Posts Tagged ‘Theo Bergquist’

An interview with GamersGate’s CEO (Part 2)

Just a quick recap: GamersGate is a digital distribution platform that carries over 1800 games. How they started off was responding to fans who had difficulty getting their games, so they started a digital download service to cater to those fans, then they expanded that to include more publishers and developers. So that’s the base recap, if you want to read more of our previous interview it can be found here.

These are the follow-up questions we had after GamersGate’s CEO Theo Bergquist so kindly answered our previous questions.

Recently Steve Perlman, of OnLive, talked about the anatomy of a $60 video game, which focused on retail versions of video games. With your comment that developers get 70% of the revenue from digital game sales, could you perhaps break that down into an anatomy of a digital distribution $60 video game?

- 70% of $60 is $42, so if a publisher sells a game at GamersGate for $60, they get $42 right in their pocket, before returns, reserves, mark downs, etc. GamersGate gets $18 dollars. In roughly 90% of all cases publishers pay separately for DRM which usually is a small percentage of revenue.

All of your major competitors are either directly owned by a software developer (Steam, Impulse, Good Old Games) or a major gaming media conglomerate (Direct2Drive). Do you feel being more independent gives GamersGate any distinct advantages/disadvantages?

- I can only see advantages. Being tied into a publishing house or a major developer only presents questions and potential conflicts. Take Steam’s 20 million users for instance, I mean, how many of those users do you think are registered counterstrike and half-life users, and how many are really 3rd party customers using Steam as a marketplace? We’ve experienced tremendous growth through 3rd party partnerships and we really think that being independent helped us in such growth.

At one point in time, a system called ByteShield was chosen as GamersGate’s preferred DRM system. If that agreement is still in place (or one with a different vendor), what specifically does an agreement like that mean?

- At that time we were looking for a top tier DRM partner that could provide a security solution should any of our publishing partners ask for one, however, currently we recommend that they go DRM-free. As far as I know not a single game at GamersGate carries ByteShield, currently. We know those guys and have had a few discussions with them to be able to handle their system should publishers decide to use it. Usually we let the publishers decide what kind of DRM system they want, if they want any. For developers and publishers that don’t have any idea we recommend them to go DRM free!

You stated that you believed that account-based DRM is something that should be on the part of the distribution portal. Would this involve something more substantial than GamersGate’s current accounts system?

- Our philosophy is to keep it as simple as possible. We will always tweak and bend so that our solution is as easy to use as possible. An account-based service enables additional features such as reselling, “used games,” which will be the next step for us to solve.

What do you feel GamersGate needs to do to close some of the gap between Steam and yourselves in terms of market share in digital distribution?

- Our perspective is that Steam focuses on appealing to a hardcore gaming audience while we focus simply on retailing. Our mission is to offer gamers a place to, “buy your game anytime anywhere, it’s easy, fast and client-free.” Also, from a consumer survey we did, we know that 30% of our customers use GamersGate because they acknowledge the benefits of a client-free system, and the hassles of Steam’s “walled garden,” concept. In addition GamersGate has the world’s largest catalogue of downloadable games; and when you combine that with our reward/loyalty program we feel that we will be in a very competitive position as digitally distributed games become more popular.

How did the relationship between GamersGate and PlayExpert come about? What do you think it brings to the GamersGate platform from the point of view of your customers?

- It’s pretty simple. PlayExpert has done something that helps us directly compete with Steam’s in-client services like chat-overlay, web browsing, etc. without requiring a burdensome client solution. For us it was a perfect match and we know many of our customers just love it. Same features but client-free!

Well, now that the interview questions are over I can come out and say that I am a huge fan of GamersGate. The way they cater to their fans shows how their main concern has always been their customers, and from my experience with them this has been true as well. I get the feeling that not every decision is about money, it’s about making sure their customers are happy and keep coming back (which of course makes them more money). After having our questions answered I have to say I am very pleased with their stance on DRM, and the hint that in the future we may actually be able to trade our digital purchases (which is a huge one for me).

Plus GamersGate just put Mount & Blade, which is a great game, on sale for $5. They are wily those guys they are…

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An interview with GamersGate’s CEO

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GamersGate is a digital distribution platform that enables people from around the world to purchase and download games online, without having to leave their own home. I recently wrote an article about how GamersGate and Steam proved that by dropping prices actually increases their profits. Since that article I was able to have an interview with Theo Bergquist, GamersGate’s CEO.

How did GamersGate come about?

- It all started with Paradox Interactive and their PC titles. As they struggled to find retail shelf space for their titles, fans began asking if they could download the games straight from the Paradox FTP. Eventually it became so popular that we created a separate brand, GamersGate, and spun it off from Paradox so we could host games from other publishers.

Coming from an independent background of Paradox, how many Independent developers are you currently working with and do you have plans to reach out to more?

- Currently we have more than 200 partners and over 1800 games for sale. Independent developers are an important factor for us and we’ve always seen them as our kin. The more games we can add, even if it’s from small independent developers, the better. Also, it’s a good source of revenues for them. I mean, they get 70% of the revenues within 30 days! That’s way higher than what they would get if they were to go through physical retail.

GamersGate mentions what DRM is on some games, but not all, in the future are you planning on listing what DRM is on all games (if its present)? Or is that up to the publishers? Do you feel that DRM should be disclosed prior to purchase?

- Absolutely. The type of DRM a game carries should be clear in the description. For many gamers this is an essential factor in whether they make the decision to buy the game or not. We try to state that as clear as we can and we’re updating the product pages constantly. From our end this should be no secret.

Do you think DLC accessed through systems like EA’s Cerberus will come to stores like GamersGate, Direct2Drive Steam, etc? Or will that stay with the publishers?

- Yes I think some of them will be accessed thru such systems, but not all. There will be many hybrids of how to deliver a game and gaming content in the future. I don’t think there will ever be one singular way of distributing a game.

Companies are planning account based DRM systems for their games; do you think this will have an effect on game sales?

- We believe account-based DRM is a much better way to go than the DRM’s we see out there today that are embedded in the games and can sometimes mess things up for the gamer. We feel that account-based DRM should be the distribution portal’s responsibility, not the publisher’s. We don’t believe in the concept of having multiple log-ins for different publishers.

* I have to note here that this question was asked before Ubisoft’s fiasco with their authentication servers.

Who decides when sales come about? Is it a deal you make with publishers before hand or how does that work?

- Sales are generated on an ad-hoc basis, typically. We’re happy to work with publishers when they want to have a sale to promote a certain game or games. We can also offer discounts at our discretion if we want to, for example, drive interest in a certain genre to build visibility for a specific upcoming title.

Do you think that, since specific games being marked down resulted in massive sales increases on both Steam and GamersGate, publishers might see those results as an argument for lowering initial game prices?

- Yes, I think many games are over priced today, and that price point could be much more flexible than most care to imagine. It’s so much easier to skew down the price with digital distribution – as compared to physical retail. if you see that the price point is too high and that more and more publishers are aware of this. We’ve also seen quite a few interesting phenomena whereas we have a higher price point, then lower the price over the weekend as a “good offer”, then skew it up again without having a drop in sales.

Considering that Vernor v. Autodesk is a fight between licensing verses ownership how do you think the First Sale Doctrine effects GamersGate? Are there any plans to allow people to transfer games from account to account (second hand sales)?

- We’ll it’s a very interesting question, perhaps the most interesting in the landscape of digital distribution. For us the ONLY reason to carry a good DRM would be the fact that it allows a gamer to resell their game to someone else, and to be able to track that. I think we will see these kind of features on the portals in the future, and of course this is something we want to solve for the gamers.

Now that you’ve added new US servers and added a chat feature, are there any other big plans in the works for GamersGate?

- We’re constantly working on improving the service. For example we just released the in-game chat overlay feature from PlayExpert, our reward program has been a great hit and we will continue to develop that. Within soon we will also release the news about our improved technology to deliver games. Since a year back we’ve taken the “client free” approach and with this upgrade we take it even one step further, but more about this later on. We have some great things in the work for 2010, but first and foremost it’s about deliver games anytime, anywhere to the right price to the gamers.

Overall some very interesting answers to our questions. I can’t wait to see what is in the future for Gamersgate.

Part 2 of the interview can be read here.

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