Midway's Allison: 93% of New IPs Fail, Reviews Don't Matter
by Chris Faylor, May 09, 2007 10:46am PDTAccording to Midway senior VP and chief marketing officer Steve Allison, only 7% of the new game-related intellectual properties introduced across the past four years can be considered successful and review scores had no bearing on the sales of those games. "In other words, 93 percent of new IP fails in the marketplace," he explained on N'Gai Croal's Level Up. "So while the 90-plus review scores and armfuls of awards create the perception that titles like Psychonauts, Shadow of the Colossus, Okami and other great pieces of work were big successes...they were big financial disappointments and money losers." "The truth is that there is no correlation between review scores and commercial success," Allison wrote in a followup entry. "If there were, 'great' games Beyond Good & Evil, Ico, Okami, Psychonauts, Shadow of the Colossus, Freedom Fighters, Prey and Midway's own Psi-Ops would all have been multi-million unit sellers. The aforementioned games are all games that average review scores of nearly 90 percent out of 100, some even higher. The reality is none has sold more than 300,000 units at full price in the U.S. and a couple of these less than 250,000 units lifetime even with bargain pricing." Earlier this year, Capcom shut down Clover Studio--the celebrated developer behind Okami (PS2), God Hand (PS2) and the Viewtiful Joe series--a move widely believed to stem from poor sales of the studio's new intellectual properties, such as Okami and God Hand. To rectify the issue of overlooked games, Allison suggests that developers focus on broadening the appeal of their games beyond hardcore players, crafting an on-screen experience that causes casual gamers to respond "I've got to get that" or "Bad ass!". The executive also noted that timing is key, using the example of moviegoers overlooking an asteroid film if two others recently arrived in theaters before it. "What happens all too often in the videogame business is that we get art house movies made at blockbuster budgets," he stated. "These games inevitably fail to find an audience large enough to support their costs, and nobody is happy."
Demon Hunter is most popular Diablo 3 class, and other infographic stats
Metro: Last Light DLC and season pass detailed
Microsoft considering 1 vs. 100-style game for Xbox One
Hands up, down, and around with Kinect for Xbox One
EA Sports Ignite engine trailer was pre-rendered



Comments
Just wanted to point out that Prey did in fact reach a million units sold:
http://www.shacknews.com/onearticle.x/44393/
Thread Truncated. Click to see all 10 replies.
We need more budget, proof-of-concept games. I LOVE what Valve is doing with Portal, for example. It's a game with some really innovative gameplay, but an expectation of being short and not very pretty. It can get people excited about the property, thus paving the way for more robust "Portal" games later.
Or perhaps it's just the pricing model that needs to change. Forget $60 for a new game. Galactic Civilizatoins II retailed at $40 and was hugely successful. S2's Savage 2 is going to be selling for $30, and that's the kind of money that people are willing to put down.
Thread Truncated. Click to see all 6 replies.
This sentence needs more verbs.
Sad article, but not surprising.
Thread Truncated. Click to see all 8 replies.
His statement of getting people to say, "That's bad ass! and I need to get that!" come from ads. And I don't mean annoying half page pop-ups in your web browser either. If you had NEVER heard of Crysis before, and you saw a 3 minute gameplay footage at the beginning of Spiderman 3 or during the NFL Halftime show....THEN you would say, "What the fuck was that?!? I gotta get them shits right thar!"
End of story. The only people to blame are the marketing departments...or the lack thereof.
Thread Truncated. Click to see all 9 replies.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 2 replies.
1) the customers. And the tendency to buy the 'safe' buying ie: sequels & license.
You can scream at the marketing efforts, the budgets, the reviewers and what not. But in the end when faced with a sequel or a licensed game (good or not) and a new game, 80% of people will go with the sequel/license because it feels safer; regardless of reviews and word of mouth. (let's not even mention casual gamers who are a sizeable part of the market and don't read reviews)
2) It's hard to sell something new on the first try. If a new IP is released to critical acclaim, but fail to sell, on the second try marketing efforts will usually be much better and word of mouth will be there. The problem is that with games costs are often so high (especially these days) that if a game don't sell high right away there is usually no second try..
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 3 replies.
It's hard to drop $60 on an innovative new game when you have a collection full of mediocre $60 games and there's a shiny new blockbuster on the store shelves.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 3 replies.
The indie movies that are usually superior in "gameplay" don't make nearly as much money...
I think what needs to happen is the barrier for entry needs to be lowered. It cost too much money and takes way too much time to make a game these days. I'm not sure how you would fix that though.
Thread Truncated. Click to see all 2 replies.
You must be logged in to post.