Video
Game coverage ramps up at Sydney Morning Herald
Bigger
than Netflix: Video game content is the new king -
February 5, 2022

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Xboxs
latest acquisition will give it control of Activision
Blizzard, which itself contains many studios and properties.
By Tim Biggs
If
the last
few years didnt make it clear enough that
change was on the horizon for video games, the very
first month of 2022 certainly has. In January alone
there were three enormous acquisitions announced at
a combined value of almost $120 billion. A land grab
for content is on, with gamers the next big target
market.
Apple,
Google, Amazon and Facebooks owner, Meta, got
the ball rolling in recent years, dipping their toes
in the waters of game streaming and game subscription
services, followed by increased investment in the
technology that allows the creation of online virtual
worlds, like metaverse.
Meanwhile,
Microsoft has embarked on transforming its Xbox games
business into a subscription service Game Pass,
introducing a streaming product that lets its games
be played on practically any screen.
Traditional
game developers are preparing themselves for the inevitable
future; streaming means video games are about to become
just as accessible as music or TV, and may become
a cornerstone of our social lives. With game consoles
relegated to a niche audience, consumers will choose
between rival subscription services that can be used
on their phone and other screens, like todays
video apps.
Ross
Symons, founder of Melbourne sports game studio Big
Ant, thinks we may have seen the final generation
of hardware video game systems. Already more than
half of all people play video games, and the potential
of streaming subscription services to extend that
to the remaining half will accelerate the shift, he
said. That makes the need to control more content
a core priority for technology companies.
Its
a bit like, compare the number of people who bought
a lot of Blu-rays and DVDs, to the number of people
who [today subscribe to streaming video services].
Now look at the number of people who already buy games
for consoles, compared to whos going to subscribe
when they dont need hardware. When theres
a frictionless way to play games. Its going
to go crazy, he said.
This
could be the biggest thing thats happened to
the TV industry since Netflix, and the thing thats
going to happen as we head to the Netflix of games,
is going to be this grab of content.
To
that end, the worlds biggest game companies
have been steadily acquiring or investing in smaller
firms over the last few years, either to build out
their technological capabilities and talent or to
ensure they have the IP (intellectual property) and
game development pipelines to support a Netflix-style
model.
The
highest profile aquisition before this year was Microsofts
purchase of Zenimax for $10.5 billion, which netted
the company a huge back catalogue of games including
Doom, Fallout and Skyrim to add to Game Pass, as well
as several mature studios to make exclusive games,
such as Starfield coming later this year. But that
was eclipsed last month when the company also announced
it would acquire Activision Blizzard which
has an even richer history, owns the perennial best-seller
Call of Duty and is incubating metaverse tech
for $96 billion.
Elsewhere
in the same month, publisher Take-Two said it would
acquire social game pioneer Zynga for $18 billion,
and Sony said its PlayStation division would snap
up Bungie original creators of Halo and current
developers of the massive online shooter Destiny 2
for $5 billion.
Currently
taking the bulk of the revenue in the global industry
are platform holders Sony and Nintendo, as well as
tech giants Microsoft, Tencent, Apple and NetEase,
who would only become more powerful once hardware
platforms are gone. The concern is, if the trend continues
and most major studios are consolidated under these
banners, will smaller independent studios like those
that dominate Australias industry miss out?
It
offers opportunities, and also threats. Youre
going to come up against conglomerates that are hard
to compete against, massive marketing dollars and
huge budgets, said Ron Curry, CEO of peak industry
body the Interactive Games and Entertainment Association
(IGEA).
But
the situation wouldnt necessarily mean independent
games businesses cant thrive, he said. Small
teams can produce big hits when all options are presented
on the same service.
We
see that already on Netflix. Not everything thats
a hit on Netflix is coming out of a huge studio.
Not
only will there be opportunities for indies to live
on the major platforms services like
Unpacking from Brisbanes Witch Beam Games, which
was a recent viral hit that was featured on Game Pass
but the rise of streaming will also mean rival
indie-focused services, like weve seen with
Bandcamp for music or MUBI for movies. And, of course,
theres always a chance those indies will be
acquired.
Weve
had a number of conversations with large and mid-size
international developers who have asked us who
do you thinks worth looking at, should we scoop
them up? Should we buy them and leave them independent,
Mr Curry said.
But
with recently announced government tax offsets making
Australia a more friendly place for those big game
companies to set up shop, there may be more paths
to success than that.
When
these large companies set up in Australia, they create
a good ecosystem that will allow independence. Allow
a lot more students to come out of university, hone
their craft within a big studio, then break off into
fantastic, agile, independent game developers,
he said.
Mr
Symons, of Big Ant, said fears of consolidation shutting
smaller studios out didnt take history into
account. Ever since the 1980s as the market for video
games as grown, there have always been periods of
big companies taking control followed by greater opportunities
for everyone, he said. Huge companies are needed to
advance distribution from arcades to home consoles
to digital downloads to streaming before the
creators can benefit.
We
will have large corporations ruling, but its
not a position we havent been in before. This
is part of the cycle, he said.
I
think what this will eventually do is offer almost
direct access to market for smaller studios, access
to an audience Netflix-like in size. Large corporations
will control the platforms, but its in their
interests to have the indie survive.
Of
course the question of consolidation is far from theoretical
for Big Ant; the studio was already acquired last
year by expanding French publisher Nacon for €35
million ($56 million).
Ive
been given a directive already, to make sure that
if there are appropriate studios for us to acquire
that we have those talks, he said.
Theres
a run on for content, and Australian content is very
well regarded. We service the markets well, we speak
everybodys language, we allow development when
the sun is down for them, and COVID has proven that
things can be done remotely.
Mr
Symons added that given Big Ants focus on cricket,
tennis and other sports, the team is excited about
the potential of streaming to widen its audience to
every sports fan in the country.
As
long as theres a sports fan theres a fan
of our games. If it goes on to streaming were
going to get more people, more eyeballs, were
going to be able to grow and ride that wave,
he said.
I
think all the studios in Australia will ride this
fantastic wave and thirst for content. The uptick
in the number of people playing games is going to
be so big.
(The
Sydney Morning Herald)
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