Appealing to the MMOB: Building Massively Multiplayer Online Brands Brian Robbins Executive Producer...
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Transcript of Appealing to the MMOB: Building Massively Multiplayer Online Brands Brian Robbins Executive Producer...
Appealing to the MMOB:Building Massively Multiplayer Online Brands
Brian Robbins
Executive Producer / Gaming Evangelist
Fuel Industries, Inc.
INTRODUCTION
What is a MMOB?
• Massively Multiplayer Online Brand
• Massively Online Brand
• MOB – doesn’t sound as cool
What does that mean?
• Experience engages a large number of players in the brand
• The brand association improves the overall experience
• It happens online
Everything is a MMOB
• Has a brand
• Need to preserve and promote that brand for success
THAT’S NOT REALLY TRUE
A MMOB has a brand that primarily exists outside the game experience
INDUSTRY CANON
Coke StudiosOver 7 Million users in 2006
Virtual Magic Kingdom2 Million characters in 2 years
Originally just part of the 50 years celebration
Nicktropolis2.5 Million registered in 2 months
MTVConnecting all 3 with seamlessly moving between online and real-world
RELATED CANON
ToontownApproximately 120,000 paying subscribers
WhyvilleCDC and the flu shot bug was a huge success
NON-TRADITIONAL MMOB
American Dad vs. Family Guy7 Million visits and a minor You Tube sensation
Retroville Rescue800,000 players in the first week
Many of those created a custom level
ecomagination92,000 flowers posted
CandystandOnline for over 10 years
What’s common?
• Almost exclusively funded by marketing
• Biggest driving factor across everything else discussed today
Pain in the Ass
• Approvals based on screenshots and logo usage
• Little to no game experience
• Brand wins over gameplay
SO WHY BOTHER?
No revenue – No problem
• Goal is to drive the brand
• Don’t need resource sinks or a balanced economy
• Allows more experimentation and variation
Experimentation
• Much easier to tie to offline– Brand already exists offline!
• Offline interaction may be the driving factor
Experimentation
• Use game types and mechanics that don’t drive revenue– But do drive usage
Experimentation
• Can target audiences that don’t monetize well
Brand Vision Rules All
• Marketers worry about promoting and protecting the brand value
• This isn’t always conducive to game design
Do need ROI
• # of players
• Repeat visits
• Length of play
• Offline tracking
CONCLUSIONS
Ways to Fail
• Ignore the brand team feedback
• Focus on gameplay over the brand instead of finding a compromise
• Try to hide the brand’s involvement
Keys to success
• Be honest with the users about the brand
• Remember your job is to promote the brand vision
• Find out what’s important to the brand team
• Don’t compromise game design
Final Thoughts
• You’re getting paid to work on a really hot property
• It comes with a brand following and almost guaranteed players
• You don’t have to worry about milking money out of the playerbase