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  •    Value of Fun  
     
    Friday, May 28 2004 @ 02:42 PM UTC
    Contributed by: David

    I took the family out to see Shrek 2 yesterday afternoon. The matinee prices were outrageous--it was $20 for two adults and two kids, and one of the kids was actually free.

    The movie was fine. But this did point out that the cost of cinema is rising at a steady rate while game pricing has held more or less steady for years.

    In the raw calculus of fun, games keep getting better as an investment, while films get worse.

    We don't need to get out a spreadsheet to calculate some of the interesting points here.

    Relative to the product, cinema prices have increased at a much greater rate than games.

    A quick look at the National Association of Theater Owner’s Web site show that tihe average ticket price has increased about 30% in the past 10 years ( From $4.14 in 1993 to $6.03 last year).

    I don’t have any economic data handy for video games, but I’m fairly certain that the average price of a game has not increased 30%. In fact, with the advent of “greatest hits pricing”—relatively new titles knocked down to $20 or less within months of initial release—I’d be willing to guess that the average price of a new game may have actually declined in the same period.

    Since both industries talk about the escalation of technology and investment required to bring a product to market, we could assume that the relative costs of producing games and films have increased at about the same rate.

    If we make this assumption, then we need to explain the hyper-inflation of the movie ticket. One explanation is that movie houses are not getting enough people through the doors to meet their financial goals, so the industry escalates moving ticket prices to try and fill the gap. And certainly, there is a bit of price inelasticity when it comes to big movies. I complained about the Shrek tickets, but I did buy them.

    I also noticed that the prices of concessions have generally stabilized or, in some cases, declined. This is probably the eventual result of patron smuggling--tired of paying $3 for a few ounces of cola? Stick a few cans in your pockets before the movie. So, part of the increase in movie ticket pricing might be to offset the loss of concession sales.

    Another thesis about the discrepancy in price inflation is that the cost structure for film production has risen faster than the cost of producing video games. If this is the case, then games and films are in a sort of innovation arms race with film playing the role of the Soviet Union. Films already cost an order (orders?) of magnitude more to produce. So, over time, games will simply put films out of business by making them too expensive to make.

    What I think the price gap really indicates is something important. The video game industry is growing. The movie business is in decline. It's hard for people to see or accept this because film has been such an enormous part of culture for the past 100 years. But the commercial film business is reaching a crisis point, and the pricing of cinema tickets show this.

    I am not suggesting that films will collapse in the next decade. They will, as senior media do, retire to a long, deserved position of stable honoraria. Films will be with us for as long as we can imagine.

    The film generation will continue for a while longer to stave off this decline by pumping more into their films, rising costs and increasing ticket sales.

    But as the dominant commercial entertainment form, they are at, or have passed, their zenith. Kids growing up with the brutal trade-offs required by limited allowance will look at $10 movie tickets and $50 copies of Halo 2 and vote with their wallets.

    Price is simply a moving indicator of taste and value. And from where I sat, in a mostly empty matinee, it looks like the people that produce films think more highly of their value than the people who pay for the tickets.






     
             


    Value of Fun | 22 comments | Create New Account
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    Value of Fun
    Authored by: Anonymous on Friday, May 28 2004 @ 11:15 PM UTC
    David,

    I have been thinking about this very issue for a while, and although I agree that very tough times are ahead for the movie industry as far as drastically declining revenues are concerned, the inevitable cannibalization of revenue from video games may actually be good for artistic films.

    I believe this cannibalization will take place almost entirly from the "blockbuster" genre. It is simply much, much more fun to BE Rambo than to SEE Rambo. So these huge event pictures will slowly dry up and go away.

    The area that video games do not seem capable (yet? ever?) of competing with film is in creating complicated, conflicting emotions. Can video games compete with "Casablanca" or "The Ice Storm"?

    Perhaps games will specialize in the art of "thrill" and movies will specialize in the art of "emotion"?
    [ Reply to This ]
  • Value of Fun - Authored by: David on Saturday, May 29 2004 @ 04:48 PM UTC
  • Value of Fun
    Authored by: Chris on Tuesday, June 01 2004 @ 08:37 PM UTC
    Interesting discussion. I feel that I must post since I too have strong feelings about this issue.

    For me I hardly ever go to the movie theater. My friends go all the time, I don't get it. Simply the reason is that I'm cheap, especially when it comes to spending $8 for a ticket on any given night. The way I see it that's 8 bucks gone forever. My memory isn't that great. I usually just wait for the dvd to come out. In a way that's like a video game. I feel much better when I spend my money and I have a physical object to show for it. When I can play (or watch) it over again, many times.

    I have thought for a while now that video games would eventually surpass movies. It's almost inevitable if you think about it. Movies were revolutionary because you could watch a story unfold before your eyes, but video games are simply the next step in the process. You take that story and make it interactive. That's the key, controlling the story, being a part of it.

    Great topic!
    [ Reply to This ]
  • Value of Fun - Authored by: C. Foust on Wednesday, June 02 2004 @ 07:53 PM UTC
  • Value of Fun - Authored by: danny on Thursday, June 03 2004 @ 11:22 PM UTC
  • Value of Fun - Authored by: David on Friday, June 04 2004 @ 04:06 PM UTC
  • Value of Fun
    Authored by: CapCom on Saturday, June 12 2004 @ 03:47 PM UTC
    Actually, you hit on one of the key points I have about buying games - price per hour. This became a major factor when I went to the arcades for the first time in years as the price is simply astronomical. This is why I get rather annoyed at games that are only about 5 hours long and have little replay value. I just shelled out $50 for this game - that's $10 an hour - and I have no need to play through it again.

    Also, it depends on whether or not I have TIME for that 50 hour game and whether or not I could be doing something better with my time.

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
    Value of Fun
    Authored by: CapCom on Saturday, June 12 2004 @ 05:07 PM UTC
    Well, you've got some interesting points here about price comparison for movies and games, but I don't think it's that serious.

    Now I haven't studied much in the way of film, but I do tend to pay attention when interesting movies come along and I've got quite a few friends who are film majors. One thing about film is that yeah, it's been around 100 years, but it sure isn't mature yet! It is established as an art form so can be called mature in that sense, but I don't think any art form is mature in terms of all possible ideas being exhausted. There's a lot of things that can be done with film that few people have worked with and there's a lot that nobody's really thought of doing yet.

    The same can be said for books (which I happen to know a LOT more about). I see that a lot of important developments seem to come in waves and many techniques were actually developed hundreds of years before they became 'rediscovered'. In the past 100 years there's been a renaissance of scholarly work involving literature (which isn't to say that people have never analyzed it prior to the 1880s) and with that there have come new ways for writing stories based on the criteria scholars are looking at. It's also the style of the times that seems to reflect the writing - the scholarly work, reaction to current events. And there are of course new developments in this ancient field, such as the tryptich and artsy styles of putting text on pages (more ee cummings stuff rather than illuminated manuscripts).

    If you want an example that is perhaps better, simply look at music, which I'm sure we can all say is a 'mature art form.' Music has been around for as long as literature (oral literature, mind, another genre that seems to have sadly dropped out of the picture) and even today we still see new styles of music emerging. Granted, there is very little in the new stuff that can be considered as great as some of the works made over a hundred years ago (at least as far as new genres go - there have been some pretty good pieces made based off older styles), but I think this has to do with the fact that everybody's still trying to figure out what the heck we're supposed to be doing with these new genres and ideas. We've come a long way from cavemen banging a couple sticks together and there's still quite a ways to go.

    So if there's a problem with movies, I think it has to do with technological virtuoso, a problem that videogames also have to deal with. We've got the computer graphics and the special effects and by damn we're gonna use 'em! Yet the problem they're falling into is too much concern over the virtuoso and not as much concern over the content. This is essentially what you get in the 'summer movie' that's all about explosions and very little to do with content. Which is not to say that there aren't any filmmakers who look at content in films and these certainly aren't limited to independent films. As more and more films (and more and more games) simply rely on tech virtuoso and content gets weaker and weaker, audiences are going to demand something different and will express disapproval with their wallets.

    Perhaps the biggest problem is the focus on technology and how that is increasing production and distribution costs. Movies are still competing with television to give an experience that just can't be had at home. Therefore, they need to get the bigger movie screens and the better pictures and all that costs money. There is also the issue of the ammount of theaters in an area, how many theaters the company opens (sadly, Madstone had to close down because they built too many theaters). Actually, a good solution to this problem (as with videogamse) is to simply have the technology slow down so developers and filmmakers have more time to work with what they've got instead of just jumping to the next big thing. I'm sure everybody but the guys who develop and manufacture this technology would be happy - they're the guys who make the big bucks off bleeding-edge technology. But the more time we have to get used to the technology, the cheaper development comes and the more we understand it to allow us to create new types of games. Simply making new hardware every three years is only going to mean you've got to start all over again after three years. For smaller development companies, that means you can maybe get three games out in that time period and then it's time to start on the next thing. (hell, some companies can only make ONE game on that generation's hardware, if that!).

    On the other hand, some of these movies that cost millions to make rake in millions of dollars. With a bit of number juggling you can determine how that interacts with ticket costs, production costs, and inflation but since I don't have any data to work with, I can't say much about that. Perhaps we should be measuring more in number of tickets sold than how much a movie actually made. Essentially, it's a good idea to be wary of charts unless you know specifically of what you're looking for.

    So what does this have to do with videogames? Well, one MAJOR problem we have with games is - it's not a mass-market. This actually came off to me as a kind of 'duh' thing while reading Chris Crawford on Game Design, but then I asked myself why I hadn't thought of it before so I guess it probably isn't that obvious. In any case, videogame buyers aside, the percentage of videogame PLAYERS - and here we're talking the people who go out to Best Buy and pick up game X to play rather than the grandmother who sits in front of her computer playing solitaire - these players are gonna be primarily male and primarily younger than 30. Now you'll have to pull up some numbers for this, but I think I'm fairly safe in assuming this is the case. Basically, there aren't any games you can pick up at Best Buy that fill out the multitude of genre that film and literature encompass. We don't have the equivalent of the videogame romance (the Japanese have dating sims...), we dont' have the equivalent of the videogame tragedy, the game for middle-aged women. Heck, genre are pretty limited and shoved into categories like 'RPG', 'Adventure', 'Shooter', 'Puzzle', 'Sports' and the small, mysterious genre 'Other.' These are 'man-genres'.

    This was actually attributed to the sort of rut games fell into in the late-80s due to the focus on creating something that will sell versus trying something new. Which isn't to say that nobody tried anything new for the next decade and a half it's just that there weren't as many people. That and the publishers are less likely to create something new simply because it's too risky. A great example would be The Sims - nobody would publish it even though it had Will Wright's name on it. Now look at Hollywood who will publish anything that's got Stephen Spielburg's name on it. That's a problem.

    There is also the issue of rising production costs for videogames - again, the technology factor. There are very few games that are made in basements these days or at least few that are put out commercially (the hacker community actually pumps out an impressive number of hacks, mods, clones, and original games). It costs a lot of money to get these development kits and a lot of time to learn how to develop for the new hardware. Joe Designer down the street simply can't afford that so he's going to join the hacker community and create his game in Flash or Game Maker. So the Internet is going to help him do that, not Best Buy.

    But I guess the main issue here is what about the games at Best Buy just like the movies at the theater? Well, you've got rising costs of making games and so there's the need to make up for those costs. The publisher isn't willing to risk making a game they don't think will sell because they need to make money off of it, something Hollywood is more willing to risk. There is also the issue of audience - grandma isn't going to go to the electronics isle looking for a game she can play herself but rather something her grandson can play. So even if you made the best game suitable for grandmothers, grandma wouldn't know to be looking for it because she doesn't know games like that exist. And of course the magazines won't be too helpful as the articles are for the most part written by the audience most games are made for - men between the ages 14 and 30 (or thereabouts).

    Essentially, one of the conclusions Chris Crawford makes is that the games industry has dug itself into a rut (at least on the Western side - there Japanese are a bit more willing to create games for crazy genres we never hear of such as dating sims and train conductor sims simply because the market is more open to new stuff like that). The industry can't expand outside that rut - or at least not very far - because the publishers aren't willing to let it expand, costs are preventing it from expanding (until the system gets mainstream like the PC, Playstation and Playstation 2), and lastly the audience the genre could expand to simply doesn't realize it could be playing videogames instead of watching movies.

    However, the brilliant ray of light at the end of the tunnel is probably gonna come from the hacker community, from the Internet. Here you've got people who want to create new things - like a game for older women - and there is very little risk involved in distributing online because you usually don't have to pay anything. The games are also cheap to play (running from free to only a few dollars) so anybody can play them. There's also the issue of placing these games in the right spot - you need to have the older women sight host your game for older women and have them try it out and that's not really that difficult.

    Ultimately I think that the Internet is the place where videogames are going to expand just as independent films are one of the things that really pushes movies along. If videogames are going ot become mainstream, the only way that can happen now is through the Internet. Then it will take some time to expand to PC gaming (as PCs encompass all kinds of users) and longer still to reach the home console market. It's gonna be tough to break that stereotype that the Xbox and PS2 are for men. When that happens I think you'll start to see grandma playing Solitaire in front of her HDTV on her game system/video recorder/toaster oven.

    But for now, I don't think games are really going to compete that much with movies and that movies aren't going to go out of style ever. Game companies are certainly trying to draw people away from movies by comparing videogame sales to movie sales but essentially all they're doing is competing for the male audience, which is less than half the population. And even then the movie industry is playing off its merchandise with the videogame and novella version of the next blockbuster film so I think it's safe to say Hollywood knows what it's doing.

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
  • Value of Fun - Authored by: C. Foust on Sunday, June 13 2004 @ 11:10 PM UTC
  • Value of Fun - Authored by: David on Monday, June 14 2004 @ 09:58 PM UTC
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