"You're not the champ until you beat the champ."
The entire staff of Level Up is seated in the Manhattan speakeasy Little Branch,
opposite two Microsofties--one former, one current. Several drinks into
a conversation about the console wars, Former has just asked us, at
what point in the cycle do you think you're going to declare Microsoft
the winner? Which prompts the rejoinder that opened this post. We
proceed to inform him that back in 2001, as we were in edits on our
story about the launch of the first Xbox, there was a line that had
been cut from our piece that we wished had remained, because it would
have been a very prescient quote to have on the record. The quote?
"Xbox will be Microsoft's Vietnam."
At this
point, Former becomes impassioned. That's not fair, he says; we always
saw this as a long-term venture. To which we reply that we were talking
about the original Xbox, and while other divisions of the company throw
off more profits in a single quarter than the entire $5 billion or so
lost in the home and entertainment division to date, the fact remains
that, as we take-our-word-for-it predicted, the Xbox group has been
spectacularly unprofitable for Microsoft. Hence, our heretofore
unpublished Vietnam analogy. The rest of the night is a blur, but we
digress.
Here at Level Up, we pride ourselves on giving good quote when asked, and our quote in yesterday's issue of USA Today that "the PS3 is sucking wind right now,"
seems to have delivered the goods, as evidenced by its coverage on the
Internet and the emails coming across our transom. We've known USA
Today's Mike Snider for several years, and have tremendous respect for
his work. However, we also try to be holistic in our analysis, and there
were some opinions that we shared about Sony's competitors that didn't
end up in the finished copy. There's nothing sinister in Snider's
decision; we completely understand
that the focus of his published story was the PS3's woes, which we ourselves addressed yesterday. But
we thought we'd take this opportunity to provide a more comprehensive
look at the February NPD numbers for the U.S. market, and explain to
Former why we don't expect to proclaim a Microsoft victory at the end
of this console cycle.
Microsoft
entered the month of February with many advantages. The Xbox 360 had a
12 month head start on its rivals. There's plenty of stock on store
shelves. It has far more games available than either PS3 or Wii, and
several of those games are available for $20 to $30. And perhaps most
importantly, it has a $299 SKU
that's priced $200 cheaper than the least expensive PS3, just $50 more
than the Wii, and at exactly the same price point the PS2 occupied when
it obliterated
its competition in 2001. Yet despite those considerable advantages--and
even though five of February's top ten 10 best-selling SKUs were on
Xbox 360--the best
Microsoft could do was outsell the higher-priced PS3 by 101,000 units,
while succumbing to the
supply-constrained Wii by 107,000 units. That's not the kind of
performance that portends market dominance. Nor is cutting your
shipment forecast through June 2007 from 13-15 million to 12 million.
But Microsoft has done that too.
The reason that we spent much of last fall discussing the sluggish Xbox 360 sales with our interview subjects
is because we were genuinely mystified as to why it wasn't doing
better, and, more importantly, why wasn't the steadily growing number
of hit titles causing a commensurate growth in the installed base? The
signs of this weakness have been apparent for months, yet it went
largely undiscussed--a notable exception was the forum-dwellers at NeoGAF--and when we queried industry veterans about it, they seemed genuinely mystified and would struggle to offer explanations.
In this
vacuum of analysis, statements like the following went pretty much
unchallenged. At this year's Consumer Electronics Show, Microsoft
general manager
Chris Satchell told GamesIndustry.biz,
"We've sold 10.4 million [Xbox
360s], but the stat you may not have heard is that
over half of those sales are from people that didn't own an Xbox 1."
That statement sounds impressive--until you realize that at that point
in time, Xbox 360 sell-through was still trailing that of the original
Xbox. If Microsoft is getting all of these new customers--and we have
no reason to doubt the veracity of Satchell's statement--shouldn't
their installed base have been 1.5x that of the original, as opposed to
lagging behind? (Please don't use pricing as an excuse; as we pointed
out above, there' a $299 SKU that's been available since launch, and if
PS2 was able to become a runaway success at the same point in its
lifespan at that price point, price alone can't explain the sales gap.)
In other words, if you look at the half-empty part of
the glass Satchell raised, there are clearly a large number of Xbox 1
owners who haven't yet bought an Xbox 360. Why?
Part of the
problem is that in the absence of a new Halo game, there's been a
slower-than-expected conversion of Xbox
owners to Xbox 360. As of last fall, half of the people playing Halo 2
were doing so on the original Xbox, not the Xbox 360. That's why the
upcoming Halo 2 map pack will only work on Xbox 360--Microsoft needs to
force recalcitrant Halo-lovers to buy their new machine. Another
challenge for Microsoft may be that most Xbox 1 units sold at $199 or
less; in fact, when
Halo 2 shipped in November of 2004, the price of the Xbox had been set
at $149 for seven months.
By
contrast, PS2 held price at $299 for its
first two Christmases, and $199 for the subsequent holiday. So despite
the hardcore nature of many Xbox aficionados--i.e. they love shooters
and they buy a lot of games--many of
the gamers that made Halo 2 a phenomenon could conceivably be even more
price-sensitive on the hardware side than their PS2 counterparts, and
thus perceive even the $299
Core as either too expensive and/or too lacking in value compared to
the $399 model. Microsoft is no slouch when it comes to market
research, and if our above hunch is correct, it could finally explain
why the company opted for a two-SKU strategy even though hardcore
gamers loudly derided it.
The final
reason why we don't expect to crown Xbox 360 the champ when all is
said and done is somewhat tautological: until we see the evidence that it's
capable of reaching the true mass market the way that the PS1 and PS2
did, we won't believe that it can. What the original Xbox proved, and
the Xbox 360 is proving even moreso, is that Microsoft has learned how
to
strip-mine the hardcore gamer. (The evidence? Gears of War is one of
the biggest console hits in recent history, yet the Wii is kicking the
360's ass and taking its name. And as we stated earlier, even before
the Wii and PS3 launched, the 360 was steadily producing one or two
hits a month, yet monthly hardware sales were consistently below
300,000 units, and were often closer to 200,000 units.)
Based
on the concentric circle theory of product dispersal--at the center are a smaller number
of hardcore gamers who buy lots of games; on the outside are a larger number
of ultra casuals who buy fewer games, with a number of
audience segments in between going from more hardcore to less hardcore--the further away you get from the
hardcore center, the less evidence we've seen of Microsoft's ability to
reach those broader, more casual audiences. The generals at Microsoft
Game Studios have sent into the fray soldiers as varied as Fusion
Frenzy, Voodoo Vince, Grabbed by the Ghoulies, Kameo and Viva Pinata.
None of them got the job done.
By
contrast, Sony has brands developed in each of three major
territories--North America (Jak,
Ratchet & Clank, Sly Cooper, ATV Offroad Fury), Europe (SingStar,
Buzz!, EyeToy) and Japan (Gran
Turismo, Hot Shots Golf, Ape Escape)--with demonstrated appeal to
broader audiences: children, women, casual gamers. That's why the Game Developers Conference
introductions of Home and LittleBigPlanet were so important: they show
that
Sony continues to develop products that can appeal to the parts of the
market that are necessary to drive hardware sales past 26 million (Xbox
1) to well over 100 million (PS1 and PS2) once they get within striking
range on the pricing. The burden of proof is on
Microsoft to prove that it can deliver products with that kind of
appeal, and in the seven years since it stepped into the ring, it has
yet to do
so.
The folks
at Microsoft would like to believe that, their worse-than-ever
performance in Japan
notwithstanding, the only ceiling that existed on the Xbox 1's sales
stemmed from their late entry to the market. They may well be right.
But while Microsoft has taken advantage of its first-mover
advantage--most notably the establishing of Xbox 360 as third party
developers' base platform; much-improved third party support from
Japanese developers; the peeling away of Sony's historic timed
exclusivity on the Grand Theft Auto franchise; and the positioning of
Xbox Live and Xbox Live Arcade in a way that for now neutralizes the PR
value of Sony's free but less-feature-rich online service--we suspect
that there are a number of other challenges that will keep prevent the
360 from breaking into the mass market in the way that the PS2 did. And
the numbers thus far back us up very clearly on this point.
The worst
case scenario for Microsoft, then, is one in which the Xbox
360's bid for the mass market is blocked by the Wii for the next two to
three years, at which point the aging and underpowered Wii gives way to
a cheaper-than-it-is-now PS3 with a selection of AAA titles that's far
wider than what the PS3 has at the moment; new
installments of Playstation's own popular and casual-leaning
games; and a slew of new franchises from Sony's much-larger studio
operation. The best case scenario won't manifest itself until Xbox 720,
but there is an interim scenario that we've been trying out for size on
a few people in the industry--it contains a theory that we think best
explains the the current overall state of the industry--and once we
have it nailed down, you, Dear Reader, will be the first to know.
Next: Kyoto, We Have A Problem, Or, What's Wrong With the Wii