A Brief Analysis Of Bundling Deals

by Joey Tamer

Bundling is an alliance between a hardware manufac-turer and a software title developer to create increased market demand for both products. A hardware manufacturer, whether of drives, sound boards or other peripherals, offers a bundle of titles, usually three to five, in a mix of categories to create a broad appeal for the package, which consists of the hardware and the multiple titles. This creates a premium or an incentive for the purchaser of the hardware, and creates market awareness for the titles and their developers. The economics of bundling are interesting: while it will rarely account for more than 20 percent of a developer's sales, it may account for up to 60 percent of the units sold. It is also an effective way to build your installed base; publishers report that the return of registration cards on bundled titles is often as high as 25 percent, since the product is being bought by early adopters who want to be on your mailing list. Given that the volume of units bundled ranges from 10,000 to 100,000 units, generally between 20,000 and 50,000, this is a significant return of information on your installed base.

Gray market danger.
There is some danger of gray marketing, the distribution of unauthorized products through alternative channels. For example, it might be that leading mail order companies can buy shrink-wrapped products at bundled prices on the gray market and then sell them for full retail-list price through their catalogs or into their retail channels. Although the bundling contract forbids this, little tracking is done. This opportunity is particularly available for mail order companies that sell both the hardware, peripherals and titles. It is important to factor in the level of technical support that may be required by so many tens of thousands of titles reaching the market in a short period of time. If the title is in any way support intensive, the developer must consider the increased technical support requirements that this sudden release into the market will generate.

A sliver of SRP.
Bundling deals generally bring between 10 and 18 percent of the suggested retail price when the total shrink-wrapped product is delivered. If a master disc is delivered for duplication by the hardware manufacturer, the developer is generally paid between $2 and $5 per unit. A bundle deal is generally for a minimum of 10,000 units over the course of twelve months. A best-seller, like Icom Simulations' Sherlock Holmes, Consulting Detective, Volume One, is reported to have placed 150,000 units in the market on both Mac and MPC platforms. It is guessed that 90 percent of these units were moved through bundling deals. The large volume buyers for bundling deals include Sony, Apple and NEC.

Built into cost of goods.
Manufacturers generally have a budget for bundling built into the price of the product or the special promotion they are marketing. They will, for example, build an $80 cost factor into the cost of goods, and will apply this to the acquisition of three or five titles that will be shipped with the product. Then they will look for value: the most interesting titles for the least money. This will allow them to bundle either a highly visible product or more titles in the bundle. Once an order is placed, say for 20,000 units during a 12-month period, the manufacturer will ask to have the titles shipped in smaller batches. The minimum shipment order initially should be at least 1,000 units, and the reorder number at least 500 units. Otherwise the developer is at a disadvantage in manufacturing planning.

Approaching a bundle.
The savvy developer will negotiate for payment for the total volume, so that the manufacturer does not get the 20,000-unit price, and only order 2,000 units. This negotiation can result in an upfront payment for all the units, which is unlikely, or a higher price per unit for each shipment quantity. In this way the developer fixes the delivery schedule and the pricing "ORO" (on receipt of order). There are three ways to approach bundling: do it yourself (i.e., approach the manufacturer yourself), go to a distributor (either Software Toolworks or Compton's New Media), or wait until the manufacturer comes to you.

In order to build a bundling arrangement in-house,
it is important to dedicate a salesperson to build a database of CD-ROM hardware products. There are only about 70 drives on the market, and additionally, sound boards and other peripherals. The salesperson would then contact these companies, solicit their interest, and send a shrink-wrapped product for evaluation. This is a labor-intensive assignment, but it leaves the control and the relationship directly with the developer. Another alternative is to contact Software Toolworks, which has a special OEM group of several salespeople, or Compton's. Sometimes the manufacturer will come to them to obtain a total bundle of titles already in their warehouses, so that the manufacturer may receive one shipment of five or more titles directly from the distributor's warehouse. This implies that distribution through these distributors would enhance the opportunity to do bundling through their arrangements with manufacturers. This should be carefully considered, as a developer's choice of distributor is based on many factors other than opportunities for bundling. The last option is to wait until the manufacturer comes to you for the product. This is likely to occur if the product is a best-seller. Manufacturers will not seek out a product that is niche-specific, but will want to bundle products that have broad appeal.

When to bundle.
It is important to understand that bundling is not appropriate until a developer/publisher has multiple products on the market. It is unwise to bundle your first or second product, as this is likely to erode your success in selling the fully priced retail version of the product. That's because when retailers know it's being bundled, they won't give it precious shelf space at the same time. In addition, distributors know not to try to give a title to retailers if it's being bundled. So there's resistance at both levels. Bundling is also a hindrance to developing a relationship with a new media distributor prior to having several products on the market. The distributor will interpret the bundling as a lost opportunity for his sales of your products. On the other hand, if you have several products out, say 10 or more, you can "sacrifice" a title into a bundling deal, gaining revenue and further exposure of your company's product line into a uniquely qualified market of first-time buyers of the technology.

Bundling at the end.
There has been some discussion in the industry of a strategy for bundling titles that are at the end of their life cycle. This sounds like a good idea, but has rarely been tested, since most titles have not sold through the duration of their life cycle yet. This might be the most appropriate strategy for games, which have a higher "spike" on selling and a quicker decline in their life cycle. Bundling should be carefully considered as a part of a product's life cycle and distribution strategy. Its benefits should be leveraged to best advantage, and bundling should never be entered into without weighing its impact (successful or not) on the company's financial plans, positioning and total product strategy.




Joey Tamer refines the vision, strategy and success of companies -- 
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