Comment on "Bringing your games to other platforms is how you’re going to win" - Circana

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paultimate14@lemmy.world ⁨1⁩ ⁨day⁩ ago

He’s backing it up by misusing data. He’s lumping games together and assuming that they all would hypothetically have the same market characteristics, then extrapolating that to other games.

As an example he brings up how the Pokemon Company has released basically the same software on both Switch and mobile platforms. Which is true, but that does not mean it makes sense for Nintendo to release Tears of the Kingdom on mobile. We can already see that Nintendo knows this because they maintain Mario Kart Tour separately from the console versions. They’re entirely different business models, control schemes, and experiences.

I would argue that a more complicated analysis is required than just saying “multiplatforms are better than exclusives”.

He also just briefly glosses over what is the main BENEFIT to manufacturers: the profits made on hardware sales. There is not a lot of publicly available information, but we do know what each company tends to do. Nintendo prices their hardware above cost, so for them the additional hardware sales could offset the reduced software sales. Xbox prices their hardware at a loss, which explains why they valued exclusivity the least and have finished last in hardware units sold every generation since the original Xbox. Sony usually sells PlayStations at a loss to start the generation, but through hardware revisions and scaling ends up turning them profitable after a few years- a more balanced approach. And we see this reflected in their approaches to exclusivity: Nintendo is super-exclusive, Xbox is loose, and Sony is somewhere in the middle.

You also need to factor in how exclusives impact the ecosystem. The marketing budget for Mario Kart World Tour is not merely helping them to sell the game, but also to sell consoles. And not just consoles, but controllers and cases and branded SD cards and the USB camera and extra docks. It also encourages more software sales: the same person buying Mario Kart World and a Switch 2 might also buy other Switch 2 (or Switch 1) games. Even if they buy 3rd party games, Nintendo is still getting licensing fees. So if they release these big games on other platforms they might gain some revenue, but they lose out on a lot, plus they have to pay licensing fees to Sony/Xbox/Google/Apple/Valve to sell on those platforms.

If we were just discussing software sales in a vaccun then this would be accurate. Any 3rd party publisher has a much easier equation to determine which platforms to release on. Will the additional costs (development of a port plus the fees and asded marketing) be less than the revenue from additional units? It’s a bit complicated because some consumers have multiple platforms and will choose just one to buy the game on. This also helps explain why Sony delays the PC releases: they want to sell as many units overall as possible, but they also want anyone choosing between PS5 or Steam to be pushed to PS5 where their margins are higher.

The author doesn’t have anywhere near the data required to do any of this analysis, so he’s reaching a fundamentally flawed conclusion.

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