Monthly Archives: March 2006

Three days and counting till GDC. This is my favorite conference of the year! :-) If you’re planning to be there, drop me a line. My schedule’s pretty crazy but there’s always coffee breaks and whatnot. BTW, there will be … Continue reading

I recently overheard that some of the most hardcore mobile phone gamers are now popping their phones into ziplock bags so they can play games while they shower. My first thought was: wow, that’s pathetic. My second thought was: holy … Continue reading

Tons of Sony news. The PS3 is arriving in November. It will have a non-optional hard drive, unlike the 360. The PSP is getting an EyeToy camera, a video and voice chat service, a GPS receiver, and the ability to … Continue reading

Interview with Frederic Descamps (Xfire)

For those of you who don’t know, Xfire is an IM and file-sharing client for gamers, as well as a community portal. You may have seen a recent article on CNN: Is Xfire the next MySpace? It inspired me to run a few questions past Frederic Descamps, Xfire’s Sr. Director of Marketing and Biz Dev. Enjoy!

Has Xfire performed any studies that quantify the effectiveness of advertising via the client? What sort of return on investment can an advertiser expect from a standard banner placement?

The banner ad located at the top of the Xfire client application is indeed one of the most popular locations for advertisers. One of the reasons is that Xfire users spend on average 90 hours a month using the Xfire client, as opposed to just a few minutes a month on average on any given leading gaming news site. Our client application ad is also static, non intrusive, and is the only ad displayed in the Xfire client application — giving it great impact.

Xfire is the only marketing platform in the world to offer targeted and behavioral advertising by demographic information, geographical location, actual games played, files downloaded, and more. Our targeted advertising allows for very precise and therefore efficient marketing, which in turn means higher ROI: if you want to run different ads respectively for WoW, CS: Source or RTS gamers, you can; if you want to run different ads whether people have downloaded a trailer or played the demo of a game, you can!

Read the full interview here!…

Wired has published a very funny satirical take on World of Warcraft. This basically sums up everything I don’t like about the game. Terra Nova discusses the pros and cons of regularly purging MMO player databases. Seems like a radical … Continue reading

Entry-Level Production Wages, Part 2

The last time I wrote about the subject of relatively low entry-level wages for producers, some very knowledgeable readers made the following arguments in support of the status quo:

  1. Production is a role that demands experience. Entry-level producers are not capable of making a “significant enough” contribution to a game’s development to justify higher wages.
  2. There are tons of people willing to do anything to become producers; why pay when you don’t have to?
  3. Academic degrees (even game and/or engineering-centric degrees) are nice, but ultimately irrelevant without multi-year project experience. “You can’t teach production skills.”

There’s something to be said for every one of these arguments. Nevertheless, I’m going to do my best to express a logical alternative point of view. Does this mean I think wages for entry-level producers should skyrocket? Not necessarily, no. But it does mean I think there’s room for nuance — that the industry’s current blanket approach to entry-level production isn’t appropriate for every case and candidate.

Read the full editorial here!…

All in all, I quite enjoyed this conference. None of the speakers were asleep at the wheel, and the audience asked a large number of surprisingly sharp questions… a benefit of having such a focused gathering, I suppose. It makes … Continue reading

GMC Session: Nontraditional Marketing for Games

Comments by Doug Scott, Director of Entertainment Marketing, EA

The entertainment marketing function is essentially looking at the inherent entertainment value of gaming and a lot of the lifestyles and cultures around it, and trying to find ways to translate that into different media, whether that be online, television, or mobile. We’ve had some success with that. Strictly focusing on the TV space for a little bit: in the last year, we’ve worked on short-form integrations focused on partnering with networks like MTV or ESPN to integrate game assets into an existing show, for example, Battlegrounds, a show about basketball on MTV and MTV2.

We also did an integration with Entourage on HBO. That was the best kind of integration because it was organic and came from the writers of Entourage, who are fans of Fight Night and wanted to integrate it into the show. Video Mods is a program on MTV that we co-funded, where we took character models and environments from our games and re-animated them to make music videos.

We’ve also started to create a lot of events. A couple of months back, we partnered with an entity to close down Fillmore Street and put a bunch of snow on it; it happened to coincide with an 80 degree day — probably the only 80 degree day in the history of San Francisco, and it was a perfect match for the title.

We’ve started to move into original productions as well, where we actually produce the shows and then approach distribution partners whether that be television networks or online sites and work with them to distribute something. This is footage from a half-hour show on MTV and MTV2 which was called This Sims Life, and we produced it ourselves in close conjunction with MTV, and really dove into the stories of Sims players — how they play, why they play, and using some unique capture to help them tell those stories.

Finally, we started to tiptoe into something that hopefully will become an ongoing franchise for us, something that really gets at the core of just how valuable and interesting video game content can be when translated for another medium. This was Madden Nation, which was an eight-part half-hour series that we did with ESPN2 this year. Basically, the concept was: take sixteen gamers and pair them up with top NFL talent, put them on a bus and send them around the country, your classic reality TV type format, and have them battle to see who could with $100K.

We tried to make competition interesting to watch on TV, which has been the constant knock on video gaming and TV; we took a couple of steps forward by introducing things like coach-cam that help you get inside the mind of the player and help you understand the skill and strategy that they bring to the mix. We co-produced this with ESPN, which means we get to share in the upside of the show if it’s successful.

A bunch of Madden fansites picked up and tracked the show; they went into great depth and the blogging was out of control. And ultimately, with very little promotion, it was over 30% of the average household rating across 40 different areas. The moral of that story is that as long as the content is treated appropriately for the medium, you can create content that’s relevant and drives other mediums and business models. And that becomes a highly effective form of marketing.

[Audience question]: when you’re working with MTV, are you able to re-purpose that content at all, or does MTV have ownership as well?

It really depends on the situation, but I’d say that 50% of my time talking to MTV is spent talking to their business affairs department. The long-term goal for us is to prove the value of our content as something that helps to drive their business model, and as something that is ultimately interesting to people who watch their various screens. And if we can do that, that will put us in the power position in terms of negotiations, and so we have been more and more successful at driving down restrictions on usage… for the most part, its still restricted for a certain amount of time to MTVs use. And that’s reasonable, particularly if they’re starting with financial skin in the game.

GMC Session: Opportunities on Emerging Platforms

Presentation by Bob Aniello, VP of Marketing, JAMDAT Mobile

We are facing the largest platform transition in the history of gaming. If you just look out over the next two years, what’s coming in the pipeline … mobile 3G, improvements in 3G networks, the next generation of handsets — full, 3D handsets, that are going to greatly enhance cell phone games. All major cable companies are gearing up to launch new gaming systems on their platforms, geared primarily towards a more casual audience. And of course blue-ray and HDTV formats are going to greatly enhance the capacity of DVD games. And of course, the continued expansion of broadband and wireless networking.

Advertising-supported products and services are replacing traditional retail models. Would it be conceivable that one day games are made and supported through advertising? Digital content delivery is displacing traditional retail and creating a far more powerful intermediary between publishers and consumers. Consumers are playing the same game (for different reasons and in different ways) on console and mobile. Gaming, more than any other segment, has an opportunity to truly deliver on the vision of connected entertainment.

We just conducted research at EA that shows 92% of mobile phone game players also play games on other platforms, 72% play games on their laptop or PC, and 23% use another mobile device to play games. On mobile, they’re seeking out games that they know or have had experience with on other platforms.

So how do you survive platform launches? I’d like to share a couple of my lessons: 1) Be first, but be right; if you’re not right, better to be second. 2) Play for impact. Budgets are very tight, so go for impact, not reach. I’ll give an example from Jamdat with Lord of the Rings, which was an impact program. 3) Sell the experience of the game, not the fact that there’s a game. 4) Listen most to those who make you the most uncomfortable. Those who are the most critical can help you plan your contingencies. In the long-term, they’re going to save you some pain.

Be first, and be right: You may be interested to know that DVD games [games that run on a standard DVD player, not PC DVD games] are a $400M category. There are 50 titles on the market, but only only the movie/TV trivia games are actually selling (with about a 65% marketshare on that platform). [At Mattel] We did our homework. We did a lot of research about the experience you could get from a DVD game, and found that movies (rich media of course) was best, and the most desired by consumers. Other big companies, Disney for one, and WB, they took their TV shows and did what I describe as a porting strategy. My competitor Hasbro simply tried to port their traditional games, like Trivial Pursuit and Candyland to the DVD platform. Did not work. So Mattel really did its homework, and because of that, they dominate the DVD games category with over 60% share of that market.

I admit being totally unaware of the scope of this game category. Very interesting stuff! Check out these useful links I dug up: board game makers turn to DVD games and Screen Life’s website (they make the category’s leading products; Mattel is the publisher.)

BTW, the presentation went on for a bit, but this was the part I found most interesting. Bob addressed “playing for impact, not reach” but basically just talked about how Jamdat used partnerships with carriers and distributors to extend their effective budget (and thus extend reach!) I sorta tuned out after that.

GMC Session: How (Not) To Market Video Games In A Hostile Environment

Presentation by John Geoghegan, Executive Director, The SILOE Research Institute (Former VP, Global Sales & Marketing, LucasArts)

It’s a very hostile environment out there. The Utah state legislature recently passed a bill by a landslide vote lumping violent games with pornography. Do you feel like a porn merchant? I don’t.

California, Michigan, Wisconsin, DC, Iowa, and Kansas have all passed or are considering laws like the one in Utah. These laws are unconstitutional, but that’s a technicality, people. We’re not making friends. I haven’t seen this much animosity since big tobacco told congress that cigarettes are not addictive.

It’s time for us to wake up people. We are in deep doo-doo. At the state and federal level, we’re in trouble. Hillary Clinton’s pushing her Family Entertainment Protection Act. Everyone knows hillary is a liberal, but conservatives can’t stand her, so she’s appealing to centrists with the family values issue. Republican moderates and soccer moms can relate to the violent games issue. It’s a safe and smart bet for her as a politician. It worked for tipper gore with the whole rap lyrics controversy.

We’re marketing games to a hostile environment. We have a bad reputation. We’re getting banned, fined, and pulled off the shelves. They’re crushing our product. Some of you think I’m exaggerating. I’m not. This is the perfect storm of circumstances, and we’re sailing right into it.

How not to market in a hostile environment? Basically, don’t do everything we’re doing right now. To be clear, I’m not complaining about the ESA. They’re probably still mad at me about the whole booth babe thing. For the record, I think the ESA is part of the solution, not part of the problem. But it can’t stop with the ESA.

We love video games, right? So why shouldn’t everybody else? Right now, we’re in a defensive crouch, and our critics are playing rope-a-dope with us. The best defense is a strong offense. I propose a 12-step self-esteem recovery program for the video game industry. It’s time we held our heads up high, brothers and sisters. We have nothing to be ashamed of. Games are incredibly fun, creative, and artistic. We should be evangelizing!

  1. We need to promote our perfectly good rating system, put in place by the ESRB. Let’s promote the hell out of it and make sure everyone knows about it. It worked for movies and TV, it can work for us!
  2. Evangelize the benefits of video games. Read Everything Bad is Good for You by Steven Johnson. Johnson says games help kids compete more effectively, and makes them more intelligent. Games require many hours of sustained concentration and problem solving. In a world where more and more kids are on ritalin and can’t concentrate, this is a major accomplishment!
  3. We need to do more quantitative research with leading universities to prove the positive impact of video games, and to quantify the negatives. We need to do research with the Harvards and MITs and the UCLAs or whatever, and we need to share the good and bad news. When we quantify the negatives, it will help us dispense with most of the negative mythologies out there.
  4. We need to make it clear that new media is NEVER embraced at the start. It was true for movies, radio, pulp magazines, comics; for every new music wave, INCLUDING Mozart, there was controversy.
  5. We need to preach moderation and promote good parenting. Parents should be moderating their kids interaction with ALL forms of media — text messenging, internet, movies, etc. We need to get parents off our backs and onto their kids backs.
  6. We need to benchmark against sex and violence in prime network TV and movies. The corpses, blood, sex, and nudity in popular media totally outshadow what you find in games! We’re not as far on the cutting edge as many people like to say.
  7. Embrace the constitution. We have a right to make and market our product in an unregulated manner — or at least, not the manner some states are suggesting.
  8. We need to lobby. Let’s make political donations, and play the game that everyone else plays. We’re either not paying enough or we’re not getting the results we deserve, because i’m not seeing it.
  9. We need to harness our best spokespeople. People like and trust celebrities like Spielberg — let’s get people like him saying why they like and want to work on video games.
  10. We need to demonstrate our most creative games. We’re more than just GTA. We need to show people that it’s not all about guns and boobs. Games like Katamari, DDR, Guitar Hero, etc. Not a gun or a boob in sight in Guitar Hero!
  11. Put the problem in statistical perspective. “M” rated games are a minority of our product.
  12. Be proud! You’re marketing people — so show more pride. Don’t be ashamed to say you like video games; just say WHY you like video games. The depth of talent and degree of committment and the hard work going into games is incredible. You have every right to be proud, so BE proud!