Here's the short version of the market for Licensed Based vs Original IP
Based video game software for titles that sold 1 million or more units.



Why would anyone purchase a license when clearly about 80% of the market
belongs to non-licensed titles. Why do most people in upper management think it's best to buy a license?
Well, here are my thoughts:
1) They confuse licenses with sequels. By my definition, a license is defined
as something from outside the game industry. For example the Spiderman series
(very successful) is a license. The Harry Potter and Lord or the Rings games are
licenses. On the other hand Metal Gear Solid 3 is not a license, it is a sequel
to an original IP title. Without the original IP there could be no sequel.
2) They mix in sports titles with software over all. The above numbers remove
sports. My argument for removing sports from my computations is, that I'll grant
you that if you are going to make a sports title the stats show you are pretty
much required to buy a license. On the other hand, if you are not making a
sports title then the fact that sports need a license should have absolutely no
barring whatsoever on the decision to use licensed IP or not.
I posted those 3 charts as they are probably the most currently relevant but below is
the data from most major platforms.
|
Platform |
# Titles |
Original
Titles |
Sequel To
Original
Titles |
Licensed
Titles |
# Units |
Original
Units |
Sequel To
Original
Units |
Licensed
Units |
Original
Based
Units |
Original
Based
Titles |
|
PC |
46 |
50.00% |
45.65% |
4.35% |
128.21 |
61.63% |
36.86% |
1.51% |
95.65% |
98.49% |
|
NES |
38 |
50.00% |
42.11% |
7.89% |
106.94 |
44.18% |
52.11% |
3.70% |
92.11% |
96.30% |
|
SNES |
39 |
28.21% |
66.67% |
5.13% |
137.57 |
20.73% |
77.12% |
2.15% |
94.87% |
97.85% |
|
N64 |
40 |
17.50% |
62.50% |
20.00% |
125.19 |
13.87% |
68.47% |
17.65% |
80.00% |
82.35% |
|
GameCube |
34 |
8.82% |
85.29% |
5.88% |
70.77 |
7.38% |
88.33% |
4.30% |
94.12% |
95.70% |
|
GameBoy |
46 |
10.87% |
76.09% |
13.04% |
228.9 |
30.30% |
65.47% |
4.24% |
86.96% |
95.76% |
|
GBA |
50 |
4.00% |
72.00% |
24.00% |
119.67 |
2.33% |
81.50% |
16.17% |
76.00% |
83.83% |
|
DS |
11 |
36.36% |
63.64% |
0.00% |
30.93 |
38.67% |
61.33% |
0.00% |
100.00% |
100.00% |
|
PS1 |
62 |
27.42% |
61.29% |
11.29% |
184.59 |
26.14% |
67.90% |
5.96% |
88.71% |
94.04% |
|
PS2 |
107 |
16.82% |
58.88% |
24.30% |
294.08 |
13.91% |
63.78% |
22.31% |
75.70% |
77.69% |
|
Xbox |
30 |
33.33% |
46.67% |
20.00% |
53.69 |
37.79% |
46.84% |
15.37% |
80.00% |
84.63% |
key:
- # titles is the number of non-sports titles on that platform that
sold over 1 million units
- Original Tiles, Sequel to Original Titles and Licensed Titles are the
percent of total titles
- # units is the total number of units in millions for all tiles that sold
over 1 million units
- Original Units, Sequel to Original Units and Licensed Units are the
percent of total units.
What that means is lets say 4 titles sold over a million units for 3DO and
that 2 of those were licensed titles. Therefore 50% of the titles were
licensed based and 50% were original IP based. But, lets say the 2
original IP titles sold 4 million units each and the licensed titles only sold
1 million each. Then for all 4 titles 10 million units were sold 80% of which
would original IP based units, 20% of which would be licensed units. Which
number is more relevant I'm not entirely sure.
- The last 2 columns are just Original + Sequels added up for both titles
and units since together they show the total percent of the market represented
by Original IP based titles.
As you can see, it's pretty damn foolish to buy a license. You're giving up
more than 80% of the market and nearly all sequel potential.
Some trivia I noticed. There were no million selling sports titles for SNES
or Gameboy Advance at all. ZERO! Probably no surprise but there are a ton of
sequels for Gameboy Advance. There is pretty much nothing licensed for PC.
How else did I fudge the numbers? Well, for NES, not that that's relevant
anymore but, I didn't include Super Mario or Duck Hunt as both were pack-ins.
They would have helped my case though since they are both Original IP based
titles.
Also, as far as sequels go I considered anything based on an existing game to
be a sequel. In other words for the stats above, Mario Kart is considered a
sequel to Mario Bros as is Yoshi's Island. Since they use the same characters
they are clearly riding off
the popularity of Mario and Yoshi and don't deserve to be considered wholly original for the
purpose of these stats. Still, they are not licensed.
For racing games, if they included licensed cars I consider them sports. If
they didn't I considered them original IP. Example: Need for Speed is original
IP. Gran Turismo is licensed sports. Tony Hawk is also a licensed sport. While
you could add those titles in to support a licensing argument it would only
change the numbers 1 or 2 percent.
Sequels of License Based titles (ie, Spiderman 2) were considered licensed
based titles.
The other thing you can get from this is Sequels are everything. For most
platforms they are 2/3s of the original IP based titles. Even DS is 2/3s
sequels. For a few like GB, GameCube and GBA sequels are like 85-90%. Still, you
can't publish a sequel unless you've made the original.
You could make the argument that licenses **might** be less risky than wholly
original titles in some cases. If you look at GBA or PS2 you see that licenses
sold more than wholly original titles. This was not true on Xbox or PS1 though and of
course again, once you decide to go that route you've clearly given up any
chance of getting any of that hot sequel action.
The conclusions:
#1: DON'T BUY A LICENSE!
(hit potential is about equal and there is no
back end to licenses)
#2: DON'T MIX UP SEQUELS AND LICENSES.
They are not the same.
#3: DON'T MIX UP SPORTS AND NON-SPORTS.
They are not related.
Look at it this way. Based on the numbers above about 20% of the market is new Original IP, 20% is Licenses and 60% is Sequels to Original IP. So, here you are, publisher. Why would you choose a license? Your odds of success are about even so buying the license is not helping your odds in any way. On top of which, if you choose to license you've guarnteed you won't get any part of the sequel market. You've thrown it all away on the clearly wrong belief that the license was going to help.
ps: feel free to tell me where I figured wrong. I'm not a statistics major. I'm also missing data for titles under 1 million units. I'd be happy to add that in but I don't have access to that data. If someone would care to provide it to me I'll be happy to work with it.
The data I used is here in Excel format.