Why Digital Distribution Hardly Matters (Yet)

Written by:  • Edited by: J. F. Amprimoz
Published Aug 23, 2009
• Related Guides: Gamers | Steam | Music

The gaming press couldn't be more excited about digital distribution. It offers gamers an easy, inexpensive way to download games. But digital distribution remains only a tiny fraction of the gaming market, and will remain the minority for years to come.

False Prophets

Reading popular gaming press makes it easy to believe that digital distribution is quickly over-taking retail as the most popular method of distributing games in North America. Most recently the success of Steam and Direct2Drive made headlines thanks to massive gains in year-over-year sales during a period of time in which the overall industry has posted consistent double-digit reductions in sales figures.

The popularity of these stories is only natural. Digital distribution will probably one day have the majority of the market and it is, in comparison to retail, an exciting new way for developers to sell to gamers. But the positive press conceals the fact that the actual sales figures of digitally distributed games are dwarfed massively by retail sales. Even optimistic analysts acknowledge that digital distribution isn't likely to gain even a fifth of the North American market until 2013.

Hardcore gamers will have a hard time understanding this. Anyone who regularly downloads games from Steam or Direct2Drive at major discounts probably wonders why the days of retail aren't coming to a quicker close. There are good reasons, however, why digital distribution still remains a minority of the market, and they mostly have less to do with what hardcore gamers believe and more to do with what consumers want.

Games Aren't Passive Media

The iPod is the flagship of music's digital revolution.
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The poster-child for how digital distribution can change an industry is obviously online music. In only a decade, the industry which once relied on sales of CDs and other physical media is now preparing for the possibility that 2010 will be the first year in which more than half of all music sales consist of digital copies. That is doubly impressive because the music industry spent most of the last ten years fighting tooth and nail against the rise of digital music.

But games are not music. Music has several traits which make it very well suited for digital distribution including file size, cost per track, and the ease of demoing. One less commonly noticed trait, however, is the fact that music is a passive product. A person can listen to music while doing just about anything. This means that even the most casual listeners often build music libraries which number in the thousands or tens of thousands of tracks. This also means that users do not link their use of past music to their consumption of new music. A person who just bought a new album is unlikely to feel that they need to "finish" it before buying another one.

Games, however, require active participation. It doesn't make much sense to buy five games at once because games usually engage the player one or perhaps two at a time. They have a definitive end which requires the gamers full attention to reach. Even if games were as cheap as albums on iTunes it is doubtful that consumers would purchase more than they felt they could finish in a reasonable period of time. There are ways to counter-act this, as Steam's weekend deals have shown, but it is a major limiting factor on the sales of digital games.

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