In an overview of the current arcade game business, industry consultant Kevin Williams examines the state of the market, probing why, although the Western arcade biz is much changed from its '80s heyday, there's still room for new products.
[In an overview of the current arcade game business, industry consultant Kevin Williams examines the state of the market, probing why, although the Western arcade biz is much changed from its '80s heyday, there's still room for new products.]
In a feature of this kind we would normally begin with a short history
lesson on the "arcade" industry -- looking at past glories of the
Golden Age and how nowadays retro arcade classics have managed to account for a
high percentage of consumer releases on all platforms.
But the popularity of
the classic arcade industry is so great that the sector is covered authoritatively
in numerous fan-based websites and portals. The communities, such as Arcade
Heroes, fans of the Multi Arcade Machine Emulator (MAME), and the fighting and
driving game genres are legendary and constantly growing.
Though the arcade is a retro title goldmine, for many in the consumer game
scene it has been easy to dismiss arcade gaming as nostalgia, but no longer a
viable or functioning industry. That view has recently been contradicted; we
are in the midst of a groundswell of new developments in this so-called "dead"
market.
The reality is that while consumer gaming has evolved into the multi-billion
dollar industry we know and love, the arcade industry has also changed -- having
evolved itself into a sector that is still of interest to
consumer game publishers and player attention alike.
The Shape of Today's Market
What many still call the "arcade"
business has not existed in any serious size for 20-odd years -- the industry
that this feature is covering is that of the video amusement and public-space
sector (also known as the Digital Out-of-Home interactive entertainment
industry).
Where once wooden black box arcade cabinets were crammed into retail units and called an "arcade",
the modern industry places the latest dedicated amusement pieces in a multitude
of sites ranging from retail, bowling centers, family entertainment venues,
cinema chains, hotels, theme parks and airports -- and many sites in-between.
Rather than supplying the stand-alone presence, public-space gaming is now
largely a compliment to a facility's primary activities.
The general North American market,
where these products are placed, also consists of Family Entertainment Centers
(FEC), ranging in size from 15,000 to 200,000 square
feet, mixing
entertainment such as bowling, lasertag, mini-golf, go-karting, redemption and
amusement under one roof, with 200 to 400 machines. An aspect of this includes
facilities that focus on a centralized experience such bowling alleys, light-gun
arenas, and video game rooms.
Next to this there are cinemas, with
movie theatres including FEC elements in separate retail units or scatted
throughout the venue -- such as the Cineplex chain and its 130 multi-screen
venues, which include games as well. Some cinemas are broadening their scope to
include mass audience interactive experiences unique to the movie theater, such
as the TimePlay Entertainment's CineLynx platform -- offering 100 wireless
consoles to take part in mass-audience game experiences.
Game rooms encompass standalone
amusement venues, but also are being combined with existing venues such as
hotel resorts and other visitor attractions. These are closest to the traditional
"arcade" style game room -- but have now shrunk from 10,000 venues in
the arcade heyday to roughly 3,000 sites across the United States.
The more familiar face of amusement
are Children Entertainment Centers (CEC), exemplified by the Chuck E. Cheese
chain, originated by Nolan Bushnell in 1977. Since then, it has grown into a
350 center operation with annual revenue in the region of $1.6 million per Center. Another
leader in the field is Discovery Zone, with over 300 locations. In the U.S. and Mexico, there is also Peter Piper Pizza, which ranges in
size from 5,000 to 10,000 square feet, with over 140 sites.
These restaurants are a mixture of fast
food and gaming -- known as "EaterTainment" -- with a considerable emphasis
on video and redemption (prize) gaming. EaterTainment also touches the hospitality
industry, including such venues as sports bars and taverns that deploy digital
jukeboxes, casual gaming decks, and gaming kiosks -- blending the drinking and
dining experience with a gaming component.
Another venue type is Urban Location
Based Entertainment Centers (LBE), including what is known as Adult
Entertainment Centers (AEC).
This is best illustrated by Dave & Busters,
which has over 46 venues, each one mixing restaurant and bar enclosures with
redemption midway, amusement gaming, and specialized attractions. These venues
range from 30,000 to 50,000 square feet and typically have roughly 450 machines.
A re-emerging AEC chain is the GameWorks
operation (owned by amusement giant Sega), with over 17 venues. These mix a bar
and club atmosphere with the latest video amusement systems.
The sites,
developed as entertainment anchors, are at home in a mall as well as being
deployed as standalone venues. This parallels the evolution of the mall into a Retail
Entertainment Center (REC), which offers shopping venues with high foot-traffic
to entertain a family mix at the site.
New trends include re-application of
the game room in new locations such as truck stops and airports, while edutainment
-- using interactive entertainment to supply educational experience, including exercise
gaming -- is linked to a drive against childhood obesity through physical game
experiences. These are all opening new opportunities for developers.
Revenue Demographics
Revenue generated in this market,
which is dependant on impulse play, was recently calculated at a per-capita
expenditure per visit to a FEC in the $8- $14 range. Video amusement hardware,
on average, has a profitable popularity of nine months in which it generates
premium revenue numbers.
It has to be remembered that various
states charge taxation on the operation of different types of amusement equipment.
The need to service and repair machines is also a drain on their full revenue
generation. Even with these issues, there are recent examples of popular amusement
applications, including Guitar Hero
Arcade, which has had a production run of 2,000 units in just three months.
The
Applications of Entertainment
This Digital Out-of-Home entertainment (DOOH) has grown considerably in its
applications over recent years. Where once only video amusement was installed,
the market now has expanded into new and diverse applications of the core
premise.
Emerging new applications encompass the hospitality sector, including
placement of special bar-top kiosks and touch screen terminals offering casual
gaming for bars, taverns.
There are also game kiosks for hotel and truck stop utilization.
Growing in recognition under the moniker "VenderTainment", this
application is married to network prize elements and tournament play. This also
includes the pay-to-use game systems that build on a cybercafé-style
experience.
The appliance of game methodology into new areas of public-space
environments is one of the driving factors towards entertaining a sophisticated
audience now highly familiar with digital play. This has seen the birth of exer-gaming,
which blends interactive play with new-style fitness technology -- some systems
using amusement-originated motion capture applications.
Another area that falls into this new development is edutainment -- with
new-style interactive attractions placed in educational arenas, including new
interactive simulator experiences and networked audience theater systems in
museums, galleries, and heritage venues. Special needs education and rehabilitation
are also being served by a new level of intuitive game experiences. While this
falls outside the conventional pay-to-play revenue model, many public-space
entertainment systems run like attractions in a theme park.
For amusement, a factor in shaping the placement of machines has been a
change in the way the audience approaches video amusement. Once players would
hunt down their favorite title at the local arcade; now, the market has moved
to embrace an impulse play model, while working to cultivate repeat play.
Products such as Incredible Technologies' Golden
Tee Golf range have created a profitable genre offering league and
tournament prize gaming via network competition. The ability to offer a true
prize (e.g. cash) is an environment right now rarely if ever achievable in
console gaming applications.
This unique prize tournament model is thus essentially exclusive to
amusement. The ability for operators to police the hardware and connection is a
powerful defense to fraud. Over 25,000 Golden
Tee Golf machines have found a home in the burgeoning leisure hospitality
market -- video amusement hardware tailored for taverns, sports bars, hotels, and
truck stops. However, not just trackball golf games find a home in this sector.
The market also contains the touchscreen terminal platform. Systems such as
Merit Entertainment's MegaTouch or
Funworld's Photo Play platforms offer
the casual gaming experience. A hoard of Flash-style content is available via these
"game jukeboxes", many of which are configured to be played in prize tournament
format.
The ability for these types of systems to be incorporated into
high-foot traffic environments with a repeat incentive of prize reward has
driven the revenue generation of such hardware. The need for connectivity has
also seen the utilization of these terminals as complete media networks -- able
to be used for digital jukebox selection, along with food and beverage
ordering.
The creation of a perception of the complete touch screen dining experience
has been created by the father of the video games industry -- Nolan
Bushnell. With his uWink Bistro facility concept, he has
created a social gaming environment that incorporates waitress-less service and
a multi-media experience with full downloadable content, and casual gaming
experiences all on tap in a electronic payment environment.
The concept is not
a simple one, and of the three facilities opened, one has already been closed
(the Mountain View site,
originally opened in September 2008.) However, uWink has licensed the
fundamentals for the venues to a third party developer.
It is this monetization of the game system that makes amusement a new and
attractive commercial entity. As seen in the vending sector, the use of
electronic payments offers an attractive new revenue stream. New developments in
the amusement sector offer direct access to the cashbox for content providers.
The inclusion of product placement and attract-mode advertisements are also
potentially profitable routes to new revenue generation.
Demographics of Production
The reality is that the installed base of machines is a fluctuating commodity. In
the 1980s, classic Atari titles like Centipede
saw sales of over 50,000 units. Nowadays, the reality of the U.S. market means successful sales are measured in 4,500 to
6,500 unit production runs. The current installed base of amusement machines generated
revenue of $866 million in 2004, declining from $7.3 billion in 1982.
But looking at just the amusement market in isolation misses the great
opportunity of public-space gaming market. Merit Entertainment has generated a
250,000 installed base for its hospitality specific MegaTouch touchscreen series, with nearly 4.6 billion plays per
year; tournament connectivity adds to the versatility and revenue generation
abilities of entertainment systems in this market.
The international market is equally
as complex. In the early 2000s, the United Kingdom reported over 27,000 video
machines in operation at a multitude of sites, including some 106,000 seaside
amusement centers, 2,000 motorway service centers, and assorted cinemas,
bowling and game rooms -- all this achieving some £58 million spent on
amusement games and simulator attractions each year.
Demographics of Amusement Systems
The traditional upright arcade
cabinet has been superseded by the larger and more impressive dedicated platform.
At a typical price of $19,000, these machines have become a popular mainstay of
the market in the genres of racing, shooting, and flying. Influences from the
Asian scene have seen dedicated sit-down fight game cabinets gain some international
popularity. Expensive at around $8,000, the Taito Viewlix and Sega Lindbergh cabinets offer HD flat screen gaming platforms.
These systems sit alongside deluxe simulator-style cockpit platforms to offer a
special play environment.
The unique application of public-space
offers new pay-to-play models for the hardware. The bar-top mounted touch
screen hospitality entertainment system is being superseded by wireless remote
tablet units or even interactive projection systems.
Developments in multiple
touch surfaces mean unique gaming platforms -- while new non-glasses 3D display
creates a unique experience not achievable at home. All this is paid though the
coin box, or with the application of electronic payment systems, through swipe
cards or via the player's mobile phone.
While the Wii has lead the charge on
consumer-oriented physical gaming, with Sony and Microsoft yet to deliver
solutions, amusement has also championed highly physical gaming. Konami launched
the genre of motion capture games with Police
911 in 2001. More recently, Canada's TrioTech Amusementreleased UFO Stomper exclusively
into the public space.
The Adaptation
Factor
While the amusement industry has continued to create original titles, a
number of manufacturers have turned to console game publishers to adapt readily
available content for amusement applications. However, rather than just dumping
a console title onto a video amusement platform, a dedicated and detailed redevelopment
of the game has to be undertaken to ensure it fits in this unique gaming
environment.
Most recently we have seen Electronic Arts successfully partner with U.S. amusement
manufacturer Global VR. The company has produced unique coin-op adaptations of
EA franchises such as NASCAR and Need for Speed. Global VR has also licensed
and developed the Blazing Angels property
from Ubisoft, transforming it into a compelling cockpit arcade system.
An often ignored aspect of consumer and console platforms is the illegality
of using the systems and content for rental or public play. Building off of the
popularity of content for cybercafé and internet facilities, software publisher
and developer Valve Software has generated a public-use license for LAN game
centers to use their content legally. Valve has also continued to explore other
opportunities. In 2006, Taito adapted its most storied franchise with Half-Life 2 Survivor -- a dedicated
arcade cabinet that brought the FPS into the coin-drop sector.
Taito's development team has moved forward with this concept in creating an
FPS product called Cyber Diver that
offers five cabinet on five cabinet combat action in a sci-fi environment; as
of publication, it is yet to be released. The company will be using its GENESYS
online tournament system, which also incorporates special VIP smart cards.
Guitar Hero
Arcade takes the music rhythm game genre full circle. In an exclusive agreement, Konami
Digital Entertainment released the amusement version of the popular series
after having received from Activision full Out-of-Home game rights as part of
an agreement linked to the settlement over the original Konami amusement Guitar Freaks (BEMANI) patent.
The arcade version of Guitar Hero was
developed by amusement game development powerhouse Raw Thrills, headed by
industry veteran Eugene Jarvis. Raw Thrills created the amusement version of the
game with an extensive prize tournament capability in mind -- supported by its CoinUP
system. The two-player cabinet is specially designed to appeal to the social
element of public amusement. Raw Thrills was founded by ex-Midway amusement developers,
proving the viability for independent teams to create successful amusement
content.
Konami Digital Entertainment is no stranger to applying its consumer franchises
to amusement, recently launching Silent
Hill: The Arcade internationally. The two-player gun game applies a level
of unique cabinet design to build on the suspense of the game narrative, while
the company also employs their own e-AMUSEMENT network architecture to ensure
repeat play.
Continuing to build on their extensive library of franchises, Konami announced at the E3 expo that Kojima Productions, creators of the Metal Gear Solid series, will help create Metal Gear Arcade -- a dedicated
amusement release of the network play version of the game, with special stereographic
3D goggles incorporated into the game experience, along with four player
network combat via the e-AMUSEMENT environment.
Consoles
Enter the Fray
2009 also marks the latest attempt to have current generation consoles enter the public arena.
Under the Game Gate VU brand, Quasimoto and American Reload have created a
delivery platform which they hope will allow actual unmodified console content from PC, Xbox 360
and PlayStation 3 to be legally played in the public space.
The Game Gate has been developed in partnership with iGames, who has
extensive agreements with the leading console and software publishers to utilize
their products in public-space tournament competitions. This has allowed Game
Gate to legally apply this content in a coin-operated pay-to-use format --
players paying for time to play on the game, rather than buying lives.
This is not the first legal application of console games in amusement, of
course. Most famously, Nintendo launched PlayChoice-10 in 1986, which allowed
gamers to try NES console releases in a pay-for-time model, with mixed success.
The new Game Gate sits astride the conventional amusement business, encompassing
the new environments of hotel, truck stop, airport and retail applications. The
system is already being considered as a next-generation game kiosk,
incorporating support of the iGames tournament infrastructure.
The
Hospitality Angle
The ability for strong game content to be applied in the public space also
includes the most casual of games. It is possible to argue that the very nature
of amusement represents the very essence of casual gaming, in some senses
originating the genre during its golden age.
Now with a swarm of Flash-based games available for online and mobile
applications, the amusement scene has suddenly become a new delivery platform for
utilization of this readily available content -- perfect for application in
touch screen terminals.
As mentioned previously, manufacturers such as Merit Entertainment in the states,
or European companies Funworld and TAB Austria sit on a
considerable installed base of touch screen terminals, with network
functionality.
The market has embraced new content, and touch screen
manufacturers are hungry for compelling content for the public space. These
systems are tailored exclusively for gaming in hospitality locations (bars,
clubs, hotels, and restaurants).
Casual, public-space gaming systems are another aspect of the casual game
revolution; but in this case, it can attract a sophisticated audience keen for gaming
outside of the home.
One area of considerable growth in this scene has been the
with prize tournaments. Players log onto connected terminals and cabinets in
bars to compete for a daily or monthly grand total. Incredible Technologies' Golden Tee Golf and Silver Strike Bowling continue to build a strong following around
these tournaments, with YouTube coverage of winning games.
The need for cash incentive to maximize revenue illustrates its ability to build
a level of fan following that simple high score tables cannot generate.
Along
with golf and bowling, there has been a great popularity in the tournament
connected sports arena with Big Buck
Hunter Pro. The sports bar and tavern market audience is engrossed in
competition, and local tournaments have arisen around this sports shooting
experience.
Tournaments
and Network Infrastructure
Though the networked playing environment was first championed by the
amusement sector, it has found more of a home in hospitality, since with
connected machines cash prize payout is possible. The popularity of VIP smart
cards has expanded player retention -- with details and player statistics available
online. These have generated a profitable repeat business for operators of
connected games.
The number of tournament players regularly competing has mushroomed in
recent years. Over 60,000 Golden Tee
machines have been sold; over 20,000 are still in operation. In comparison, Big Buck Hunter Pro sold 7,000 units just
in 2006, enjoying a popular tournament community of hundreds of regular players.
The Japanese amusement scene has championed the connected play experience
with ALL.Net (jointly used by Namco Bandai and Sega). There is also the highly
popular e-AMUSEMENT system from Konami, with over 46,000 installed systems in Japan during 2006.
This technology is now being applied in the States with the installation of e-AMUSEMENT PASS connected Dance Dance Revolution SuperNOVA 2
machines deployed in U.S. Brunswick Zone chain of FECs. This same network is to be
used to deploy the new Metal Gear Arcade
release.
Rebuilding a
Lost Market
The popularity of the Chuck E.
Cheese and Dave & Busters chain stores, with their amusement component,
along with smaller family entertainment centers, is an unsung success of the
modern amusement business mix. However the players (and accompanying audience)
have found that venues that cater to their unique needs for some of the more traditional
amusement genres have dwindled too far.
It is with the re-invention of past amusement gold that we see a re-insurgence
in interest from the traditional player base. The success of Street Fighter IV showed signs of
reinvigorating the market, despite a strategy that ignored non-Asian amusement
placement. Core players, who wanted that experience, created their own SFIV coin-op cabinets. An avalanche of
interest could have guaranteed success, but it was missed by Capcom, which
focused solely on the game's console and PC release outside of Japan.
The players themselves have come to
shape the reemergence of public-space gaming. Removed from the hobbyists building
their own personal MAME cabinets or restoring original cabinets, there is a new
audience that has come to enjoy the social aspect of arcade gaming. Much of
this can also be traced to the dancing game explosion that saw thousands
competing on Konami and Andamiro music rhythm game systems in the late '90s.
The fan following for some of the
more popular genres shows signs of reinvigorating the approach to coin-op. The
clamor for Tekken 6 and Street Fighter IV has changed the
amusement landscape in North America.
Though
first launched as amusement titles in Japan, these games were dismissed by the U.S. amusement representatives of both Namco Bandai and
Capcom. But a groundswell of interest grew to the point that these
representatives were totally circumvented and players started to install and operate
their own arcade machines.
This situation of the players taking
charge of the games they play is linked in part to a massive interest in league
and tournament competitions. The amusement format lends itself instinctively to
competitive audience-supported events. The Golden
Tee Golf tournament infrastructure has paid out millions in prize money
over the years. However, fighting fan tournaments have taken this model to a
new level, organizing special events that gather players to compete.
The creation of specialist events which
offer an arcade arena has mushroomed of late, with several international gatherings dedicated to fighting game tournaments. In July 2009,
the first UK-centric event, Insert Coin 2009, launched. It builds on fans' hunger
for both amusement play, and the hobby of playing, building, and owning classic
amusement machines.
Insert Coin is a UK first, while the States has a slew of public events
such as Showdown Championships in Texas and Evo
2009 in Las Vegas, which specialize in the fighting game genre (though Evo
focuses primarily on console ports). The realization that amusement is still a hot
property has re-shaped marketing and development thinking.
Already museums and
galleries have started to incorporate exhibitions based on the video amusement
sector as historic presentations. The latest 100-plus game Videotopia installation
is currently, as of writing, live at the Strong National Museum Of Play in Rochester, New York.
Trends and Opportunities
Those looking for opportunities and a new direction in the public space
entertainment sector are finding a unique merger of new gaming methodologies. Casual
games for touch screens have blossomed. Flash content is now finding a new revenue-generating
home in hospitality amusement. Companies such as the Germany-based FunWorld are
actively licensing internet content for their PhotoPlay touch screen terminal install
base.
Another aspect to consider is consumer crossovers -- taking established console
brands and porting them for amusement. Ubisoft, Activision, and EA have
established profitable licensing routes into this market -- with upfront
$60,000 advance licenses and 15 to 20 percent cuts of a $19,000 cabinet's sales
price. This is not seen just as a revenue generator; having an amusement
presence offers a marketing platform to establish brand identity.
Licensing brands into amusement is a growing opportunity starting from the
obvious: mascots and characters represented as plush prizes in skill machines.
Licensed brands can be applied to pinball, gaming machines, and even as
properties for theme park attractions, as recently seen with Lara Croft theme
park ride at Paramount Parks.
The aspect of monetization from placement in the public space is constantly
changing. Where once a developer would only look at a flat fee on machine unit
sales, through connected hardware the ability to share in the coin-drop is now
achievable. The use of tournament architecture enables subscription fees for
connectivity, and so opens new revenue streams for content providers. This
increased revenue stream is supported by electronic payment (e-payment) through
smart cards, mobile phone, or virtual credits.
Finally, we come to the opportunity
that this originator of the concept of digital play still holds for consumer
developers. Already major franchise and licenses are looking to follow in Guitar Hero Arcade's footsteps. There is
a marketing opportunity for brand recognition in the public space sector, one
perhaps more engaging than simply attempting to advertise to an audience not
touched by traditional game marketing.
In a consumer market under pressure
from the restrictions on spending from its traditional audience, the
opportunity to have direct exposure to the cash generated from public space placement
means a viable market for those with consumer sector experience. It's a means
to broaden the reach of an intellectual property, and find new revenue streams.
Rather than being dead, video
amusement and Digital Out-of-Home markets seem very much alive, and offer
opportunities for software developers and publishers keen to find new horizons.
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