On
September 29, 2005, two Japanese entertainment giants – both founded in
the 1950s and both major forces in the video game industry – merged
into one singular global entity; Namco Bandai Holdings. As part of the
ensuing corporate restructuring, Namco America's mobile division will
re-launch on January 1, under new management and with the new moniker
of Namco Networks America, Inc. In this exclusive interview with
Gamasutra, Namco Networks Vice President of Sales and Marketing Scott
Rubin discusses the division's products, sales trends, and what the
future holds.
Namco's
Wireless Content Division has had a very successful year in the United
States, placing second behind the now EA-acquired Jamdat in both
revenue and download percentages, based on a third quarter report from
mobile industry tracker Telephia. "It was weird timing," said Rubin of
the report. "It was like, 'Hey everybody, Jamdat has the most market
share in the industry, as expected, and Namco's number two!' And it's
kind of funny because the actual news was that Namco was number
two." Rubin is maintaining his role as Vice President of Sales and
Marketing through the corporate change. "I guess what has changed, and
it's more of a metaphor," he said, "is before we were a division, and
now becoming a separate company. Think of it as moving from a home with
roommates to having our own house to ourselves so we have our own room
to grow."
Namco's mobile Pac-Mania
Japanese Thumbs
Rubin
comments of the cultural differences he is seeing in the market: "For
the longest time, the phones in Japan have been ahead of America, so
they were capable of doing more. I believe that Pac-Man on the
phones in Japan actually has the dot-eating sounds, the 'waka-waka,'
and the phones here don't have dual-sound output, so we had to choose:
'Do we take away the "waka-waka" to have other sounds?' We still have
limitations, but we're getting better."
"We
just attended and exhibited at Digital Life in New York a couple months
ago, and it was really interesting to watch something like 22,000
people in two days pick up our phones and play the games. People would
be like, 'Wait, I can get a game like this on my phone?' That goes with
a statistic I've read, somewhere between 7 and 10 percent of people in
America know they can download a game to their phones." And not only is
consumer awareness growing, says Rubin, but so has appendage usage. "So
many people [at Digital Life] were playing Pac-Man with their
index finger, and not their thumb! When I told the guys this in Japan,
they said, 'That's funny, because we remember at Tokyo Game Show one
year, everyone was playing games with their index finger, and a year
later everyone just knew to play with their thumbs. So another point I
think, is that next year people will play with thumbs."
So what's selling to Namco mobile users in Japan? "Pac-Man, Ms. Pac-Man, Galaga, these are going to be the games people buy in the next year or two, because we're still so early. Yes, we're putting out Time Crisis and Ridge Racer
in 3D, and some people will buy them, but the mass market's still going
to be buying the arcade classics, because they're perfect brands for a
phone. One of our carriers tells me they love promoting these games
because there's no false advertising. Pac-Man is exactly what
they expect it to look like. A new football game, for instance,
probably won't look like a consumer is expecting, and they'll be
disappointed."
"I think the most popular game in Japan was Taiko Drum Master,"
he continued, "which is huge in the arcades and huge on console and
huge on mobile, whereas it's not even close to being our most popular
PS2 game in the U.S. It's a totally different market."
Another
difference between the American and Japanese mobile markets, says
Rubin, is Japan's ability to download new content and updates via a
subscription service. "We do sell [Taiko Drum Master] here on
Verizon, but one thing they do in Japan is that it's a subscription,
and people can download new songs to play in the game, so it stays
fresh, and we just can't do that here. There's no way to technically
offer people updates of content, so it comes with about 15 songs and
that's it. But the popularity difference is less about that, it's more
about the difference in consumers and what people know and like."
Original Namco IP Pool Pro Online
Namco Network's Four-Part Strategy
Rubin
says that Namco Network's strategy for the near future can be divided
into four parts, the first of which being the continued growth of their
arcade classics line. "We're going to continue rolling those out," said
Rubin. "We do try to enhance them from time to time, too. Sprint, for
example, has a high scores table. And one day, we will put the 'waka
waka' sounds in Pac-Man. Arcade classics are without a question
the first part of our strategy, it's probably where the business is
over the next year or two."
The
second part of their strategy, Rubin says, is to continue to extend and
license Namco's extensive line of brands. "We do have a very deep
catalogue," he said, "so we're fortunate enough to dig through it and
go, 'Hmm, what's next? Oh, Pole Position 2, okay.' So we're expanding, and extending the brands. In Pac-Man Puzzle, for example, you control the pieces of the maze instead of Pac-Man himself."
Namco
has also been licensing other brands as of late, including the recent
announcement of a game based on Snoopy, from Charles Schulz's Peanuts.
"Obviously, that's a very mass market property," said Rubin. "It
doesn't matter how old you are, or if you're male or female, chances
are you like and know Snoopy, and can associate yourself with him. And
we will continue to license brands like that and tie them to mobile
games. We're not just slapping a brand on a game that doesn't make
sense at all, like Snoopy Golf or something. We're going to
be true to the brand and let people feel like they're part of that
world. The important part is that people feel that they're part of the
world of Peanuts, and that we're not just slapping the brand on a game
that doesn't make any sense."
Another
of Namco Network's strategies heading into 2006 is to take advantage of
the networking capabilities of the cell phone. One of Namco Network's
few original properties, Pool Pro Online, is an example of this
new direction. "People can play against anyone else in the country head
to head," said Rubin. "And on the Sprint version, we added a feature
where there's a rudimentary sort of message swapping. There's different
lists of messages that you can send back and forth to each other."
And
finally, according to Rubin, Namco Network's fourth strategy will be to
head into the more advanced, 3D space. "We know it's a niche market
today, mainly because the volumes are not there and the phones are so
expensive. But even when there's more volumes, yes we think 3D will be
okay," said Rubin. The official marketing stance of Namco Networks is
that while the hardcore 3D market will grow, the real success is going
to be in the continuation of simpler games, such as their classic
arcade line. "The 90% or whatever of people who don't know they're
capable of downloading a cell phone game won't necessarily be making Time Crisis their first game," he said.
Namco's Pac-Man Bowling
Beyond Gaming
Namco
Networks, says Rubin, has also looked beyond cell phone games, and is
utilizing the market for other cell phone media, such as ring tones and
(eventually) wallpapers, but with a unique twist, in the form of an
application called Pac-Man's Arcade Corner.
"What
we basically said is, 'We're Namco. We're not the first to have a ring
tone application, but we're definitely going to have the most fun,'"
said Rubin. "So I can say that we definitely do have the most fun ringtone
application. When you're previewing songs, the ghosts are on the bottom
kind of dancing. And we added a little minigame called Game That Tone.
Pac-Man is the host, and you pick a ghost to play as. Pac-Man plays a
random ring tone with a list of choices, and you have to try to guess.
The main point though is whether you get it right or wrong, it's going
to say, 'Hey, do you want to buy this?' It's nothing but a fun way to
preview ring tones, because the one thing we noticed when we did our
research is, it's boring searching for ring tones!"
How to Pick Up Women
"I
read somewhere that females play mobile games more than men in America,
but men buy games more than women, which probably means that females
are playing demos, and men are actually paying for games more," Rubin
said. "And I think that's just an education thing, I think that's just
a result of such a small percentage of users even being aware that they
can download games. Maybe when the others know they can, without a
question I think there will be more opportunity to appeal to that
segment.
"With that said, we do have Ms. Pac-Man, which is the most popular game among the female demographic ever.
So I think just keeping our focus on casual games and mass market
properties isn't necessarily leaving out the female audience at all. So
I guess what I'm indirectly telling you that yes, we're very aware of
that market, and we want to appeal to everyone."
Time Crisis goes mobile
Five Minutes of Fun
"There's a lot to [the mobile version of] Time Crisis,
it's long," said Rubin. "And that is appealing more to the hardcore
audience anyway. We think for the next couple years, mobile phones will
be a viable platform even for hardcore gamers, even if they're not
necessarily playing 'hardcore' games on it. They're carrying their
mobile around pretty much at all times, and when they're playing a game
they're just looking for five minutes of fun. So, I guess officially,
we feel the phone is still all about looking for five minutes of fun.
If that changes, we don't see it happening for quite a while."