Is GameStop the Next Blockbuster?

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Is this the end of video-game retailer GameStop (NYSE: GME) as you know it?

MTV Multiplayer caught up with Bob McKenzie, the chain's vice president of merchandising, just as store managers were gathering for their annual Expo powwow last week.

McKenzie offers up some eye-opening insight into the company's future, but I'm not entirely sure that I'm reading this the same way as the company would like.

It's deja vu all over again, Yogi
"Going forward, the store prototype will be more than double what the average square footage of a store is now," he says. With an abundance of new titles and bigger rhythmic gaming experiences, such as Rock Band and Guitar Hero: World Tour, there is a need to grow its retail space to showcase the marquee titles.

The company wants larger stores with less clutter. "The direction we want to go is making sure the female shoppers that come into our stores are not coming into a dark store that they may be intimidated shopping in," McKenzie says.

Larger, brighter stores? That sounds like booting out a RadioShack (NYSE: RSH) footprint in favor of a bigger, airier Blockbuster (NYSE: BBI) vibe. 

Am I the only one being hand-dipped in pessimism and deep-fried in panic?

There's more at issue than just the square footage, of course. The closer you look, the more GameStop is starting to take on the form of Blockbuster.

For starters, there's a blase attitude toward digital delivery, reminiscent of the way Blockbuster initially dismissed Netflix (Nasdaq: NFLX) as a home-delivered model. Blockbuster held its ground, even as a plethora of digitally delivered alternatives such as Netflix and Amazon.com (Nasdaq: AMZN) evolved around it.

"We tell our publishers we're not afraid to compete with anybody on digital downloads," McKenzie says. As long as the publishers don't offer an "unfair advantage," such as releasing downloaded versions before physical copies hit the market or packing digital offerings with extras, GameStop will be fine, according to McKenzie.

It won't be fine, though. In fact, the things McKenzie is worried about are happening right now. You can buy a copy of Rock Band at GameStop, but then the buyer is encouraged to buy additional tracks, digitally, directly. Even if gamers bought their copy of Take-Two Interactive's (Nasdaq: TTWO) Grand Theft Auto IV from the local GameStop, they're still encouraged to buy MP3 downloads of the songs through Amazon.com. Next year, Take-Two will offer a pair of episodic installments to the record-breaking game, but with a catch: Microsoft (Nasdaq: MSFT) is paying Take-Two $50 million to turn the add-ons into exclusive digital downloads through its Xbox Live marketplace.

In short, GameStop is already being Blockbustered.

The weather's fine, but I'm not tanning
Doubt me if you want, but I've been one of the company's biggest cheerleaders in the past. GameStop has trounced Wall Street expectations consistently and come in well ahead of analyst profit targets in each of the past seven quarters. Its latest quarter was another scorcher -- with 35% and 162% growth at the top and bottom respectively. So why is my voice, hoarse from cheering, suddenly begging for a lozenge?

I'll give you this much. I think GameStop is going to have a killer holiday quarter. Microsoft's aggressive console price cuts are going to spur the retailer's higher-margin software titles. Encouraging laggard gamers to embrace the 360 will also help with the trade-in business, where margins are even fatter for GameStop than on the new stuff.

However, tell me whether the following statement raises any Blockbusterish flags: "As for the higher-end guitars and drum sets that will be available this fall, we will offer those [for order] when a customer comes into the store. We can order those and will have them delivered directly to the store or to the customer's home."

McKenzie is referring to spruced-up music kits, such as a $299 drum set controller that puts the standard Rock Band equipment to shame. But you read it right: GameStop won't be stocking the big-ticket items. They will be available only as special orders.

GameStop is able to sell games at full retail prices because it offers instant gratification. Gamers aren't stupid. If they can wait a day or two, they can typically pay less by ordering through online chains such as Amazon.com, where they can often even save on shipping and sales-tax costs.

A lack of in-store selection sounds like the catalyst that helped Netflix -- with tens of thousands of available DVD titles -- take on Blockbuster. The moment you walk into a GameStop and realize that it doesn't have what you want -- or that the "instant gratification" hunger can be fed with a growing array of digitally delivered games -- where will that leave GameStop?

If GameStop really thinks it will stop publishers from trying to milk more out of their titles by selling them directly, digitally, to its end users, it's wrong. If it thinks developers will pity GameStop, which has siphoned new title sales by offering a vibrant used media marketplace -- like Blockbuster -- where the publishers get nothing on the resale, it needs to take a better look in the mirror.

You're Blockbuster in two years, dude.

Prove me otherwise.

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Longtime Fool contributor Rick Munarriz loves playing video games, but he doesn't own shares in any of the companies mentioned in this story, save for Netflix. He is also part of the Rule Breakers newsletter research team, seeking out tomorrow's ultimate growth stocks a day early. The Fool has a disclosure policy.

Comments from our Foolish Readers

Help us keep this a respectfully Foolish area! This is a place for our readers to discuss, debate, and learn more about the Foolish investing topic you read about above. Help us keep it clean and safe. If you believe a comment is abusive or otherwise violates our Fool's Rules, please report it via the Report this Comment Report this Comment icon found on every comment.

  • Report this Comment On September 19, 2008, at 3:12 PM, oneeighthundred wrote:

    Wait a few years and Rock Band is going to be where Tony Hawk is today, and they're willing to go for larger store footprints over it? What happens when the rhythm game fad burns out and GameStop is stuck with the bloated real estate?

  • Report this Comment On September 19, 2008, at 3:13 PM, wengem wrote:

    This is definitely an interesting time for GameStop. The majority of current generation consoles don't really have enough storage space to keep a gamer's entire library of games at 1+ GB each. The size of games for the next gen will probably be even bigger, so even more storage would be necessary to shift to digital distribution unless the games were run off of the network.

    Another thing to consider is how gamers prefer to have a copy of the game that they can sell back to the store if they don't like it or when they are finished with it. With a digitally distributed game, this freedom is taken away. This is acceptable for small inexpensive games (like those on the XBox Live Marketplace), but for expensive marquee games, it won't fly.

    The NetFlix/Blockbuster comparison doesn't really hold water because it doesn't address the ownership issue. Until you can trade in digitally distributed games and share them with your friends, the retail store model will remain strong.

  • Report this Comment On September 19, 2008, at 4:17 PM, sphyerion wrote:

    1. Digital Distribution is not coming soon.

    The growth in the size of games is prohibitive to storing games on a console. Given more storage space (see PC games) developers quickly consume it, take World of Warcraft with 8.5 GB. Gamers like to have more than one game on their system, and this supposed instant gratification offered by digital download assumes massive bandwidth. Try distributing 8.5 GBs to millions of players on opening day.

    2. Gamestop's primary strength is in Used Games. They recognize the reusability of games, especially their hard copies of games. Players like to share games with friends, or trade-in to save on the newest game. For every new game bought, Gamestop gains another potential trade-in and re-sale for better margins.

    3. Many think that games are a luxury. And with the lagging economy, Gamestop's profits must falter.

    If you have any experience with video-gamers, you know that gaming is much like a drug, an addiction. If Gamestop is selling the same game at a lower price because it's used, players will shift to used games to satisfy their addiction.

    Consider this, you want to save gas, you stop eating out as often, you don't go out and shop as often, you stay home because you're trying to save money. What are you going to do at home? The answer is simple for every gamer out there: Play Games.

    Ironically, the lagging economy will boost Gamestop's used games sales, despite weakening new game sales. Though, gamestop makes more money off used games than new games.

    3. And finally, video games are not like movies. It is not selection, that is important. I repeat, SELECTION is irrelevant! A quick survey of what games players want to play will find that most gamers are playing the same game. This is related to the fact that the biggest games are multiplayer games. And the importance of being good at the game your friend is playing is part of the gaming culture.

    Considering these, your comparison between Gamestop and Blockbuster seems weak at best.

  • Report this Comment On September 19, 2008, at 4:22 PM, DavisFreeberg wrote:

    Wow I can't tell you how many times, I've thought about writing this exact post. I think Gamestop is in a unique position in that they don't have the same debt issues and they have a much higher sell through vs rental, but there are many similarities to when when Blockbuster was at its high.

    Because gaming will take longer to go digital, it probably buys them a bit more time, but they do need to develop a response for when half the market is buying their games via digital downloads or digital subscription. I'm not sure that Gamefly is the same competitor that Netflix was to Blockbuster, but at least they are trying something different.

    Maybe the higher prices on games vs movies could stem off problems in the near term, but eventually they'll need to react proactively if they want to avoid Blockbusters same fate. Also worth pointing out is that even though Gamestop is very healthy from a business, revenue, profit and balance sheet standpoint, at a $6 billion market valuation, they are also pretty richly priced. We'll see if the fundamentals of their business eventually erode, but they could stand to learn a thing or two from Blockbuster's mistakes.

  • Report this Comment On September 20, 2008, at 2:43 AM, onepoker wrote:

    How about this thought. Gamestop could merge (read Buy Out) with Blockbuster and get thousands of well placed retail stores people are already used to going in on a weekly basis. Then Gamestop could gradually convert the stores to a gaming experience while taking in the profits from the end of the DVD rental era and condition current rental customers into becoming buy and trade customers. What if they went to a trade in model on Blue Ray discs? They could sell the whole video experience with delivery and install out of a warehouse Limit it to a few models but very good set ups in store. Sony tvs, and surround sounds, direct tv, game systems. gamestop and blockbuster should both survive. Remember when computers were going to make all of our offices paperless?

  • Report this Comment On September 24, 2008, at 10:35 AM, skf727 wrote:

    Hmmm...providing high-end items via JIT delivery vs. keeping them in your bloated inventory. Forget Blockbuster, that sounds like Dell who had limited success in PCs. HA!

    Other posters have commented that GME makes the lion's share of its profits from used games and their fat 40-50% margins. In a bad economy, I would expect cash-strapped gamers to opt more for this option rather than stopping buying games altogether. This phenomenon is reflected in the MRQ as top-line growth was much lower than bottom line growth, though I'm quite sure most retailers would be somewhat satisfied with the 35% that GME reported.

    If WMT, BIG, and TJX have held up relatively well in the retail space due to their 'trade-down' factor, it boggles my mind that GME now trades at 15X trailing EPS and 10X forward while still growing at +30%.

    BBI went to pot because of the convenience, pricing and most importanly no late fees of NFLX who offered an EXACT same product. As other posters have pointed out, digital downloads are memory hogs and are not the exact same as users are unable to sell them back.

  • Report this Comment On September 24, 2008, at 4:15 PM, SuperDev wrote:

    Rick "Aristotle" Munarriz has no idea what he is talking about, and needs to quit writing garbage like this. Also he should quit calling himself Aristotle while he is at it, as his blatant ignorance is an insult to the real Aristotle. As a game developer, I can almost guarantee that most of the things he predicts happening are utter fantasy, and he is spinning things around to make his argument. Sphyerion made an excellent post, and I agree with it in its entirety.

    The biggest factor here is the bandwidth it takes to transfer games, and games are just getting bigger (while ISPs are initiating bandwidth caps...). Broadband is pretty much maxed out with transfer speeds, and the only solution to this problem is replacing the entire infrastructure with something like fiber optic. It will be at least ten years before fiber optic or something equivalent will be ran throughout the US.

    What Mr. Aristotle has hit on is that game developers WANT to go all digital, I can't refute that. It is very good for the bottom line. However, in contrast, most gamers do not like digital downloads, and are holding out to adopt. There are a lot of problems with things like DRM currently, and if you do your research, you will realise that gamers much prefer to have a physical medium for the many advantages that come with it (resale, transferability, etc.). Digital downloads do have their place, but they are forming a NEW segment of the industry with smaller, more casual titles, rather than taking marketshare from the big release games (the ones that actaully make $).

    I could keep going, but I would rather refer back to Sphyerion's post, as he hit the nail on the head with his observations. Digital downloading is not going to have much of a negative effect on retail sales by stores such as Gamestop, and for a multitude of reasons like he listed, most notably the bandwidth issue. The technology is just not there for it to happen. Also, Mr. Aristotle forgot to mention a very important thing...Gamestop sells digital downloads! Go do you research a little better next time before you write garbage like this please.

    One final thing I have to say in closing, is look back at previous times of economic hardship, and where consumer spending went. It always goes into entertainment, and considering we are looking at the mother of all economic downturns right now, I would say that Gamestop is in a very good position for the next few years.

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