Monthly Archives: June 2006

Brand Genesis in Games

The public release of Paul Hemp’s article on Avatar-Based Marketing has inspired me to write about something that we’ve been discussing at MIT for the past couple years. That is, reverse-placement: the idea that fictional brands can be created in games, then introduced to the physical world as real products. Also, the idea that market research can be conducted within games.

Consumer product companies spend tens of millions of dollars (if not more) attempting to establish a new brand, especially in competitive retail markets. Fighting mature competitors for mindshare and shelf-space is difficult at best. Many video games, on the other hand, offer vast acres of uncluttered virtual real estate via which to introduce a new brand.

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Via Wonderland, news that the (real) population of World of Warcraft is 10% female, 90% male. I’d been hoping for a more even split, given all the (clearly exaggerated) news that women were flocking to WoW. Oh well. Also via … Continue reading

Nintendo Has Common Sense

Nintendo has announced the successor to Brain Age, Common Sense Training for Adults. I’m not going to mince words — this could be pure genius. Not just because it will (like Brain Age) be accessible to consumers of all stripes, but because it takes Nintendo one step closer to dominating a lucrative and untapped market: self-help games.

Most of you are probably aware (or could guess) that self-help is a multi-billion dollar industry. You can find a book (or ten) for every problem you can imagine, not to mention audio tapes, TV shows, etc. But not much in the way of mainstream games, with few exceptions.

So Nintendo is going to teach us “common sense”. If the game proves to be enjoyable and popular, maybe they’ll teach people how to stay in shape, next. (With the Wii, that would be incredibly easy.) Or maybe the next game will be a “romance trainer”, complete with built-in, network-enabled social networking functions at later levels of the game. (“Don’t just train to flirt, put your training into practice!”) Or maybe a negotiation game, with levels like “negotiate a purchase”, “negotiate a sale”, “negotiate a hire”, etc. The list of fun and useful possibilities just boggles the mind.

The Common Sense titles could include a “common sense in other countries” component. I bet people would get a huge kick out of experiencing these cultural differences in the context of a game. And it makes localization of the game much more interesting.  :)

This topic really deserves more attention, but it’s 3am and I want to go to sleep. More in the future!

Little to highlight. Just a good interview of Henry — especially the part on “games as art”. I’m generally disinclined to care about this debate (i.e. If games are entertaining people, that’s good enough for me. Who cares what you … Continue reading

Unconventional Game Ideas

Now that Nintendo has helped prove that there’s a market for unconventional games like Brain Age and Animal Crossing, I thought it might be fun to brainstorm (pun intended) other “semi-serious” possibilities:

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Via Raph Koster, a user in Second Life has created an artificial ecology, complete with unplanned evolution of new plant species, etc. Even bees that carry pollen from plant to plant, fueling the cycle. Lovely! I agree with Raph — … Continue reading

Nintendo Gets Push (But Hopefully Not Pushy)

Nintendo President Satoru Iwata recently revealed that the Wii will automatically download content during the night (broadband permitting.) In other words, push technology. It isn’t clear from the interview whether consumers will be able to tweak or disable this functionality. A quote:

This would allow Nintendo to send monthly promotional demos for the DS, during the night, to the Wii consoles in each household. Users would wake up each morning, find the LED lamp on their Wii flashing, and know that Nintendo has sent them something. They would then be able to download the promotional demo from their Wii’s to their Nintendo DS’s.

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Foundation 9, owner of Backbone, Digital Eclipse, The Collective, and Pipeworks, will receive up to $150M over the next few years from Francisco Partners. Everybody’s empire-building, lately.  :) Via Slashdot, an interesting example of user-generated content. Someone is replacing the … Continue reading

Reviving the Comedy Game Genre

Gamasutra recently published an interview with Al Lowe, creator of Leisure Suit Larry, one of the very few successful “comedic” game franchises ever developed. After many years, Al is jumping back into development with Sam Suede: Undercover Exposure. Yes, goofy sexuality has returned to the industry.  ;)

I’ve often wondered why comedy-centric games are so rare. After all, every other visual medium has its fair share of humorous content. When Henry and I last chatted about this, he offered the following insights:

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