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The Intellectual Poverty of Game Streaming & Subscriptions
Lessons from the failure of the Ford Edsel - Business Insider
“We didn’t execute well. If only!”

Amazon has announced Luna, yet another stab at game streaming and subscriptions. It seems like the failures of Apple Arcade, Stadia, Gamefly, and our oft-forgotten OnLive have not been effective deterrents. Not to be outdone, Rovio’s Hatch continues to drain money every quarter. Perhaps this is what Bezos warned shareholders about when discussing new “multibillion-dollar failures.”

And despite overwhelming failures, media pundits like Matthew Ball prop up skin-deep arguments in favor of game streaming and subscriptions. Instead of discussing why game streaming and subs might work, let’s talk about why they haven’t worked.

It’s important to understand the brother/sister relationship between streaming and subs. Subscriptions unlock zero-marginal cost content consumption. Once you’ve paid Netflix or Spotify $10, there’s $0 additional explicit cost to consume another movie or song. However, there are transactions cost. In the “before times,” customers had to mail DVDs back to Netflix to receive the next DVD in their queue. This effectively limited how much content customers could consume in a given month. If mailing took 3 days in transit, on a 1 DVD at-a-time plan, a customer could only consume 10 DVDs in a 30 day month. This assumes the customer turned around DVDs instantly. Furthermore, the “queue” forced customers to plan consumption habits rather than at the point of consumption. If you wanted Love Actually on Friday, but by Monday, you were in more of a Pretty Woman mood, then you’re shit out of luck. Let’s not forget that new releases were in strong demand, meaning it could be weeks before Transformers 3 lands in your mailbox. Steaming solved all this.

Non-steaming subs like Game Pass and EA Play exist in a weird middle, solving some but not all of these issues. Games are distributed digitally, but not instantly. A game like Call of Duty: Modern Warfare can take 3-4 hours to download on a 135 Mbps connection. SSD’s aren’t cheering at the prospect of 200GB games either. But once streaming takes off for games, these problems are solved. No storage is needed!

The incredible rise of free-to-play and GaaS (Games as a Service) render subs and streaming largely valueless to the player. Players do not consume games like TV or music, which should have been made obvious in the last decade. Players are playing fewer titles in a given year but are playing fewer titles for longer periods of time. Games solve the content problem in a way that other mediums simply can’t.

The content consumed in a game like Overwatch or Clash Royale is the pursuit of strategy equilibrium and/or mastery of mechanics. A new unit in Clash Royale, for instance, can change how players organize their decks, even if they don’t use the unit directly (they must counter it). This can provide hundreds of new hours of content to consume relative to the near 1 man-week of labor to produce a new unit. Therefore, the content output of a given member of the 16 person (!) Clash Royale team is astronomical. Compare this to the thousands of crew members and weeks necessary to produce even a single one-hour episode of Game of Thrones. Supply can’t keep pace with demand in the world of TV and movies. Netflix makes sense in this view because after binging 9 seasons of The Office, customers can immediately rip into 7 seasons of Star Trek: The Next Generation. It’s another reason why back catalogs are so much more important to Netflix than they are to something like Game Pass. If players are only investing in 3-4 new games a year, then the transactions cost reduction streaming is extremely minimal the benefit it provides in high unit consumption TV and music.

It’s a similar story for the failure of gaming subs. If players consume only 3-4 titles a year, subscriptions don’t make economic sense. Not to mention these 3-4 new titles are increasingly becoming free. In the West alone, League of Legends, Fortnite, Apex, Warzone, and Rocket League dominate playtime. And let’s not forget the entirely F2P ecosystem of mobile. The march to F2P in the West will continue as long as MTX revenues grow and box revenues shrink. There isn’t a whole lot to save by signing up for a $100 a year sub and streaming service when Fortnite doesn’t cost a dime.

Game streaming and subs don’t solve billion-dollar problems for the player. In the absence of doing so, subs and steaming will continue to flounder.

The LTV-UA Rebate from Platform Fees
Like when you go to the airport for VAT refunds. Right?

Apple is increasingly under fire what’s claimed to be unfair practices in the App Store. The criticism takes three forms: (a) Apple’s 30% fee is much too high relative to cost (b) the rules are arbitrary and stifle competition and (c) the App Store as the exclusive avenue to install apps on iOS is unjust. That’s a lot to chew, so let’s focus on (a) for this post.

Eric Seufert’s criminally underrated podcast talks about this very topic but phrases the question as “Does Apple earn it’s 30%?” Various App Store benefits like payment handling and preventing fraud are discussed, but I wanted to scream by far and away the biggest way Apple “earns” it’s 30%: acquiring a mega fuck-ton users to iOS. Nearly the entire value of a platform to a developer is how many people it can reach. No one is rushing to get on Epic Game Store (EGS) or develop for Stadia because there are so few users. 12% or even a 0% fee is irrelevant: [88% * 0 users] = $0 versus [70% * more then zero users] = more then zero. This is an extreme example, but users are by far and away the most important ingredient of any platform. After all, developers can list in multiple stores with maintaining the listing or code for the particular platform as the only cost to do so. The fact that so few are willing to take on these small costs tells us a great deal about the user bases of Stadia and EGS.

But platforms fees also increase the LTV of the devices who run on the platform, if and only if, the firm internalizes those platform fees. For instance, the added platform LTV of an Android phone in China is less than in the United States because Chinese users install non-Google owned stores. In this case, platform fee revenue doesn’t accrue to Google.

If LTV of the iPhone X is say $1000, Apple should spend up to $1000 in UA to acquire a user. However, with platform fees the LTV grows. Sensor Tower estimates that iPhone users spend over $79 per year on apps. On a lifetime basis, that’s probably north of $250 (3+ years of ownership). That ups the iPhone’s LTV to $1250 and unlocks more UA budget for Apple to acquire more users. These marginal users benefit all developers. This is how Apple (or almost any platform holder) gives developers a rebate on the 30%. I’m not sure what the true fee is but it must be lower than 30%.

It’s Not Data-Driven or Informed You Want, It’s Science
Thomas Kuhn actually wrote “The Structure of Scientific Revolutions” to figure out why he was churning from Game of War

“We want to be more data driven” or “We want to create a stronger data culture” are common organizational refrains. Supposedly, having more data or data playing a larger role in the decision making process is profitable. It’s weird because I haven’t seen any research to suggest this is the case. In firms like Facebook, it’s obvious as more data improves ad personalization and thus revenue. But this is data as a engineering project rather then a tool in the decision making process. Firms want to make better decisions with data. This is a misidentification of the value chain. Data isn’t that helpful if it’s not packaged with empiricism, an epistemological way of acquiring knowledge.

To even get off the ground analyzing data, we need theory of measurement. What should we track, given limited engineering resources and raising storage costs? Claiming we should track, say payments and logins, at the exclusion of audio volume, implies a cost-benefit value ranking. Why are payment and login more value to track? The theory is that understanding payments and logins will unlock more insight then volume as volume plays a less significant role in the app. Is this true? Hopefully, the institution has the intuition or previously collected to knowledge to make an educated guess. Firms have discovered that refining this knowledge can make their bets more likely to succeed. As it so happens the West has created the best knowledge refinement process in the history of humankind: the scientific method.

Data or more broadly, empiricism, is a key part of the scientific method as it expands the sample size of a test beyond antidotal evidence. Doing this at scale, as well as the methodology of running true experiments, A/B tests, means that knowledge is more valid (less likely the result of antidotal evidence) and stable. Firms can now learn.

Arguing to be data-driven or informed misplaces the value in the supply chain. We need to more explicit in this endeavor – it’s not about data, it’s about science.

Why Aren’t You Doing Analysis on Your Impact?
If A Tree Falls In The Woods And Nobody Is There To Capture It On ...
“If an insight gets delivered and no one acts on it, did it make a sound?”

Performance based marketing makes intuitive sense; of course you want to optimize ROI on spend that compose 30% or more of a your firm’s expenditures. But here’s the kicker: if it makes sense for firms why not individuals? Shouldn’t we be tracking the impact of our output?

Are co-workers actually reading your analysis, concept art or brand pitches? Imagine if you knew how long internal onlookers spent reading or viewing: how might that change future output? For instance, we might be able to find the optimal length of a memo or detail of a UX mock-up. With more widespread read receipts (on email, calendar invites, PowerPoints) I’d think we’d learn discovery of information within firms is rather low because search costs are so high. I’m routinely shocked by low view counts on important internal Google docs while on the other hand observing the willingness of participants to take a firm stance on the conclusions. Many firms haven’t invested in strong intrawebs to create easy ways to access content or for creators to push them to relevant parties.

This means information travels via internal networks via word of mouth. With a given game publisher distributed over many countries and time zones, this simply doesn’t scale well. Easy consumer discovery, regular “pushing” of content, and tools assist rather than inhibit creation are paramount to spreading the gains from Haykiean localised knowledge.

Why does Epic need $1B in new funding? Is this all about Roblox?
Move over Gabe, there’s a new sheriff in town

Bloomberg is reporting that Epic is seeking to raise $500M to $1B in new funding. Tim Sweeney, Epic CEO and provocateur extraordinaire, owns 60% while Tencent owns the other 40%.

Why would Epic need more funding as it continues to rake in Fortnite money? Tim has bigger ambitions, let’s figure out what they are. As we’ve seen with Roblox, there’s incredible (and growing) money to made in user generated game content. Furthermore, consider the games spawned from mods: Counter Strike, the MOBA genre, Team Fortress, Auto Battlers, H1Z1 (which becomes PUBG which becomes Fortnite)… Imagine if you were able to take even 10% of the lifetime revenue of those titles. Despite Tim’s criticism of platform holders, Epic takes a cut of many games that run on Unreal as part of the licensing agreement. This is reportedly how Fortnite pivoted to BR: Epic got an enormous cheque when PUBG was blowing up.

The pieces have been coalescing:

  • Content creation tool in Unreal – which now scales to mobile
  • Direct to consumer distribution – Epic game store – which now scales to mobile
  • User Acquisition engine and revenue bedrock – Fortnite

But I think this play would blur more of the line between gaming and social networking. The biggest evidence comes from Epic’s acquisition of Houseparty, an app that essentially lets users join a Zoom call and play games together. How else do you explain that acquisition? It ties into their already created, but lesser known, Fortnite Party Hub app and recently announced Party Royale.​

The recent foray into non-gaming content via Fortnite concerts makes more sense in this light as well (or they’re trying to keep the Fortnite in the mainstream).

This helps explain hiring as well; in less then a year Epic has setup offices in practically every major gaming hub: Seattle, San Francisco, Stockholm, Montreal, Helsinki and Berlin. Recent jobs ads focus on the social.

Sort of Facebook circa 2010: lots of quizzes & confusion

Competition is spinning up in the meantime. Manticore games has already launched an alpha, and it’s hard to imagine Roblox being content with only owning the 10-14 yr old demo. It’s important to note this is nothing like a ‘metaverse’ as each game on the platform would retain a distinct identity, whereas a metaverse is closer to the failed PS Home or Second Life. Trying to squeeze hundreds of experiences onto one game presents a variety of complications and very little in the way of benefits.

Maybe when it’s all said and done, Fortnite let’s Tim become the social platform holder Zuckerberg always wanted to be at Facebook.

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