ASIAN TECHNOLOGY INFORMATION PROGRAM (ATIP) REPORT: ATIP95.43 : HOME VIDEO GAME MARKET OVERVIEW: JULY 1995 To: Distribution From: C.Stiles [chris@atip.or.jp] Date: 07/20/95 [MM/DD/YY] This is file name "atip95.43" Tokyo Office: Asian Technology Information Program (ATIP) Harks Roppongi Building 1F 6-15-21 Roppongi Minato-ku, Tokyo 106 Tel: +81 3 5411-6670; Fax: +81 3 5411-6671 U.S. Office: Asian Technology Information Program (ATIP) c/o University of New Mexico US-Japan Center Mechanical Engineering Building, Rm #432 Albuquerque, New Mexico 87113 Tel: (505) 277-1490; Fax: (505) 277-1425 For further information Send email to : info@atip.or.jp Access WorldWideWeb Site : http://www.atip.or.jp/ ATIP: A collaboration between US National Institute of Standards and Technology (NIST) University of New Mexico (UNM) ======================================================================== [Complete ATIP reports on Asian Science and Technology are available to sponsors and collaborating organizations by direct distribution, or via electronic access. Full reports contain text and (when available) charts, graphs and pictures. Reports for general public distribution may contain summarized, abstracted, or partial contents of full reports. The following report summary is distributed free to the public. Full reports and specific follow up information - including copies of proceedings, selected papers, exhibition particulars, updates, translations, query searches, etc., - are available to sponsoring organizations. Contact ATIP directly at INFO@ATIP.OR.JP] Date: July 20, 1995 REPORT: ATIP95.43 : HOME VIDEO GAME MARKET OVERVIEW: JULY 1995 ABSTRACT: Dismissed for years as an insignificant member of the computer industry, the home video game (HVG) industry has grown at an astounding rate, incorporating a number of leading high technology innovations and making them everyday objects in millions of households. Similarly, the "multimedia home PC" (MHPC) has also commodified many important high technologies, with an especially strong surge into the home market in the last 12 months. The immediate opportunity is obvious in home entertainment and games, though both platforms appear to be positioning themselves to compete beyond today's home entertainment market in the domain of various "interactive" services. In the US and in Japan, HVG and MHPC vendors have begun to advertise Internet access and/or communications capabilities as new reasons to purchase their platforms. Anticipating these markets, a third multimedia platform licensed from Apple Computer based on the company's "Pippin" technology will make its debut in Japan in December, 1995. This report reviews the dramatic evolution of the HVG and MHPC industries. In addition, we review Apple's recently announced Pippin strategy and some of their respective future applications. ===================START OF REPORT ATIP95.43=========================== HOME VIDEO GAME MARKET OVERVIEW: JULY 1995 Prepared by Chris Stiles, Technology Analyst, ATIP Tokyo CONTENTS 1.0 Introduction 1.1 8-bit HVG Systems 1.2 16-bit HVG Systems 1.3 32 and 64-bit systems: Sega Saturn & Nintendo Ultra 64 (NU64) 1.4 Diversification and New Channel Strategy 1.5 Multimedia Home Personal Computers (MHPCs) 1.6 New Platform: Pippin 1.7 Conclusion 1.0 INTRODUCTION Initially, to seasoned members of the IT community, the home video game industry must have seemed frivolous and irrelevant. Designed for children and marketed as toys, there was little about the early models of the home video game to inspire interest or concern in the computer and communications industries. Yet today, in many ways, the HVG industry has already become a more strategic, more lucrative, and more international business than many thought possible. The fact that the video game industry ($8.8 billion) is now larger than the Hollywood box office ($5.2 billion) is proof of how seriously the business of gaming actually is. By 1998, multimedia home entertainment will generate an estimated $30 billion in revenues1. As we move through the 1990s a number of important high technology shifts loom on the horizon. The first, and perhaps the most obvious, is the continual evolution of the power of the microprocessor and it's sister sectors, multimedia software development and telecommunications. At the same time, the moment of convergence of the computing, entertainment and communications industries will begin to take shape in this decade. In addition, as the personal computer approaches the end of its second decade in the marketplace, it is poised on the brink of an upheaval just as the mainframe and the minicomputer were in the 1970s. But how? And when? The answer to these questions will depend on the evolution of what we refer to as home multimedia platforms. In Japan, PC manufacturers who have had limited success in the past are looking to the next generation of easy to use multimedia machines to bolster their competitiveness in the global PC market. For Japanese HVG superpowers Nintendo and Sega, this moment in the industry represents a rare opportunity for them to extend their reach beyond simple entertainment into the home computing and communications markets. We begin our analysis with an introduction to the most pervasive platform so far, the home video game machine (HVG). 1.1 8- BIT SYSTEMS & THE BEGINNINGS OF THE HVG INDUSTRY: ATARI AND NINTENDO Under the direction of their founder and CEO Norman Bushnell, Atari single handedly brought the video game industry to life with the introduction of their first product, Pong. Primitive as it was, Pong attracted customers immediately, and within it's first year of production it was responsible for over one million dollars in revenues. Expanding the market, the company introduced a number of home gaming products early in the video game industry. In order of their release, the Atari 8-bit computers included the 400, 800, 1200XL, 600XL, 800XL, 65XE, 130XE, and the XE Game System. The 400/800 models were first shown publicly in November 1978 and first sold in 1979. The final machine, the XE Game System, was released in 1987. The growth, expansion and decline were phenomenal. Rocketing from zero to over $200M in revenues by the time their ride was over, Atari Corp. officially dropped all remaining support of their 8-bit computer line on January 1, 1992. Atari jump started the home video game industry by being the first company to seriously leverage 8-bit microprocessor technology exclusively for games. With the adoption of this technology, the system's number of "bits" became the one of the performance and marketing watchwords of the HVG industry. By using standard, largely off-the-shelf microprocessor/IC technology, Atari quickly perfected a product at a breakthrough price that brought the excitement of computers and arcade gaming into millions of households for the first time. Their original console sold for roughly $200 and each software title or game cartridge was about $35. With the microprocessor and ICs making headlines across the county, having an Atari at home, in addition to being a great way to play games, was the first piece of the computer revolution home consumers could afford to own. By 1984, millions of Americans wired their Ataris to their TV sets to battle Space Invaders and blast Asteroids. >From that time forward, the home entertainment industry would never be the same. Like so many other high tech commodity businesses, the HVG industry has been through tumultuous ups and downs. Being the first in the HVG industry to market with a technology or an innovation does not ensure success. Atari was one of the first to learn this lesson as they went from zero to $200M in revenues in a few short years, then suddenly found themselves on the brink of bankruptcy. There are many explanations for Atari's rapid decline. Some say it was because of the chaos that came in the wake of the company's sale to Time Warner in the 1980s. Others say it was the flooding of the market with their inept market forecasting and manufacturing of video game cartridges. But whatever the reason, and in spite of the ups and downs, by the mid-1980s Atari legitimized the market for home video game entertainment. With the dramatic collapse of Atari in the mid 1980s, it was just a matter of time before another, better organized company came along to pick up the pieces. That company was Nintendo, headquartered in Kyoto, Japan. In 1985, Nintendo of America Inc. revitalized the U.S. video game market with its introduction of the 8-bit Nintendo Entertainment System (NES) the first of a new generation of video games. Selling over one million units in their first year, the company overcame industry skeptics and pressed forward with their belief that the public would still pay for well designed home video game entertainment. They stuck with their strategy, and since the U.S. introduction of NES, Nintendo has since become the world's largest manufacturer and marketer of video games. The dramatic success of Nintendo in spite of acute skepticism on the part of retailers and many customers underscores the resolve of Nintendo's of America's (NOA) President Minoru Arakawa. Fueled by a vision for what the future of the HVG industry could be, Arakawa made Nintendo, along with many of their software licensees, phenomenally rich. Yet again, with such a vibrant market to themselves, it was only a matter of time before another competitor entered the fray. The next challenger was Sega Enterprises, Ltd. 1.2 THE HVG'S SECOND GENERATION: SEGA AND THE ARRIVAL OF 16-BIT MACHINES By the mid-1980s, thanks largely to Nintendo, the home video game industry was worth well over $200 million. With Atari struggling with less than 20% of the U.S. HVG market, Nintendo concentrated on software development for their NES product but were slow to market with the next generation of HVG technology centered around so-called "16-bit" microprocessor technology. Determined to penetrate the market with their new 16-bit product called Sega Genesis as quickly as possible, like Nintendo, Sega sold their hardware game consoles for very little profit. Instead, they concentrated on driving unit sales while at the same time, charging developers a nominal fee to create titles for their new platform. Fueled by aggressive marketing and a quickly expanding distribution channel, as unit sales of the NES 8-bit products began to level off, Sega's shipments of 16-bit Genesis systems shot into the hundreds of thousands. Game developers, many who were uncomfortable with Nintendo's restrictive licensing arrangements, rushed to create titles for Sega Genesis. Sega's strategy was a masterful way to take advantage of the latest developments in microprocessor technology to enable a new generation of high impact entertainment game hardware and software, while offering their product for a price comparable to the obsolete but established NES system. For their counter-assault, Nintendo brought their own 16-bit technology machine called the Super Nintendo Entertainment System (SNES). Borrowing an idea from Sega, they offered a number of software titles including ones adapted directly from the video arcade, most notably, Donkey Kong. Not surprisingly, unit sales of SNES were in the millions. However, because Nintendo underestimated the importance customers would assign to the new technology Sega's Genesis system offered, over the course of roughly three years, Sega overtook Nintendo as the market-share leader in the critical U.S. market. In 1995 Sega of America's best-selling Sega Genesis system continues to reign supreme as king of the 16-bit hill now for the second year in a row. To keep the momentum going, Sega continues to aggressively develop new titles with Genesis as the choice system while pushing ahead with new 32-bit and 64-bit systems. With a 55 percent share of the 16-bit hardware and software market, Genesis sales for 1994 totaled more than 4 million units bringing the total U.S. installed base to more than 15 million. Fighting a losing race, the original market leader Atari suffered from a dearth of compelling new titles and faded into irrelevance while the executives at the formerly invincible Nintendo scratched their heads in disbelief. As with previous generations of HVGs, potential newcomers to the industry began to plan the introduction of their own 32-bit and 64- bit systems in a classic example of a technology "leapfrog" strategy. 1.3 32 AND 64-BIT SYSTEMS: 3DO, ATARI JAGUAR, NINTENDO ULTRA 64 AND SEGA SATURN Like the PC industry, the HVG market became fiercely competitive on price, features and the availability of the latest and most sophisticated titles. The industry punished any company that missed a beat, either in hardware or software. Yet unlike the PC industry at this time, which was primarily selling direct or through authorized dealers, in the HVG sector each consumer outlet in the distribution channel became an unusually hotly contested battleground for shelf space, mind share and market share. In the eyes of many customers Sega and Nintendo had achieved a rough sense of parity in terms of hardware, though Nintendo continued to hold a lead over Sega in the number of titles. As the struggles in the 16-bit HVG domain began to make clear, the most successful platform wasn't always the one with the largest installed-base. Atari learned that lesson early but never recovered. More than ever before, success revolved around hardware, the strength of manufacturer's relationships with their developers, and the ability of both parties to make key titles available for the critical Christmas buying season. Typically over 50% of all HVG consoles sell between Thanksgiving and New Year. Even as 16-bit technology came to dominate the market by the early 1990s, developers could make or break a HVG platform by withholding or creating a major title in time for Christmas. And while Sega and Nintendo never suffered a major setback at the hands of developers, newcomers to the market discovered how difficult the market could be without hit titles for their platform on the shelf. Again, Atari in particular discovered how brutal the game of catch-up could become after allowing themselves to be leapfrogged by hardware, and assigned second or third priority by developers, even after introducing a technically impressive 32 bit system called Jaguar. With this lesson clearly etched in the minds of every HVG company in the industry, would-be challengers to Nintendo's dominance of the industry waited in the wings for new technology to create another opportunity for platform manufacturers to play the next round of musical chairs. By early 1992 the HVG hardware and software industry generated over $1 billion in revenues and penetrated over 40% of US households. In household s with children aged 8-18 the penetration rate was over 80%. Yet despite its phenomenal growth, the industry began to show signs of stagnation as sales began peaking in 1994. According to Patrick Ferrell, president of Infotainment World, a San Mateo, CA research and publishing company, after 1994 the 16-bit market began "its decent into oblivion...but the fall and landing of 16-bit was more gradual than the 8-bit demise due to pricing strategies and consumer confusion sown for 1995 and 1996." This confusion comes from the intense market share battle taking place among companies that will be selling new platforms this year including Sega, Nintendo, Sony, 3DO, Atari and others. 2 As the HVG market has matured and reached something of a saturation point, pressure to shorten successive product design cycles and reduce the time to market of new systems has become especially intense. Where in the 1980s a generation of HVG machines might be expected to stay current for 3-4 years, the shorter design cycles associated with the PC industry have impacted the HVG market. Increasingly, the third generation of HVG machines have more components in common with their larger PC cousins. As a result, the life of the 32-bit HVG architecture is expected to be remarkably short. Even as Sega and Nintendo finish rushing stopgap 16-bit to 32-bit "bridge" products to market, at the same time they're struggling to keep pace with their competitor's 64-bit "super" systems. 1.4 DIVERSIFICATION BEYOND HARDWARE AND NEW CHANNEL STRATEGY With markets saturated, the technology in transition and "upgrade" customers stalled in anticipation of 1995's 64-bit systems, Sega and Nintendo are battling with a special intensity to secure reliable revenue streams aside from hardware sales. They're turning to joint ventures, crosslicensing, and new distribution systems, hoping to diversify their strengths and bolster margins. For example, until recently, Nintendo's famous game characters the SuperMario Brothers and Sega's Sonic the Hedgehog were characters one could only experience in a home video game. With cross-licensing efforts underway, game characters have migrated to the movies and television. In the summer of 1994 SuperMario Brothers were featured in a nationally distributed motion picture, as was Capcom's Street Fighter. Keen to preserve their brand identity, Sega's Sonic the Hedgehog has had his own Saturday morning cartoon series. Other ventures include featuring Busby Bobcat, star of Claws Encounters of the Furred Kind, in a Thanksgiving TV special. Busby belongs to Accolade, the largest privately held video game company.3 This strategy is a radical, but logical, departure from earlier marketing campaigns which relied more on print media, in-store promotional material, and directmail. In terms of distribution channels, both Nintendo and Sega are experimenting with new ways of delivering content to their installed base. For example, Sega has arranged an alliance with Blockbuster Video enabling customers to rent Sega game cartridges just as easily as they rent videos. Initially reluctant, Nintendo sat on the sidelines until Sega's success with this distribution method convinced them it could work. In a separate venture, Sega has established joint ventures to create a game channel dedicated exclusively to delivering Sega software to customers on demand over existing cable lines. Not to be outdone, Nintendo is said to be investigating alliances to deliver Nintendo content via direct-broadcast satellite. Regardless of who comes out ahead in the struggle for channel dominance, the fact that the industry's two primary players are experimenting at all underscores their interest in diversifying beyond the realm of razor-thin hardware margins and hit-or-miss software title production. 1.5 MULTIMEDIA HOME PERSONAL COMPUTERS (MHPCS) In 1994 Macintosh and Microsoft/Intel PC's with CD ROM drives reached combined sales into the home segment of a record 1M+ units. Consumers snapped-up these so-called"multimedia" computer configurations at a pace that surprised even the manufacturers. Aside from signaling a turning point in the demographic profile of the PC industry, this PC penetration rate has ominous overtones for the HVG industry. As HVG manufacturers continue to compete in a highly fragmented segment with multiple, proprietary systems, multimedia PCs are targeting consumers like never before with a far more unified set of standards. 1995 promises to the year where the PC competes almost directly against the game machine for the first time in history. The giants of the video game market are intent on keeping the consumer HVG turf to themselves by reinforcing their proprietary systems with optimized microprocessors and fast CD ROM drives to beat back the challenges from PC manufacturers. This strategy will probably continue to work so long as a significant difference in price between PC and HVG systems remains. A typical HMPC system in the US sells now for between $1,900-$2,500 and comes equipped with: 8MB RAM, 500MB+ internal hard drive, double or quad-speed internal CD ROM, Fax Modem, 14" or 15" color monitor, operating system, keyboard, mouse and roughly a dozen software titles. By comparison, HVG systems are ramping up their features while keeping very close to their original price points. Figure A: HVG Hardware Evolution and Pricing (7/95) Hardware Atari 3D0 Sega SNES Sega Jaguar 32X Genesis Introduced 1994 1993 1992 1988 1989 Architecture 64-Bit 32-Bit 32-Bit 16-Bit 16-Bit Bus Bandwidth 106.4 50 NA 1 1 (MB/sec) Render Speed 850+ 64 15.4 1 1 (MB/sec) Colors 16.8 Mil 16.8 Mil 32K 256 64 Processors Five: Four: Five: Two: Two: GPU ARM60 68000 65C816 Z80 DSP DSP Hitachi DSP 68000 Object Graphic(2) Z80 Blitter VDP 68000 32XVDP 16 Bit Sound Yes Yes Yes No No S-Video Output Yes Yes No Yes No RGB Output Yes No Yes Yes Yes Retail Price $149.99 $299.95 $149.99 $99.99 $99.99 That gap gives HVG manufacturers time to make their transition to 64-bit technology while they continue to concentrate on shipping as many units as possible, thus ensuring some measure of market-share security. Nintendo is building its Ultra 64 using the MIPS processor. Sony is creating its PlayStation also based on the MIPS CPU, and Sega is developing the Saturn system using six CPUs. Both systems are already in the Japanese market and are scheduled to arrive in the U.S. in late 1995. Their success depends on consumers being willing to spend more for these new platforms, and upon the inability of current PC makers to deliver a comparable machine at a lower price featuring traditional PC multimedia titles. In 1994, for the first time, the worldwide sales of personal computers (from all manufacturers) into the home exceeded 10M. However, 1994 was also the first year in which more personal computers sold into the home went into homes already having a personal computer than those in which there was no personal computer. This statistic suggests that the penetration of the personal computer into the home is entering a maturing age. In the US, more than 60% of the households have combined gross income less than $40k per year. While most of these homes have one or more television sets, it is expected that even by 1997 the number of homes in this category with a personal computer will be well below 10%. The question is, "Do consumers want another platform dedicated to interactive multimedia?" For the videogame maker, the answer must be "yes," otherwise, the market belongs to the PC.4 If that answer is "yes", then it is still probably too early to even hint at winners within the HVG segment. The weaker contenders have a number of handicaps: Atari's present system, the Jaguar needs titles to remain viable, and Nintendo's Ultra-64, even when it ships in time for the 1995 Christmas buying season, will face considerable competition. Taking full advantage of CD ROM technology, Sony's PlayStation, Sega's Saturn and 3DO's product appear to be well-matched opponents.5 As with previous generations, delivery date, quantity and quality of titles, as well as ongoing developer support commitment are the keys. Those platforms and companies that survive this year's Christmas shakeout are likely to remain viable and should be able to consolidate their position in 1996. Those platforms that can't muster the shelf space or the titles in time will take their place in the dustbin of history alongside the early Ataris of the world. 1.6 NEW PLATFORM: PIPPIN The high barrier price of personal computers is limiting its ubiquitous penetration into homes around the world. If this trend does not reverse, it means limited growth for both multimedia hardware and content sales in the years to come, just as many new title publishers are entering the industry. It is essential to the long-term health of the CD-ROM title industry that the growth it is experiencing now, continue into the future. This is where Apple Computer, Inc.s new PowerPC-based HVG platform called Pippin is expected to make its debut. Pippin is a multimedia player platform derived from Apple's second generation Power Macintosh hardware and system software. It is designed to achieve the lowest possible cost while optimizing it as a playback tool for multimedia CD-ROMs initially created for the Macintosh and/or IBM compatible PC. The Pippin platform is intended to integrate into the home market (and probably schools) as a part of consumer AV stereo and TV environment. Because it is derived from both the hardware and software architectures of the Macintosh, it provides developers with a simple and easy porting effort to take their investment in personal computer CD-ROM content and make it available to a wider audience in a more natural environment associated with entertainment and fun. Like 3DO, the Pippin platform must be licensed and distributed by many companies which collectively can reach a much larger audience than one company alone. Therefore, Apple has chosen to make the Pippin platform available under license to manufacturers interested in building and selling their own version. If all a family wants is the least expensive video game player and does not want to be able to use their purchase for other uses they will probably be better off buying the upcoming new platforms being introduced by the video game giants Nintendo and Sega. According to public documents from Apple, the company believes that families are looking for much more than video game players today. They want to be able to play their favorite games, but they also want to communicate, learn, play interactive music, and access information. Pippin provides them this capability, while many of these features are only just being suggested by existing HVG vendors Bandai has announced its intention to ship their first Pippin product, known as the Bandai Power Player by Christmas of 1995 in the Japanese market. Other Pippin licensees are also expected to make announcements in 1996. Publicly anticipated sales volumes for the Bandai product are roughly 500-600K units in the first 12 months. The results of the shakeout in the 32 and 64-bit HVG market and the success or failure of the Pippin platform will have a dramatic effect on the home computing industry, especially for MHPC vendors. If they succeed, the HVG segment will be well-positioned to grow in to the traditional home PC market space. If they fail, then the MHPC will face the home computing market virtually unopposed. 1.7 CONCLUSION Dismissed by many as too cute, under powered or simply unimportant in the larger strategic context of the computing industry, the home video game market is on the brink of a historic transition. As these devices take on more of the characteristics of the personal computer, and as the personal computer takes on more characteristics of the traditional multimedia game machine, former distinctions between the two devices are vanishing. For HVG manufacturers, this could finally be their chance to break out of their limited niche market and move into the broader communications, education and computing markets. At the same time, as home PCs are redesigned, especially new platforms like Apple's Pippin, for the first time they are in a position to become nearly ubiquitous in homes around the world. Early analysis suggests the PC platforms, if they can leverage the availability of existing PC multimedia titles and deliver them into homes in a system that is competitive with HVG machines, will have an edge. Not because the next generation of game machines will be under powered, but because the HVG industry is rife with so many incompatible standards. The Christmas 1995 buying season will give us a good idea of what to expect from PC and HVG manufacturers. In the end it won't be the direct-satellite distribution network, the industry pundits, or the Saturday morning cartoon or the boxoffice cross licensing deal that will determine who wins. On Christmas 1995, the 8-year olds of the world will get the multimedia systems they've been asking for all year, and the computing, content and communications industries around the world will never be the same. Footnotes 1 "Multimedia market (to hit $30 billion in 1998)", Television Digest, Oct 11, 1993, v33, n41, p. 15. 2 "Interactive product sales expected to double by 1998", Supermarket News, Vol 44, No.22, P. 38. 3 "Playing Games", Forbes, August 16, 1993, P. 108 by Richard Shaffer. 4 "Onset of Consumer Multimedia Wars", by Jonah McLeod, Electronics, Jan 9, 1995, v68, n1. 5 "The Gaming of 1995: battle lines drawn for Christmas showdown", by Stephan Somogyi, Digital Media, January 2, 1995, Vol.4, No.8, p.30. =====================END OF REPORT ATIP95.43r===========================