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The Big Merger
April
28, 2003
Interactive entertainment has become one of the world's
most popular pastimes, pulling in $25 billion worldwide
in 2002 - $11.6 billion in the U.S. alone*. This surge
in popularity, accompanied by an expanding customer
demographic, is widely credited to Hollywood's influence
on the industry. As software competition increases,
Hollywood and the gaming industry are becoming more
enmeshed, and it is likely that video games will emerge
as the most lucrative form of entertainment in the future.
The
merger of the entertainment and gaming industries began
when some PC titles, in the pre-console era, were developed
using the motion picture model viz. more complexity
in characters that could be representations of the players
("avatars"), a narrative thread that went
beyond the original premise, and (increasingly) sophisticated
graphics. As video games began to resemble Hollywood
movies, the relationship between movie studios and game
publishers grew stronger. The two industries now actively
work together, licensing properties and negotiating
deals to develop titles based on traditional Hollywood
content, frequently creating games based on popular
entertainment titles, personalities and animated characters.
Despite
growing cooperation between the industries, however,
the production of movie-licensed games has become an
increasingly elaborate process. In some instances, license
negotiations begin three years before a movie's release
in order to release the game at the same time. Sometimes,
a game is released a few weeks before a film, in order
to help promote it. Because movie and game products
share the same content and are used to promote each
other, games must be as sophisticated and high quality
as the movies they're based on. Consequently, video
games have become as complex (and as costly) to create
as major motion pictures, requiring highly skilled teams
of pre-production, production and post-production personnel.
This has spurred an employment crossover between Hollywood
production and video game production, particularly in
the past few years. Many of the large gaming companies,
such as Activision and THQ, are now based in Southern
California, and just this past year Electronic Arts,
the world's largest gaming publisher, opened EA Los
Angeles, hiring an initial staff of 300 with the intention
of tapping into the entertainment industry's large talent
pool of digital artists and experts in special effects,
audio production, and script writing (formerly, the
company known as Dreamworks Interactive was acquired
by EA and production moved to Vancouver, Canada). The
major Hollywood studios have also spun out gaming subsidiaries,
such as Virgin Interactive, Disney Interactive, and
Universal Interactive.
As
a growing percentage of game titles are based on Hollywood
properties, and created using the Hollywood film model,
the success or failure of titles based on shared content
raises basic questions for both industries. Is a game's
marketability based solely on the value of the Hollywood
property, or on the quality of the game itself and the
way it was marketed. Because gaming companies make licensing
offers for a select crop of A-list properties with global
recognition - Harry Potter, James Bond, Spider-Man,
etc. - bidding wars have driven up licensing fees. Licensed
products do typically sell in proportion to the popularity
of the underlying license. However, that does not mean
success in one area guarantees success in the other.
The essential factors that make a Hollywood property
a successful video game have only started being defined
after a series of high stakes wins and losses.
"The
point is a good or a hit movie doesn't ensure a successful
video game," says Wedbush Morgan gaming industry
analyst Michael Pacter. "I don't think the studios
understand this at all and the publishers understand
it only partly. I think that a video about a boy with
magic powers would have done okay without the Harry
Potter movie, but the value of Harry Potter to Electronic
Arts was probably more in the brand recognition and
the safety factor. So it's a really interesting dynamic."
Pacter points out how Disney Pixar licensed three yet-to-be-released
films, Finding Nemo, The Cars, and The Incredibles to
THQ for a rumored $250 million guaranteed. This led
THQ to eventually absorb a hefty impairment charge in
December, clearly indicating that the company was not
expecting to sell enough units to cover the costs of
the licensing.
"If
you spend $250 million on a particular set of games
or licenses, then you need to do at least $250 million
in revenues. And only two games in history have ever
done $250 million in revenue. I think eventually the
bidding is going to level out to probably a more realistic
level, so that we're back to Spiderman, where Sony Pictures/Marvel
only got $10 million. But that's the right way to go
for the future success of the industry.
by
Wendy
Hall, Larta Staff Writer
additional reporting by Ketaki
Sood, Larta Research Economist
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*Source:
Wedbush Morgan
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