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The older I get: the more money I have, the more games I
want to play, and the less time I have to play games. When I was younger – in
high school and most of college, I spent most of my free time gaming. I played
single player and multiplayer. I played 1st and 3rd
person shooters, RPGs, strategy games, sim games, action, adventure, MMOs, those
awful dance/rhythm games, and even the occasional sports game. I was a Gamer,
with a capital G.
Of course, I graduated, got a job, got responsibilities,
blah, blah, blah – you know the story. So nowadays, the free time that I have,
I usually spend it reading instead of gaming, since I like that better. It’s
easier to pick up and put down a book in just a few minutes and it’s also
“useful” free time, as opposed to “pure” free time.
Of course, I still buy games, even though I don’t play them
as much. I’m not sure why. Maybe I think that sometime I’m going to have a
bunch of free time and get all caught up on all the games I wanted to play
months ago. Maybe I’m hoping a new game will capture my attention the way games
did when I was younger. But it probably isn’t going to happen. All those games
I own will probably just continue to sit on the shelf after I open them and
play them for an hour or so before moving on to something else.
But every once in awhile, maybe once or twice a year, a game
comes out that I actually rearrange my life to play. I go to the release party,
if there is one. I read about it online and participate in online discussion. I
talk about it with friends and try to talk them into buying the game to play it
with me (or just play it so they can talk about it with me, if it’s single
player). I skip a few social engagements. I stay up late, waste my whole
weekend, and maybe, just maybe, take a day off work so I can bask in the sweet,
sweet gaming awesomeness for an extra day past the weekend. I play the game
like it’s going out of style. I play it like it’s the only thing that matters.
These days are magic. I get to recapture that old
binge-gaming spirit, play till my eyes bleed, see how far I can get in the game
before I have to return to the real world. These are special, rare times. These
few moments are Gaming as an Event, and only happen once or twice a year.
However, once I’m back in the real world, I still want to
talk and interact with the game, even if sometimes I don’t want to play the
game. I know that seems backwards, but please hear me out, because it’s this community
aspect that keeps me interested in supporting games with my wallet.
I probably spend more time thinking about games, watching reviews,
and talking about games (both online and off) than actually playing games.
Strange, right? But I’m not the only one like this. This is one of the
hallmarks of the Gaming as an Event crowd. And enhancing the community for the
Gaming as an Event crowd is what I want to talk about in this post. Because we
still buy games, even if we don’t play them as much as we used to.
Obviously, players like me aren’t the key market anymore.
However, players like me are the players who buy games and also like our games
to be Events. We want an immersive experience, both inside and outside the
game.
So my question is this: what can be done to enhance the idea
of a Game as an Event? What can be done to support players like me so we keep
buying games?
Obviously, the best thing developers can do it make a great
game. This goes without saying, but I’m saying it anyway. Making a great game
is most important thing, and it should trump all other considerations. Most of
the budget should be spent here, because gamers are frugal – they pay attention
to reviews and a good word of mouth review is the most important thing you can
do to sell your game. But after that – how can companies enhance the idea of
the game as an event?
Let’s think about this a little. Commonly, these are the
types of steps taken to market a game:
- Game demos.
- A website
with hype, marketing, forums, and trailers.
- Product
tie-ins with soda, chips, and other products.
- Game
reviews, both on major website and minor blogs.
- Booths at
gaming trade shows.
- Midnight and
day-light game release parties.
- In-game
specials for preordering the game.
- Physical
incentives for preordering, like maps, books, soundtracks, and other related
merchandise.
These are all fine and good and are the beginning steps that
any game hoping to break into the Game as an Event category should have, at the
bare minimum. However, since these things are all pretty standard for big
games, they aren’t enough anymore. Other steps need to be taken, too. Here are
other things that gaming companies should consider if they want to continue
driving big sales numbers and attracting the Game as an Event crowd that only
plays a few games a year:
More local events
– release parties and social events during the release weekend (or week). Aside
from a release party at the local Gamestop or Best Buy where gamers can line up
and buy the game while chatting with each other or gaming on portable devices
while the anticipation builds, there should be other local social events
planned for the release weekend. Events at places like coffee shops, comic
stores, or other places gamers hang out. These events should be planned by
partnering with businesses in the local community. They should be held a few
days after the game is released, to give games a few days to play the game
before heading out to socialize. They should not be focused on sales, but on
meeting local players to build community and relationships, as well as giving
gamers a place to talk about the game.
Real life events create fantastic longevity within
communities. I used to play World of Warcraft with a guild. Once we met in real
life, at a guild meet we organized in Chicago. Years later, even though we no
longer play the game, we still hang out online, talking about games and other
things. Meeting each other in person cemented those relationships and even kept
us playing WoW for much longer than we would have otherwise. Physically meeting
is essential to help build communities. This should be encouraged as much as
possible.
More community
building is needed. Most games have forums, but what about encouraging
bloggers who write about the game to cross post on the game’s website? What
about adding a place for user-created videos, stories, or flash-animations
about the game? I know that major companies are afraid of misuse of their IP,
but encouraging an online community needs two things: a place to do it (a
website) and content to do it with (the game). With those two things already in
place, companies are poised to continue
building community on their website, long after the game is released. There are
a huge number of new art forms that have been created on the internet. Aside
from just forums, games build communities by encouraging fans to share their
love of the game through art. That should be done on a main site, if possible.
Rather than just building a site to promote the game and then never touching it
again, companies should place a focus on adapting these “hype-sites” into a
place for community building and fan-created content.
Online events
like webinars and podcasts that give players an in-game incentive for showing
up. Having events that give players ingame items, tips, hints, secret unlock
codes, or whatever else keeps players coming to your site and looking for new
content. Games should be thought of not as a single release, but as building a
new community around the IP. This involves sponsoring and supporting a
long-lasting relationship between the game and the fans. Maintaining community
and connection is key. In-game incentives are a great way to do that. People
will always show up for free (digital) brownies.
In-game events
like community weekends and specials. Gamers will log back into a game they
haven’t played in months for little silly reasons, even for something like free
hats for their characters, or the chance to play the game in a slightly
different way. In order to encourage this, games should hold in-game events to
encourage players to keep playing.
A marketing material
package that focuses on taking time away from regular life to play the game
– things like fake sick notes, excuse notes, videos you can link to your boss
to tell him you’re playing a game, messages to put in your voicemail, prewritten
away messages for instant messanger, email signatures that link to a game’s
website, and other things like that. Checklists of things that you need for
your gaming event weekend – the game, the console, beverages, a junk food
supply, and other essentials. These things are cheap to create – they’re jokes,
really (you don’t really expect people to use it the excuse notes or anything),
but the idea is still put in gamers minds that this game is an event, not just
a game. It’s an experience, like going to the cinema. It takes time. It’s
something you clear your schedule for. It’s a weekend event. It’s the whole
package and the gaming company wants you to enjoy it so much that they thought
of everything, even your sick note.
Free game related
content - webcomics, free story novelizations released online in e-book
format, short youtube movie tie-ins. Not marketing and trailer stuff, but
supplemental content that enhances the game experience when outside the game. Gamers
like to see their games in other mediums. They like tie-ins on the internet
they can check out at work, since they can’t play the game at work. But they
could probably read a novelization or a web-comic. Make your game cross
multiple media streams. Not just a game, but a book, a comic, a film, a short
book of poems, a flash animation, other things that enhance the idea of the
game.
A short, episodic,
online video series that leads up to the game’s release. This can be
something high-budget, with film-quality visuals, or it can be a cast of
characters who play your game, like the characters on The Guild. Cheap to make,
this shows people playing the game and living your game’s lifestyle. Because
that’s what you’re pushing – a lifestyle, an entertainment experience, a part
of busy gamer’s lives. Any way to work with internet celebrities like The Guild
people, the Legend of Neil guys, Penny Arcade, or Pure Pwnage is a good idea.
Use those celebrities now while internet celebrity is still cheap. Once they
get bigger, that kind of tie-in won’t be so inexpensive. These people help
spread viral marketing. That’s what their businesses are based on, so get their
help. Get your game into the gamer culture.
Outside mini-games
that effect progress in the real game, but are playable through a web
portal or on a smartphone. I don’t mean separate games that tie into the IP. I
mean a mini-games that effect progress in the actual game. Tie-ins with
facebook mini-games or an iPhone app that effected stats, character growth, or
other in-game assets could be huge. It keeps gamers playing your game even when
they aren’t at home playing your game.
There are other ideas, too, but those are the major ones. So
how does this all tie together? I imagine a Game as an Event release being
something like this:
Before the game is released I’ve already gotten game content
into my hands. I’ve watched trailers and played the demo. I’ve read a short
webcomic or short story that relates to the game. I’ve been watching an online
series that gets me introduced to the IP and interested in playing the game. I’ve
begun building community relationships on forums and a website.
Once the game comes out, I go to a local game release party.
On the way, I’m listening to free released game music or a podcast about the
game on my iPod. At the release party I buy the game, talk with other gamers,
and then head home to play.
Over the release weekend there’s at least one more local
event planned for my area. The focus of this second event shouldn’t be about buying
the game, I’ve already done that, but about getting local players together to
build communities, start guilds and leagues, and talk about the game. These
secondary events should be held at internet cafes, coffee-shops, comic stores,
or local hangouts, not just Gamestop or Best Buy. Partnerships with those
companies should be created to have some copies of the game available for
purchase, but that shouldn’t be the focus of the event. These secondary events
should be about connecting gamers and building community.
These secondary events should occur sometime during the
first week, preferably in the first 48 hours after the game’s release, so the
people who just bought the game, are playing it hardcore, but need to take a
break have a place to go to interact more with the game. Maybe I’ll meet some
people, exchange usernames if it’s an online game, and begin to forge
relationships with them, keeping me tied to the community and interested in
playing the game longer.
In the next few days, I enjoy playing the game. I take a day
off work, or just play throughout the weekend. But when I head back into my
life, or when I’m not playing the game proper, I should be able to log in
through a web portal or a smartphone application and make progress in the game.
Instead of being a stand-alone side project, these sub-games should be
mini-games that provide me with special items or in game rewards for playing
the game on my smart-phone.
After playing the game for awhile, maybe I want to write a
story, draw a picture, or create a video. There should be a place on the game’s
website for me to upload these things and share them with other gamers. In game
rewards could also be considered for contribution to the online community
surrounding the game. I could get special items, upgrades, or tips for
participating.
See the idea? The way to capture “Game as an Event” type audiences
is to get them to adopt the game into their lifestyles, both as setting up the
game as the important thing, but also integrating the game into their lives
through local events, culture, and access outside the game. Giving them
multiple avenues for this will make it more likely that busy “Game as an Event”
gamers will integrate into the fold and do more with your game. This leads to
evangelizing fans, more game sales, and add-on sales. It also leads to brand
loyalty and loyalty to the IP itself. It creates lifetime fans instead of
gamers who just buy a game from your company once.
For busy people like me, Games are an Event. They are
something that can only be undertaken a few times a year, when time allows,
unless the release is so big, interesting, and provocative that I will take
time from my life to play the game. In all ways, the game should be made as big
an event as possible, even in other parts of my life. For older gamers, sitting
in front of a screen and just playing the game isn’t enough. We enjoy the
community and the socialization almost as much as the game itself, sometimes
even more. I like reading reviews, talking with other people, and discussing
the game over lunch with my buddies. That aspect should be encouraged – there
should be more content and more places for those types of things. Not only does
it encourage us to rearrange things to view the game as a bigger event, it
keeps us around longer to buy DLC, expansion packs, add-ons, and sequels – the
things that are viewed as easy money in the gaming world because the major
assets and expensive engine are already created.
Even with all the focus on casual games in the last year,
there is still a place for Gaming as an Event, both as a subsection of the
gaming community and as a market that should be encouraged. In fact, the casual
gaming crowd could be swayed into more “hardcore” (read – they’ll spend money
on games) gaming crowd by integrating casual web-portal and smart-phone
mini-games with the main game.
So in order to get your game to be one of the few games that
gamers like me decide to focus on this year, pushing your release as an Event,
not just as a game, is a good idea. Because I’m only going play a few games
this year. If you want yours to be one of them, help build a community and give
me ways to interact with your game and IP outside the game.
This article is
cross-posted on gamasutra. I originally appeared on my site, mispeled.net – a
place to talk about games, writing, and creative ideas of all sorts.
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