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Plug 'n' Play
By Dominic Dudley, Business Editor
Reproduced with the
permission of NewMedia Age
Maybe you have an Xbox or PlayStation 2 at
home. Perhaps you have broadband too. But have you ever plugged your
console into the Internet to play online? The answer is almost certainly
no.
Xbox and PS2 have been struggling to convince customers to pay for
online console gaming in Europe. That's in sharp contrast to their
success in the US. But what lies behind their failure? Almost everyone
seems to think broadband penetration is the issue for the games
industry. The broadband operators are starting to move into gear with
online gaming packages for console owners. So there have recently been a
flurry of announcements and marketing tie-ins from Microsoft and Sony on
one hand, and the likes of BT and NTL on the other.
But is the slow take-up of high speed Internet access really the reason
for the poor reception that Europe has given online console gaming? Or
is it really more to do with the content that's available? The figures
are pretty stark. In its first year, Sony sold 750,000 online kits for
its PS2 console in North America. That's 62,500 a month on average. In
Europe it has sold 30,000 since it was launched in June, or 7,500 a
month.
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"But is the slow take-up of high speed
Internet access really the reason for the poor reception that Europe
has given online console gaming? Or is it really more to do with the
content that's available?" |
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The figures for Xbox aren't much better. Microsoft has an estimated
80,000 users for its Xbox Live service, but sign-ups have slipped back
from the 25,000 a month when it launched to something nearer the Sony
figure now. |
Most onlookers, when trying to explain the difference between consumer
acceptance on either side of the Atlantic, have pointed to the lack of
broadband around Europe.
"We're pretty happy with the numbers. We always expected it to be a
fairly modest take up," claims Nick Sharples, a spokesman for Sony. "The
take up of online gaming is dependent on the take up of broadband." With
that in mind, Sony and Microsoft have been talking to the broadband ISPs
and cable firms to help them market their services.
Chris Jones, head of partnerships at BT Openworld says "We work very
closely with both Sony and Microsoft. We're pushing the concept of
online console gaming".
Meanwhile Richard Ayres, editor of Tiscali.co.uk, says his firm has been
talking to both console makers. "We're looking at bringing in dedicated
broadband gaming services," he comments. "It could be any time in the
next few months." The cable operators are also throwing their hats into
the ring. Last week, Telewest launched a gaming package for its
Blueyonder users which will allow them to share their high-speed
connection between a PC and a PS2 or Xbox more easily.
Such initiatives could well provide the hoped-for boost. But equally the
industry could find that, at best, broadband only partly explains the
problem.
There might only be an estimated 20m broadband households around Europe
by the end of the year, but Microsoft and Sony say that about a third of
the people who own their consoles are part of that 20m. So there's
certainly a decent number of people to chase after. And the kit itself
seems to be reliable.
"The experience is everything it should be. There isn't a product
problem. There's nothing wrong with the consoles delivering it," says
Sean Dromgoole, research director of Game Vision.
What else could be wrong then? The quality and range of the games on
offer could be where the real problem lies.
"Broadband games have mainly been made in the US and Japan. They haven't
been made by Europeans for Europeans," says Andy McLennan, business
development director for Scottish games developer DC-Studios.
Titles are the vital element in persuading people to sign up. The games
industry has traditionally been hits-driven, where a few key titles can
be the difference between a console really taking off or having to make
do with modest sales.
Commentators expect this pattern to continue into online console gaming
and the titles people are pointing to as being most important going
forward are the first person shooter Halo 2 on Xbox and the latest
football release, Electronic Art's Fifa 2004, for the PS2.
"There have been some very good games but they've been very few," says
McLennan. "Online games have tended to be clones of PC games - shooters
and racing - and that's not what console gaming is about." Moves are
afoot to improve the range and number of games available, although it
can be a slow process, as it takes an extra three to four months for a
games developer to add in the functionality needed for an online
version. BT is talking to games publishers and retailers to help drive
this process in the UK.
"The biggest need has been content. It's all about: what can I do and
what games can I play?" says Jones.
Both consoles are aiming to have a similar number of titles available by
this Christmas, around 50. However, PS2 has the advantage of having
Electronic Arts (EA) on its side. The games publisher, one of the
largest in the world, has refused to supply Xbox Live games, saying it
doesn't like the Microsoft business model, which is effectively a closed
garden compared to Sony's open architecture.
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Whether all this will be enough remains to be seen. Research firm DFC
Intelligence believes there will continue to be only slow and steady
growth until at least 2006."Online console gaming will have its day, but
it will be [online] PC gaming that will tip online gaming into the
mainstream. |
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"Online console gaming will have
its day, but it will be [online] PC gaming that will tip online
gaming into the mainstream. Within four or five years, online gaming
will be as everyday as text messaging" |
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Within four or
five years, online gaming will be as everyday as text messaging," says
Paul Munford, director of communications at Babel Media, a games
services company.
No-one is panicking at the moment, but at least the more titles there
are the easier it will be to persuade people to buy into the online
gaming services.
Sony isn't saying whether it has any marketing plans, but Xbox has
signalled its serious intentions by promising to give away 2m vouchers
around Europe for a two month free trial of its Live service.
This time of year is important for retailing in general, and the next
few months will be vital for this generation of online consoles in
Europe. "The next three to four months will be crucial," says Dromgoole.
The broadband issue is the one that has focused people's minds until
now. But with the ISPs and cable companies stepping up their marketing
in and around games it will soon be time for them to look to other areas
of weakness, principally content. For now, most people just haven't
found content to interest them enough that they're prepared to pay for
the extra online services.
This article was
originally published in the 16 October 2003 issue of NewMedia Age.

http://www.newmediazero.com/nma
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