Digital Diversity
Standing within a digital distribution market that’s both congested with competition yet years away from realising its full potential, it comes as no surprise that Metaboli has spent nearly seven years getting to the position it’s in today.
The Paris-based digital distribution business continues to grow in precise, measured steps. Days ago it had fully finalised its acquisition of Ted Turner’s sizable GameTap business, just weeks after striking a partnership deal with Microsoft’s MSN service.
We speak to Metaboli’s Vice President of Marketing and Product Jerome Gayet and Regional Business Director Paul Howes to discuss the next seven years for Metaboli, and the challenges it faces today.
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EDGE: Customers can either buy single games from Metaboli’s archive, or they can rent out all or part of the entire collection for a monthly subscription fee. Which is the more lucrative business right now?
Jerome Gayet: So far the margins are higher in the monthly subscription business. It’s a more lucrative service for us because each user will typically keep to their subscriptions for 6-12 months, though it’s harder to convince people to subscribe than it is to offer them a single game.
Is it tougher than ever to get consumers to commit to a subscription?
Gayet: Our subscription model is less linked with big releases. So, when for example Electronic Arts decided to postpone the launch of The Sims 3, it obviously had a big impact on our projected sales for the download-to-own model in February.
Yet the delay had no real effect on the on-demand business, as we’re selling a catalogue here, of 200-300 games. A single big game does not sell our subscription packages.
In the current economic climate, the subscription model is going to face a bit more difficulty, because customers tend to be reluctant to take on new subscriptions to add to their other monthly outgoings.
Yet we feel that the system can particularly appeal to families who have more than one person enjoying games, because what is £6.95 per month compared to all the games purchased during that month, for both the children and parents?
How have you approached the task of translating and advertising those sort of calculations to your target market?
Gayet: We haven’t done it enough so far. We mostly have advertised the number of titles we have and the quality of title we have to offer, but we really should be telling people that they can access a library with a combined value of £3,000 – with no download limit – for a small monthly fee. In many cases that can be a saving.
Metaboli has completed the GameTap acquisition and is now fully responsible for the brand. What were the reasons behind buying the business?
Gayet: GameTap gives us access to the US market, and that makes it a fantastic opportunity for us. The service already has a solid subscription base, of around 50,000 customers. We also want to push the service forward, and we will be applying a download-to-own business on the site.
You plan to keep both GameTap and Metaboli as individual brands, does that mean neither will cross into the other’s territory?
Gayet: Actually, later this year we will begin pushing the GameTap brand into certain parts of Europe, because we think it is a strong enough brand. It will be a good internal competition, and as Europe is such a diverse market we feel that both brands will work better in appealing to the whole region.
Right now the market leader in digital distribution business is Valve. Its Steam service now has over 20 million user accounts, and a growing number of major publishers – such as EA – are offering their games through the platform. How can Metaboli’s download-to-own businesses distinguish themselves from the competition?
Gayet: We obviously strive to offer the best prices for single downloads, but we now negotiate exclusivity deals with publishers. We’re only just starting on this, but we aim to provide more and more exclusive games and add-ons for a period of time.
Paul Howes: We regard ourselves as a more mainstream service than Valve. Valve has come from a core gaming heritage, with a direct-to-consumer business model. The Metaboli proposition does go direct to the end user, but we also white label for over sixty partners in Europe; companies such as BT, Virgin, Orange, GAME and Eurogamer. We’ve also just recently signed with MSN to host our service across key nations in Europe.
In other words; we are taking the gaming business to a much broader audience.
Gayet: We are also focusing more on a broader audience. Later in the year we will be launching onto the UK market a ‘Chillout’ subscription package that will be targeted towards women, and children as well. This will be us offering over 200 games, some of which will be big, major casual titles, for our basic £6.95 monthly subscription.
When it comes to exclusivity deals with publishers, are their any key titles that you could cite right now, or is this a strategy that you aim to develop down the road?
Howes: It’s something that we arelooking to in the future. There are examples of digital exclusives, EA just recently a C&C Uprising, which was available on Metaboli and a number of other digital distribution sources, but not available at the retailers.
We know that publishers are thinking about how they can add value to the digital distribution market, and we’re speaking to them on an ongoing basis about the advantages we can bring to them.
You mentioned the recent deal with MSN, what does Microsoft get from the deal?
Howes: Microsoft is very keen to offer its userbase a variety of services, and they already have a successful casual games portal and they were keen on offering a PC videogame service.
And the Metaboli service will be integrated with Games for Windows Live?
Howes: Yes, and we’re also talking to Microsoft about further Windows Live applications that could add value to its gaming service.