
Wedbush Morgan analyst Michael Pachter, posing in front of an Elvis impersonator
A couple of weeks ago, we wrote a piece for the "Global
Literacy 2008" special edition of Newsweek magazine. In it, we argued
that the Internet is the new sweatshop, by looking at properties
ranging from YouTube to Spore that are being built on top of
use-generated content. Since we could only use brief snippets of these email
interviews in the print edition of Newsweek, we thought you might
appreciate reading the game-related Q&As in their entirety. We heard first from Spore creator Will Wright; next
up is Wedbush Morgan analyst Michael Pachter.
Electronic
Arts announced that within just a few days, 500,000 creatures have
already been created using the Spore Creature Creator. Then they said
that they've hit a million Does this surprise you?
I'm not
surprised at the number, it suggests around 100,000 users doing 10
apiece, which sounds about right. I heard from EA that [its CEO John] Riccitiello did
10, and he's clearly the target demographic ;-) Now, if we can find out
how many Sam Houser created, that would be a story.
How
do you factor user-generated content into your forecasts for games such
as Spore, LittleBigPlanet, or even last year's Halo 3, with its built
in photo mode and video uploader? What impact does this activity,
nearly four months out from the launch, have on your forecasts for
Spore. Have you shifted your initial estimates on LittleBigPlanet based
on the response to Spore?
I think UGC (user-generated
content) in this context is more like viral marketing, unlike UGC in
World of Warcraft or even Halo, which comes after the fact. I expect
around 3 million units of Spore to ship, so 100,000 users the first
week of Creature Creator isn't really all that meaningful or
unexpected. I saw ads on gaming websites, but this game has greater
mass appeal (like the Sims), and mass market advertising will be more
impactful than viral marketing.
Executives at Electronic Arts
have suggested that they may exploit this user-generated content in a
variety of ways, from toys to card-based games. Should users be somehow
compensated if their "work" is used in this manner? Do publishers have
any legal exposure if they don't compensate their users?
The
appeal of UGC is its impact on the ultimate game experience, and that
will take on a life of its own once a million players start uploading
creations. I think of it more like eBay, which was a cool idea early
on, but which became more interesting as it added users. Once a few
hundred thousand creative types begin to upload cool creations, I think
that the user experience will be enhanced to the point that the game
will attract even more players. Ultimately, I think UGC will make a big
difference; now, it merely shows the potential.
The same is likely true of LBP, but the user base won't be quite as broad (younger, and PS3 only).
The legal claim can be overcome by a waiver. For example, Newsweek owns your words, since you sold them in advance.
EA
can choose to compensate users for UGC, and will likely attract even
more and richer content if they do so. Can you imagine a 10 cent
royalty on something copied a million times? That would encourage a lot
of content. I don't know what they plan, but capitalism usually trumps
slavery.
Can all games benefit user-generated content, or is it only certain games?
Most
games can be improved upon, so I expect UGC to be part of all games
(except Nintendo's) five years from now. There will always be IP owner
concerns about character integrity (we can't have a white Mickey Mouse
or a yellow Barney), but if characters can be made sacrosanct, I think
you will see UGC part of even Disney games.
Next: Media Molecule technical director Alex Evans on LittleBigPlanet's simple-yet-powerful tools.