NEW YORK (AP) — Games for smartphones, tablet computers and Facebook are becoming essential for major video game companies even as the industry's largest U.S. trade show remains largely a showcase for their latest flashy console titles.
The
Electronic Entertainment Expo conference kicked off in Los Angeles on
Tuesday amid a startling reality for the industry: Revenue from
traditional video games is on the decline, despite more people playing games than ever.
Even
the companies best known for hardcore shooters and racing games can't
ignore those dynamics in the age of "Angry Birds" and "Words With
Friends."
For instance,
Take-Two Interactive Software Inc., the company behind hardcore console
games such as "Grand Theft Auto" and "BioShock," is unveiling several mobile games at the show this week. One of them is inspired by this year's presidential elections — "Comedy Central's Indecision Game."
Zynga Inc., whose games are played mainly on Facebook
and mobile devices, will have a presence at E3 for the first time.
Though the company isn't planning any announcements, it will be meeting
with game developers at the conference.
In many ways, the video game industry itself is following the career trajectory of "Words With Friends" creator Paul Bettner.
Bettner had worked on hardcore video games
such as "Halo" for some 15 years before the birth of the iPhone
inspired him and his brother to create "Words With Friends." That game
went on to become highly popular, famously credited with getting actor
Alec Baldwin kicked off an airplane for not shutting it off at takeoff.
Now, when Bettner thinks about what games he wants to create next, he thinks about what games his wife would want to play.
"That's another way of saying what games does everyone want to play?" he says.
Nick
Earl, the head of Electronic Arts Inc.'s mobile and social studios,
sees all game labels bringing their best titles to mobile devices.
He cites EA's "FIFA" soccer games as a good example. Separate versions are available for game consoles and mobile devices.
Earl
says the mobile versions help expand the gaming audience, with
newcomers and returning players who have not been gaming for a while.
"The
iPhone initially started out at pure mass-casual games, like
'Scrabble,'" he says. Now, the games are becoming more serious, more
immersive and, especially on tablets, more like the games people are
used to playing in their living rooms.
Players "want to be able to dive into the game regardless of what device they are on," Earl says.
While people typically buy traditional video games up front, paying as much as $60 a disc for the latest blockbuster, mobile games are generally free or cheap to play.
For
free games, companies make money when gamers pay a few dollars here and
there for optional virtual items and more in-depth experiences. Paid
games typically cost less than $7.
Even if relatively few people end up paying, it's often enough because mobile games cost less to make and distribute than traditional games, which can cost tens of millions of dollars to develop.
Games
for the iPhone, the iPad and Android devices are more popular than
ever. Of the 10 most popular paid apps on iTunes, five are games.
By
contrast, brick-and-mortar retail sales of video games discs, consoles
and accessories declined in the double-digit percentages in the first
four months of 2012, compared with a year earlier, according to the
latest numbers available from market researcher NPD Group.
That
said, the majority of the industry's revenue is still generated from
traditional games. About two-thirds of the roughly $1 billion that
people spent on games in April went to new, physical retail games,
according to NPD.
That's one
reason companies are still making new blockbusters. At E3, EA is
showcasing games such as the shooter "Battlefield 3," ''Need for Speed
Most Wanted" and "Dead Space 3," for example.
But mobile games offer the potential to tap into a new audience.
"Revenue
is rising, but the number of players is rising faster," Gartner analyst
Brian Blau says of the overall game software market. "Not all players
are being monetized to the fullest extent."
Zynga, for example, has some 250 million people playing its games on Facebook each month, but only a small number of them pay money for the virtual cows, poker chips and other digital items.
Zynga
partly makes up for it by releasing games and updates every couple of
months rather than once or twice a year, as traditional game companies
do. Its popular titles include "FarmVille," ''Zynga Poker" and "Draw
Something." Zynga has also bought Bettner's "Words with Friends" and
employs him to create more titles.
If
companies such as Zynga can get more people to pay, it could mean big
opportunity for a genre that is still in its early stages.
For
small-time game developers, the fact that it's much easier to create an
iPhone game app than a blockbuster shooter for the Xbox is spurring new
job prospects.
"A few years ago, independent developers couldn't support themselves making mobile games," says Joe Minton, the president of Digital Development Management, a talent agency for video game developers.
But mobile games
are becoming so popular that now they can. He notes that in the U.K.,
most of the large console game companies are gone, and smaller mobile
game developers have sprung up in their place.
One remaining hurdle might be attracting the most dedicated gamers.
Rob
Pardo, vice president of game design at "Diablo III" developer
Blizzard, believes mobile and social gamers moving to the hardcore realm
would need to be a natural transition. It's not something the industry
could force, but needs to be something that players themselves want.
"What
I'm excited to see is when these social gamers start wanting something
with higher fidelity and a little bit more gameplay, maybe they'll come
to 'Diablo III' or 'Diablo IV,'" he said. (Yahoo)
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