Activision Blizzard's Challenge in the New World of Video Games

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There's no question that Activision Blizzard (NASDAQ: ATVI) is the gold standard among video game developers today. The company dominates PC, console, and mobile games, and has adeptly navigated the evolving environment over the past decade to maintain its lead.

In the last six months, however, Activison Blizzard's stock is down 43%, and if guidance for 2019 is any indication, the company may actually shrink next year. And it's not just Fortnite that's eating into the company's business -- the landscape of the video game industry has changed.

Gaming computer with headphones.
Gaming computer with headphones.

Image source: Getty Images.

The cost to play is rising

The cold reality in this business is that the cost of video game development is almost always rising. The games get more complicated, and users demand larger and larger worlds, particularly in titles like World of Warcraft and Call of Duty where Activision Blizzard thrives. You can see below that at Activision Blizzard and Take-Two Interactive (NASDAQ: TTWO), operating expenses have surged as the spend heavily to produce new games. At Electronic Arts (NASDAQ: EA), expenses are growing more slowly, but that company has been relying more on its classic games to help hold costs down.

ATVI Total Operating Expenses (TTM) Chart
ATVI Total Operating Expenses (TTM) Chart

ATVI Total Operating Expenses (TTM) data by YCharts

The upside of spending billions of dollars on video game development is that the returns can be enormous if your user base is big enough. It doesn't cost much to add an incremental user, so video game companies can generate high margins if they have scale.

As profitable as the video game business can potentially be, it has been rough over the past year, and the changes coming down the pike may make it harder to make money over the long term.

Why high costs matter

There are, of course, a number of hardware platforms that customers play games on. The difficulty Activision and other game makers face now is that they need to their games to reach profitable scale with the available users in each of those sub-markets.

That may sound simple, but the scale a game can reach is constrained by the size of the given market, and they vary widely. According to Statista, there are about 2.5 billion smartphone users in the world today, around 150 million modern gaming consoles, and fewer than 10 million high-end gaming PCs sold each year (although the market is growing quickly). In other words, the market you're serving with a given game determines the kind of game you can make, and how much you need to charge for it.

There have been a number of models that have worked over the years in video games. PC and console games used to regularly sell for over $50 up front, and there were many ways for developers to pick up additional revenue by allowing gamers to buy upgrades after the initial purchase. This model works even if just 1 million people buy a game, because the revenue per user is very high. On the other end of the spectrum, mobile games are often free to download, instead relying for most of their revenue on the sales of often-inexpensive add-ons and upgrades -- a model that can work because of the much larger scale achievable in the mobile market.