Entries Tagged 'Marketing Tips' ↓

Success factors in game marketing #2

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So to our second set of factors, this time there are 9 to make a total of 17. Feel free to add any more you can think of in the comments.

  • Age rating. Fundamental really. Don’t get caught obviously trying to attract customers who are too young to buy the game. It is a bit like cigarette adverts next to schools. Society does not approve.
  • Availability of assets. Videos, demos, renders, interviews etc. The more of these you have the better, you cannot have too much. You don’t get five magazine front covers (As Colin McRae 2 did) without the right assets. This means you have to get on very well with development so that they understand the value in doing the work to create them. Also hold people’s hands with tact when they are doing interviews. Don’t over-brief them. But encourage them to stay on message.
  • The platform and marketing peculiarities of that platform. Every platform is different to market for. You must take into account technical peculiarities as well as customer demographics and attitudes. Also your relationship with the platform holder and what you can do for each other.
  • Whether it is a sequel. And how well the previous iteration did. Games can succeed after a long hibernation, Prince of Persia did. The danger with sequels is to be complacent, think that it has all done before, rely on the brand and just market by rote. This isn’t the best way to look after your IP so you must be vigilant not to fall into the trap.
  • Whether it has a licensing ties in. This can be a massive help or a real pain. Some license holders tie your hands so tight that you can’t market effectively. Others do everything in their power to make your game a success. A lot of this is down to personal relationships with the license holder. So work on your interpersonal skills.
  • Celebrity possibilities. As an industry we are nowhere on this. OK magazine doesn’t ask David Beckham what his current favourite game is. We should use celebrities more because people relate to people and that empathy makes marketing so much easier and more powerful. One thing to beware of is that celebrities have very limited time so you have to plan with great care to get the most out of what you have. For instance using that time up making them travel is just plain stupid. You go to them.
  • Does it have muliplayer and/or online capabilities. These completely change the dynamics of a game in the market so they should completely change the way you do your marketing. Online elements mean you can really add power to your online marketing. Your community people can go to town on this.
  • How does it integrate with and use Live, Home and Steam. These are becoming key, critical factors in the market. They are things that your customer should be told and which may even find you customers. You need to make sure that your presence on these sites is optimised for marketing as well as game playing reasons.
  • Budget. Saving the biggest one till last. The answer is always “more”.
  • Finally all you have to do is to repeat all 17 factors for every market you sell the game in.

    A free marketing tip for Jagex

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    Jagex are the publisher of the very popular MMO Runescape which is mainly played by kids. A feature of the game is catching sharks. Yet out there in the real world sharks are being fished to extinction. They are fished mainly in an especially cruel way where their fins (the valuable bit) are cut off and then they are thrown back into the sea to die slowly, which can take weeks. So Runescape is sending out all the wrong messages to it’s vast player base.

    Sharks are now more endangered than whales. Yet ecologically they are far more important. It is the sharks that keep the oceans healthy by removing all that is diseased or otherwise unhealthy. So by featuring shark fishing in this game Jagex are putting themselves firmly on the side of the bad guys.

    So this gives them a great marketing opportunity. They can take the sharks out of the game (and anything else that is endangered) and replace them with something that is sustainable. They could do this in “consultancy” with a high profile environmental organisation like Greenpeace. Then use a good PR company to place the story. This should get on national TV news in several countries. The coverage would be massive.

    So many millions of people who are currently unaware of Runescape would be informed about it, this in itself would be excellent. But in addition the brand image would be considerably enhanced. And maybe it might do something to help the sharks.

    If anyone is interested in registering their opposition to shark fishing there is a petition here.

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    Success factors in game marketing #1

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    You should never market two games in the same way, to do so is to totally misunderstand what you are doing. Each game is an individual that needs loving care. And so should be nurtured in it’s own special way. Only by doing this will you realise the full potential of that game in the market. This is what the people who have developed the game and those who have invested in it deserve.

    So let’s  look at the first 8 criteria you look at when formulating your marketing plans for a game:

    • Genre. We live in the age of the me too alien shooting game. But customers still play many different genres. These customers will have different demographics but importantly they will have a different emotional engagement with the game. Tetris engages but not in the same way as World of Warcraft.
    • How good the game is. Obvious really. If it is excellent you rub it in every-one’s faces marketing wise and thank development for giving you an easy life. If the game is less good you have to work for your wages. But don’t give up hope and abandon it, you are a marketing professional so must still do your best.
    • Content. Obvious and yet not so obvious. You would market a game set in Paris differently to a game set in New York. Some marketing people don’t really know the content of the game that they are marketing. Don’t make this mistake. Violence, sex, race, political and religious issues can work for you or against you. It is up to your skill as a marketeer.
    • The time of year. Game sales follow a seasonal curve. Unfortunately games releases follow a similar curve. Christmas is for blockbusters, anything else gets lost and we don’t yet have the tradition of a summer holiday hit, like the film industry does. Other than that every season has it’s benefits and downsides. My favourites would be about three weeks before the clocks change in the spring and a week after they change in the autumn. Leisure behaviour changes radically at these two times.
    • Price-point. Again seemingly obvious. But remember that sometimes you will sell more at a higher price, because people will think that it must be better. Console games are generally overpriced as a result of the current business model so the attach rate is quite low. This means that you have to make every purchase very special indeed. Make the customer glad that they opened their wallet.
    • What the competitors are up to in general (Sega Rally was launched against Halo 3!). Blockbuster suck the market dry. They may bring more people into the stores but those people are only there for one purpose. Looking at competitor release schedules may help you make a one week change that significantly increases sales.
    • What competitors are up to in your genre. Customers are not going to buy two racing games in quick succession, or two shooters or even two platform games. The Beatles and the Rolling Stones never released against each other, follow their example.
    • USPs of that game. This is incredibly important. You may not even know what they are until you lever the knowledge out of development. Once I marketed the first game in which motion capture and Dolby surround sound recording were done simultaneously. The press loved that when I told them.

    To be continued next Wednesday with 9 more success factors in game marketing.

    Formulaic Vs Guerilla Marketing

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    I have been there far too many times. When the marketing pie for a game is sliced up. So much for print, so much for point of sale, so much for online and so on. The division of the money owes nothing to science (or even art) and owes just about everything to politics. Of course the result is that marketing departments often deliver horrendous value for money. But nobody seems to mind.

    As a rule of thumb (and ignoring games that are extremely good or extremely bad) 50% of the sales success of a game is down to the marketing department. And 50% is down to the game itself. So it would only be fair if the spend was split equally between the two. This is where small publishers are at a huge disadvantage, there is no way that they can spend anywhere near as much on marketing as they do on development. Big publishers have a powerful global reach and so can afford, if they want to, to spend far more on marketing a game than making it.

    At Codemasters the greatest marketing success we had was when the company was in dire straits. Piracy destroyed the PSX market in just a few months and suddenly we had no income. A lot of people lost their jobs because there was no longer enough money to pay them. And we had to market Operation Flashpoint with a budget that was close to zero. So there was no pie to be sliced.

    What we did was to engage with our potential customer base using PR and online and especially community. The driver was the monthly press release. This was then used as the core of the monthly email newsletter and as the focus for online discussion. We gradually built an online following that became like a snowball rolling down a mountain. So that at launch Operation Flashpoint was the number one PC game  in every market with a chart. A global success.

    In fact having a big budget for marketing usually leads to far less value for money. The marketing department feel that they have to burn through the money. So they do really silly and expensive things like TV advertising campaigns for gamer’s games. The waste of money is horrendous.

    If you market every game the same or just using the obvious tools out of the marketing mix your campaign will just disappear amongst all the other campaigns doing the same thing. So you need to spend more and you have to be on top of your game with everything you do just not to get buried. Whereas if you do something different you will get noticed and get far more marketing exposure for a fraction of the spend.

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    Richard Branson understands this. When building Virgin Atlantic airline he pulled off a series of high profile stunts with speedboats and balloons across the Atlantic. He spent a fraction of the marketing budget of competitors like British Airways yet got many times the marketing exposure.

    In the game industry I have always been a fan of Larry Sparks (now VP Marketing at Square Enix) who has pulled a lot of excellent game promoting stunts. One time he got a group of people to change their name by deed poll to that of an upcoming game. This got the game a huge amount of coverage and cost very little indeed. We need far more of this in the games industry. The games are fun and the marketing should be too.

    All steamed up

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    When I was at Codemasters I followed closely the announcement of Steam by Valve in 2002. The growing pains, the successes and the opening up of the platform to other publishers. Steam was so clever, so obvious and so clearly the future that I would have liked Codemasters to do a “me too”. Unfortunately the directors had other things on their minds. So I tried to get them to at least put our PC games on Steam. And they didn’t.

    Since then Steam has gone from strength to strength and it is now one of the most important platforms in the whole video game industry. With 15 million active users, probably about the same number (or maybe more) as Xbox Live has. But every Microsoft Xbox 360 purchaser gets a month’s free membership of the Xbox Live gold service. So Steam is outperforming. And I wouldn’t be surprised if the spend per user is far higher on Steam than it is on Live.

    Gabe Newell, the MD of Valve was one of the Microsoft millionaires and was the producer of the first three versions of Windows. He has said that he wants to have every PC game on Steam. Why not? Each one is just a bit of space on the server so the marginal cost of each extra game is minimal. However the utility this provides for a Steam user is fantastic. The ability to sit down and, on a whim, play any PC game. Outstanding stuff.

    Now Valve have made a simply stunning announcement. They are making a whole pile of powerful and important development tools available to the development community. For free. Steamworks includes real-time stats, anti piracy, auto-updating, community and matchmaking utilities. This is an amazing gift and will save PC developers very many millions of dollars. But it is not altruism. The effect of this will be to make more and more PC development Steamcentric. And to raise industry standards for all the mechanics behind a PC game.

    I have to admit that if I were a publisher of PC games I would not bother any more with the plastic and cardboard boxed game at retail business model. It is too much work and it opens you up to so much piracy that you are shooting yourself in the foot. It is a concept that has reached the end of it’s life. Now it is far better to give the game away for free like EA are doing with Battlefield Command. Or use Steam. It will be very interesting to see which of these two mechanisms works best.

    So Steam has the potential to become the standard global platform for PC gaming. This is absolutely massive. There are a lot more PCs in the world than there are game consoles. Also the barrier to publishing is very low on Steam. So we would see all sorts of great, amazing, fantastic new stuff which otherwise would never see the light of day. This is the opposite of the console gaming model which has a massive barrier to publishing and which lays a dead hand of censorship on games, both of which contrive to stifle innovation and so hold the industry back.

    Of course Valve could make Steam available for consoles. Now that would be interesting.

    In the meantime the value of Valve as a company is immense. Gaming is growing to be mainstream entertainment and will become bigger than television and film combined. There is a very good chance that Steam will become one of the most important cornerstones of this immense industry. I wish I owned 0.001% of Valve!!!

    Know your customer

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    Once upon a time business was simple and you looked your customer in the eye, so you knew exactly who he was. Nowadays a single video game can sell millions of units all around the world and the physical item passes through several hands between the publisher and the end user. It is therefore rather easy for the publisher to have no idea whatsoever about his customers. So easy in fact that it is very common. And it shows.

    Knowing your customers is a very, very good idea. It enables you to develop and tune your products better. It enables you to target them better with your marketing. It enables you to outperform your competitors when seeking their affection or their money. And it enables you to look after them better.

    One mistake I have often seen is for industry professionals to assume that potential customers are just like themselves. So they make games for industry professionals. Who, quite obviously, are a very narrow market. Hence the obsession with producing gamer’s games instead of mass market entertainment. Another mistake is to assume that a bigger company knows what they are doing and then copying them. The blind leading the blind.

    There are several companies that make a living out of analysing the game industry. Unfortunately they all got their predictions for this generation of consoles very, very wrong. In fact they predicted the reverse of what actually happened. As a result their pronouncements are now greeted with much derision on the forums. They have a long road back to credibility.

    Focus groups are good. Every game should have one. They are great when you are developing a game because they stop developers making obvious mistakes. However they carry a couple of small problems. One is that they tend to tell you what you want to hear. The second is that the makeup of the focus group reflects your preconceptions of the customer demographic, and you can be very wrong.

    My favourite is to find out for myself. I regularly walk into game retail here in the UK and everywhere I travel. I look at the retail displays and talk to the staff and sometimes to the customers. If you are actually listening and paying attention you can learn a lot this way. Certainly it is the first thing to do when visiting any new territory.

    But the best, scientifically, is to ask a randomly chosen audience a series of questions. It helps to bring in experts to compose the questions and to compile the results in a meaningful way. You can get a research firm to do it by phone. Or you can do it yourself online. Perhaps with an incentive for co-operation.

    Finally there are the members of your community liaison team. They spend their working lives liaising with your community. It is in their job titles. So they know far more about your customer base than anyone else in the building. Not that many in marketing realise this.

    All this will give you knowledge. And remember that knowledge is power.

    Community Liaison

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    Codemasters currently have a recruitment advert for Director, Community paying £90,000 PA. This is interesting to me because I had to fight like mad against strong political opposition to create this department at Codemasters. Not that I invented community liaison. All I did was to take something from our MMO department (where it is essential) and adapt it for boxed console and PC games. So it is nice to see that it is now accepted and warrants it’s own senior management. It ought to be because, quite simply, it is the second most cost effective marketing tool (after Public Relations).

    From a marketing point of view the internet is either a fantastic opportunity or a fantastic problem, it is up to you. It offers you something immensely powerful that has never been possible before, the potential to have a two way interactive relationship with every customer (or potential customer) in real time. This is just immense. And nobody has worked out how to get the best out of it. Yet. In the meantime your community liaison team are the people who wield this incredible marketing tool.

    You will notice in the preceding paragraph that the term two way is used. A lot of people forget this. Community liaison is a dialogue. And you had better be listening. It is for this reason that I always wanted to involve the people in community liaison in wider marketing discussions. Because they have the immense input that they know what the customer is thinking and saying. Far better than your market research people do.

    Another wonder of community liaison is that is so cheap to do that it can be done for every game, even if the game is only on XBLA. And it isn’t just for publishers. This is something that developers can do. They can do it to increase the value of the games that they make and they can do it to improve the profile of their company. Every game should have a development blog and a forum as an absolute minimum.

    As you can see this is a new, exciting and rapidly developing area. So it is easy to become enthused. And quite rightly, with a good attitude community liaison can give you a great marketing advantage.