
The prisoner's dilemma is a common building block of game theory, which is often used in business strategy to describe potential competitive responses or explain company actions. It's so named because of the story that was used to illustrate its problem. Imagine two fugitives that have robbed a bank and were just picked up by the police. Each man is taken into a separate room, and the police make the following offer to each: if they confess to the crime and help to implicate their partner, they'll receive an extremely lenient sentence. However, if they stay quiet and their partner implicates them, they'll receive the maximum penalty - while their partner gets off scot-free. Of course, if both confess, the evidence they provide isn't particularly useful, and they'll each go to trial, ending up with a sentence somewhere in the middle. What should each man do?
The most logical way for a prisoner to look at this problem is to decide what their best response is, given the response that their counterpart might take. Typically, for simplicity, this is presented as a 2-by-2 matrix:

The numbers in parentheses represent the number of years that each prisoner would receive in each scenario, in the order (Prisoner 2, Prisoner 1). So, for example, if Prisoner 1 opted for a "Don't Tell" strategy while Prisoner 2 decides to tell, the payoff is (0, -20) – Prisoner 2 receives no punishment, while Prisoner 1 goes to prison for 20 years. The specific numbers aren't important, but modeling the scenario described in the story is.
The "trick" comes when you think about exactly what each prisoner should do. Say you're prisoner 1, and you think your partner is likely to snitch; your best response, then, is to tell yourself (payoff of -10 instead of -20). On the other hand, if you think he's likely to stay silent, you should still tell, since you'll get away free rather than taking a year in prison if you stay quiet yourself. Your "dominant strategy" is to tell. Unfortunately for our prisoners, though, your partner is facing the same payoffs. As a result, you both end up telling and end up with a ten year sentence apiece – even though by cooperating, you'd both be better off. (The game falls apart if you can actually speak with your counterpart throughout the game, and have some way of punishing them for poor performance... for example, if you play the game repeatedly.)
So what does this have to do with Guitar Hero and Rock Band? Well, both Activision and Harmonix are facing essentially the same problem.
"In theory, they could cooperate: consumers would be able to buy both games and freely swap between them as desired." |

The payoffs, then, are still from the companies' perspective. Presumably, sharing is going to expand the overall market for music games and allow each of the firms to gain some additional customers and revenue. Similarly, if one shares and the other doesn't, the more generous firm is going to be at a disadvantage as customers flock to the more feature-rich game. And as a result, the equilibrium is for neither to share – they're paralyzed by the lack of trust they have relative to one another. And gamers are generally worse off, even though the real "game" is being played by Activision and Harmonix.
"There's little point in conceding the market prematurely to Harmonix." |
As co-editors of A Link To The Future, Geoff and Jeff like to discuss, among many other topics, the business aspects of gaming. Game companies often make decisions that on their face appear baffling, or even infuriating, to many gamers. Yet when you think hard about them from the company's perspective, many other decisions are eminently sensible, or at least appeared to be so based on the conditions at the time those choices were made. Our goal with this column is to start a conversation about just those topics. While neither Geoff nor Jeff are employed in the game industry, they do have professional backgrounds that are relevant to the discussion. More to the point, they don't claim to have all the answers -- but this is a conversation worth having. You can reach them at













(Page 1) Reader Comments
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Harmonix is very confident in the quality of their product. They believe that in a true free market, with open peripherals and open licensing, they will be extremely successful over the long term. They are not afraid of competition.
Activision is currently commissioning subsidiaries to create a rapid succession of knock-offs of someone else's product.
They are much, much less confident of their ability to compete in a free market, so they spend much of their creative energies looking for ways to introduce artificial constraints into the market.
These constraints include peripheral lock-outs, aggressive pursuit of exclusive content licensing, sometimes questionable assertions of their IP rights, and leveraging brand-name momentum.
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Again though, that goes back to the point made in the post you're responding to. Don't like Harmonix's peripherals? No problem, they have no issues with letting you use other people's stuff.
Not to mention as time goes on, Harmonix will step up their game and make their instruments better. It's a sequel happy company with a spotty track record until recently (Activision) combined with a peripheral manufacturer (Red Octane) vs. the publishing juggernaut (EA), music industry pillar (MTV) and stronger, forward-thinking creative force (Harmonix). This really shouldn't even be a contest if EA and MTV get serious about putting a hurt on them. The only thing keeping GH from being obsolete is the name...and if Activision keeps pumping out these half-baked ideas for sequels (Rocks the 80's, Aerosmith, etc), they may not even have that for much longer.
-Activision pulled dick moves against PS3 users. And launched Wii's version without decent testing.
-Majority of Rock Bands issues have been cleared up.
-Activision has been pushing the Guitar Hero franchise everywhere that will have it including upping the announced sequels. Aerosmith, two other band exclusive titles, and Guitar Hero IV have all been announced.
-Rock Band 2 hasn't even been discussed, instead opting to push out a regular stream of DLC at a reasonable, and nonbundled price, allowing consumers to expand their experience ala carte, rather than ala sequel and the subsequent head smackingly annoying disc swapping.
-Activision has been rather lax on it's DLC front often giving up disappointing bundles and showing how out of touch to the music and even the guitar scene they are. Opting instead for sequelitis.
-Rock Band features a coherent group experience and the sheer polish and care which has gone into the project is a great thing to see. Rock Band may not be the hardest step charts to follow, but certainly they are the most fun to play. And even the ingame merchandising has relation to the music industry as companies are allowed to whore their products out in front of the consumer without seeming stupid or out of place.
-Between the terrible art style, scummy coat of paint, and the gyrating bimbos during the Pontiac music video shoot, Activision has sold the Guitar Hero franchise to everyone except the kinds of people who enjoy playing Guitar Hero.
From my perspective, it seems Rock Band keeping their current trends is a good path to walk. Certainly has a more loyal fanbase supporting the DLC. While I don't like Activision locking up bands as exclusives, I really don't see an alternative to this tactic since they clearly have no idea how to continue the franchise.
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By advertising it to the masses, Activision probably will gain more consumers, gamers or not. It is common economical assumption that consumers will choose the more advertised brand because advertisements are associated with "quality". If Harmonix fails to advertise in response, they may lose out on potential sales to Activision which has appealed to the consumers, and it brings up another prisoner's dilemma: to advertise or save the money not buying expensive ad-space. It does not matter if "gyrating bimbos" do not appeal to you, it usually appeals to a much bigger, a more "casual" fanbase.
They've discussed keeping all DLC compatible between releases. And a new disc every year would inject a fresh batch of 60 songs or so for EVERYBODY in the online community.
Because let's face it. You could buy all the DLC that comes out, but if even one person is a stickler and doesn't buy songs...or just has different tastes, you may never get a chance to actually play it online.
Long. Live. Harmonix.
I mean, Rock Band has the largest percentage of songs I enjoy in a mix and truthfully, it's only at about 60%. If this Rock Band expansion does drop and it's as good as the original, that means I'll be paying for 100% of the music and enjoying only 60%. Whereas if I spent the same amount of money in the music store, I would have 100% of the songs I enjoy. So instead of paying for songs I sort of enjoy playing (Celebrity Skin, It's been such a long time) or songs I utterly despise (Ballroom Blitz, Green Grass and High Tides), I get what I want.
They could sell expansions if they want, but they should TREAT them like expansions. Similar to Append mixes on Beatmania for Playstation. But I do believe the better bet is pushing the music store.
Also, hard drive space shouldn't really be a concern. Let's put it this way, the average song is 20-30mbs. Now, that means in 1GB of space, you could get ~40 songs. Xbox and PS3 both have 20GB hard drives. So in the same amount of space your average "hot demo" takes, you could store 40-60 songs. That really seems quite neglibible.
I agree. Plus the added benefit of carrying a disc over to my friend's house sans XBL rather than my whole console just to play DLC (friggin dumb DRM crap) on his console is easier....
Then blame it on Grand Theft Auto.
Win-Win-Win.
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First, Rock Band is obviously making themselves compatible with other hardware (GH controllers), so that part doesn't make sense in your analysis.
Second, concerning the songs, you have your argument backwards. If songs are non-exclusive, it would be more likely that both games have similar amounts of songs. Only when there are exclusive contracts would there be the strongest incentive to buy both games (strictly for the most songs) -- this is the *opposite* of what you predict.
You get this wrong because you confuse individual incentives with the market -- you switch between the two within your model. While sharing may expand the market (this likely is an incorrect assumption, but I'll use it because that's your claim), it does not guarantee that both companies will benefit equally. And it may end up that even with a bigger market, one company would be worse off.
So in short, this would not happen (and is not happening) as you describe it.
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What you essentially assume (and don't know) are the payoff schedules for the mutual cooperation and mutual defection boxes. Because you don't know what's in those boxes, you cannot hope to establish any dominant strategy. Also, comparing the choice of cooperation/defection is not the same as comparing production of GH/RB.
for one thing, the prisoners dilemma requires both parties to be isolated ... with no information about the other parties actions. clearly not the case.
there are plenty of game theory descriptions that might be applicable here (Nash equilibrium maybe?) ... prisoners dilemma is pretty much the worst possible one.
spot on!
The reason they said that if they both didn't share it would decrease the likelihood that people would have both games was more to do with peripherals. With the most likely case that GH will be using instruments other than guitar the average person will unlikely buy both titles.
Also Nash Equilibrium doesn't really apply here because Activision is changing their approach, possibly in the future it will be a case of Nash equilibrium but no now.
The most compelling argument against prisoners dilemma is the availability of information, but I think the general idea works and could probably be applied to video game systems themselves.
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Adding an original sax composition to songs that didn't have one would also be good too, and some innovative multiplayer features such as classic guitar duels, duets and drum-offs or something.
For example, the guitar duel in Crossroads, and (off the top of my head) the drum battle between James Hetfield and Lars Ulrich of Metallica on their Live Sh*t DVD.
1. most bands know there are competing products in this genre, so it would take a hefty sum to get them to ignore those other revenue sources.
2. few bands are worth throwing a hefty sum at for said exclusivity
Activision likely paid a lot to get Aerosmith exclusivity. I don't see Harmonix/MTV going that route unless Activision starts to seriously undermine their efforts.
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I agree with Lone Starr, you've really only half-assed this analysis. The fact that you mention the problem of applying the prisoners dilemma to multiple iterations of the game or to situations in which the actors can cooperate, then do just that in your analysis is alarming.
Activision and Harmonix aren't going to be playing one round but many rounds for the next decade or two as they make more versions of their respective games. They can also negotiate terms of their contracts to share some but not all of their material. A great way for each to profit is to specialize their songs; for example, Rock Band could be 90s-today's hits, while Guitar Hero could be blazing guitar tracks from the 60s-90s. They would both attract consumers and could together reach the mythical position of win-win.
Many other details could be worked out through contractual cooperation. For example, they could work together to collect the licensing to a large pool of songs, then, through negotiations or mediation, they could haggle over the songs. This would prevent them from competing (paying high prices for) exclusive content, and together they could attract more musicians. Musicians win, developers win, consumers win.
There are many options for cooperation between these two companies and franchises. If done right, they will create games in the future which are completely separate from each other but attract the same consumers and can be played with the same instruments.
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This is EA we're talking about. The same company that releases Madden on an annual basis. They will make Rock Band 2. And it will be out by the end of 2008. There's too much money to be had in a new disc on TOP of DLC to not do it.
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If Guitar Hero has no exclusive contect, and peripherals are common - there will be no incentive for anyone to buy Guitar Hero. The software is a commodity, the peripherals and song content are the only differentiated aspect of the products.
Because of Activision's inferior position in the peripherals (guitar only, vs a whole slew of instruments) they must maintain an advantage in songs. People will not buy both products as your Pareto optimal (cooperative square) suggests. Activision is currently pursueing the most rational option.
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This article explains in the beginning how the Prisoner's Dilemma (PD) model only applies to situations where the 'prisoners' aren't allowed to communicate - either directly or indirectly via repeat PD games.
His explanation of PD is pretty good, but it's then used to describe a situation where nothing is preventing communication, and the 'prisoners' are certainly going to be repeating PD games, which violates 2 of the requirements for _his_ explanation of the Prisoner's Dilemma to be applicable.
In this case, it's seems a lot more likely that the exclusive content contracts are just one of many ways to try and differentiate one company's products with another. Right now Rock Band is doing that by letting you use more instruments (Drums, mic, etc) while Guitar Hero does it be having exclusive content.
I suspect that in next round of game releases they'll both copy each other in these regards, but they'll also both have their own new 'nitch' feature to help make their game distinct. And that's what all of us consumers want - more options, covering as many features as possible! A gamer like me who doesn't play too many rhythm games will just get the one that has the features I care about more, and those who love rhythm games will get both and have way more features in total that would be available if we just had a single option with less motivation to innovate.
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What i see is, when i go buy the games, the question is, do i want to have a guitar only game where i become an elite guitar player? or have fun, share and play with 3 more people in big get togethers?
I go with the latter, since single player can only be so much fun, for me at least.
I heard rumours that activision was adding drums and singing to a future game, if this is true, THEN, it will be a big show down.
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all i want is a rock band with instruments that don't break and a guitar that's not a piece of shit and i don't want to have a 360 just for that purpose
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OH SNAP, DROIDS ARE ATTACKING ME! STUPID HOLOGRAPHIC MAINFRAME.
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u could change the payoff structure, easily assume that sharing reduces profit as cometition increases, and reach a dont share dont share outcome, but again thats completely different form a prissoners dilema.
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Watch some boobs:
http://www.youtube.com/watch?v=bnVAmCMD3fk
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