Chris Anderson, in his generally interesting Long Tail blog, made an intriguing - if slightly uninformed - post today that I thought worth responding to.
Now, Chris is a smart guy, and he’s done lots of important things for the tech industry as a whole. This includes coining important phrases like Long Tail, and editing magazines like Wired. But when it comes to game distribution issues, he just doesn’t understand.
I helped found a company called Trymedia Systems, the first successful company in the digital game distribution space. At one time, Trymedia powered almost the entire universe of downloadable game options, and, working with our partners (Yahoo, AOL, BigFish, etc) helped provide the infrastructure that’s enabled downloadable games to flourish. We started at the height of the boom (1999) and sold in 2005 to Macrovision, enduring a lot of pushback (”Gamers want to feel the physical CD in their hands”), pain (a big chunk of time unpaid during the downturn) and progress (More people play games on the web than any other channel).
But Anderson really misses the point about digital distribution. The marginal cost of a disc-based game is already very small - <$2/box for most, on an MSRP of $50. That doesn’t equate to a ton of costs that can be repatriated to the consumer. And, let’s be clear about something very important: games that are free-to-play/item based make significantly *more* money than most of their disc-based counterparts - when you look at an overall ARPU basis. And while most MMOGs (including Funware apps like rmbr) have a baseline free version, our business is absolutely predicated on the idea that people will pay for various items, powerups and features that are locked without a monetary contribution. This is nothing like the business model employed by most Web startups, because we really don’t give the game away for free, even though it *looks* like we’re doing that to the uneducated observer. We finely tune our online MMO products to wring the maximum revenue from each user - and that’s something the games industry is positively expert at doing.
Take a look at this ARPU chart. This is average revenue per user for a string of MMOGs. Does any regular “free” website get this kind of revenue? Does any non-porn web property even come close? Remember, these are averages, and the normal distribution is that most people don’t pay.

The reality of downloadable games is that you’re lucky if 1% of the people who download your demo convert into paying users, and the distribution in MMOs - while better - still doesn’t suggest that 70% of lookers turn into buyers. So, we make due in all corners of the online business by getting some ad revenue where we can, selling subscriptions to those that will buy, and selling our product (be it virtual real estate or a CDRom) to those that are really passionate about what we make.
But let’s be honest. There are no free rides in games - and no partners/investors willing to pay $15Bn for a games company that doesn’t make money. So, until then, I guess we’ll just have to make do with our focus on revenue and engaging users.