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Appealing to the MMOB: Building Massively Multiplayer Online Brands Brian Robbins Executive Producer / Gaming Evangelist Fuel Industries, Inc.
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INTRODUCTION
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What is a MMOB? Massively Multiplayer Online Brand Massively Online Brand MOB – doesnt sound as cool
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What does that mean? Experience engages a large number of players in the brand The brand association improves the overall experience It happens online
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Everything is a MMOB Has a brand Need to preserve and promote that brand for success
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THATS NOT REALLY TRUE A MMOB has a brand that primarily exists outside the game experience
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INDUSTRY CANON
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Coke Studios Over 7 Million users in 2006
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Virtual Magic Kingdom 2 Million characters in 2 years Originally just part of the 50 years celebration
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Nicktropolis 2.5 Million registered in 2 months
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MTV Connecting all 3 with seamlessly moving between online and real-world
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RELATED CANON
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Toontown Approximately 120,000 paying subscribers
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Whyville CDC and the flu shot bug was a huge success
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NON-TRADITIONAL MMOB
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American Dad vs. Family Guy 7 Million visits and a minor You Tube sensation
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Retroville Rescue 800,000 players in the first week Many of those created a custom level
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ecomagination 92,000 flowers posted
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Candystand Online for over 10 years
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Whats common? Almost exclusively funded by marketing Biggest driving factor across everything else discussed today
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Pain in the Ass Approvals based on screenshots and logo usage Little to no game experience Brand wins over gameplay
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SO WHY BOTHER?
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No revenue – No problem Goal is to drive the brand Dont need resource sinks or a balanced economy Allows more experimentation and variation
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Experimentation Much easier to tie to offline –Brand already exists offline! Offline interaction may be the driving factor
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Experimentation Use game types and mechanics that dont drive revenue –But do drive usage
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Experimentation Can target audiences that dont monetize well
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Brand Vision Rules All Marketers worry about promoting and protecting the brand value This isnt always conducive to game design
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Do need ROI # of players Repeat visits Length of play Offline tracking
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CONCLUSIONS
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Ways to Fail Ignore the brand team feedback Focus on gameplay over the brand instead of finding a compromise Try to hide the brands involvement
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Keys to success Be honest with the users about the brand Remember your job is to promote the brand vision Find out whats important to the brand team Dont compromise game design
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Final Thoughts Youre getting paid to work on a really hot property It comes with a brand following and almost guaranteed players You dont have to worry about milking money out of the playerbase
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Questions Slides posted soon: –www.dubane.com/cons/ E-mail –brobbins@fuelindustries.com
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