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Innovation:  Distribution, Content, Or Both?
 
January 19, 2009
By Eric M. Scharf
 
While you can certainly expect X number of companies to attempt to take advantage of the concept of "distribution innovation over content innovation (DOC)" by converting it into absolute fact (in their own minds), and, in turn, investing less towards innovation, no one should be getting truly unnerved by an idea-and-product-strategy that has been around for eons.

Historically-and-traditionally, when a product is as good as, or better than, the similar products before it, in general, consumers notice it, consumers like it, consumers want it, and consumers who can afford it attempt to purchase it. A forward-thinking distribution system is necessary to (A) reach as many consumers as possible during its initial availability of that product, and (B) to funnel as many accessories to that product to those consumers as often as possible (but, ideally, without oversaturation of the market place with too much of your own product, not to mention those of your competitors who, from time to time, copy your every move).

As an obvious-and-brief aside, if you work for-or-with a cookie cutter game developer / publisher, you should naturally expect less innovation of truly great, earth-shattering products and more aggressive leveraging of average-but-good-selling products. If you, as an innovator, choose to associate with this kind of company, their practice of distribution-first-and-content-second does not qualify as a cruel reality; just an employment decision you have made.

Nonetheless, objectively speaking, while game development innovators may squirm at hearing of anything that might diminish concentration on content innovation, the true negatively affected group, over time, will be Game Stop, Best Buy, and the like. If product distribution was controlled by the Federal government, you better bet your sweet bippy these store-shelf entities would be "jetting" their lobbyists up to Capitol Hill to piss vinegar all over the bailout hearings and demand reparations for the deeper sales damages that will be forced upon them once EA, Activision-Blizzard, UbiSoft, and others decide to make Steam (or a Steam equivalent) the permanent virtual home-and-mechanism for their future product distribution and sales.

One of the key elements driving DOC to the forefront is that of product usage time. All of this innovative game development effort is sold to a consumer who, according to focus group testing, is expected to collectively max out at between 4 and 12 hours of gameplay time with a product on which they spent $30-$60.

Enhancing and further leveraging distribution processes for entertainment software (applicable to almost all industries, to be fair) is a must if you wish to return to the time of games providing weeks of enjoyment rather than days. Yes, such a time did exist. And, while more content creation would help ease this problem, it would create another problem in its place. More content creation requires more time, resources, money . . . and, fundamentally, more gameplay design to support the additional content.
 
Yes, you can outsource until you are blue in the face, and, then, you can also absorb the further expenditure of making the resultant asset deliveries match your internally-generated assets in visual and functional quality (as everyone interprets assignments / instructions differently, especially in a remote setting). Compounding this scenario is the concept that AAA projects, which now take 2 and 3 years to complete, would potentially be pushed out to unreasonable 4 and 5 year production cycles.

Games are an extension of toys, not movies, and the legitimate, easily-accessible-to-the-mainstream-consumer merger between the two mediums is, at the very least, decades off. The investment money being spent on true big-budget AAA games is, contrary to popular belief, not a drop in the bucket if consumers are either (1) not using your product more than once before trading it into Game Stop for store credit or (2) not purchasing multiple copies of your product (and, in this scenario, all possible consumers are purchasing multiple copies).

As an important aside (that affects profit as much or more than innovation in content or distribution), certain re-occurring or franchise AAA game products, over the last 2-3 years, have proven capable of outselling their blockbuster movie counterparts (for almost every $10 movie ticket sold, one $30-60 video game would be sold). And while the film industry acknowledged almost a century ago that it could not validate the expense of full-time movie crews that sat idle, per say, in-between film productions, the cyclical games industry has yet to naturally follow suit on this concept, even though the games industry work force has been made as disposable as any other.
 
Two potential options moving forward, beyond but not prevented by enhanced product distribution methods, seem somewhat logical at this juncture: (1) the games industry could be making so much more profit (and dedicating significantly less to production budgets) if it only needed to support its work force on a contract basis (with contract costs higher but with overall costs significantly lower without the expensive full-time employment benefits, which would inevitably result in some form of industry unionization, specifically out of a mutual desire to avoid mercenary negotiations), or (2) the games industry could revolutionize its significantly outdated system of long-term planning and resource management to help ensure much greater stability for the work force and their respective studios (as “overhead” never truly hurt anyone who properly planned for overhead).
 
The potential side effect to work force stability would be a massive slow down in work force growth, as people would be encouraged to remain in their jobs for much longer than is currently witnessed. While video games, by their very nature, require certain resources to be full-time for maintenance and upgrade purposes, these resources can still be signed to full-time contracts, thus, again, avoiding expensive benefits.
 
The happy compromise to the options listed above involves outsourcing, specific to large-scale, multi-asset deliveries received from equally large-scale outsource teams (and, where, conversely, one or two person outsource operations have been successfully utilized for eons and continue to be far more manageable). Nonetheless, large-scale outsourcing continues to have its own natural-and-potential snafus (regarding 1 - language and location barriers, 2 - providing and following directions properly, 3 - delivering assets at the required technical and visual quality levels, 4 - as well as within the required visual style, and 5 - absorption of cost overruns associated with predominantly company-side-corrections to poorly-completed outsource deliveries . . . because, objectively, if the results are poor, and pre-scheduled time is of the essence, then, the in-house staff is potentially forced to choose the lesser of two evils by performing the corrective tasks themselves and knowingly straining their internal schedule rather than risk a second round of poor outsource returns).
 
How often do large-scale outsource operations turn in poor performances? More than you might think but less than what would make outsourcing prohibitive, whether your resources are local-area or overseas. You simply cannot take for granted the idea that someone, either in-house or remote, will comprehend your instructions perfectly the first time, and with so many outsource operations willing to do anything to get-and-keep your business, it is incumbent upon you to provide the most specific directions possible. So, with respect, the ever-popular production value comparisons between games and movies should be shelved until this automotive-industry-style identity crisis for the games industry has been resolved, regardless of innovations to either content or distribution.

In any event, can such a laser-focus on the expansion of a game's usefulness-past-first-run-sales (rather than on developing entirely new experiences) create problems for those who want content innovation over all else? Potentially, and, that, unfortunately, is simply going to require a wait-and-see attitude, presumably by the work force.

Some people (possibly management types and market analysts) will be intrigued to see which companies decide to pursue a nice, even balance between (1) innovation in their products and (2) an extension of the shelf life of those products.

Other people (possibly work force and some impatient analysts) will be screaming bloody murder for all game publishers / developers to sign a document explaining their future intentions: "What are your intentions with my daughter, errrr, uhm, my game development career? Are you playing games with my game development career?"

Products that make you go "oooooh" and "ahhhhhh" are certainly-and-ideally what everyone wants, but, in order to get a decent-to-great return on your investment dollars for those products, you need to have a distribution mechanism in place to spread those good vibrations to the farthest reaches of the consumer spending galaxy.
 
Today's $20 million dollar AAA budget (yes, including marketing monies) may be tomorrow's $50 million dollar AAA budget, but everything is relative, and, typically, proportional when scaling up or down. Thus, outside of independently wealthy game developers who can do what they want when they want, there will continue to be a very necessary balance between innovation-of-great, leveraging-of-average-to-great, and a little bit of both.