| | Marketing in games vs webNovember 5th, 2008 |
One of the more interesting communication gaps that I’ve had while working on Metaplace was over the word “marketing.”
In much of the game industry, marketing is a dirty word. In fact, for a while I made it part of my personal crusade to smooth over the relationship between development and marketing both at SOE and at Origin, because there’s a historical sense of enmity there, where development feels that clueless marketers are trying to design the game, and marketers feel that clueless developers don’t care what the public actually wants.
Over in the web world, it’s different. In fact, if I had to pick the closest analogue to “marketing guy” it would be “designer.”
In web land, it is often the product marketing guy who defines features, wireframes interfaces, knows his/her audience in and out, prioritizes what gets done, etc. Their job is to be the voice of the customer, and in the web world, the customer is king in a different way, perceptually, than in the game industry. After all, it’s not unusual to hear of web startups who completely changed their product, business model, and even what industry they were in, because their customers started leading them down a different path.
Meanwhile, in games that’s not really even possible because consumers don’t get to touch the game until it’s so baked that turning back or changing direction is nearly impossible.
Part of this comes about because games are an artistic medium, whereas most web companies are providing services. Games live and die by things like central conceit and strong vision. Well, successful web companies also need a strong vision, but it isn’t necessarily an artistic one; my sense (which may be wrong) is that it’s more often a cultural or business vision.
On the web side, this is all a hugely metrics-driven process. Here at Metaplace, we have A/B tested the login sequence for literally three months now. Should character create really come first? Or should you go into a world first, to show you what lies ahead if you register? There’s a assumption from games (and elsewhere) that of course you should create a character first, but how do we know? After all, in a web setting you haven’t committed to the product in advance by buying it off a shelf, so you have only a few seconds to persuade someone to stay. Is character create “keeping them from the good stuff” or is it the good stuff itself?
Other questions we ran into and A/B tested: start in a big world or your private world? What’s the private world like? Private world with grass or with interior? Interior large or small? Over and over and over… and it’s hardly the only thing that is metrics-driven in this way. In the web world, all sorts of decisions are made in this very mathematical way. As we interviewed marketing people frmo the web world, half the time what we found was almost “creative director” types, and the other half of the time it was Excel spreadsheet jockeys!
Now, this is not to say that games aren’t metrics dirven — heck, they are made of math, right? — but the metrics historically tend to be around game balance, advancement, maybe simple usability; not overall product strategy.
As a result of bathing in this stuff for a few years, I now tend to think of games marketing as staid and uncreative as a result of circumstance. Not enough has changed over the years in terms of how games are sold, to force more evolution, but it is starting to now. What we call marketing in games tends to get called “outbound marketing” in web, and it includes a lot of thinking over distribution channels, something which is a relatively new problem for the games industry to solve. Getting your web app or tech through Facebook versus your own site, the virality of it, what partnerships get it spread around, etc. Almost like directing strategy around biz dev, as well as owning PR and the like.
I’ve always thought that the best designers should learn to code, draw, model, compose, do Foley, and otherwise learn as many disciplines as possible. I also now think that they should dive into marketing even more than I used to, even if they are the creative type.

You can follow any responses to this entry through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site.








[...] the game, and marketers feel that clueless developers don’t care what the public actually wants. via Views: 0 Comments: 1 Posted on : elbandito on 22 August, 2008 10:38:22 Daca ai [...]
Is "Marketing" and "Product design" the same thing?…
I guess what I’m confused about is: who could have ever thought it could be different? Has anyone ever met a product designer or a marketing specialist who didn’t at least claim to understand who the customers are and what they want?…
[...] Marketing in games vs web "In much of the game industry, marketing is a dirty word," says Raph. "Games are an artistic medium." The game designer tries to come to terms with the weird world of the web. (tags: web media marketing games business advertising) [...]