Tuesday, March 22, 2011

Gun Bros = Genius

If you've not played Gun Bros on your mobile phone yet, what are you doing?

I think this game will set many best practices for all computer games (eg. not just mobile games) in the future.

I'll ignore the great game, stunning graphics and high production value on this blog. These items are obvious for all to see. It's the nature of the payment system and the devices around this to incentivise content purchase that are most interesting to me.

Take the top five future gaming trends I identified in December. Glu have managed to integrate three of them seamlessly. The 'sharing your Gun Bro' concept is number four on my list virtually word for word. It's just ridiculously clever.

Great work Glu.

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Wednesday, January 19, 2011

LEGO Star Wars Flash game released – feedback please

I’m proud to announce that LEGO have just released our new Flash game to promote their Star Wars (Clone Wars) product range and the related video game.

LEGO Star Wars - Ace Assualt

We’d really appreciate feedback on what we can do to improve the next release. We’ve got a huge list of things ourselves, but had to draw a line in the sand somewhere. It will be very valuable to get a response from people who’ve not involved in the production.

Huge thanks to everyone involved in this project from LEGO, TT Games and Lucas Arts just in case they are reading this. Have fun and may the Force be with you.

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Friday, October 08, 2010

You know when you are working on a global campaign when...



...you've absolutley no idea what people are saying in promos for the game you've built. And, being completly honest, who they all are!

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Wednesday, October 06, 2010

Radio 1 Fastest Time Wins II

A game created by 4T2 is all over BBC Radio 1 and 1 Xtra again this week with all of the DJs and guests getting involved. See if you can beat them here.

This year we’ve swapped the cars for bikes and simplified the tracks so that they can all be played in a short amount of time on air. There is also a low level of Facebook and Twitter integration.

In a slightly modified competition format, Radio 1 and 1 Extra are letting the DJs practice as much as they want, but they only get one shot at recording a lap. This has added a great new angle to the event.

Watch Tom Deacon playing the game live on TV here. View from three minutes in.

Watch Fearne Cotton playing live on webcam and Radio 1 here.

Below are two images of Fearne. One is a promo shot, one is her prior to recording her lap. Feel the pressure!




Big shout to all involved for getting this live and online in a very short amount of time.

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Monday, November 09, 2009

Designagaming has most definitely arrived

In the November 2008 issue of the magazine ‘Brand Strategy’ (RIP) I identified that a growing number of children and teenagers were taking pleasure from creating computer games, as opposed to just playing them.

I then described a potential marketing campaign a brand could run to take advantage of this trend:

“In the gaming world, new software and online tools are making it ever easier for enthusiasts to build their own games with high production values. In the near future I predict this trend will extend towards “Designagaming”. The more adventurous brands will run competitions for the public to create advergames on their behalf. The money previously used for content creation will be switched to prizes for the most successful games and building libraries of assets for willing developers to utilise. Why have one campaign when your target audience can create a hundred different variations, all competing to become your most effective marketing material?”

Nov 2008 Brand Strategy Magazine with Nov 2009 New Media Age

One year later the social gaming website Kongregate has teamed up with the bubblegum brand Stride and done something extremely similar:

“Kongregate and STRIDE® gum are challenging game developers to answer the most epic question of our time: how long can you last?

To answer (and perhaps win our $10,000 first prize) design a Flash game with the theme "endurance". You are free to interpret the theme in any way you like, so get creative! The 15 highest-rated entries will automatically become finalists, winners will judged based on creativity, innovation, use of the theme, and how fun they are to play.”



The site then goes on to list several examples of games that would suit this challenge. Huge respect to Stride for being brave enough to try this marketing strategy and Kongregate for organising it. If anyone has done this before, I’ve certainly missed it.

I’m just sorry that the competition is only open to US residents. I would have really liked to see how game designers from all over the World would have taken to this challenge. I suspect this would have created a much more diverse set of entries as different cultures attempt the same challenge. Perhaps Stride is only sold in the US so they required a US winner for their competition PR.

Turner Media Innovations have also recently launched a designagaming website – Ben 10 Alien Force Game Creator. This site is claiming to have had over 9.5 million plays with over 17,500 games created in just eight weeks. This provides children with a set of prebuilt graphics and a game builder similar to Playcrafter.

Designagaming had definitely arrived. I wonder what some clever marketing type will name this style of campaign?

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Monday, October 26, 2009

BBC Radio 1 Fastest Time Wins game launches

Chris Moyles and the breakfast team launched ‘BBC Radio 1 Fastest Time Wins’ live on their show at 7.50 this morning. Chris recorded a lap of 40.89 setting the standard for other DJs and guests to beat.

Got to say, it feels pretty good to help a national radio station launch its Game Week.

Congratulations to the team at 4T2 who worked really hard to make this look amazing.

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Wednesday, October 14, 2009

The Robot Chronicles Game

This is taken from a case study so is more formal than articles normally on my blog... (sorry!)

The Robot Chronicles online game is the first time The LEGO Company has used a single digital campaign to promote several distinct product brands. The success of this campaign could have significant implications for the company’s global marketing strategy across all media. This case study examines the techniques used to make the creative execution cohesive. It also challenges received wisdom about how to encourage repeat visits to online games.

The Brief

When children play with LEGO®, they mix and match the models with little regard to what sub-brand the toy belongs to. LEGO was intrigued to find out how they could mirror this behaviour in an online game and promote their brand as a whole. The Robot Chronicles is The LEGO Company’s first ever cross brand campaign and features challenges for the plastic population from LEGO City, Racers and Agents. If this project is successful, it could revolutionise the way LEGO market their products in the future. An online game was the most cost-effective method to conduct this research on a global level.

The campaign therefore presented many challenges. For example, each product line has its own target age group, storyline, style and ethical guidelines. Designing a single gaming experience to satisfy this diverse scope was a complex challenge. 4T2 Multimedia, devised a solution by focusing on an element that unifies a lot of childrens’ play experiences – a strong sense of narrative. The agency presented a cartoon storyboard to illustrate how the ingredients of the three brands could combine and interact to build a compelling storyline.

Once LEGO understood that this campaign could be safely delivered without compromising any individual brand’s narrative integrity they were ready to hear about a very ambitious game proposal.

For the approach to be considered successful, The Robot Chronicles will have to beat the statistics generated by previous LEGO online games created by 4T2. This includes an average playtime of over 16 minutes and a return rate of 66% for one game, and well over fifteen million visits a year for another. When you consider that the industry average playtime for an online game is 5.14 minutes and the return rate is 26.33% (statistics from web game monitoring service Memecounter.com), you start to realise the scale of this challenge.

Strategy

To reflect the primary objective of this campaign, the creative team followed two rules. The first is obvious – ensure the game is fun for children to play. The second is summed up by the ethos “play the way you want, whenever you want to” – in other words a strong departure from the traditions of linear game play.

With the game going live on three different and popular LEGO brand portals, traffic was never going to be an issue. But how do you address the challenge of preventing a fan of one sub brand being bored or confused by another?

The Robot Chronicles online game has three bespoke title screens and music tracks to suit each entrance point. On launching the game, a child plays one of two key missions for that brand. For fans of LEGO Racers this means immediately getting down to burning rubber in a high speed tour around the City Centre. LEGO CITY starts off with a mission to tow various vehicles back to the garage for repairs. This helps to ensure all players are comfortable with their initial exposure to the campaign. No mission lasts for more than a few minutes and yet, whatever actions you take, your progress through the game is always preserved. This allows children to drop in and out of the game as their time restrictions and attention span permits.

All of the missions are introduced in an interactive cartoon format by a brave reporter who is trying to get to the bottom of why all of these events are simultaneously occurring.

Children can complete these initial missions in any order they wish and drive whatever vehicles they have unlocked at a time of their choosing. This campaign is a Persistent World and as close as the designers could get to creating a “Live” City.
The combination of casual exploration whilst solving the larger mystery is critical to the playability of the game. Younger children can spend their time putting out fires, arresting villains and rescuing injured people and be completely entertained. Older children will be searching for the story based elements and looking to solve the larger puzzle.

After completing the first three missions the plotline is fully revealed and a rampaging robot is let loose on the City. From this point on children must figure out the correct order to complete certain missions as the brand narratives become fully integrated.

Execution

Online games have traditionally used high score tables to encourage repeat play. Recently this has evolved into “Achievement” systems. Now you can reward people for performing any action you like inside of a game, creating endless, optional mini-challenges. For example, completing mission one is easy, but can you do it by only driving backwards?

The Robot Chronicles embraces this approach. It replaces traditional scoring systems with task-based rewards. Amongst these is a secret prize in an off-road location that you simply drive through to collect. Some children will now search every single square inch of the map, uncovering many other surprises along the way, so they can tell their friends that they’ve completed every aspect of the campaign. This will lead to higher repeat visits, increased game playtime and very passionate playground advocates.

In order for a reward system to work you need an integrated online social network that allows people to brag about their abilities, or else what was the point of pulling off a ten minute donut in a digger? My LEGO Network (MLN) is at the forefront of social networks for children because it’s extremely safe and yet still great fun. At no stage do children share any personal information and they can only communicate with others via a selection of prewritten messages.

The MLN components for The Robot Chronicles allow children to unlock virtual friends, stickers, badges and blueprints in return for performing in game tasks. Once a child is engaged in the MLN activities, a whole new set of interconnected challenges and mystery await them. This allows both LEGO and 4T2 to add new levels of detail to characters that co-exist and interact in both the web game and social network environment. Efforts in one discipline will influence the other, creating many more ways to progress through the adventure.

A child can complete missions related to the primary storyline in approximately thirty minutes. To complete the entire game and win the ultimate MLN achievement, takes many hours. This significantly expands the lifespan and repeat-visit appeal of the campaign.

The rewards also give children a very clear incentive to complete the main game. Only by defeating the robot will a child get to experience the emotional high of a final victory. Making the connection between a brand and a positive experience is possibly the single most important goal of any marketing-oriented game, yet the one most commonly forgotten. Just like high score tables, trying to prevent someone from completing a game by making it increasingly difficult in sudden spurts is a tactic developed by the makers of arcade machines in the eighties. Their goal was to encourage you to put another slice of your pocket money into their machines. Why would you do this now? Instead you actually want as many people as possible to eventually complete your games, as they are then much more likely to return to your content in order to receive another injection of pure, unadulterated self esteem. The campaign must still be a challenge but, if a user gets stuck, don’t leave them bashing their desk. This is another clear advantage of a non-linear game. Instead of closing the game, the child can simply attempt another task and return to the mission they previously failed when they have unlocked more tools to assist them.

To help children of all ages, the campaign also automatically alters its difficulty, depending on the user’s performance. If you are completing the missions too easily, the game automatically gets harder and vice versa. This allows as many children as possible to experience a challenge that is customised to their abilities.

Results

Watch this space. Huge thanks and massive repect goes to Rob Fell, Nick Galaxy, Edd Fahy, Justin Bryant and the crew at LEGO System A/S (Stefan, Peter, Gabe, Leah, Thomas, Pia, Niels and Brent.)

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Thursday, July 09, 2009

Coming soon...

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