Recent announcements of new game-distribution
services from Apple, Google, Microsoft, NVIDIA,
and Tencent, as well as reports
1
of a prospective
Amazon offering, have caused widespread industry
speculation that video-game distribution could
move from the still-dominant à la carte model toward
Netflix-style subscriptions. If subscription services
were successful, power could shift from game
studios and publishers to a few digital distribution
giants with massive scale and market share—
analogous to the rise of Netflix in digital video.
However, comparisons with the TV and film business
don’t entirely hold up—digital subscriptions will not
translate to video games easily. Gaming’s unique
consumption model and economics arguably make
the challenge of altering consumer behavior to
create all-you-can-eat offerings at massive scale a
lot tougher than anything Amazon Prime, Hulu, and
Netflix have faced.
Still, the stakes are so high—video games generated
$120 billion in revenue
2
globally in 2019—that
the recent service launches are probably just
the opening gambits. Any of the players making
(or contemplating) bets on such a seismic shift in
distribution and consumption would be wise to
keep in mind that video games have several
characteristics that make them ill-suited to the
Netflix model.
Games are increasingly open-ended
experiences, each offering thousands of
hours of entertainment
Until the early-to-mid 2000s, video games were
primarily linear forms of entertainment: gamers
engaged with the narrative, and most games
had a clear beginning, middle, and end, very
much like movies. That design framework has
since dramatically evolved. Although some linear
experiences still exist, engagement with today’s
most popular games relies, more often than
not, on infinitely playable “loops,” which can be
competitive (for instance, play to improve, and climb
leaderboards) or loot driven (such as collecting a
never-ending set of items of increasing rarity
and value to face a never-ending set of increasingly
difficult challenges). These loops feed the digital
identities and status of players within their
online communities.
Such experiences, by design, never end, which
is reflected in the astronomical amount of time
devoted to top games. According to Steamspy.com,
3
players spend almost two hours a day, on average,
in the popular MOBA game DotA 2 and more than
one hour a day in the online shooter CS:GO. When
Destiny launched, Activision announced that players
were spending, on average, three hours a day in it.
More than 70 percent of Fortnite players spend in
excess of six hours a week playing, and at least 20
percent spend 16 hours or more.
4
Since the average
Netflix user watches it for just 18 to 27 minutes a
day,
5
Netflix as a whole generates less engagement
than any of these games individually, despite
spending $12 billion a year to produce 1,500 hours
of original content and to license thousands more.
Games are turning into free-to-play
services and platforms
One of the main motivations for the transition
from linear narratives to “live” products was the
desire of the game publishers to stabilize and more
actively control their revenues. The traditional
model required risky, multimillion-dollar bets, with
uncertain returns, in search of blockbusters. In
the live model, game publishers have turned their
products into services, constantly investing in
frequent releases of new content, features, events,
and competitions to keep players active—all
supported by an obsessive focus on analytics-
based decision making. Games that demonstrate
1
Seth Schiesel, “Amazon pushes into making video games, not just streaming their play,” New York Times, April 2, 2020, nytimes.com.
2
Dean Takahashi, “SuperData: Games hit $120.1 billion in 2019, with Fortnite topping $1.8 billion,” January 2, 2020, VentureBeat.com.
3
A Steam API-based statistics website providing insights into PC player behavior on Steam.
4
Rob Marvin, “Fortnite by the numbers: How many hours are you playing each week?,” PC Magazine, October 2, 2018, pcmag.com.
5
Travis Clark, “Netflix says its subscribers watch an average of 2 hours a day—here’s how that compares with TV viewing,” Business Insider,
March 13, 2019, businessinsider.com; “Playback time: Which consumer attitudes will shape the streaming wars?,” February 11, 2020,
nielsen.com; “US: Netflix grabs the most attention, but its reign will be challenged,” December 3, 2019, emarketer.com; Media Nations: UK
2019, August 7, 2019, ofcom.org.
2
The Netflix of gaming? Why subscription video-game services face an uphill battle