The birth of iTunes, immediately empowered the discovery journey, it launched with a simple and ubiquitous tool at the time. Search. As a PC based client it also had another useful ally. A keyboard. This melded a familiar mechanic with the perfect tool for the job. Searching on iTunes unlocked a world of music a click away. All of the tribulations of the early P2P days wiped out. If you wanted to buy ‘Africa’ by Toto you were seconds away. in 2011, if you’re a consumer looking for Galaga Legions DX, you could be traversing the store, driven by genre clues or an A-Z listing on Xbox LIVE, or tortuously using the search function on PSN. It’s laborious. McAllister is damning and correct in his piece.
He points to a 44 minute transaction. 20 minutes to browse and 24 minutes to purchase. This was a first timer, confused by a counterintuitive platform, with minimal guidance. McAllister extrapolates this to an endemic problem. In some respects he’s right, but he also doesn’t allow for the fact that humans learn over time. Agreed the purchase funnel is far from smooth, but regular transactors overcome this, week in week out. To that point I agree with McAllister, purchase intent should never be fulfilled by overcoming adversity. There is a problem.
McAllister turns to PSN and identifies issues with core mechanics on the platform. Agreed, PSN has challenges to overcome. Neither XBL or PSN are perfect, but McAllister’s comparison to traditional retail, is a fundamentally misleading comparison. The content of XBLA, PSN and Steam overlaps and augments physical goods, it also replaces them. Xbox LIVE Indie Games (as McAllister instructs) don’t exist in retail, neither do most of the XBL and PSN ‘starpowered’ games. The failure of these titles in packaged form, alludes to differing audiences. There’s also a core concept, in the future there will be no need to visit the stores, its likely they wont be there. The traditional retail experience of 2011 is a throwback thirty years, its tired, broken and on the way out.
Like an explosion of Venn Diagrams. It all points back to Chris Anderson. The man who proved ‘niche’ is a viable digital model.
In essence its misguided to think that Grandma and Little Johnny can’t adopt new ideas, but they certainly need help, McAllister and Vertical Slice are clearly perfectly suited to smooth the path. A ready reference to iOS and it frictionless delivery model, infers that the revolution will be digitized (with ease) but ignores DRM, Continual amends to T&Cs, the rampant piracy and jailbreaking on iOS, and that fact that the App Store is drowning in a mire of content reminiscent of the Great Pacific Garbage Patch. The App Store is as much gristle as ‘secret sauce’
Widespread adoption of digital games may have a glass ceiling (but the ‘all digital’ ecosystem of the App Store would refute that claim), and it might be that there is a bifurcated future, of packaged for one audience and digital for the rest. Gifting, Second Hand and Budget ranges might be the things that keep physical goods alive, and as those falter and wither its imperative that Digital Storefronts have adopted the lessons McAllister points out.