Game Development Community

Plan for Jay Moore

by Jay Moore · 04/17/2004 (2:28 pm) · 10 comments

For those that know me or are subjected to my advice know that sometimes I tend to look at everything through the multifaceted prism of THE BRAND. It happens to be one of my passions and I believe understanding and leveraging good branding practices is an essential that I don't see independent game developers leveraging to the degree needed to compete in the consumer market.

For as many books and experts as there are on branding there are an equal number of definitions. My own definition is: A Brand is the sum of the experiences and memories a consumer has with a product, its promotion and how well it fulfills expectations set by its marketing."

I can't think of a product category that has a bigger challenge in building new and successful brands than interactive games. First, the gameplay is the essence of the game brand and ultimately determines if the 'brand promise' is met with the consumer (I'll discuss this more when I discuss what I believe to be marketing core competency - expectation management). Studio and Publisher brands are the sum of all the games that consumers identify with those sources - so games themselves have to be the focus of our branding.

If you contemplate the importance of brand building for commercial game developers, from a business and marketing standpoint building strong brands is mission critical to creating long-term success. When I talk with players or developers about games or game franchises that they feel a strong 'loyalty' or 'affinity' toward, its always about the experience of the game. Very rarely is it the result of external marketing (ie movie tie-ins, game PR hype, advertising or even the publisher brand quality) that creates the connection between a game and its consumer. This has important ramifications for independents - while those outside influences are important in building awareness they will not secure a lasting respect and connection between game and consumer. Game brands will be built with great gameplay and game characters.

A simple Google search(a great brand that has huge brand affinity) can turn up a wealth of information on branding - one useful overview comes on a product promotional site for AdCracker This highly simplified list boils down building brands into 3 steps:
Quote:...there are three things you need to understand or create:

> The brand's personality.
> The relationship the brand has with the audience.
> Visual icons, symbols or other representations of the brand such as the logo or a character.

So the three steps to building a brand are:
1) Create a character or personality for the company, the product or service. Just as you would for a real person, based on that brand-person's reputation, attitudes and behavior.
2) Build a relationship with your target market based on that personality. Do this over time, using advertising in addition to all other communications, including the way employees are trained to interact with customers.
3) Reinforce the relationship and trigger recognition with consistent visual symbols. These symbols can include everything from a color scheme and logo to an imaginary character, or even the president of the company.

In future 'blog' entries I want to jump into each of these areas. I confess I'm no more than a student of game design, but I think one of the biggest disconnects in game making & marketing is having branding somehow get disconnected from the game design. Each of these steps is clearly a part of both the design process and the marketing process and I think it deserves further consideration and dialog. And while I am not advocating what has happened with many publishers letting the 'tail wag the dog' with marketing guys driving design decisions - I do think that knowing your customer and building the brand on the essence of the game is part of a designers thought process and flows through into the marketing of the game.

Its one thing to say we're going to build and keep ownership of our IP it is another thing to determine how we will make that IP as valuable as independently possible. Brand building is one place we can get some traction on the how great IP is created.

Edited for Clarity

About the author

Serial / parallel entrepreneur, insight merchant, sailor and red wine enthusiast. Co-founder of BitRaider, out to change the game. An original partner in GarageGames and hosted Indie Game Con `02-`05.


#1
04/17/2004 (3:41 pm)
Looking forward to reading these. :)

I'm sure everyone recognizes this already, but from working with Jay in the office, it's clear that he's *extremely* talented and experienced when it comes to this stuff. Talk to him for five minutes, and you'll realize that he has a wealth of insight regarding marketing and branding. Besides that, he's got a sincere passion both for marketing and for the stuff GG and the community is doing.

I don't know the outline yet, but I think this series will be extremely valuable to anyone who takes a serious look at them and tries to learn from some of what Jay has to offer.

*edit for typos
#2
04/18/2004 (12:45 am)
Looking forward to it Jay.. Ive been reading books like positioning (al ries) for a while, it seems to suggest certain products or approaches. But as a book it only goes a little way to suggest how branding has relevance to us indies.

Practical advice is always welcome.
#3
04/18/2004 (4:09 am)
This sounds real nice, Jay. I'm looking forward to your next .plans as I'm very interested in this subject. Thanks :)
#4
04/19/2004 (1:56 am)
Very important subject Jay, glad you gave us your thoughts on it. There's so much more to developing a game than the game itself and I'm beginning to appreciate this. As the developer becomes more serious about his or her endeavor, these issues are going to play a bigger role for them.
#5
04/19/2004 (9:10 am)
Thanks for offering up this advice, Jay. This is a domain that most developers have a poor grasp of. Anything that can help us improve here will be very helpful. Thanks!
#6
04/21/2004 (10:45 am)
This brings up a question I've had in the back of my mind for a while now: What is GarageGame's brand image? Has there ever been any thought into making GG a brand for games of type X (besides indie)? Seems to me GG w/ the offerings GG has it would be a great place to offer games for kids/women/non-core gamers. I have been suprised that GG does not offer puzzlers, which I think are far from a dying genre.

This perhaps may not be one of GG's thrusts at this point, because you guys have been doing AWESOME work w/ the engine, but I was just curious. Looking forward to your blog entries and I'm sure a talk at IGC!


-s
#7
04/23/2004 (1:46 pm)
GarageGames Branding as a game publisher has remained undefined to some degree because we don't want to limit the potential of what indie's will do.

Right now we have:
GarageGames Blast line - Family friendly non-violent fun. ThinkTanks, Orbz, Marble Blast and Tennis Critters.

GarageGames Core line - Hardcore games that appeal to FPS, RPG, SIM and other more mature genres. Dark Horizons: Lore is our first Core game (we need more than like one game to have a brand line).

GarageGames Discoveries is brand line we're working on for new titles that maybe don't fit GarageGames brand profiles and the we want to see come to market (Bridge Construction Set is a great example of a discovery title).

We've considered GarageGames Strategy, GarageGames Smart (Educational games) and other genres.

Most important to us is not to be telling developers what they should make or not make and become a gate-keeper rather than an enabler of new products.
#8
04/23/2004 (1:47 pm)
Please feel free to ask questions and post ideas on this topic.
#9
04/28/2004 (9:43 am)
I think the lines are great, but wouldn't strategy kinda fall into core somehow?
#10
05/02/2004 (3:36 am)
Jay, I know all too well what you're talking about. It's always been a major concern to me, the appropriateness of branding to signify a product and it's ability to adhere to society. My problem has always been having the adherence slip when I don't have the product available yet!

But I'm working on that part!

Just for a recap - Those who once heard me speak of a promising title once called "Death Race" will be happy to know the title is now "Apocolypse Racer" to signify the real-time whirlwind of destruction the racers will be facing as they time travel to each track just before the chaos begins! ;)

I look forward to hearing more of your "blog" entries as well (catchy name blog, lol).

- Christopher "Ronixus" Dapo