture.








More gaming stories around the web. Got news? Submit yours to tips@destructoid.com

Maurice Tan Maurice Tan does his Associate Editing from The Netherlands in a reality-shattering time zone. After working as a university lecturer in Psychology and Communications teaching game studies and the merits of Keyboard Cat, he now spends most of his time posting news, previews, reviews, and features about industry stuff or all things PC and strategy. He is also a connoisseur of licensed games, as long as they have achievements. Likes Deus Ex, Colonization, Mass Effect, TIE Fighter, and his iPod Touch. Meet the rest of the team



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24 comments | showing # 1 to 24
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Malik's Avatar - Comment posted on 09/23/2011 16:15
Malik
Excellent article.
SephirothX's Avatar - Comment posted on 09/23/2011 16:20
SephirothX
I approve of this article.
Isshak Ferdjani's Avatar - Comment posted on 09/23/2011 16:21
Isshak Ferdjani
that was one great read!
Speaking of new IPs, if we had to analyze Catherine, it would seem to have failed in all the categories apart from quality :/ and that's a damn shame.
pokota's Avatar - Comment posted on 09/23/2011 16:24
pokota
Very nice article, and it's great to hear about the business side of things from someone with the access to research and numbers to back them up.

When a game doesn't live up to expectations, or exceeds expectations, you can usually work out multiple reasons why, despite the usual people who cannot think beyond, "I LIKED THIS GAME IT SHOULD BE MORE POPULAR".

Enslaved is a great example. Most people had no idea what the game actually WAS when it launched, beyond a few cut-scenes. You need to make your potential customers comfortable with what kind of game you're selling, as though they can step right in and enjoy themselves. Second, despite many critics loving it, a lot of word of mouth was that the combat was bland; NOTHING turns people off as fast as words like "boring" or "bland". Contrast that with Demon's Souls, where word of mouth made people want to buy the game; even negative statements like "punishing" sound much better than "boring".

Basically, there has to be a certainly instilled that the game will be worth the retail price. Sometimes that's accomplished before launch, as with sequels, or after launch, as with Demon's Souls. Sometimes, unfortunately, it's never accomplished at all.
Handy's Avatar - Comment posted on 09/23/2011 16:25
Handy
That was a really interesting read!
Rampart's Avatar - Comment posted on 09/23/2011 16:26
Rampart
Wow, excellent read. And very insightful. Would love to hear about his opinions on the industry markets and if he feels the same conditions for success solution to a much smaller market.
smelck's Avatar - Comment posted on 09/23/2011 16:29
smelck
Good article and a by the stats and demographic approach to working out potential sales success...

Gaming is a hype industry and marketing plays a key role in this...Dead Island is a good example of a title where the a genious piece of marketing (that trailer) placed the game on the radars of a lot of people...(whether it was truly representative of the final product is debatable :))

Kinda sad when creative risk is tempered by possible sales and safety is seen in the sequel, which is kinda where we are this gen now.

While safe , sequels start to generate apathy too and are viewed often through the rose tinted glasses of that first fresh experience...

Funny that we crave the familiar experience , but feel flat when don't get the same rush we felt when it was new....

Personally I hope risks continue to be taken...new IP's are the lifeblood of gaming. I just hope that devs go into it with a master-plan and over-riding story arc and an end point.
qlum's Avatar - Comment posted on 09/23/2011 16:35
qlum
fame of the studio could also be a big factor in the sales for example about every new IP valve makes sells. If some unknown studio (the modders valve hired) would have made the game on there own the game would sell a lot less even if it is the same game with the same marketing. This may be fitted under the quality though as quality is not how good a game actually is but how good people think a game actually is.
Take beats by doktor dre and Bose for example with headphones everyone with a bit of knowledge call them shit while a lot of people think they are really good.
Taerdin's Avatar - Comment posted on 09/23/2011 16:41
Taerdin
If quality is a factor in how well a product does it certainly isn't the leading one, or even a big one. People will generally buy whatever they have the most recognition for, or whatever they know about. Thus marketing will always play a much larger role than actual enjoyment or satisfaction on the part of the consumer.

To actually find what is most enjoyable for you, you have to really look for it, do research, talk to people, try new things. For most aspects of life, people are not prepared to make that commitment, which is why tons of people will flock to whatever has the most marketing or whatever is the most mainstream, and not even look outside of that mainstream even if they would enjoy some of those things infinitely more.

I have no problem that things outside of the mainstream get looked over, what bothers me is when people who subscribe to only mainstream products act like they are better than other people, or have better taste. How can someone who has never looked beyond what's placed in front of them have any kind of experience of that medium? Can you really watch only michael bay movies and profess to be a film expert? Can you really only play gears, halo, counter strike, zelda, and uncharted and claim to have a vast knowledge of games?
Drakengard's Avatar - Comment posted on 09/23/2011 16:42
Drakengard
It's a good read, but it's a no-brainer for anyone that's graduated from a business school like myself.

Being a first mover is BIG. It's why MS's Zune could never dethrone the iPod or why Google+ is never going to kill Facebook. You can make a better product, but unless it's something incredibly new people are going to flock to the incumbent.

And it'll always be a balancing act with getting new IPs off the ground. It's what is separating Sony's IPs (inFamous, Uncharted, MAG, SOCOM, etc.) from MS's (Halo, Gears, Alan Wake, etc.) MS markets far better. The quality and critical acclaim are about the same, but MS knows how to position it's products better and so it isn't surprising that usually (sorry, Alan Wake) MS's exclusives sell incredibly well.
Manthai's Avatar - Comment posted on 09/23/2011 16:45
Manthai
That was the best feature I've read on Destructoid in a long time, good work Divnich and Maurice.

Just wondering though, where does Shadows of the Damned fall? It sold abysmally despite relatively positive press and good release time, although admittedly had no marketing.
tahmidk's Avatar - Comment posted on 09/23/2011 16:47
tahmidk
brilliant article
Manthai's Avatar - Comment posted on 09/23/2011 17:00
Manthai
@Drakengard

But Facebook wasn't first, Myspace was before that. I mean Facebook is a much higher quality service in terms of feature set than its original competition, which makes me agree with the idea that it won't be dethroned by Google+ (in it's current form at least).
Drakengard's Avatar - Comment posted on 09/23/2011 17:55
Drakengard
@ Manthai

MySpace lost because Facebook offered something that was vastly different. It wasn't just a better version of MySpace. It was organized, it wasn't so cluttered and gaudy. Facebook was easier to use on just about all levels.

It wasn't just a quality increase. It was an entire evolution on what MySpace tried to be.

Facebook was a first mover in it's own way.
Shinta's Avatar - Comment posted on 09/23/2011 18:32
Shinta
Awesome article.
The Goddamn's Avatar - Comment posted on 09/23/2011 21:43
The Goddamn
Excellent read. This is one of my favorite regular features on Dtoid.
Kyle MacGregor's Avatar - Comment posted on 09/23/2011 22:20
Kyle MacGregor
Excellent piece. Really enjoy how he can make something that is incredibly complicated seem relatively simple.
ElektroDragon's Avatar - Comment posted on 09/23/2011 23:50
ElektroDragon
Space Marine is the lead screen shot?!?

How the FUBAR is Warhammer an ORIGINAL IP?!??!
mistic's Avatar - Comment posted on 09/24/2011 02:50
mistic
great read!

Space Marine is indeed a nice example of a relatively succesfull new IP in regards that it's the first 3rd-person shooter perfectly emulating the feeling of a true Space Marine. It of course had a great possible public = everyone that has ever played a warhammer game ( board/video ) can be a potential candidate. I don't know about the US, but in Europe the boardgame is _really_ popular! Add to that great marketing ( as evidenced by the constant w40k-trailers on this very site ) and they're on their way to success...

It's selling pretty well here, I'd be really surprised if THQ doesn't release another one or two...
Kaggen's Avatar - Comment posted on 09/24/2011 03:21
Kaggen
Great read!
tehTommy's Avatar - Comment posted on 09/24/2011 05:53
tehTommy
Fascinating article.
Lintire's Avatar - Comment posted on 09/24/2011 07:43
Lintire
Pretty easily derivable facts and it's a shame that more developers don't factor it into their business models. You'd think it a no-brainer for people who PAY MONEY to people to watch the market trends like this.
VitaminShoe's Avatar - Comment posted on 09/26/2011 14:39
VitaminShoe
An interesting read. More articles like this would be a cool thing.
Dr-Peace's Avatar - Comment posted on 09/28/2011 07:38
Dr-Peace
A good article, we already talk of why certain games fail but it's nice for it to be put in a more efficent way. He should tackle some of the Wii games that never had a hope in hell of selling ANYWHERE.

BUT.

I am quite annoyed with the fact that he stated that Halo was "the first great shooter game to bring first-person shooters to the consoles". This is nonsense. Turok 1 was a great success at the N64's launch, and Goldeneye sold MILLIONS more than Halo 1 ever did back in 1997.

GTA3 was also not the "first great 3D sand-box game". There were others before it like Body Harvest and Driver, both of which were very successful especially Driver.


I'm not going to deny that GTA3 and Halo were influential, but they were not the FIRST of anything. Honestly, it's more a case of them EXCEEDING on efforts such as marketing and such.

Just goes to show. Analysts are silly.
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