The Death of the PC as a Gaming Platform? Evolving Hardware in a New Age of Gaming, and What it Means for Publishers, Developers, and Vendors

Document Sample
The Death of the PC as a Gaming Platform? Evolving Hardware in a New Age of Gaming, and What it Means for Publishers, Developers, and Vendors
PC/CONSOLE/MOBILE

GAMES

The Death of the PC as a Gaming Platform?

Evolving Hardware in a New Age of Gaming, and What

it Means for Publishers, Developers, and Vendors









Lead Analyst

Brenton Lyle



Contributing Analysts

Michael Gartenberg

Michael Cai









An Interpret Syndicated Research Service subscription is $10,000 per year and includes twelve research reports and unlimited analyst inquiry.

For subscription inquiries, email sales@interpretllc.com or call (310) 255-0590.

Reproduction by any method or unauthorized circulation is strictly prohibited. Interpret’s syndicated research reports are intended for the sole

use of clients. All opinions and projections are based on Interpret’s judgment at the time of publication and are subject to change.

Published April 2009. © 2009 Interpret, LLC

The Death of the PC as a Gaming Platform?

Evolving Hardware in a New Age of Gaming, and What it Means for Publishers, Developers,

and Vendors





Core Questions



• What are the substantive differences between consoles and PCs that will form the foundation

for the success—or failure—of the PC as a gaming platform?

• Will the PC finally be replaced as a gaming platform by this—or the next—generation of console

hardware?

• What can developers and PC vendors do to capitalize on the differences between the console

and PC platforms?



Interpret Insight



Dismissing the PC platform as inferior to the growing installed base of consoles disregards an important

and unique audience—23% of all gamers—that seeks gaming experiences that consoles cannot

effectively offer. The PC will remain a viable gaming platform, but to successfully exploit it developers

and publishers must be aware of the two fundamental differences between PCs and consoles:

connectivity and control inputs.









Consoles vs. PCs: Networking



Broadband connectivity and robust multiplayer experiences have made the current lineup of consoles

stronger than any previous generation of hardware. Consoles are also pioneering digital storefronts

with user-friendly graphical user interfaces, and will eventually rival the PC in bringing innovations in

digital distribution to market quickly and efficiently. As a result, select alternative business models,

particularly downloadable content (DLC) such as songs for Electronic Art’s Rock Band and full game

downloads like The Behemoth’s Castle Crashers, are likely to flourish and expand on consoles.

Publishers today can leverage the Xbox Live Marketplace and Playstation Network Store to easily

distribute game demos, patches, and additional content—paid or free—to a willing audience.



These network capabilities are increasingly rivaling those of PCs. However, it is critical to note that the

online storefronts and multiplayer services that Microsoft, Sony Computer Entertainment, and, to a

lesser extent, Nintendo are carefully cultivating have their limitations: available content and services are

judiciously selected, and strictly controlled.



By contrast, the “open platform” nature of the PC translates to a far more fertile ground for the

development and trial of new alternative methods of monetization. Free expansion content,

“freemium” games, virtual goods, and subscription-based massively-multiplayer-online games, for

example, all originally evolved—and still flourish—on the PC. While Internet-connected consoles (57%

of active current-generation console owners) now offer a growing breadth of full-purchase games and

expansion content, the platforms are not as conducive to experimentation as the PC. Console audiences

are also less willing to sample proof-of-concept independent games or unfinished, but promising, user-

made game modifications which, in the case of Counter-Strike (Half-Life modification) and Desert

Combat (Battlefield 1942 modification), have proven able to dramatically change the fortunes of the

publishers of the original games.



Furthermore, the fact that the PC increasingly delivers its key consumer benefits as a “connected”

device (communication tools, applications, and online communities) is a phenomenon that carries

through to its use as a gaming machine. In terms of “core” gaming, the PC caters to robust online

communities that are specific to the PC for reasons as simple as being able to type a chat message

quickly, and as nuanced as the existence of diverse online networks of gaming communities, guilds, and

leagues that date back to the advent of multiplayer computer gaming. In addition, the PC also retains a

critical advantage over consoles in casual gaming. Despite the strong growth of console casual offerings

like Xbox Live Arcade, the PC remains the principal device for a huge segment of the gaming population

due to the large installed base of Internet-connected PCs and to its accessibility; 13% of gamers in the

U.S. only play games on a comput

By registering with docstoc.com you agree to our
privacy policy and terms of service

Successfully added document to cart!

Successfully added document to cart!