Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Adventures in retail
Published on February 27, 2006 By Draginol In GalCiv Journals

I recently wrote about Economics in gaming. It talked about the difference between buying direct vs. buying at a retailer.

Retail is a tough nut to crack. Especially these days and especially if you're a smaller developer. Retail has gotten to the point where it's dominated by a relatively small number of suppliers in a given industry.  So when someone else comes along, it's hard to sell a lot of units of its product.

One of the reasons for this has to do with the concept of sell-in. In the PC games industry, a big name title can tell-in over 100,000 copies.  That garauntees its success.  I've seem game developers from big companies say "Well, our game is the #1 selling game this month so it must be great." Nonsense. 

Overall sales of a product is a function of Initial Sell In X Marketing X Game Quality. 

When it's time to reorder games to replace sold units, computer algorithms come into play.  Each retailer has their own system for predicting how many units they will need.  But it roughly boils down to something like this:

The first week's sales of a game = The subsequent month's sales of the game = the Subsequent 3 months sales of the game = The subsequent 6 months sales of the game = The subsequent year's sales of the game.

Therefore, if you blow your first week sales numbers, you're in big trouble.  And that's where sell-in comes into play.  If you can get 100,000 units on the shelf first day then you can assure very high numbers of sales.

Galactic Civilizations II's initial sell in was much higher than the original's -- 3X as much (but still only a fraction of the roll out of a huge title).  And sales have been unexpectedly strong.  But because we're a smaller player, our ability to get units onto the shelves is much less than a larger publisher.  We can TRY to get our title out into all retail chains on Day 1 of release but as we've learned (The hard way along with our customers) our ability to actually get....the...units...in....their hands and up on shelves is more problematic.

Hence, we have cases where some stores -- even in the same retail chain -- have the box on the shelves while others do not.  Which drives us nuts.

What can save a small title is word of mouth. IF the game is good AND people tell their friends about it then it can make up for a lot of this.  This is especially true over time if people continue to do this over time, a title can stay on the store shelves a lot longer than it normally would.

The PC game industry is one of the handful of retail industries in which the user base still holds most of the cards.  Users requesting titles, word of mouth, etc. still can trump marketing, advertising, hype, etc. in the long-term.

So our first week's sell-in number was 27,000 units into retail.  How many the retailers will re-order for the month of March will largely depend on how many units they move this week.  And unfortunately we don't have much control over that because some stores get the product and don't necessarily stock it right away. 

The question will then boil down to how many copies Walmart, EB, Gamestop, Best Buy, CompUSA, Fry's, Jack of All Games, and the others move and then how quickly they can re-order and get replenished so that days of being sold out don't count against us.

Update: Don't want anyone to be discouraged by buying direct.  I am not saying one is better than the other. What we want people to do is buy the game wherever is best for them.  If buying it directly and downloading it is the most convenient way for you, that's great.  The developers make 2X as much when people buy direct.  This article is just explaining how retail works and why it's so important too.


Comments (Page 2)
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on Feb 28, 2006
HI there,

strange. Why to buy it in shops ? Ideal it would be if all, who are interested buy it direct online, I thought this is cheaper for the developers and they could get more out of it.
I bought it direct with my credit card from Europe/Austria and I think the devs get a lot more of that money and it was also cheaper for me.
Really I only buy games in a shop, if I missed it and could get it for under 10 bucks.
If it is good, I didn't want to wait 8 weeks or longer until it arrives here in Austria and knowing that all crackers already have downloaded it.
So I am only buying games, if I could download it, when I want it and when it is released.
Time is over, when I had to pay sometimes for tax, shipping and handling up to 100 bucks per game and the devs only have seen 5% of that money.
So no problem, that the game isn't in the shops in time ... okay will send a mail to my friends taht they should buy an online version if they are intrested.
Wish you the best ...
on Feb 28, 2006
I must admit I thought everyone was already on the digital download bandwagon. Who cares about a box and a CD? Who wants to go to a store when there's a downloadable version available, particularly if the publisher is as awesome as Stardock and will let you buy the box content separately.

I was playing the game midafternoon the day it came out, and yet I went to the forum and saw all kinds of people whining about how they couldn't get it at retail. If I were them I would have cancelled my order and done the download right there on the spot, which I saw several people who did.

I rarely have a game installation go so smoothly for me. Seems like every PC game I buy I have to go out and download driver updates, patches, fixes, what have you, and then spend 30 minutes tweaking the graphics settings just to get it working right.

This game was already installed save for a few files which took 2 minutes to download, and then I was playing. By contrast it took me almost a day after retail purchase to get Doom 3 working...and even then I never got rid of those annoying noise spots, much like many other Radeon owners.
on Feb 28, 2006
Well it seems like the word of mouth for GalCiv2 is going very, very, very strong. I've talked a dozen people into ordering it online even though Gamestop has yet to get me my copy. Not only does the game seem to be really impressing a lot of jaded gamers who have come to expect mediocrity, the fact that you aren't punishing your customers by using starforce actually appears to driving sales. There's also the fact that you guys really work hard to satisfy your community, keeping us all informed on whats going on behind the scenes, and promising and delivering frequent patches and updates to the game.

Good work. You're quickly becoming the darling developers of the game industry.
on Feb 28, 2006
Found an interesting article today on this very subject.

"S2 Games Foregoing Retail, Embracing Digital Distribution"
Link

on Feb 28, 2006
Buying and downloading direct is fine.  I don't want anyone to have any doubt about that.  I'm just talking about how retail works.
on Mar 01, 2006
I have a question:
Why buy a digital DL, when you can get a boxed version with a printed manual in a local shop, at the same price or less than the digital DL?
If developers made digital DL significantly cheaper than the shop price, naturally more people (such as myself) would buy it directly. Obviously there is plenty of room to lower the price, while still getting more money pr. digital sale than pr. shop sale.
It seems that all the developers are making their titles cost the same, whether it is bought directly from the developers or in a shop, so there must be some rationale behind it. But what is it?
on Mar 01, 2006
Why buy a digital DL, when you can get a boxed version with a printed manual in a local shop, at the same price or less than the digital DL?


A box that will either clutter up my desk or get thrown away.
A printed manual that is in the same boat, provided it doesn't get anything spilled on it.
A CD which, in cases other than Stardock, usually has to be in the drive to play the game. Don't ask how many times I've spent half an hour looking for a CD for a game I wanted to play.

So the box and the contents themselves gain me nothing.

Also, if the online pricing is lower than retail, the retailers have less reason to stock the game. See the first thread as to why this isn't good.

Now, let's turn this around. Why should I go to a store to buy this? For me, the download time of a one or two CD game is no more than the time it takes to drive to a game store, find the game, buy it, and drive back. That's assuming that the first store I hit has it, and calling in advance isn't very accurate. Sure, I could preorder it, but I've been burned that way by snafus that kept the preorder from being filled in a timely manner.

Personally, I'm happy with the way SDC works. It doesn't even matter if I have to reinstall, I don't need to know where my CDs are, what my serial numbers were, or anything like that. I realize this wasn't the point you were making, but SDC is just so convenient
on Mar 03, 2006
Well, perhaps I am just more careful with my manual
on Mar 03, 2006
Kaspar2,

This is true of many people... and is quite unfortunate. "I want the most for the least."

I don't know about anyone else... but I want companies and other organizations that provide excellant products, who understand their customers needs, and certainly do not go out of their way to make their customers have a harder time than the people who steal it, to be healthy and profitable. Money is the only thing that business people understand.

I for one bought the totalgaming.net 10 tokens deal only to get GC2 as I wanted to show my support for a company that actually "gets it". Thanks Stardock!

Now, I certainly would not pay extra if I was buying this retail as I know my "tip" would have been going to retail and distribution companies who get paid more for moving a box from A to B than the developer who makes the box worth while.

I absolutely detest that most companies think it is alright to inconvience their paying customers with forcing a CD to be put in the computer just so they can stop the "casual" pirate. If more companies would do the same I would actually have a choice and be able to avoid using "protected" games to be able to show my distaste of the practice.

As for the pricing of downloads being the same or more than retail purchases. I'm sure the retailers are as responsible for that as anyone. "Why would I try to sell your product when you will sell it to the same people cheaper than I can?" Path to market is important. Until downloading as a distribution method is widely accepted enough... with the same marketing coverage... it will not be cheaper than a retail copy as the developer _needs_ the retail channel to get the product in front of customers faces. (Which is why many manufacturers of all products do not sell directly... you lose a lot of "salespeople" when your distributors decide they will push product B instead of yours.)
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