Gamestop’s closest U.S. comparable is Best
Buy. Analysts for Best Buy Inc. are predicting
an 8% year over year EPS growth rate. Based on
current trading prices, BBY trades at a P/E ratio of around 13.
Meanwhile, analysts project a 14% year over year EPS increase at
Gamestop Inc. With higher analyst growth
expectations, one would expect GME to have a higher P/E ratio than
BBY, right? Wrong. Gamestop,
with less debt relative to its market cap than Best Buy, trades at
a P/E of less than 10, reflecting a belief from analysts (and even
some industry executives) that Gamestop growth is doomed.
There are two main causes behind this belief – but they
are not actually causes, they are theories.
Theory #1 is that competitors will start biting into GME’s
used game business. Theory #2 is the more
popular idea, that digital distribution will start cutting
significantly into the retail business. None of
this has actually happened. It’s a
theory. Yet, Gamestop trades as if it were a
fact.
The used game competition theory has already proven to be
questionable with retailers like Best Buy and Wal-Mart making
passive deals with third parties to make room for used game trade
machines that are supposed to market themselves to game
traders. Amazon and others have jumped in with
me-too concepts and Gamestop has seen little impact, because
Gamestop’s approach to used games is in no way
passive. The fact of the matter is no other
retailer besides Blockbuster is really equipped to compete in a
meaningful way due to store size, and meanwhile Blockbuster is
closing down stores.
But Gamestop is the next Blockbuster, they say, due to digital
downloads.
One would think skeptics of Gamestop’s business model
would have the burden of proof when it comes to the idea of GME's
model breaking down. Where is their example of a
$20+ product selling like crazy as a digital
download? Where is there a single example of a
$40+ product selling digitally in huge numbers?
The technology is available and ready.
Games will be like CDs turning into an iTunes-like model, they
say. But by that logic, we would also see video
game sales drop by over 90% overall as it did with
CDs. The reason this won't happen is unlike when
free programs suddenly made music easy to share illegally, the
video game industry more carefully regulates itself against
piracy. Moreover, one could argue losing music
albums where most people bought the album for 1 or 2 songs, makes
much more sense than losing big budget games that require large
retail sales.
In related news, the PSP Go, a digital download console,
launched at the beginning of this month and is already looking like
a massive failure. Take Two Interactive tried to
release high quality $20 “episodes” of top brand name
Grand Theft Auto. It was such a major flop given
the reviews and brand name that Take Two’s next episode is
being promoted as a packaged retail release, despite originally
slated as a digital release.
Nobody doubts that digital sales will grow.
But the idea that there will be a dramatic shift of the way games
are bought and sold seems very naïve and
idealistic. $60 games which everybody knows will
eventually be $20 games require marketing and
salesmanship. The box, the CD, the retailer are
all part of the process.
Here’s the best analogy: everyone commenting on the movie
industry thought that pay-per-view and on demand type services
would kill movie theaters. Everything about the
pay-per-view model makes more financial sense for the consumer than
wasting on expensive tickets for a movie. And
today with huge HDTVs and sound systems, why are movies still
thriving? Because cutting out distribution cuts
out the hype of the movie, meaning fewer sales.
Studios figured that out a long time
ago. Kill the movie theaters and you kill big
productions and you will thus kill the business.
The idea that video game retailer legs will get chopped off just
because downloads are offered is almost the same
thing. Forward thinking publishers and hardware
manufacturers know, or will soon enough realize, that trying to
pass up retailers will kill their business.
That's part of why they are not offering new games online at
discounts on day one. They rely on retailers
much more than many people understand.
And again, from the consumer standpoint, paying $60 for a full
game digital download or paying $60 for a nice looking box they can
unwrap with a shiny CD and manual - all with resale value - is a no
brainer choice for most people. Going to a place
with a thousand video games is also not a chore to most people
interested in video games. Video games are in
the entertainment category for people, like toys (for all
ages). But new big budget games are not
cheap. Nice looking game packaging is a part of
the distraction process in getting people to shell out the
cash. There will always be some people who don't
care about all that but it’s a small minority of
consumers.
Bottom line: the theory about digital downloads hurting retail
does not properly take consumer psychology into account and would
mean that video game's best marketers will fall, and video games as
a whole will fall to things like sports and
sunshine. Games do not sell
themselves. Many people might think they do but
publishers’ sales and marketing teams know better and depend
a lot more on retailers than anybody likes to give them credit
for. In fact, publishers fight for space at
retail, leaving smaller publishers struggling for attention.
Some smaller publishers such as Take Two Interactive still do
not seem to get it. The GTA downloadable content
effort created a longer delay of the next console GTA and has
largely failed. But that's not Take Two’s
biggest failure. Their biggest failure –
similar to some of the Japanese publishers who are losing ground
– is being squeezed out of retail space by Electronic Arts
and Activision Inc – whose sales and marketing teams better
understand the industry as a packaged goods industry foremost, and
so they flood retail space with their games.
They fight for retail space at Wal-Mart, Gamestop and others while
Take Two and other quixotic companies think the games with high
ratings will sell themselves.
Investors should not be Take Two executives, persisting with the
idea that it's just all about high quality digital
content. That's only half of the equation of
what makes the sale. The winning formula
includes retailers as 100% part of the process.
Here’s what Matthew Tattle, Group Manager of The NPD Group
says:
“Game packaging is the most influential form of
advertising for game manufacturers and
retailers. Particularly among impulse shoppers,
game packaging is considered a much stronger motivator than TV
commercials, online ads or trailers. The graphics and images on
game packages should be chosen strategically to ensure buyers are
attracted to the game.”
One more point. Let’s face
it. With Blockbuster falling apart, Gamestop has
further monopolized the business of small video game retailers in
the United States. Publishers and hardware
manufacturers would love to see more competition, but know there is
no hope for that at this point. They are as
dependent on Gamestop as software makers are dependent on
Microsoft. Naturally, executives and industry
insiders, like rebellious children, will make statements that try
to undercut Gamestop’s value to them. But
behind closed doors they fight for every available space and plan
for packaged goods offerings that support the high price points
they need to stay profitable.