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Games Developers and Brand

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Wii. Xbox360. PSP. DS. DATA FROM 2005. Venn Analysis ... While brainstorming names' to fit these core beliefs we realised we needed more than a name ... – PowerPoint PPT presentation

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Title: Games Developers and Brand


1
Brand Does it matter? Ed Daly
2
Introduction
  • Ed Daly
  • Studio Head, Zoë Mode
  • Formerly known as Kuju Brighton
  • Wholly owned part of Kuju Studios

3
This talk
  • Define brand
  • Apply to games developers
  • Case study Zoë Mode

4
Define Brand
  • Brand
  • Image, identity, associations
  • Strategy
  • Foundations, positioning
  • Communications
  • Who, what and how

5
Truth
  • The foundation of the brand is truth, not spin
  • Find something about (people, founders, company)
    that is
  • True
  • Unique
  • Adds value, competitive advantage

6
Vision
  • Take the core unique truth
  • Develop it into beliefs and vision
  • What does the company believe?
  • About the industry
  • About itself
  • About the future (vision)
  • Framing and communicating answers to the big
    questions

7
Application
  • Take the core unique truth
  • Permeate it through everything you do
  • Branding is not just your logo, it cant be skin
    deep

8
Example Core Unique Truth
  • Start-up founder has a freak genius IQ
  • Many developer bosses are bright
  • Your founder has a unique (or a scarce) intellect
  • This can easily be seen as adding value and
    competitive advantage
  • This is the core unique truth

9
Example - Application
  • Call your self IQ
  • Only hire staff with IQ of 120
  • Specialise in deep, clever games
  • Hang pictures of Einstein in the board room
  • Have a really hard pub-quiz at work parties

10
Strategy and Communications
  • Youve found your core unique truth
  • Youve applied it to everything you do
  • To complete the brand you must communicate it
  • The questions are to whom and how

11
Audiences
  • Who are your audiences?
  • Staff, potential recruits, customers, prospective
    customers, platform owners, trade press,
    mainstream press, investors, suppliers,
    competitors
  • How much do you care about each?
  • What do they think of you now?
  • What do you want them to think in the future?

12
Execution
  • OK you need graphic design, website, PR, external
    consultants, press packs, colour schemes, logo,
    t-shirts, mouse-mats, launch party, mugs and
    business cards etc.
  • If your brand has a good foundation this is easy
  • Rather than discuss this, back to strategic
    issues with developers

13
Development Market
  • Many hundreds of independent developers
  • 10s of publishers
  • Maybe 100 games released a year that were worth
    the trouble
  • Are many flavours of developer
  • Yet little overt differentiation
  • Very few strong brands

14
Brand space
  • Market positioning
  • Product
  • Genre
  • Platform
  • Price
  • Quality
  • Publisher
  • Consumers

15
Brand space
  • Culture
  • Professionalism / delivery / process
  • Creativity / innovation
  • Elite / discriminating
  • Communal / egalitarian
  • Maverick / unconventional

16
Brand space
  • Attributes
  • Small
  • Large
  • New
  • Old
  • Location

17
Positioning Product
  • Genre
  • Clear identity, specialist, best-of-breed
  • Platform
  • Specialist technology
  • Works when platform is new and barriers are high
  • Are there sustainable benefits in price or
    quality?

18
Positioning Price
  • Developers dont tend to consciously push price
    as a differentiator
  • Reassuringly expensive
  • Cheap and good value
  • Cannot stop customers tagging developers as cheap
    and expensive
  • Developers associate cheap with desperate and
    expensive with successful
  • But success can lead to economies of scale and
    low cost that kills the competition

19
Positioning Quality
  • Linked to price, quality is a natural
    differentiator
  • Most developers would consider themselves focused
    on quality
  • However few really have a convincing, stand-out
    brands based on exceptional quality

20
Positioning - Publisher
  • Reduces conflicts of interest
  • Set-up for an acquisition
  • Need to mitigate risk of break-down

21
Natural Brands - The Creatives
  • Applies well to culture, process and product
  • Like quality, most developers would claim to be
    particularly creative or innovative
  • By definition most developers cannot be
    exceptionally anything, including creative
  • Most developers are averagely creative
  • And as many are below average and as above

22
Natural Brands - The Professionals
  • Strong process and project management
  • Corporate style
  • On time, on budget, every single time, always
  • Like creativity, often claimed
  • Questionable as to how often exceptional
    professionalism is achieved
  • Is it true and fully applied, permeating all
    activity
  • If not the brand wont stick

23
The Games
  • A strong long term brand should be more than just
    the games
  • A single IP specialist can work but for most the
    objective should be
  • A brand which can be reflected in the games
  • playful dynamic interactivity
  • emotional stories
  • back-to-basics fun

24
Kidding ourselves
  • The tendency for most developers would be to
    claim to be
  • Highly creative/innovative
  • High quality
  • Very professional (on time / on budget)
  • Market rate price
  • Some loose product type specialisation

25
Reality
  • Therefore brands communicated are very similar to
    each other
  • In reality developers have indistinct positions,
    poorly defined brands, badly communicated

26
Reality
  • Jack-of-all-trades
  • Opportunity driven
  • Cant say no
  • Survival mode
  • Strong brand needs
  • A differentiating core truth
  • Ability to say no to everything that doesnt
    fit
  • Willingness to try and fail

27
Analysis
  • About 18 months ago I tried to analyse
    positioning of 4 Kuju Studios
  • Hereby follows part of the internal analysis
  • Was interesting exercise in visually mapping
    territory

28
Studio Venn
DATA FROM 2005
Brighton
Sheffield
Surrey
London
29
Studio Venn - Genre
DATA FROM 2005
Brighton
Sheffield
Lifestyle
Sports
Ports
Surrey
London
Action
Online
Tactics
Turn-based
30
Studio Venn - Platform
DATA FROM 2005
Brighton
Sheffield
Surrey
London
PSP
PS2
DS
PS3
Xbox360
PC
Wii
31
Studio Venn - Publishers
DATA FROM 2005
Brighton
Sheffield
SEGA
SCEE
Codies
Marvellous
LucasArts
Surrey
London
Atari
Ubi
Nintendo
VU
32
Studio Venn
DATA FROM 2005
Brighton
Sheffield
SEGA
Lifestyle
Sports
Ports
SCEE
Codies
Marvellous
LucasArts
Surrey
London
PSP
PS2
DS

Action
PS3
PC
Xbox360
Turn-based
Wii
Atari
Online
Ubi
Tactics
Nintendo
VU
33
Venn Analysis
  • These attributes are all facts of project line-up
  • Could be extended to map other brand attributes
    (professionalism, creativity etc.)
  • And a competitive analysis of different studios
    done
  • I suspect pattern would be
  • Reality would differ from self-image
  • Vast majority clustering in the intersections
  • Lots of whitespace to exploit for specialists

34
Weak developer branding
  • Lifestyle businesses
  • Lack of marketing/business education
  • Financial weakness
  • Identify with current projects

35
Survival of fittest
  • For these reasons developer brands are weak
  • A mature industry would evolve into all niches
  • The positioning Venn would be well spread
  • As technology and other external changes impact
    new spaces would open and be colonised
  • Evolution takes time and games are young

36
Marketing bullst
  • Tendency in development to see marketing as
    evil
  • Its antithesis of game design, code, art
  • Its publisher stuff
  • Yes much marketing is bullst
  • But a strategic brand, communicated to those you
    care about is not

37
b2b / b2c
  • In marketing theory a key concept is
    business-to-business and business-to-consumer
    brands
  • b2c brands are characterised by
  • Small windows of attention
  • Impersonal communications (logos and strap-lines)
  • b2b brands contrastingly have
  • Large windows of attention
  • Personal communication
  • The correct observation that b2c branding is
    pointless for most developers, often obscures
    fact that b2b branding remains important

38
b2c
  • Developer as b2c brand?
  • Holy grail, selling games by logo
  • Access to consumers
  • Digital distribution
  • Online communities
  • Connotations for publishers
  • A threat
  • And opportunity, lower risk projects

39
b2c
  • Challenges
  • Infrequent releases, memories are short so
    consistency vital
  • Totally different interface to b2b brand, 95
    through the game experience
  • Visible credit important
  • Non trade PR for developer, newsworthy?

40
Sum-up
  • Key is a core unique truth (that adds value)
  • Developed into a vision
  • That exploits niches in the brand space
  • Applied to everything you do
  • Consideration of audiences and interfaces
  • Communicate the brand to those audiences
  • (Of course, execute the business plan)

41
Case study
  • Before Re-branding
  • Part of Kuju (long established)
  • Specialising in social/casual games
  • Based in Brighton

42
  • Zoe Logo / image

43
Why Zoë
  • Re-branding out of Kuju meant we had to be
    noticed
  • Deliberately decided to take a risk
  • Be provocative
  • Accept a love/hate response

44
Why Zoë
  • Before re-brandeding we had most of the strategy
  • This was helped by being part of a group
  • It forced the differentiation question on us from
    day one
  • Re-framed key questions, taught us to permeate
    deeper and wider

45
Why Zoë
  • Core Unique Truth
  • Myself and founding team dont like clichéd,
    narrow games
  • We like social, party games
  • Decision to be defined by our target consumers
  • Fresh new games for new audiences

46
Why Zoë
  • We wrote down our beliefs
  • We believe there is a game for everybody
  • We believe games exclude audience groups due to
    content
  • Our vision
  • In the future families and friends will spend
    more time playing games together than watching TV
  • Our values
  • Humanity, inclusiveness, style, fun, socialising

47
Why Zoë
  • While brainstorming names to fit these core
    beliefs we realised we needed more than a name
  • We needed an idea from which the execution of
    the branding would fall-out
  • Instead of making 100 individual decisions
    whats the name, the logo, the website like, the
    stationary, the business cards etc...

48
Why Zoë
  • We wanted a single idea that would answer all our
    questions
  • Hence the idea of the person-brand
  • This fits with the key to our strategy, its the
    audience, the people

49
Why Zoë
  • A great brand is full of virtuous circles
  • we make games for Zoë (and ff), not just regular
    gamers,
  • we attract diverse staff who arent just regular
    games,
  • we make better games for that diverse audience

50
Why Zoë
  • This answered all the execution questions
  • Logo as signature
  • Real photos of Zoë (emphasis on audience)
  • A website in first person
  • Website to include non gaming activities
  • Zoë Home Brighton pad
  • If you just pick a random cool sounding name you
    still have 100 questions to answer

51
Why Zoë
  • Zoë is our conscience that signs off on what we
    do Would Zoë like that?
  • Hence the brands value pervades everything

52
Why Zoë
  • Has potential for a consumer brand, or even a
    brand that extends beyond games
  • And also Zoës games are fun
  • So why not have a brand that is inherently fun
  • Brands needs to evolve and remain fresh,
    person-brand helps with that too
  • A work-in-progress, lots to do

53
Why Zoë
  • It didnt all go smoothly
  • The Crush dilema, positioning timing vs. PR and
    gamerankings.com
  • A cautionary tale

54
Why Zoë
  • It didnt all go smoothly
  • The Crush dilema, positioning timing vs. PR and
    gamerankings.com
  • A cautionary tale

55
Why Zoë
  • Followed the very next day by

56
Why Zoë
  • Zoeecho.com
  • Zoe-echo.com
  • Zoeecho.co.uk
  • Zoe-echo.co.uk
  • Zoe-echo.biz
  • Are all going cheap

57
lessons learned
  • Staff buy-in is the hardest and most important
    thing
  • Being noticed by people several steps removed
    means being extreme with those closest
  • Not everyone will like it at first but
    associations will change over time

58
lessons learned
  • Logistics a pain
  • Clashes (URLs, Companies House, localisation,
    Mark frigging Ecko)
  • Day zero

59
lessons learned
  • Re-branding wins
  • Opportunity to refocus strategically
  • Inspires new IP generation
  • Creates opportunities
  • Profile boost

60
Conclusions
  • Branding, in the sense of being distinctive,
    should matter to developers
  • Most developers have weak brands that are
    indistinct and unfocused
  • There is lots of space for owning solid brand
    niches
  • The key is a core truth, deep application and
    audience specific communication
  • Industry changes may allow developers to build
    consumer facing brands

61
Conclusions
  • Zoë Mode still feels risky, but I cant imagine
    still being Kuju Brighton
  • The re-branding exercise forced tough strategic
    questions to be answered, this alone justified
    the risk

62
Ends
  • Applause
  • QA
  • More applause
  • Have lunch
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