Market Research and Video Games

This blog post will be short and sweet, but I wanted to include a small portion about game research. Making a game is tough work. From the beginning of the idea, to launch the day of the game to the post-launch material, the whole process may take up to 3 years, and that’s the lower interval! Because of this, there are many games that do not see the light of day. Some are stuck in development hell and are always changing how they are thinking of doing something different, while others do release when they shouldn’t have (See Duke Nukem: Forever). If you are a publisher and you are deciding on the next course of action on what kind of game to play, or what features to add to an existing game, the next course of action would be to perform market research.

Market Research, in general, is done in the same way for every industry. You start with a problem, something you are researching to find an answer or solution. Once you have your problem defined, we move into secondary and tertiary research, in which we gather information relative to the cause. From here, you want to start collecting primary data, through the use of various observations, focus groups, and surveys. After you can come to a conclusion to the problem. To solve any problem for a large (or small) corporation/company, market research is essential for moving forward.

Within market research, the primary data is the most crucial to the operation. The different aspects and intricacies required when setting up focus groups and surveys are the most important. There are certain questions order and phrasing that can make the difference when obtaining data and with the use of different scales and measurements, all can make have an impact on the overall answers.  The goal, in the end, is to find out what the user really wants.

 

 

 

https://www.polygon.com/features/2016/3/2/11107742/how-market-research-changes-your-games

Damage Control and Diablo Immortal

During Blizzcon 2018, Blizzard announced a new mobile game: Diablo Immortal, that did not go over well with fans in the audience and online. There is a myriad of reasons as to why it didn’t go over well, all of which can be represented by knowing your audience. Firstly, is the announcement itself. Gamers have been clamoring for the next step in the Diablo Franchise, and this announcement was the capstone announcement at the event. The audience was expecting a Diablo 4, or at least an announcement that is was being developed. Instead, the audience, being primarily PC and Console players, were given the grand presentation of a mobile game, a game that inherently does not target them as the core players.

Secondly, is the reaction to the announcement. Blizzard was shocked at all the negative buzz about the game. In a post-announcement QA, a member of the audience asked if it would ever come to PC and Console, to which the developer responded there are no plans to do so. This response got a collection of Boo’s from the audience and it was at this point the developer stated on stage “Do you guys not have phones?” This is where this starts to dive into PR nightmare territory when you have a product that you think is a great success, the core audience doesn’t love it, and you blame the core audience for not liking it. If your product is verbally unloved by your target market, then you either need to pivot your product or pivot your target market.

Thirdly, their conference showed the game would be mostly mobile, but other then that there isn’t a lot we know about the game as far as gameplay goes. We do know it’s being made by NetEase, a Chinese company that is known as the distributor of Blizzards games in China, and with them developing it, a lot of people have been claiming this is a reskin of one of NetEase’s own games: Endless of God, which is a Diablo clone itself.

How to handle a PR nightmare and damage control is something that no company ever wants to think about but all companies should be prepared for. There are many ways this announcement could have been done better (i.e. Bethesda’s announcement of Elder Scrolls Blades on iOS followed by the announcement that they are working on Elder Scrolls VI). One core issue of the announcement was the hardcore gaming audience’s aversion to a mobile version of the long-running franchise. Blizzard has done this right in the past, as their previous title optimized for mobile was Hearthstone: Heroes of Warcraft, and that was not announced at a Blizzcon, but at a PAX event instead. It’s also likely that backlash can be due to high expectations of BlizzCon and desire for a sequel to 2012’s Diablo 3.

Putting the could of’s aside, there is a lot of damage control that Blizzard is handling poorly. Owning up, making good, and communicating transparency are all forms of handling damage control. This is a statement In an interview with Allen Adham, Co-founder of Blizzard and Executive Producer, on Polygon, he stated:

“We have said that we have multiple Diablo teams working on multiple Diablo projects and that remains true, even after releasing [Diablo 3 for Nintendo] Switch and announcing Diablo: Immortal,” Adham said. “We still have multiple Diablo teams working on multiple unannounced Diablo projects. Diablo is a tentpole franchise for us. And it always will be. We love it. We hope our fans understand what we’re saying when we say that.”

This is fantastic transparency of the company and excellent communication. For fans of the franchise, this is what they needed to hear to ensure them that mobile isn’t the only direction the franchise is going. In the whole article (which will be linked below) Adham covers all of the processes of how to handle a PR nightmare with proper damage control. He owned up by stating how they were unsure how the announcement would go, he communicated transparency with the quote above, and he made good by saying he believes the gameplay of the game will change how you think. The issue with the interview is the timeliness of it. These are statements that should have been made hours after the announcement when they saw all the negativity toward it, not the next day in an article that fans may or may not read.

That all said, this could all have been avoided if they did more research into how a core PC and console community would react to a mobile game as the capstone announcement at Blizzcon.

https://www.forbes.com/sites/erikkain/2018/11/06/the-5-biggest-problems-with-this-diablo-immortal-fiasco/#1334f05d145a

https://www.investopedia.com/articles/professionaleducation/12/tips-for-spinning-pr-nighmare.asp

https://www.polygon.com/blizzcon/2018/11/3/18059222/diablo-immortal-blizzard-response-blizzcon

 

Short Form Content and Gaming

With a single tweet, Rockstar (owned by Take-Two Interactive) had captured the gaming worlds attention. This tweet from 2016, which got over 100,000 retweets, only suggested the notion of a new Red Dead Redemption game with the use of the color scheme over the logo. The most fascinating part isn’t what is told, but rather what isn’t. The tweet has no mention of Red Dead Redemption. This tweet showcased the ability short-form content can have.

Short Form Content has a love/hate relationship in the digital age. Because we as humans have low attention spans (around 8 seconds), it would make sense for the content that we consume to be as short as possible. However not only is long-form content more popular through SEO, but it also generates more shares (BuzzSumo). Even with this, short-form content can be a great way to engage the community. To ensure that your content provided is not forgotten among the sea that is social media, you want your content to stand out. Ideally, your content should short and simple, and provide images for the consumer to quickly process. As Robert McKee, an expert on brand storytelling, states:

If your marketing is really good, you realize you don’t necessarily need to put all the elements of a story in front of the audience, because the audience’s mind is a story-making mind. If you give them certain elements, they will supply the rest.

The Rockstar tweet stated above is a great example of this scenario used in gaming, as the tweet itself is cryptic, however, we as the consumer put two and two together. While it is difficult to tell the effect that one tweet had on the multi-million dollar marketing plan put ahead by Rockstar, we can say that Red Dead Redemption 2 has generated $725 million in its first three days and it’s the second biggest opening for a product in entertainment history, only beaten by Rockstar’s other major game: Grand Theft Auto V, which achieved over $1 billion in revenue during the same time period.

We most often see short-form content coming from social media, particularly top platforms like Twitter, Snapchat, and Instagram. As largely visual based channels, with twitter noticeably being only 280 words, the average length of short form content, it becomes clear as to why these platforms let short form content flourish. Another example we can pull from is a fresh tweet from Nintendo of America.

In this tweet, it announces a Nintendo Direct focused on the upcoming game Super Smash Bros. Ultimate. the tweet itself only give small details such as the date and time of the direct, as well as how long it will take. As of right now, it generated 25,000 retweets in a series of 15 hours (as of this post). While this could have been a long-winded press release or breakdown, to market an announcement using short-form content was a phenomenal way to generate hype leading to the game’s release. It is important to not underestimate the impact that short-form content can have when given the right platform and can be beneficial to your end goal when used with larger brand recognition in which the consumer is familiar with the product or brand.

 

View at Medium.com

View at Medium.com

https://www.gamemarketinggenie.com/blog/boostretention

https://www.gamesindustry.biz/articles/2018-10-30-red-dead-redemption-2-makes-usd725-million-in-three-days

https://www.scribblelive.com/blog/2016/09/28/short-form-and-longform-where-they-fit-in-your-content-strategy/

View at Medium.com

View at Medium.com

Word of Mouth Marketing and Reddit

In today’s day and age, video games are becoming much more mainstream and widely discussed topic. This is evident at the increasing sales of the industry, and more and more people getting into different games. When these games are released, they are often accompanied by millions of dollars of marketing to ensure that we as the consumer know the brand and want to purchase the game in question. While that is a tried and true way of marketing, I want to focus on a different aspect, Word-of-Mouth (WoM). Nielson reports that 92% of consumers believe suggestions from friends and family more than advertising and that beyond friends and family, 88% of people trust reviews written by other consumers as well as peers that they might not personally know. Despite all this, only 33% of businesses are actively seeking out and collecting reviews.

While there are many different avenues that businesses can take in regarding WoM sales, the option I feel is most overlooked is user-generated content (UGC). UGC is content created and shared by the community about a brand or product. It’s an honest way for consumers to communicate and is a great gauge of how the community feels about certain projects. 86% of millennials say UGC is a good indicator of the quality of a brand or service, as it keeps the community engaged, and it has been reported that UGC videos can increase sales effectiveness by up to 20%. This all comes with the benefit of added sales for little to no cost of you. With WoM comes a caveat, the product or brand you are selling needs to be quality and have a good experience associated with it.

In the US, two of the most popular websites to share UGC are Reddit and Youtube. For the sake of discussion, we will focus on Reddit. Reddit is ranked 5th in the US on the Alexa rankings and 17th in the world. It is one of the most popular places to submit UGC for others to see, and the more likes the UGC gets, the more visibility it gets. Reddit has communities for just about everything you can imagine. These communities are called subreddits (written as /r/ followed by the name of the subreddit), and /r/gaming is one of the biggest subreddits out there. With 19.4 Million subscribers, gaming is one of the main attractions to the website, and while /r/gaming is the largest, almost every game individually has a subreddit dedicated to it, so its important to check out more than 1 subreddit.

Reddit is a great source for seeing which games are being talked about, and with that can be a treasure trove for finding keywords to your product. There are many great websites to find keywords best used for SEO (such as Google Keyword Planner, and Ahrefs) and a quick free search on laterforreddit.com can show us as of writing this article, the most post titles include the games Forza Horizon 4, Assassin’s Creed Odyssey, Red Dead Redemption II, and Call of Duty: Black Ops 4. Not all games mentioned will have the game title in the UGC title. Currently, there is a trend from the game Soul Calibur VI, where they have an in-depth character creator, and people have been making characters from other media. Everything from recreating Thanos in game, to mimicking Marge Simpson, the community is proud of its creative talents.

It is important to note that simply using Reddit for promotion, similar to Google ads, can be worse than a waste of time, it can actively damage your brand and reputation. Unless you are willing to put in the time and investment to become a legitimate member of the community, you should not use Reddit to organically promote your content. As Nate Shivar, an SEO specialist stated: “The Reddit community takes a better eye towards buying ads to promote your content. There are good and bad ways to advertise on Reddit… But Reddit ads usually simply don’t give you the same promotional effect as organic submissions.”

Overall Reddit is a great place to understand the community, and when moving forward with a project, it can be used to gauge interest and find leads to sales, it can help generate keywords for assistance in search engine optimization, and it is fantastic at creating buzz for a release. Reddit can let the community dictate what they want to share with others, and it may not be the feature you thought would resonate with the community.

 

 

https://www.neboagency.com/blog/social-media-reddiquette-a-marketers-guide-to-the-front-page-of-the-web/

How To Use Reddit For SEO & Content Marketing Research

https://dashboard.laterforreddit.com/analysis/?subreddit=gaming&threshold=5

https://www.impactbnd.com/blog/word-of-mouth-marketing-strategies-infographic

Word of Mouth Marketing in 2020: How to Create a Strategy for Social Media Buzz & Skyrocket Referral Sales

Fighting Games; Marketing for a Casual Audience: Smash Bros.

This post was brought about the recent announcement of Tekken 7 hitting the milestone of 3 million sales. Fighting games have always been about being competitive in nature, because of this as well as the grassroots esports scene, it makes it very hard to get into fighting games from a casual perspective. With games as a service becoming more of a prevalent model, modern games need to be easy to get into but have longevity and depth to sustain the player base for an extended period of time. This is often hard to do with fighting games, as while they have longevity and depth, they are often hard to get into.

First, we will divide the fighting game genre through casual and hardcore. Casual will have widespread appeal, where hardcore will be much more niche. It is important to note that just because a game is hardcore or casual, doesn’t mean it has a depth or lacks thereof, but instead is directly derived from sales. For the sake of this ranking, I will only be using the most recent titles in their respective franchises. There is a number of ways to break down fighting games, in this case, I am showing overall sales, and active player base.

Fighting Games Sales Active Players (From Steam) Estimation for all Active players Date update for sales
Street Fighter V 2.10 Million 1230 2460 20-Jun-18
Tekken 7 3.00 Million 2826 5652 15-Oct-18
Smash Bros Melee 4.06 Million 3847 3847 1-Sep-07
Mortal Kombat XL 5.00 million 694 728.7 1-Oct-15
Guilty Gear Xrd 340,000 10 20 1-Apr-16
Soul Calibur 1.50 Million 9663 19326 22-Oct-18
Injustice 2 2.26 Million 378 756 1-Jun-17
Dragonball Fighter Z 2.50 Million 1976 3952 31-Mar-18
Blazeblue 1.10 Million 150 225 5-Jun-18
Smash Bros 4 14.65 Million 2698 2698 30-Jun-18
Killer Instinct 6.00 Million 24 36 29-Mar-16

Given this information, let’s go into why these games sold well or didn’t sell well in the next blog post. We can put these games into two categories, Casual, and hardcore. Casual will be games over 3 Million Sales and Hardcore will be less than 3 Million. Before diving deeper into the numbers, I would like to share a few caveats for games that are new this year. Games such as Street Fighter and Tekken have had 3 years to increase sales. Whereas Dragonball Fighter Z and Soul Calibur are new this year (With Soul Calibur’s Numbers being skewed as the game is a week old as of this post). It is also important to note that fighting games post-launch are often upheld by the community, mostly in terms of esports and the competitive scene, which is how Street Fighter V and Tekken has sustained the player base, whereas Injustice 2 and Mortal Kombat, which both sold well, has less player base after a couple of years. To understand why some games sold better than others lets take a look at the marketing (or lack thereof) for each of these games and the unique principles each game has in common

When we look at the casual fighting games, none stick out as much like Super Smash Brothers 4 and to an extent, Super Smash Brothers Melee. With a whopping 18 million total sales between the Wii U, 3DS, and GameCube systems, this franchise is the best selling fighting game out there. There are plenty of reasons for this massive amount of sales, so let’s take a dive deeper into the marketing strategies at Nintendo. Right off the bat, Smash Bros by some is not a full fighting game, as it is not a standard fight until health bar hits zero kinds of game. Instead, the stage matters and the goal is to get the opponent off the stage, and the more damage they take, the easier it is to hit the opponent off stage. This gameplay mechanic is not only unique but eases up a barrier to entry that most fighting games have. When the game was first created, it was not even considered a fighting game, but a party game as stated by the creator: Masahiro Sakurai. However, due to the uniqueness of the game, fans of highly competitive play gravitated toward the genre. It introduced a new sort of skill required within fighting games, as well as having the large appeal of having popular characters from various games.

The demand has spiked for the game and recently various developers have been trying to recreate the ‘platform fighter’ genre with games like Rivals of Aether, Brawlhalla, and ICONS as Smash Bros. is the only popular game of this style. When compared to the competition Smash Bros has key features that give it the edge in sales against other fighting games. These features include character roster, casual play, and various game modes. First is characters or roster choice, in which Smash has 54 characters from over 30 different franchises with each character containing there own unique moveset. Considering this, odds are your favorite character from a Nintendo franchise exists in the game already. Guest characters are nothing new to the fighting game community but none are quite as extensive as Smash Bros. To generate hype for new iterations of Smash Bros, Nintendo has deployed a unique way to introduce new characters with the Challenger Approaching videos. These videos introduce new characters in a fun and unique way that keeps the audience guessing on who the next character was going to be and generated hype when a fan favorite final made it into the final roster.

The next feature is the more casual features. When looking at the competition, there is a distinct focus on the competitive aspects. Let’s compare features for Smash Bros when compared to Tekken 7, which is the most active competitive player-base aside from smash bros. For single player, Tekken 7 has a story mode, an arcade mode, as well as a training mode to practice your skills. Smash Bros has more casual features. The latest iteration of Smash Bros does not have a story mode, but past games have. Instead of a story mode, Smash 4 has a classic mode, all-star mode, event match, and trophy rush. In terms of single-player modes, Smash Bros has more features with only a slight edge to Tekken for having a story mode.

Where fighting games prosper is the notion of competitive fighting post-launch. When we look at the features offered for a casual audience it is clear that Tekken focuses purely on a high-level competitive play with game modes such as local versus, of course, opponents online in ranked or unranked matches. There’s also a tournament mode where you can set up large brackets. The issue regarding these game modes as they have a high barrier to entry for any casual play. Anyone who doesn’t play regularly will be at a disadvantage online, but with the story mode completed there isn’t much left for causal players. Where Smash Bros does have the competitive online feature with the For-Glory game modes, It’s online and offline multiplayer modes are more plentiful with every single player mode being able to be played with up to 4 – 8 other players depending on the game modes. On top of this, there is a part mode called smash tour and fun side events called stadium which have nothing to do about fighting.

When looking at the fighting game genres Based on features and characters, it is easy to see how Smash Bros has sold so many units when compared to the competition. When making new fighting games, I believe it is important to have depth in the combat, but casual features to sell the game, over the high barrier of entry. Of course, the trick is to walk the fine line of having a feature creep with unnecessary modes.

For the marketing of these games, we can see the casual features are more marketable than the professional esports features. Where the competitive community will purchase a game like Tekken, Street Fighter, and Injustice, the features that have the most ability to be marketable to a large audience is the casual features. When moving forward in making and marketing a fighting game, it is important to note that the barrier to entry would be for the series.