Consolidation
Be Damned!
The Amusement Industry Is Healthier Than Most Think
by Frank ‘the Crank’ Seninsky
EAST BRUNSWICK, NJ — According to a colleague who talks to
many different manufacturers, distributors, and operators, the single
word he has heard most often from all three groups in the past 18
months is “scared.”
Industry members across the board are scared by the departure –
or demises – of former icons like Midway and State Sales last
year. (Now we hear Konami is reportedly on the brink of exiting
the U.S. coin-op market this year.) Industry members are unnerved
by ever-increasing competition from other types of entertainment
— not only consumer video, but gambling and the Internet.
Amusement professionals are also deeply disturbed by the steadily
dwindling numbers of locations, machines, and operators.
Facing all these trends, many industry members are asking themselves:
who’s next? And, how do I avoid becoming just another industry
statistic?
The latest cry from the heart of our troubled industry comes in
the form of an Aug. 14 market analysis by independent distributor
and importer-exporter Brad Brown of Worldwide Video Entertainment
(San Diego, CA). This document, labeled “State of the Industry
2002,” was faxed around the country. It is certainly well-written
and logical. At the same time, in my view, its premise and conclusion
may reflect a somewhat limited perspective (it is forthrightly labeled
as being Mr. Brown’s personal opinions). Brad has occasionally
found himself at the center of political controversy, but there
can be no doubt he’s a thoughtful and well-informed observer
of industry trends. So, as we head into the fall show season, his
essay provides an excellent platform from which to examine the state
of the amusements business.
As I read it, the central point of Brad’s report is that
current trends are “creating a downward spiral.” Brad
then continues: “I don’t see [this downward spiral]
abating for at least another two years.”
Is he right?
Maybe that depends on how you define downward. I certainly agree
that our industry is doomed to suffer an irreversible decline if
people don’t get off their duffs and do something to improve
conditions! However, I don’t perceive this to be the case.
The more creative manufacturers, distributors, and operators are
all working hard to diversify, increase efficiency, and expand their
market share.
As for Brad’s stark predictions that additional numbers of
manufacturers and distributors will exit the business, this is also
quite likely. But if having fewer manufacturers and distributors
is automatically assumed to be bad, then I must respectfully but
strongly disagree.
I don’t believe it’s merely a self-deluding, Pollyanna
view to characterize our industry’s ongoing contraction as
“right-sizing.” The efficient companies are being rewarded;
those with outdated business practices or less-successful products
are being punished. The survivors increasingly find themselves in
more stable markets, running more efficient businesses that generate
greater profits out of less investment (and less revenue). The winnowing-out
process can be very painful, no doubt about it. But this is how
capitalism is supposed to work.
Let’s examine Brad’s specific trend analysis and predictions
one at a time. He begins with the assertion that more manufacturers
will merge or exit the business in the coming year. Again, I agree,
this is logical. However, I’m less concerned that fewer manufacturers
necessarily means a significant reduction in the number of good
games that are available.
Have you noticed that even though Midway is gone, its best driving
games and countertops live on, thanks to companies like Betson,
Ecast, and the like? Or, have you had any trouble buying a top-earning
Seidel redemption game or an Interactive Light game? No, because
those products are now handled by Bay-Tek and Global VR, respectively.
I could cite many more examples, and I’m sure we’ll
still be able to buy the occasional great Konami piece, even after
some third party takes over its U.S. coin-op marketing and sales.
In fact it could even be better for the industry as stronger marketing
and service companies handle these products. This is how market
forces wring the fat out of an economy and create more-efficient,
more-profitable businesses.
Looking at the declining demand from operators, Brad predicts that
in the next year, minimum production runs may be 100 to 200 redemption
games, or 200 to 400 video games. At first hearing, this may sound
horrific compared to the video heyday when more than 100,000 units
of “Ms. Pac-Man” were sold (over a couple of years).
It even sounds bad compared to 1992 when 50,000 units of a hot video
game could sometimes be achieved. So I guess if I were a distributor
who made most of his money on the margins from equipment sales,
I’d say that reduced machine production minimums were very
bad news indeed.
But from an operating perspective, sharply restricted production
of new equipment avoids saturation and helps ensure that the equipment
that we buy will retain its value. Market saturation has been our
downfall for 20 years, beginning with the 1982 video game crash.
With smaller production runs, the industry’s supply will be
considerably less than actual demand…and that’s a good
thing.
The pinball industry has already achieved stability in exactly
this way. I’m sure it wasn’t pleasant for the manufacturers
and designers who were weeded out in the process, but what’s
left is a situation where supply and demand are balanced. The surviving
manufacturer, Stern, can make a profit from building and selling
pins (to both the industry and to homes); and operators can make
money from buying a few. That’s the equation for market stability.
(Thanks, Gary, for seeing this and following through on it!)
The big picture for this industry is that the same pressures and
processes are now being applied to every other market segment. We
are returning to the old, healthy business model that we originally
had, back when Gottlieb was making pinball machines. Today’s
operating companies can see a game they like, order a few, the machines
are produced, and then – production stops.
Does this mean that eventually demand and supply will dry up entirely?
Does it mean the whole industry will blow away like a dusty tumbleweed,
rolling through a ghost town of empty locations? No! Let me make
a few predictions about coin-op manufacturing of my own.
Seninsky’s Prediction #1: there will always be demand for
on-location, machine-provided entertainment because it’s efficient
and profitable. There will, accordingly, always be manufacturers
around to supply entertainment devices to meet that demand. But
these manufacturers simply won’t do business the same way
they did during the industry’s free-for-all “go-go years.”
Seninsky’s Prediction #2: as production and sales (supply
and demand) come into continually closer correlation, we will continue
to see the better manufacturers switch to “just in time”
production and flexible assembly lines that can profitably produce
short runs of game A, switch to game B, then return to game A when
demand is resurgent.
Not only that, but we will see continually improved coordination
of operator demand and manufacturer supply. In fact, we may see
the long-discussed scenario finally happen in reality, where a group
of distributors or even a group of operators will pool their payments
to make sure that a minimum product run is accomplished. Sales will
actually precede production, taking some of the costly (and potentially
dangerous) guesswork out of manufacturing. Perhaps it’s easier
for a distributor to put this type of deal together, but if distributors
don’t do it, I predict that operators will! Anyway, don’t
worry: the smart-thinking distributors already are thinking this
way and we will all soon see the benefits.
Retuning to Brad’s essay, his next major prediction about
manufacturers is that some of those who are endangered will indulge
in a last-minute flurry of direct sales to locations. This is probably
true, and in fact some of this is going on now. But based on past
experience and long observation, I believe this will actually be
a “blessing in disguise” for the operator in the long
run.
Greedy, unwise locations sooner or later will find they cannot
service the equipment they buy, which in many cases will be the
products that educated operators wouldn’t touch. Meanwhile,
the locations will still owe money on those machines to their finance
companies. And it will only get harder for locations to service
this equipment after the manufacturer goes out of business!
Eventually, these locations will face a desperate need for operators
to come in with the right equipment to create a positive revenue
stream. I’ve been through many cycles when this occurred in
the 1970s and 1980s. It always ends the same way: after a couple
of years (or less), the location that bought direct goes back to
using an operator. Locations are simply never in a position to know
which manufacturers will be around for the long haul. They can’t
even figure out, in most cases, which machines will be profitable
in the short term. Locations need operators, period!
Factory-direct sales to locations are probably not a major threat
in the first place. Manufacturers simply don’t have the marketing
resources to accomplish it on a broad scale. In addition, operators
are protected by exclusive location contracts in many, perhaps most,
cases. Pull-through marketing (which most operators perceive as
“meddling in my business”) will also fail much of the
time, through the simple expedient of the operator explaining the
facts of life to the location owner. “Hey, Mr. Location Owner,
don’t you realize the reason they’re targeting you is
because they are about to go out of business?” That question
is all it takes to put a damper on many direct sales! And don’t
ever forget the close relationships that good operators have with
their profitable locations!
Brad goes on to predict that more distributors will exit the business,
leaving the larger, financially stronger and more diversified distributors
in an even more dominant position. Again, I agree. But in today’s
world I don’t believe that this will have a negative effect
on the operator’s ability to obtain new equipment, nor on
equipment prices. Competition through Internet communication and
cross-shipping will continue to keep prices down. Brad predicts
that this market pressure will take the profits out of distribution.
I believe it already has in many cases!
As a matter of fact, my concern is to make sure that margins remain
sufficient to keep distributors in business. Distributors are necessary
to the health of the operator, so I want distributors to be strong.
The operator who saves a few dollars on the purchase of a new game,
in many cases, discovers later that he has only set himself up to
take a larger loss on the asset/resale end a year or so later. Cheap
equipment sells in bigger volume, and depreciates even faster.
Should operators worry about one distributor becoming dominant
in a particular region and tying up equipment only to that dealer’s
market? I doubt it. I think people in other regions will pay what
it takes to get good equipment. But even if a distributor does corner
the market on a particular game, operators in regions that cannot
get a certain product will not suffer, in my view.
Here’s why: in the short run, there will be no competitive
effect from Operator A in Region A offering a certain machine that
Operator B in Region B can’t get initially. All operators
in one region will be in the same boat. In the long run, if a particular
machine or type of machine is so popular that everybody wants it,
the free market will supply it quickly – that’s a certainty!
Brad laments the possibility of more big distributor “dumping”
of equipment (at reduced prices) into other distributors’
territories in order to increase sales figures and cover manufacturer
allocations. Once again, this a problem for smaller distributors
but not for operators. (Anyway, a creative distributor who faces
that kind of “dumping” can still compete by focusing
on other products. Certain distributors are adamant about this,
so I’m not the only one who thinks so!)
The possibility of distributors selling direct to locations, and/or
expanding their own route operations, seems to be a more serious
concern in Brad’s view. (Perhaps Brad feels this way based
on recent events in his local market.) I suppose this is somewhat
more plausible than worrying about factory-direct sales; at least
the distributor can offer parts and in-house repair service (the
location has to bring the broken game to the distributor for repair!).
But in my experience, the operator continues to have a competitive
advantage over distributors who dabble in operations, even if the
operator must pay higher prices for games. The operator’s
advantage is that he offers superior service and devotes full time
to servicing his accounts.
Turning to operators, Brad predicts that video game purchases will
become more difficult to execute. I wouldn’t be surprised,
but does it really matter? After all, video purchases are becoming
steadily less important to operators anyway. As Brad himself states,
“The decline of street video games is well documented every
week.” If we’re talking about uprights with fighting,
driving, or shooting themes, that’s true.
Obviously it’s not the case if we’re talking about
countertops. These products continue to provide stellar cash box
performance on most street routes. However, I would like to remind
street operators that even countertops are vulnerable. Their current
strong earnings could be impacted overnight, if the government enters
the tavern with lotto machines, lottery ticket venders that play
like slot machines, and the like – or if a publicly owned
company with a different financial agenda (like advertising) just
provides the games for free to locations and the locations can keep
100% of the cashbox.
Under the circumstances, the street operator needs to defend his
real estate by getting those contracts signed and by diversifying
into any type of service and equipment that helps the location boost
its overall business. Good operators do this already with leagues
and tournaments; such marketing will become even more crucial in
times to come. Many operators think of their job as “service.”
All operators must learn to think of their job as “service
and marketing.” Diversifying into bulk vending, merchandising
machines, photo booths, novelties, or whatever is also becoming
increasingly important to street operator profitability and survival.
Looking at the big picture, let me point out that all the trends
listed in Brad’s “State of the Industry” analysis
are secondary results of the industry’s core problem. The
most important problem facing our industry today, as it has been
for several years now, is the urgent need to create and produce
more good, innovative, high-earning (yet low-cost) equipment.
I agree with those who say it’s hard for manufacturers to
find, recruit, and retain good designers in our industry. Brad himself
provides a brief explanation of the difficulties and expense that
manufacturers have in translating a promising game idea into a solid,
profitable product. But I continue to feel confident that ultimately,
the free market will always ensure that supply meets demand.
We’ve had a lot of “gloom and doom” talk in our
industry in the past few years — too much, in my opinion.
It’s true we are facing challenging times, but so is the whole
U.S. economy. The business cycle forces this discipline on all of
us now and then; and when this happens, it is our responsibility
as good businessmen and businesswomen to get aggressive about finding
new ways to do business in a smarter, better, more efficient way.
Indulging in “woe is me, the sky is falling” talk is
worse than useless. It solves no problems and can contribute to
making the market tougher than it already is, or needs to be.
In order to foster a healthy realism in the amusements industry,
I believe that we must change the way we evaluate the health of
our market. Any operator knows, for example, that servicing many
locations does not necessarily mean he’s profitable. What
if each location only generates $100 a week in gross revenues?
In the same way, we must realize that the health of the amusements
industry itself cannot be measured solely – or even primarily
– by a single number or a single class of numbers. We can’t
get a true picture of the industry’s health just by looking
at the total number of businesses it supports. Nor can we gauge
the industry’s true status just by looking at yearly national
gross revenues.
Our industry today can be as healthy or healthier (in terms of
ROI) with far fewer manufacturers, distributors, and operators than
we had five or 10 years ago. As a matter of fact, the industry definitely
will grow stronger as the number of marginal industry members continues
to shrink because this will indicate a steady improvement in the
productivity and efficiency of the survivors.
As for guaranteeing a sufficiency of good, new, affordable products,
I believe that our industry can succeed on this score in large part,
without plowing millions of dollars into R&D as was done in
the past. All we have to do is borrow successful concepts that already
exist in other markets – and I’m not just talking about
porting consumer video games into arcades, either. Perhaps the next
great redemption game idea will be coming from the gaming industry.
At this time, I’m not free to cite every example that comes
to mind. But to take one example – let’s just say that
we are only touching the tip of the iceberg in this country when
it comes to redemption. This is true, even though the average FEC
or large arcade is now 70% to 80% dominated by redemption. The trouble
is, we seem to think the redemption concept is restricted to FECs
and larger parks. Not true! There is still huge opportunity for
street operators to expand redemption into virtually untouched location
classes, such as bowling centers.
Let’s take a moment to review the amusements industry’s
“gross national product” for the past two decades or
so. According to a study performed by Gallup in the mid-1980s, the
coin-op amusement industry was a $1 billion per year industry in
1979, then exploded to a $7 billion per year industry in 1980 and
1981. The video bust led to a market reduction in 1983 as the overall
industry revenues fell to $4.5 billion.
Over the next couple of years, the industry recovered. Gross revenues
gradually rose back to the $7 billon range by the late 1980s. This
peak was more or less sustained until the mid-1990s, when a slow
but steady decline set in. That decline is still going on today.
Although the total dollar volume of today’s industry revenues
is not drastically less than the 1980-81 peak, remember: compared
to 20 years ago, today’s gross industry revenue represents
much less real dollars because it is measured in inflation-devalued
currency. Also, from those billions of quarters that operators gross
today, we must also deduct much higher overhead now as compared
to 1980, due to higher labor, parts, and machine costs.
No wonder so many industry members say they are “scared.”
But there is no need to fear. In spite of all these (apparently
daunting) facts, profitability for successful operating companies
is still better in 2002 than it was in 1980. This is true because
with a smaller machine base, capital reinvestment costs and depreciation
are proportionally much smaller. Remember, when you are in expansion
mode, you are not making a lot of money. Instead, you are incurring
a lot of debt and turning a lot of dollars.
(Another very instructive look at the industry’s overall
annual revenues on a comparison basis may be found in the chart
that accompanies this column. Not counting jukebox income, it shows
total industry-wide amusement revenue from 1979 through 2001, based
on data from the VENDING TIMES Census of the Industry. Even a quick
glance suggests greater stability in overall industry grosses than
many of us have assumed was the case. Thanks to VT’s managing
editor Nick Montano for creating this revealing graphic.)
Bottom line: this industry is not as big as it once was, and it’s
going to shrink some more in terms of the numbers of manufacturers
distributors and operators – but that’s okay. In the
classic self-correcting mechanisms of capitalism, the amusement
business simply has to right-size itself, and that is exactly what
is happening.
My biggest concern, as stated above, is that we must ensure having
even a minimal amount of exciting new product that comes along now
and then, to give us that small but oh-so-necessary spike in earnings
and player excitement. If we do that, and I believe we can, then
the amusement industry may never be the easy road to riches…but
for those who are willing to work hard and continually challenge
themselves, this industry can provide a long and prosperous future.
Thanks to Brad Brown for his timely and provocative essay. I am
pretty sure that anyone like Brad who is that thoughtful and aware
of the facts of life in today’s industry is also fully aware
of the opportunities out there and will take advantage of them aggressively…as
you know I will.
So I look forward, five years from now, to getting Brad’s
2007 industry report and to continuing this discussion. In the near
term, I look forward to talking with him, and with many of you,
at this month’s co-located AMOA Expo and Fun Expo. See you
all in Las Vegas.
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