
Plug and Play Profits:
TV Games Surprise the Market and Teach Some
Lessons

September 9, 2004 – Even the companies that are profiting from
the new toy phenomenon, plug and play TV games,
seem to struggle for a good explanation of why
such low-tech, low-res gaming is surprising
everyone in the past year with monstrous sales.
In an otherwise depressed toy market, these
$19.95 joysticks and controllers with embedded
classic video games are one of the only growth
areas for toymakers. In fact, there is nothing
really surprising about it. The simplicity,
affordability, portability, and wholesomeness
of these products all run counter to many of
the trends now driving console and PC gaming.
And therein lies an important lesson.
The plug and play TV game market truly came
out of nowhere in 2003, and a year later it
is pegged to be one of the major growth areas
for toys in Christmas 2004. “We’re
into millions of units now,” says Anson
Sowby, director of marketing, TV Games, the
subsidiary of JAKKS Pacific, which is the undisputed
king of the market. Toymaker JAKKS estimates
that 15% of its total revenue for 2004 will
come from TV games, which was a key driver in
the company’s 49% hike in Q2 revenues
($108.4 million).
Competitor Techno Source recently announced
it has sold over 1 million units of its plug
and play game controllers that include old Intellivision
properties. “Twelve months ago, the plug
and play shelf was maybe six items – four
or five from JAKKS and two from us,” says
Eric Levin, EVP, Techno Source. “Now you’ll
be looking at up to 16 (shelf) feet of plug
and play product going into this holiday. The
SKU growth has been massive.” PiperJaffrey
analyst Tony Gikas agrees that “Plug and
play product sales continue strong at retail
and additional product flow should benefit sales
during the back-half of the year.” And
according to Levin, “we have yet to see
a failure in the plug and play markets.”
For the big game companies, TV games seem
to represent all upside. In addition to licensing
revenue, the controllers are extending and enhancing
the brands, so companies like Atari, Namco,
and even EA can identify themselves with an
entertainment legacy and perhaps even start
to brand among the kiddie segment that also
uses these devices. Even more valuable, say
Sowby and Levin, is the extension of these devices
into new retail venues. “Techno Source
now has demo units running in many Walgreen
drug stores. “We’re also seeing
amazing extensions into Urban Outfitters and
Saks Fifth Ave,” says Sowby. One can imagine
an interesting brand eco-system evolving from
this category, in which new audiences are exposed
to the original versions of longstanding franchises
like Street Fighter or Madden, which might inspire
them to check out the current iterations on
consoles.
The Console Backlash?
How did we get to a point where 8-bit gaming
is selling millions of units in a 128-bit era?
While none of the TV game makers feels that
their products are direct competitors to consoles,
it is hard to miss how the market drivers for
plug and play seem to represent everything that
console gaming has lost. Audiences for these
devices vary greatly by title, but Sowby says
that classics like Pac Man get picked up by
hardcore gamers because it comes with the joystick
that console versions lack. Meanwhile, many
others who don’t own a console love the
$19.95 price point and have fond memories of
casual play in their youth. In toys, pricing
items beneath $20 opens up a very lucrative
birthday gift-giving market, an arena most mainstream
game publishers rarely consider.
Simplicity and innocence in an age of gaming
complexity is the real message of plug and play.
The devices themselves are portable, so they
can be used in hotels or any TV in the house.
The titles are wholesome E-rated fare you can
share with your kids, while much of the console
market this Christmas will be driven by mature
titles. But most of all, they are antidotes
to gaming fatigue. “The content of gaming
systems is becoming extremely complicated,”
says Levin. “To play Madden Football you
practically need to take a college course.”
Just as online casual and mobile game distributors
report that they are getting a lot of former
hardcore players who just haven’t the
time or patience for today’s demanding
console titles, the TV game makers also see
many core gamers yearning for more straightforward
play experiences. It can be argued that while
electronic gaming has proliferated wildly in
the last two decades and multiple audiences
have developed for gaming in several different
age and gender segments, the mainstream publishers
have not kept up with the real breadth of gamer
tastes. Like mobile and casual gaming, TV games
represent another instance where the major publishers
have decided to focus on the core gamer and
simply license out their properties to third
parties who cater to otherwise underserved game
markets.
Testing the Limits
For most game companies licensing into this
space, TV gaming represents a minor incremental
revenue stream off of deals that garner 8% to
14% of device sales revenues, but all of the
major publishers are sniffing around for deeper
entry into this hot category. Electronic Arts
recently announced a deal with JAKKS to bring
early Madden and other mid-90s console titles
to plug and play as the platform starts embedding
more powerful chips and moves to 16-bit processing.
Atari is making the boldest move this Christmas
by issuing the ultimate plug and play device,
a $49 “Flashback” miniature replica
of the original Atari video systems that runs
20 titles from the early consoles.
Despite its success, the category is also
poised for a number of tests and changes in
the coming year that may determine how much
more deeply publishers should get involved.
First of all, how many plug and play games is
the ordinary consumer willing to buy since each
unit is its own controller and console? They
pile up quickly. “That’s the $64
million question,” Sowby admits. “We’ve
seen no slow-down yet, but none of us really
knows yet not only how many can the market support
but how many can each consumer buy.” The
market is about to get flooded, with many more
SKUs this Christmas and large lines of retro
and original titles for the platform coming
in early 2005. Major toy companies are now looking
to exploit the category.
Also, can TV games move beyond retro? The
unexpected strength and endurance of the retro
toy and gaming trend is one of the driving forces
in the TV game phenomenon. The category existed
prior to 2002, but it only took off when companies
began licensing old 8-bit game titles from the
classic brands like Atari and Intellivision.
Retro toys have had their cycles before, says
Levin, but in post-9/11 America the hunger for
innocence and parents sharing their own first
video game experiences with their kids seems
to be unprecedented. The problem is that most
of these properties have already been produced.
“We realistically are seeing the end to
the amount of licenses available,” says
Levin.
The next wave of TV games will rely at least
as much on entertainment licenses like Marvel
superheroes and SpongeBob Squarepants turned
into original games for plug and play. According
to JAKKS, the SpongeBob game has been selling
as well as the Atari and Namco classics. “It
tells us that [TV games] are not based only
on retro titles,” says Sowby. We will
also be pushing into 16-bit processing and titles
like Madden 2005 that get ever closer to the
quality of console titles.
“One of the big questions is price point,”
says Levin. We are already starting to see $24.95
titles, and he expects to see some next-gen
TV games soon go for $34.95 as well. “What
price point can you go to in this category before
people stop seeing the value vis a vis their
console systems?” he asks.
Because of its newness and surprisingly quick
success, plug and play is as uncertain a category
as one can find in gaming. If it does have legs,
however, TV gaming will become more sophisticated
and pricey. At some point it will not be so
easy to assume that the markets for consoles
and plug and play are mutually exclusive and
non-competitive. It seems to tell us that TV
gaming’s success suggests a lot about
the markets and game play styles that the bulk
of the games industry is overlooking. |
|