Wednesday, June 21, 2017

Let's Make a Franchise - Part 1

What does it take to create a successful franchise?

This is a question developers and publishers have been asking themselves for decades. Some have figured out specific secrets regarding strategies to give their products a greater chance (bundled in games are almost guaranteed to be successful if the console sells well), but for most companies, much like the movie industry, nobody knows anything. What’s the gaming version of Paranormal Activity or Get Out? I might say Dark Souls, the series I just wrote about last entry that on paper seems to make no sense but in practice became a huge success. Limiting the accessibility and taking things backward surely would be a tough pitch to publishers, but over 13 million copies sold later developer From Software is laughing its way to the bank (not to mention, exclusivity deals which lead to Bloodborne being only on the PS4).

Regardless, I sought to find a way to get a better understanding of how franchises are born, specifically what might give a new property the best opportunity to become a successful franchise. My hypothesis was that launching a new property in congruence with a console launch was the best recipe for long term success. I was influenced not only by classics like Mario and Sonic (Sonic not originally being bundled in with the Genesis, but after doing so became a colossal success), but by more recent entries like the game Knack, which was considered an average platform but was recently greenlit for a sequel last year, largely because it sold well given the PS4’s limited launch titles. In order to father data for analysis, I look specifically at three generations of consoles: the Sega Saturn/Sony PlayStation/Nintendo 64 generation, the Sega Dreamcast/Sony PlayStation 2/Nintendo GameCube/Microsoft generation, and the Sony PlayStation 3/Nintendo Wii/Microsoft Xbox 360 generation. This post will focus specifically on the earliest group of consoles, and will move forward in time over the next few posts.

The data parameters I gathered were the following:



From here my mentor, Professor Jenny Escalas, and I were able to gather some extremely interesting insights that just may provide help to anyone looking to launch a new game in the future without previous experience. Without further ado, here are some of the insights we found in regards to the 5th generation of console launch games.

Overall Metrics:
1.      18 games available across the 3 consoles (10 for Sony, 6 for Sega, 2 for Nintendo)
2.      14 out of 18 games received sequels
3.      10 out of 18 games received multiple sequels
4.      Average review was 71
5.      Average sales figure was 1.4 million units

                                   
                              (I’m sure you know this gentleman. Credit: Wikipedia.com)

Insight 1 – Platformers and Fighting Games Ruled the Era

In what should not be a surprise for the mid ‘90’s timeline, platformers and fighting games were the genre that had the greatest chance of success. All 3 platformers released across the consoles received a sequel, and 2 out of 3 of the fighting games did as well. Even more impressive, 4 out of the 6 games did not have a previous iteration, the two that did were Super Mario 64 and Street Fighter: The Movie (although this game fared poorly and was the one game that did receive a “true” sequel; however, the franchise Street Fighter exists to this day, but no movie specific follow ups). Even more impressive is of the 6 games, 4 continued with multiple sequels. Among the 6 games was Rayman, a name that is familiar with most gamers and can effectively be considered one of the early mascots for Sony (Rayman himself would be supplanted by Crash Bandicoot in the future, but Ubisoft struck at the right time and took full advantage of the system). Coming off the 16-bit era where platformers and fighting games were at their peak though, it was not much of a surprise to see these genres create effective long term success.

                                                 
(A very cool new franchise, Panzer Dragoon. Credit: HardcoreGaming101)

Insight 2 – Review Scores Play a Direct Role in Creating a Sequel

In this generation critical reception had leverage over consumer reception. That’s not to say that commercial sales did not play a role in creating a sequel, but they did not have as great a direct factor. All 11 games that had an average review of 75 or higher received sequels, even though 2 titles were lacking in sales (Clockwork Knight – 90,000, Panzer Dragoon – 110,000). Panzer Dragoon was actually the second highest rated game of the generation behind Super Mario 64, so it’s fair to assume that Sega believed the critical success would lead to future sales even if it was not obvious in the first game. Still, making a better than average game for this generation essentially guaranteed a sequel, and to a degree, a franchise, as 9 of the 11 games received multiple sequels, truly a nice feat for the generation.
                                  
(It all started with this radical box art. Credit: Wikipedia.com)

Insight 3 – Single Player Games Had a Perfect Record in Sequels

Honestly, see subject line. Single player games did exceptionally well in this generation. Even poorly reviewed games like Total Eclipse: Turbo and Kileak: The DNA Imperative which had aggregate review scores of 57 and 48 respectively managed to get a sequel. While this trend would not continue going forward, it is fair to infer that this generation was the final great one for Single Player games before multiplayer options became more commonplace.

Insight 4 – A Bad Era for Sports’ Games

Unlike the forthcoming generations, the Sports genre suffered terribly with its outings[1]. Of the five games released only two received sequels, and one had been a pre-existing franchise. Granted, both successes continued into multiple sequels, which meant there was some success, but indications are that this timeframe was one that was not kind to sports initially. This is likely due to the large shift from 2D to 3D graphics, forcing developers to take their time before launching a new franchise or an update to one. The shift in graphics was extremely detrimental for several genres and franchises (this generation could also be considered the last great Platformer generation). Once developers got used to the new graphical interfaces, Sports’ games would find themselves in the thick of every future console launch.

                            
(It’s so…90’s. Credit: GameOldies.com)

Insight 5 – The Golden Child of Console Launch Titles is Ridge Racer

Coming into the 5th generation Sony had the most to prove. Yes, it was appealing to many individuals given the lower price tag (Sony’s product was at least $100 less than any competitor product) but it had no franchises or previous intellectual property to rely on for software sales. Thus, it needed to try to throw as many potential franchises at the system as possible, leading to games like Rayman from Ubisoft and Ridge Racer from Namco (later Bandai Namco). I’ve already discussed the success Ubisoft had with Rayman in Insight 1, but Ridge Racer took the console launch game to a new level. What I mean is that for every forthcoming generation, Namco launched a Ridge Racer game alongside it for Sony. Ridge Racer 5 was in the PlayStation 2 lineup and Ridge Racer 6 was part of the PlayStation 3 lineup. Even the PlayStation Portable had a Ridge Racer title at launch. Why did Namco employ this strategy? It’s simple: the games reviewed better than average and sold well for their time period until Ridge Racer 6. The original Ridge Racer had an aggregate review score of 81 and sold just under 800,000 units, which should definitely be considered a success for a brand new IP. Ridge Racer 5 had an aggregate score of 80 along with 1,240,000 units sold, once again showing the series was both high quality and easy to market. Things went astray in the 7th generation as Ridge Racer 6 had a lower aggregate score of 74 and managed only 200,000 in sales, but at this point, Namco had reaped the reward of a successful franchise all through betting big on the success of Sony consoles.

Conclusion:

Without spoiling the upcoming posts, what we see here in the fifth generation is a bit of an outlier. These trends did not continue into the future for the most part, but instead showcase the end of an era. The shift from 2D to 3D was a difficult one, and with the games released we see a majority sticking to the old norms (Platformers, Fighting) instead of the more commonly found games today at launch (First Person Shooters, Sports). Regardless, there definitely stand out hits at the time, such as Super Mario 64, alongside new franchises like Rayman and Ridge Racer. These two specific games were definitely highlights, especially the birth of Rayman. As we’ll see going forward, Ubisoft has been extremely shrewd in its strategy to bet big on console launches, which has kept them not only creating new franchises but also raking in sales compared to its competition.

Next time things will get a little more interesting as this brand new company called Microsoft decides to enter the fray with its original Xbox while Sega makes a last stand with its Dreamcast. Thanks for reading!

Notes:
Special thanks to Gamerankings.com, VGChartz.com, and SegaRetro.org for providing a substantial amount of the data points needed to conduct this research


[1] Note – I consider Sports and Racing two separate genres

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