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INDUSTRY DIRECTION
Consumer Profile
Storage Media
Software
Distribution
Internet

Consumer Profile

According to statistics, the average age of video games players (including PC games) has been rising considerably the last few years. PC games players tend to be the oldest with an average age in the upper 20s. Next on the list are Playstation users with an average age of 21, and Nintendo is last with an average age of 17.

  1. There are numerous reasons for this rise in age:
  2. The first generation of teenage video game players from the early 1980s are now in their 20's and many are still active players.
  3. PC games are advancing rapidly and demand high-end computers, catering more those with higher levels of disposable income.
  4. Sony's marketing movement aimed towards club culture and 20 year old.
  5. The increased cost of computers and video game consoles.
    Detailed 3D graphics and CD-quality sound of today's market attract a widening range of players.

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Visual masterpieces such as Shenmue for the Dreamcact (above)
have attracted wider audiences

As we move through the beginning of the 21st century, the average age of PC games players will stay approximately at present levels, while the average ages of video console users will likely fall into the teen levels. The pricing of the new generation of games consoles has fallen to a more mass-market acceptable price (about the same point where the previous generation of 16-bit consoles peaked). Therefore, video game consoles are attainable purchases for teenagers and feasible gift purchases for parents.

Storage Media

The days of the classic NES and Sega Genesis systems (through the N64) featured silicon-filled ROM cartridges, the type that you had to take out and blow across a few times to get to work after a while! However, standard software storage media in the current generation of video consoles features much more cost-effective compact disc technology (and for N64, cartridge technology with greater storage capacities), which normally store around 600 MB of data on one disc and up to 300 times that amount if compressed.


Sony's Playstation2 uses a DVD drive
The next trend will definitely be the switch from CD-ROM to DVD-ROM, which can store many times the capacity of a CD on the same size disc. Sega uses a different kind of storage media, GD-ROM, with is as cheap as producing CDs but stores around 1 GB of data. The Playstation 2 and Nintendo's next machine will be using the DVD format as storage.

Software

The storage capacity of CD-ROM technology has made video, CD quality sound and pre-rendered computer images and animations possible. Software production costs have risen as developers try to outperform competitors with cinematic plot development and movie-intensive games that can demand up to 6 CDs to store. Games with little or no movie content can take up less than one-tenth of a regular CD. The emphasis has also shifted from 2D into 3D graphics, and many 3D accelerator chips have been installed into console hardware. At the same time, the number of popular software genres has gradually narrowed, the most popular being competitive sports (i.e. EA Sports), violent fighting (i.e. Virtua Fighter, Street Fighter), and shooting games.


Dead or Alive 2, the latest 3D fighting game for the Dreamcast

Distribution

In the past few years, there has been a dramatic surge in the number of CD-ROM based software titles that have been released or are in development. This can largely be attributed to 1) the growth of console hardware capable of playing CDs, 2) the founding of new software companies keen to enter a proven and growing market, and 3) established producers increasing output to maintain market share. Consequently, only a small section of software titles will be profitable: not only are chances for spectacular success limited, but the danger of spectacular failure will be increasingly high.

Because shelf space is limited, a distribution policy that guarantees the opportunity to secure shelf space is becoming increasingly crucial. Although the decreasing production costs of software has resulted in the emergence of discount stores, such as Walmart, as a major player in distribution, perhaps there will now be an shift towards the Internet.

The Rise of the Internet

The prevalence and availability of the Internet has fostered a range of new services and opened up many distribution opportunities. For example, many online games magazines and sites can disseminate up-to-the-minute news to the millions of visitors that it receives per week. Moreover, PC software developers and even video game developers can use the Internet as a testing ground where it can release demos while still in the development stages and receive feedback that can improve the final products. Also, the Internet also gives software developers and publishers an avenue through which to offer more efficient technical support.

Sega has recently announced the launch of a new company, Sega.com, in acknowledgement of the critical role the Internet will play in the gaming market. Sega.com is an ISP optimized for network gaming; specifically, the online multiplayer experience that Sega promised with the Dreamcast.

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Phantasy Star Online is an upcoming Dreamcast game by Sega that will be the first online, multiplayer console Role Playing Game playable by Dreamcast users all over the world.

Most importantly, the Internet as a means of sale and distribution cannot be underestimated, as many publishers and even developers have tried to sell their products on their web sites. In this way, many software developers and publishers can eliminate the cost of the middleman (the retailer and/or distributor) and can market directly to the final consumer through the Internet which is cost-effective, saves considerable time, and may allow for just-in-time manufacturing. However, one must approach these new possibilities with caution, as publishers with existing business relationships with distributors and retailers should not risk undercutting the street prices.


Mega Man 3 -- Stage Select