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Steam Sales, Jake Jabbs, and the Perceived Value of Intangible Items



Steam Sales

Before I was recently was gifted my first gaming-capable-PC in a while, I watched the development of Steam, Valve's online gaming digital distribution service, from the outside, as a skeptic.  I am more of a game collector than most of the gamers I know--I have never traded a game back in at Gamestop.  Would receiving a digital download of a product, with no package to place in my library and view proudly among all the others, bring any real sense of ownership?

As I joined this console generation, it soon became clear the digital distribution game could not be ignored, with Microsoft pushing XBox Live Arcade, Nintendo mining its library with Virtual Console and then branching out into original WiiWare, and Sony moving aggressively into the space with its release of Warhawk over PSN at the same time as retail.  The reasons for the push into this new method are various and sundry, and best saved for another article.  Steam, however, was the brave forerunner in this front, and has shown itself to be the boldest innovator in pressing forward with this service.

Sometimes they did so in ways that were unwelcome.  I know I'm late to the party in this regard, and most PC gamers had the "compulsory Steam account" experience with their install of Half-Life 2.  My participation modern PC gaming has been fairly recent (I was a console gamer using Macs exclusively for a while, and thus was late to virtually every party--first playing Half-Life 2 on XBox!).  It was the purchase of a retail boxed copy of Left 4 Dead that finally introduced me to the Steam service, and to Valve's aggressive insistence that you join up with it, even when you buy a retail copy of Valve software.

Since then, Steam has grown on me, and despite my love of pretty printed labels and plastic boxes, my Steam library has indeed grown.  I have, in fact begun to trust the digital avenue of game distribution more and more, letting both Nintendo and Sony sell me products in this fashion.  Steam, however, has done the best job of drawing my dollars away from products available in traditional retail outlets, primarily through Steam's amazing sales that they offer, letting me buy games for discounts up to 90% off the price of the same game in a new, boxed form.

This is a very fine and clever marketing tactic in the battle Steam has been waging, to draw these dollars away from retail.  Yet I am aware that the story I have told secures my status as an unusual PC gaming consumer, a long-time holdout against digital distribution.  Steam has in fact been running this tactic successfully for a long time, and has garnered the attention, and the retail dollars, of quite a large number of PC gamers who are on-time to these parties.  As such, I have heard rumblings from other circles of PC gaming that indicate the crazy, crazy prices Steam is offering through these sales may be presenting some drawbacks, the kind I can remember Jake Jabbs explaining to me.

Jake Jabbs

Jake Jabbs is the President and CEO of American Furniture Warehouse, the largest furniture retailer in Colorado (where I live), and one that offers the largest selection of home furnishings under one roof in the nation.  His 1,500 employee business, with 12 locations, was built from the humble beginnings of one store purchased in 1975 (ref:  http://www.afwonline.com/about.asp).  He is practically a media superstar in Colorado, where his kitschy, low budget commercials have been a mainstay on local television for decades, often starring him, his family, and a tiger or some such wild animal, lounging across his advertised furniture pieces (somewhat perplexingly).

Jake and American Furniture Warehouse have garnered the respect of his customers through a clear "honesty is the best policy" practice in business:  Jake Jabbs does not and will not run crazy sales with huge discounts.  I can specifically remember years of commercials where he explains this policy:  by keeping his prices low and his margins fair at all times, he is able to consistently offer the best value to his customers on his entire selection.  Even as a child, his logic seemed clear to me:  if he were to offer typical marketing strategies like zero percent financing or huge discounts on some of his merchandise, to try and draw in business, he would have to raise prices on other items and give an unfair deal to customers to offset that marketing cost.  Instead, American Furniture Warehouse offers consistently fair and reasonable prices on its entire selection, all year round.

The effect of this strategy is this:  people who want to buy furniture in Colorado know they can trust Jake Jabbs.  When you want to buy a piece of furniture in Colorado, it doesn't matter what season it is, how the economy is doing, or how close you are to Christmas: you know you will get a fair deal from American Furniture Warehouse.  Whatever the price of the furniture you are interested, the perception is that you can rest assured Jake has only marked it up enough to cover cost of sales and get a fair and reasonable margin on the sale.

Over time, this kind of consistent marketing has immeasurable value.  Psychologists will confirm true, lasting trust is something that builds slowly over time.  When trust is violated, it degrades and disappears rapidly, and again takes a long, laborious process to rebuild.  This is true of human relationships, and it is true of consumer trust as well.  Consistent pricing--that indicates a business has interest in a reasonable profit and a long-term relationship with a customer base--is a marketing tool that may not generate a lot of flash, pop, sizzle, and attention, but if it is applied over time, can build a loyal customer base that trusts you and returns to you again and again.  Perfect for the furniture business.

Perceived Value

Contrast the marketing philosophy above with what goes on at Steam.  I'm not attacking the marketing Steam has done.  Each type of marketing has its own place for maneuvering your business, depending on what position your business is in.  As "scrappy underdog"--as a service that is starting out and trying to convince consumers to change their very buying habits from traveling to a brick-and-mortar shop to a new and less-trusted method of delivery--Steam's attention-getting sales have proven their worth.  Steam's challenge was to convince PC gamers to forgo their usual habits and sample something that would initially be uncomfortable: even gamers without my compulsion to collect would initially be skeptical to buy a product that didn't physically exist in a graspable form.

It was smart of Steam to battle this by offering deals a gamer could not refuse.  If a game is fifty dollars at retail, and you can access to the same content for twenty or ten percent of the cost, it's kind of hard to pass up trying out the service, and seeing how it works out for you.  After all, if you don't really like the experience of getting the product through Steam, you're not out very much money.  But I think for most PC consumers, those days are past.  Sony may still have this obstacle ahead of them for selling games on PSN that are available at retail, but PC gamers are a different market, and Steam has become accepted among most of them.  No longer the upstart, Steam suddenly finds itself on shifting public relations ground.  Gearbox's CEO and co-founder Randy Pitchford recently accused Steams' DRM (digital rights management) scheme Steamworks as restricting and confining to small publishers  (ref:  http://www.1up.com/do/newsStory?cId=3176406).  And Brad Wardell, CEO and founder of Stardock (another digital delivery service), has released estimates stating that Steam currently owns 70% of the PC digital distribution market  (ref: http://www.1up.com/do/newsStory?cId=3177041).  Even though Mr. Wardell's statement also makes clear that digital distribution currently represents about one quarter of the revenue generated by PC game sales, the day is here when Steam finds its PR goals changing from getting attention to managing attention.

I have already noticed some rumbles of disquiet (on Twitter) from people who have purchased a game on Steam, only to find that days or hours later the same title is available for a fraction of what they just paid.  To these consumers, paying two to ten times as much for a particular product just due to the timing of their purchase is a violation of consumer trust.  How will these consumers respond?  To my mind, they may quit buying games on Steam at full price, unless they are motivated by some factor like enjoying the multiplayer swell of popularity of a new release.  If such a factor does not exist, Steam may inadvertently find itself creating the opposite effect with these sales than what it originally intended: a hesitancy, a reticence in its consumers to buy a game on Steam UNLESS it is on some crazy sale.

What may end up happening is that consumers lose trust that Steam is getting a reasonable profit margin on its regularly-priced offerings.  If Steam can afford to sell software at 10% of its usual cost, without the brick-and-mortar need to move old product out of inventory and make room for new product (that Jake Jabbs avoids with his warehousing system), people will begin to wonder how much it truly costs Valve to sell something digitally, and therefore whether the margin Steam makes on a full-price sale is a fair one.  A digital warehouse is an infinitely and easily scalable warehouse, and the significant cost associated with digital distribution (after covering the original costs of development) is the bandwidth required for customers to download the games.  The swell of sales that a 90% discount brings in bandwidth can only be cost-effective under one of two models:  these sales bring other add-on purchases that cover the loss achieved by such a low margin against cost of sales, or the cost of sales is very low in the first place, and the margins are unreasonably, untrustably high.

Intangible Items

Most gamers, of course won't think of it that way.  It's marketing guys like me who will put these thoughts into such specific business terms.  What most consumers may feel is that they don't trust Steam at full price, that there's no reason to buy a game on Steam when you want it, when you are better off waiting for one of their sales.  The upswing of trust in the distribution method will be matched and overtaken by a downswing of trust in the pricing method. 

The perceived value of digitally distributed software may suffer for all online publishers as a result, which could have a ripple effect which leads consumers to question the true value of digital entertainment in general, whether it comes in a box or not.  Many would argue that the pricing and distribution model of the iPhone has already had this effect, and there are other articles written that seem to indicate that, when it comes to buying games on Steam, perhaps less is more after all (ref:  http://www.gamerswithjobs.com/node/48545).  As Sheryl Crow said so succinctly, "It's not having what you want...it's wanting what you got."

I know the biggest costs in this business are on the development side, and a certain groundswell of interest in any title has to be achieved to reach enough sales to cover that cost.  I also know that I have placed myself, with this article, in the unpopular position of criticizing a marketing system that allow most gamers to get more games for less, whether they actually play those games or not.

And I know Valve deserves a lot of credit for its marketing and pricing structures.  For example the console publishers, although mimicking Steam's sales, seem to have ignored another tactic Steam deploys effectively.  Namely  the awareness that consumers expect prices to go down over time.  This recreates the phenomenon in digital distribution that game developers decry at retail: sales in your initial release window are pretty much the sales you are going to get.  They should recognize that consumers are used to brick-and-mortar pricing, dictated by limited inventory, and often wait on their buying decisions for something they are interested in until "the price comes down a little."

But the marketers at Valve would do well to pay attention to their shifting public relations standing, and realize that as their effective marketing makes them a dominant force in the market, the most important tactic becomes taking your existing consumer base, and making sure you have their trust.  Because the eventual goal is to ensure that, whenever you want to buy a game, you think of Steam.

Not just when you hear they have a crazy sale going.

Comments (7)
You described exactly the type of Steam buyer I am! I no longer buy off Steam unless what I am buying is on sale. I love you you brought in a non-gaming business model into this piece. I loved the whole thing actually. Great job!
Thanks!
I'll leave a more serious comment later tonight or tomorrow. Your Jake Jabbs may have gotten his idea for his commercials from NorCal's own Cal Worthington and his dog Spot. http://www.youtube.com/watch?v=QOsLdT4slsk
I disagree with some of your thoughts on Steams use of digital distribution & Jake Jabbs. Jake Jabbs is promoting price stability with products that are long term (most people don't buy a new couch four times a year) durable goods, where price is also used as a signal of quality. Games are also a durable good, but have qualities closer to a non-durable good. The typical game provides anywhere from 5-60 hours of gameplay, typically will only be replayed once or twice, and a graphics/gameplay shelf life of maybe 2-5 years, and an awareness shelf life of 3 to 9 months. So as a game gets older the price point must decrease in order to generate new sales. So a game ages in relevance at the initial price point quite rapidly. Steam is able to bring a game back into the consciousness of its users by droping the price. They even show a spike in sales after the game returns to its current price after a sale due to the increase in awareness of a title brought about by the sale. Also Steam doesn't lose anything from offering the price drops nor do the publishers/developers in that if sales had stalled at the previous price point and the marginal cost of selling 1 more copy of a game is effectively $0, any revenues gained from the sales are pure profit minus Steam's cut. Plus they gain additional sales as reported by Steam following the sale. You also mentioned customers feeling alienated by paying the higher price for a game. The same thing still happens at retail with Best Buy selling games sometimes at $20 - $30 off full retail within a month of initial release. Yes this definitely sucks especially if you miss a sale by a week but everyone eventually games go on sale and they should wait until the price matches there willingness to pay.
While I do agree people may tend to wait until there are crazy sales to buy on steam. For me it's the only reason I buy. I have traditionally been a console gamer and when I think of buying a game at full price that where I do it. The only reason I even try a game on PC is because it's on sale for around $5. For Valve at least with me it it works out. They wouldn't even had seen my money otherwise.
@Nathan - Let's look at what's going on with television pricing these days, as people who bought their HD plasma or LCD two or three years ago are now finding, to their dismay, that the same technology is selling at a quarter of what they paid, or less. Mass-market penetration is here, but at the cost of the loyalty of early adopters. Televisions have always been a durable good before (intentional obsolescence and plasma recharges notwithstanding). Trust is violated, and cynicism is introduced. Meanwhile these same businesses ask themselves why their markets are slowing, and their consumers seem less eager to spend hard-earned money unless they make their profit margins uncomfortably slim. So the industry moves to attempt to move people to the next technology step-up: 3DTV. They do this because they reason, as you have, that the old media must be rendered irrelevant by a "forced shelf-life," i.e. a new standard that outshines the old. Watch as the push to have people upgrade all their recently purchased equipment YET AGAIN falls completely flat on its face. The consumer's trust is violated. 3DTV will fail, totally. Publishers and retailers have been spoiled by the incredibly rapid adoption rate of DVDs, and Sony and movie publishers are reporting disappointment with the slower growth of Blu-Ray (HD DVD Microsoft digital download cockblock notwithstanding). But movies have always been PRODUCED in high-definition. Home consumers were getting reduced-quality product. Production costs haven't changed in initial development to release movies on Blu-Ray. Now, with the level games have reached these days in terms of initial investment of development, I don't think game publishers can continue to accept the models that assume a 9-month shelf-life of public interest. And they are working feverishly, with DLC and other means, to sustain that time-frame. Certainly it's becoming true that the 2-5 year window of graphic and gameplay relevancy is disappearing. The amount needed to invest to set a new standard is becoming so great that the risks required to do something new, and render the old standard irrelevant, are too great to take the gamble on. And what is the next step-up? 3D gaming? Games with branching plots so big no team could ever really complete them? Really REALLY High Definition? You make a good point that Steam sales may reintroduce a title into public interest. Yet at what cost? I predict a see-saw effect when that benefit is outweighed by an introduced reluctancy in buying games outside a sales window. It would seem that DLC, announcement of sequels, and multiplayer community support are the favorite weapons of the publishers on this front. They are the weapons that spur a consumer to buy SOONER, rather than LATER. Have to dispute your Best Buy point, though. Boxed-copy retailer have a built-in protection from this "price-waiting": inventory limitations, leading to perceived (or actual) scarcity of the product. The used trade ameliorates this somewhat but not entirely, especially if the publishers are using the above weapons to ensure retention of the games after purchase. Consumers on Steam are buying games two to three years old for half the price that consumers on console are paying to buy old NES games from fifteen years ago. If publishers want a crop of consumers like @David, who won't buy anything at all on PC unless its five bucks, then I guess the Steam sales are working out for them. But since Valve hasn't got any inroads into digital distribution on consoles, they same rather like the hungry snake to me, eating their own tail.
@Jason Heh. Looks like Cal put his life on the line with some of those critters. Jake too! http://www.youtube.com/watch?v=5WP2Vfi9IeQ Jake did sales. Every retailer with an inventory does sales. But I wish I could find the spot where he explains his rationale for dodging crazy sales and no-interest financing, etc.
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