This next blog is in response to Ironix's blog, but it's too long to post as a comment! So here it is.
Alright, I read your blog twice over, so the debate ought to go well.
Let's put a few things into perspective we both agree on. 1) The
price of $55 is just way too high. 2) The best bet this game has of
selling is, indeed, through
it's already existing fans. You made very convincing arguments on the
second point. I also agree that Namco must justify themselves regarding
this decision. However, I still do not agree with the main thrust of
your argument, which is that Namco Bandai
made a mistake. They didn't, and here's a short list of why.
1) The PSP is dead. I know I beat you over the head with this but it's important for any consideration of the facts.
2)
The PS Vita is nearly dead. As an owner myself, I'm saddened by this
beyond words. However, the dismal release list speaks for itself.
3) The iOS platform is plenty healthy, and is spread over iPhones, iPads and iPods, which makes for a great market.
Now
we both agree that the price is ridiculous and the fans are important.
So let's take a look at why Namco did what they did. Put yourself in
the publisher's shoes for a second. If you were to put out Idol Master
Fiesta, what are your
options? There are several, but I think it boils down to two general
decisions.
1) To localize for the PSP/Vita
2) To localize for iOS.
In
your arguments, you say that fans are the ones who will buy at the 55
dollar price point. Yes. Fans are the ones who will initiate other
players into becoming fans. Also yes. BUT, this actually works against
you. Because the BEST
way to attract existing fans AND to pull in new ones is through option
2, the iOS. Why? Because you cannot grow the market using option 1.
Suppose I were to try to get a friend to buy Fiesta on the PSP/Vita. It
would be easy to do so if they already had
the machine. But not so much if they don't. It would be very
difficult to get anyone else to buy the game if they also had to shell
out for a system they don't have but it's doubly so when the systems in
question are DEAD! So how do you intend to grow your
fan base on dead platforms? It doesn't work very well. The iOS is a
whole different story. Not only is the platform evolving (iPhone 4, 4S,
5, etc.) but there are plenty of people who already have one variation
of the machine, so it's easy to gain new converts
through existing fans. Yes, it's too bad for the folks who have a
PSP/VITA but not the iOS. But there are bound to be an overlap. I'm
sure a lot of fans who have a PSP also have an iOS device. Put yourself
in Namco's position and you can see that - if
they are serious about growing their fan base - the PSP/Vita option is
the more limiting choice.
This
is the main thrust of my argument but your blog also points out a
couple other issues I wish to address. Now I didn't read the original
article on this announcment, but you mentioned that Namco didn't give
anyone warning regarding
the iOS decision? But isn't the warning the news piece itself? It
seems to me this announcment IS the warning you've been looking for.
Afterall, the game isn't out yet (am I right? I'm not sure). And of
course, there are also the issue of price point,
and their mismarketing (in your opinion) to their target audience (the
fans). But on that second point, I argue that there is no
mismarketing. Why? Because this is their first attempt to bring any
Idol Master title to North America. So any marketing they
do now is brand new, at least from Namco's perspective. For you, who
have been enjoying the titles since the beginning, it feels like a
betrayal. But to Namco, it's their first foray into new territory for a
'new' IP. In order to launch successfully, they
must not only balance existing fan base, but also to consider a new
audience. Which, I think, means taking a few risks.
Which is exactly what I think is happening here. Let's consider several facts:
1) It's easy to port games to Android, PSP, Vita. Relatively speaking.
2) It's easy to lower the price of a title on iOS. Happens all the time.
Put
those two together and what we have is classic risk versus reward.
Only, in this case, the risk isn't as great as you think. If Namco
localized for PSP, they are guarenteed a niche audience. But why stop
at that? With the iOS, they
have a potential hit on their hands beyond what can be provided by
niche. And here's where iOS flexibility comes into play. What Namco is
doing is simply this. They are testing the waters. That's it. No
more, no less. They publish for iOS, not because
they are shooting themselves in the foot, but rather because iOS is the
perfect test platform. If 55 bucks don't sell? No big deal. Slash it
in half! They are free to set whatever price until it's optimal. Even
if noone buys at 55, someone will at 45.
Then 35. Then 25, and on and on. And, if the game takes off, even a
little, you can bet on an Android port and maybe a PSP/Vita version,
too. Now you say that price adjustments are easily done on the PSN.
Yes, however, I think, they are not just testing
the price point, they are testing iOS itself. It's no secret that
console sales are down and developers are flocking to mobile. What
better way for Namco to get into the mobile action than to port over
something with a small but installed fan base just to
get it's feet wet?
So
that’s my answer. Why did Namco do what they did? Simple. They are
making a gamble, testing the iOS waters, and going from there.