Fishing in the big pond

Because of the console wars, the various manufacturers started to publish data about the units sold on a regular basis. Somewhat weird. There is competition in other industries as well but finding actual data on units shipped for cellphones or cars is much more difficult then in the games industry.
Anyway, I took a few minutes to grab some of the numbers and visualize them to better understand what's going on. The idea is to try to answer the question "How many people can I hope to reach if I choose a specific platform". So here are some of the findings:
First of all, it's really funny how the 3 console manufacturers are bragging and competing against each other by comparing how many units they have sold. If you compare their numbers to the amount of Internet-enabled personal computers, the audience for consoles is tiny and the differences between them turn out to be quite insignificant. That's why one guy can code some simple Flash game in a week or two and reach millions of people without any budget while doing the same on a console takes a fortune, years of work and a huge, talented team.
But obviously, it's never that simple. See, although there are much less consoles out there, 100% of the people who own a console want to play games on it. If you own a PC, it you CAN play a game on it but you might not be interested in games at all. So somewhere in the huge 900 Million bar for PCs there is a significantly smaller bar of the actual people who you can hope to reach at all when you publish a game. Here is where the problems begin because it is very difficult to define the border between a "potential gamer" and "will never play games at all".
And there are other considerations still. For example, the huge 900 Million bar will shrink significantly if you filter out the computers that don't have the specs to run.. say Crisis. All those factors together might shrink the 900 Million bar to a dimension somewhat comparable to the consoles. That's what some people refer to when they say the PC Platform was dead.
My point is that the strategy to develop games on different platforms needs to be different. Think of reaching users as of fishing. By selecting a platform you choose a pond and the various ponds have different characteristics so the fishing strategy is different. If you go for consoles, your pond is quite small when compared to the personal computers but all the fish in this pond are quite homogeneous when compared to the PC. So by using a bait tailor-made for that specific species of fish, you can hope to reach a high percentage of that small population. In fact, you MUST reach a high percentage because there are not too many fish in that little pond. That's why it is rather smart to go for a conservative product. After all, this is why people bought the Console in the first place and this is the kind of experience they are looking for. The only exceptions may be the Wii and the DS because they were actually bought by many people with a slightly different kind of experience in mind.
If you go for the PC, going conservative and spec-heavy (read: Crysis or Bioshock) is actually a bad idea because you automatically LIMIT your huge pond to just a small sub-species of fish, which is comparable to the amount fish in the console ponds. It might turn out to go fine but with that kind of bait, you will reach comparable results in the console pond where you don't have problems with DRM or Compatibility issues. The successful strategy in the personal computer pond is to use the pond's size to your advantage. You need to understand what kind of fish there are in that huge 900 Million bar and to develop baits for as many of them as possible. This is actually what casual games and flash games are doing right now and they reach a HUGE audience. No wonder the fishermen of the console pond are starting to turn their heads.
The problem with the personal computer strategy is that we don't quite know what kind of people there are in that huge pond. We don't who they are, what they would like to play (they don't know either) and how to reach them. For me, this is where the cutting-edge game design happens. Not where we do yet another Peggle but where we try to develop diffrent kinds of game-like experiences for all those crazy mutant fish in that huge 900 Million Pond. I believe this is healthy for the whole industry because by discovering different kinds of fish as a potential audience for games will result in a more adult, diversified game climate. My upcoming game Illucinated will try just that: it is a very different bait I would like to test in the 900 Million pond to see what kind of fish bites. I posted some of the pictures from Illucinated on Flickr and it seems to work because here is one of the comments I got:
Great location.
I don't play games but I'd love to see this one.
I love when a plan works.
But going back to the Statistics, there are still some nice details. Look how much more popular the portable consoles are when compared to the stationary ones. Isn't it strange how the stationary are nevertheless considered more significant? Of course, it might be different at the end of the life-cycle. The PS2 is much more successful then the GBA.
Also funny how the iPhone is considered such an exciting platform. While the end-of-life-cycle estimates put him somewhere where the X-Box 360 and PSP are right now, the only number of the actual units shipped I found are laughably small. It is even worse if you consider that the iPhone pond is much less game-oriented then the console ponds. So you can't even hope to reach ALL of the 6 Million that already have one. It might get interesting in the future but right now, it's severely overrated.
Finally, the statistics are not very good. I'm especially unhappy with the numbers for personal computers. They are from Adobe and I seriously doubt their numbers. For example, they say the penetration for the Flash Player 9 is at 96,5% in Europe. I don't believe it as I had actually know a bunch of people who had problems with not having Flash Player 9 installed. From personal experiences, I would say it is at 50% at best. There is some serious fault in their methodology. On the other hand, it is also ambiguous what they mean with PCs. Does that include Macs? Because the actual number of people having access to the Internet is way higher. According to some sources as high as 1230 Million.
I would also like to develop that statistic further. Maybe even start to break down the fish populations in each pond. So if you have some interesting numbers that could be relevant, please tell me!



















































