Five Minutes Of Sorcerer’s Apprentice

Trailers can often be marketing tools to get people out to the movie theater, being deceptively cropped and edited in such a way to make even the dullest movie seems interesting. As such, it’s becoming more common for snippets of the film to be released online to draw out people’s interest, and we have to say, this clip of Sorcerer’s Apprentice makes us want to see more.

Feature: Sega And Ubisoft On Marketing Digital Games

Last week, in the second part of our three-part marketing special, we spoke with Bethesda’s Todd Howard and EA Sports’ Peter Moore about adjusting to the AAA marketing landscape and spending big on big titles. Today, we conclude the series by shifting more to the digital side of the business. The increasing digital presence of games has caused major publishers to rethink their businesses. Sega of America is now entirely focused on digital (Europe handles traditional retail), and Ubisoft recently formed a digital division and hired Microsoft veteran Chris Early to lead it. [a]listdaily recently spoke with both about how marketing changes on the digital side.

From a marketing perspective, it seems like games cost so much that they almost require an equally expensive campaign just to make sure you get noticed and can recoup your investment. But in the digital world things are different. So how does it change when you’re going into digital? It’s sort of a different marketing philosophy, isn’t it?

Chris Early, VP of Digital Publishing at Ubisoft

Chris Early: It depends on the type of game you’re talking about. If you’re talking about the digital download of Assassin’s Creed, that’s much more in line with the traditional release of the product on console as well. The difference is that digital versions will be available twelve months from now, twenty-four months from now, thirty-six months from now, whereas you might not as easily find that in the store available for sale. So, there is an ongoing element to even the traditional marketing approach for catalogue titles. When you talk about, whether they be light MMOs or Facebook games or things like that, where it really is a game more as a service as opposed to a game as a one-time launch, then you have an ongoing need for marketing, because the product will evolve as well. As you add new features to a product, you’ll want to talk about that. You’ll want to communicate that message out to people. When you look at traditional MMOs like World of Warcraft, you can see that they have a marketing budget that just continues to go on. Yes, it’s more concentrated at certain times when new expansions come out, but it is a pervasive and ongoing effort.

When you look at the digital side versus the traditional publishing side, now that there is a clear distinction in Europe and the U.S., from a marketing perspective, it’s a very different approach. How do you separate that in your strategy when you’re marketing that digital title versus the traditional retail title?

Darren Williams, Sr. Director of Marketing at Sega of America

Darren Williams: Sometimes it’s very clear and it’s quite simple to make that distinction. When we’re speaking with Apple and they talk about publicizing and advertising iPhone, iPad, [and] iPod games, it’s very, very late breaking, so the distance from the announcement to the launch of the title could be very, very short. It could be weeks sometimes. There’s an established model for the packaged goods for something of a core IP. It’s evident now you need an eighteen-month cycle. You need to announce big, you’ve got to be showing the product more regularly . . . A lot of that, I think, was due to slippage but it’s become a bit of an industry norm. We’re asking people to spend $60, so they want to find out about the game. If you’re asking them to spend $2.99, $5.99, it becomes a little bit more impulse. Where it’s going to be interesting and it will be a challenge, but it’s an exciting challenge, is when we have something like Sonic 4 Episode 1. Technically, its definition within SEGA is that it’s a digital title, but hey, it’s Sonic, so it’s a big gaming brand. It also happens to be on XBLA and PSN which, at the end of the day, are Xbox 360s and PS3s.

So when we announced that, we got an awful lot of interest from the Kotakus and Joystiqs and IGNs and the classic gaming websites, but it’s a digital title. So does that mean we can market it in the three-month period, does it need to be an eight or nine month period? We’ve made a play there, and it’s going to have a fairly lengthy campaign. It is going to be interesting the more titles we do, because the fact that it’s on XBLA and PSN and the pricing is a little more appropriate for the impulse purchase . . . will it move? Will we have to go down a six-month, eight-month route? Could we do it in two months? Who knows, I think everybody has to still try and figure out exactly what this all means. The world is changing. The packaged goods way of doing stuff still remains viable and necessary for packaged goods. I think there will be a few happy accidents along the way for everybody at least in terms of how you bring these things to market.

Speaking of the digital marketing, and I’ve not really seen this and I’m wondering maybe if it’s because it’s just not worth the investment, to actually put TV ads out there for digital games which cost, obviously, a lot less to make; you’d probably have to spend way more on marketing than you would to actually create the game. Maybe it makes no sense. If there is more of a shift to digital and you still have to get the word out, maybe it starts to shift to where you do want to advertise a digital product on TV?

DW: You’re absolutely right: advertising is not cheap. TV advertising is not cheap. It’s going to have to be a hell of a ballsy bet to put TV money behind a digital title at this stage purely from a PR perspective. It’s not as though a digital title is any way inferior, or people are any less interested; it’s just you’ve got to have a good hard look at the numbers and [ask] “do we want to do this” What is interesting is promotional cooperation with a first party. For example, Super Monkey Ball featured on iPhone advertising for Apple. That’s a way you can sort of do that to a point. I think where digital is great and where there’s a lot of learning for all marketing people is you can get so much more direct. You don’t necessarily end up doing the big, flashy, eye-catching parts of marketing in terms of the huge outdoor campaign or a huge TV campaign, which I think is going to be a bit of a challenge for most corporations, because the marketing is going to appear a lot more invisible and a lot more direct. My boss is going to have to understand the fact that [just because] we haven’t put a game on TV doesn’t mean we’re not marketing it, we’re just doing it a different way and going a lot more direct. And that’s a great challenge to do that. XBLA is fantastic at doing that, Sony is learning, so you can get some great access to their databases and directly through their portals. So it’s an interesting mix. TV (Laughter) I wouldn’t have a chance of getting that signed off at the moment just because to get to the party you’re talking millions. We all need to make money.

Online Video Spending At $5.5 Billion By 2014, Says EMarketer

eMarketer indicates that the online video advertising market should expand over the next few years. The research firm believes that spending on online videos will increase nearly 50 percent to $1.5 billion and will go over $5.5 billion by 2014

“Video fulfills branding objectives better than any other current online ad Format — with the sound, motion and emotion of TV, but with better measurability and targeting,” said David Hallerman, a senior analyst at eMarketer. “The continued development of more professional-quality video on the Web makes the target audience more receptive to advertiser messages and thereby encourages advertisers to spend more for video ads.”

Despite this growth, online videos are expected to represent just 6 percent of all Internet advertising expenditures in 2010.

Ubisoft Talks Opportunities With TV Ads

Many major publishers, including EA and THQ, have announced their plans to cut their TV ad spend due to cost. Ubisoft U.K. marketing director Murray Pannel thinks that for certain brands, however, TV is still the right medium.

“I imagine the reason [EA and THQ are] doing that is because TV is so very, very expensive – and to some extent as a marketeer you have to watch your costs,” he explained. “Does a big TV advertising campaign work for every product Probably not, but for the big ones I certainly believe that nothing else will give you the broad reach – and speed of reach – that TV will deliver.

“We were very lucky this time last year I suppose when TV audiences were growing, but the actual cost of TV advertising was going down. Due to recessionary forces, TV became relatively cheap compared to other media to buy,” he continued. “That’s slightly reversing now into 2010 as costs go up, but I still think there’s an opportunity on TV to get brand awareness out there as quickly and broadly as you possibly can. I’m not going to be reducing TV budgets necessarily on big titles, but I am certainly looking at costs and efficiencies.”

“Digital can help bring both of those, because to some extent you can measure exactly what’s going on. That said, I’d certainly not move all of my money out of TV and into digital – because I think you have to look at a campaign objective. What do you need to do with this game? How many people do you need to reach, and how quickly do you need to reach them? How much awareness is there in advance through PR and other media – and how quickly can you activate through retail?” he detailed. “So to just say we’re not doing TV any more, for Ubisoft, is probably the wrong thing to do. You balance your marketing campaign according to the objectives you’ve got there, and sometimes digital is the way to do it, sometimes TV is the way to do it.”

Source: GI.biz

PopCap Blitzes With Zuma

Going along with their recently announced plans to launch more social titles, PopCap Games has revealed that they will be bringing Zuma to Facebook. Called Zuma Blitz, the title is expected to see a beta launch in three weeks.

We’ve received a ton of feedback regarding how players consume Bejeweled Blitz and other leading social games, and incorporated a number of those insights into this initial phase of Zuma Blitz, with more to come, said Jason Kapalka, co-founder and Chief Creative Officer at PopCap. Zuma is a very different game than Bejeweled, so the social adaptation has gone in different directions. Zuma is already a fast-paced arcade game, so the challenge was to make it feel approachable to players of all skill levels, even with just sixty seconds to play.

Once again PopCap is bringing a beloved game to the Facebook Platform and enhancing already successful game play with social features and functionality, said Gareth Davis, Facebook Platform Manager. Zuma Blitz will provide a fun and engaging way for our more than 400 million users to play with their friends on Facebook.

CCP Talks Microtransactions In Dust 514

CCP is busy working on the console shooter MMO title called Dust 514. While some think the microtransactions system that will support the game will become a crowded market soon, CCP’s senior director of business development Yohei Ishii isn’t that concerned.

There are probably a lot of companies who are going to be monetizing through microtransactions, there’s no doubt about that. But in terms of having an MMO on console that’s made for the console – we’re not too worried,” described Ishii. “We’ve never done console games, though again we have some great middleware partners, but also some amazing industry veterans, from Ubisoft, from DICE, from all over. One of the founders of DICE actually joined our Shanghai studio, and he’s pretty incredible.”

We’re going to have annual expansions, so every year we’re going to have a box refresh. It’s not just putting out an annual expansion pack – the expansions are free anyway; we’re not going to sell those. Just like EVE, he continued. Both console manufacturers have been very open to the things that we’re looking for. They all know that games can be even more connected than where they are today. It’s not just about downloading the game and then you’re done.

Source: GI.biz

SouthPeak Secures Extra Credit

Beleaguered publisher SouthPeak Interactive recently revealed that they have signed off on a new $10 million asset-based line of credit with Rosenthal & Rosenthal, Inc. through February 28, 2012, replacing an $8 million line of credit with SunTrust Banks. The company could see an extra $3 million in credit if they increase their equity sufficiently.

Securing this additional credit provides us with greater financial flexibility and presents a clear message to our investors that we are confident of our business prospects and growth opportunities over the near- and long-term, said SouthPeak Chairman Terry Phillips. We continue to execute on our growth strategy to introduce new games that build our extensive portfolio. Our popular titles provide us with a significant opportunity to enhance our portfolio as well as enter new high-growth categories and expand our digital reach to further increase our brand equity.

SouthPeak is hoping that this news, and the upcoming Two Worlds II, will lift their fortunes.

Green Lantern Revealed!

 The official costume of Ryan Reynolds for the Green Lantern movie has been revealed! The Entertainment Weekly exclusive has details on the Green Lantern movie, along with Harry Potter and the Deathly Hallows, Thor and Tron: Legacy.

Far from spandex.

In brightest day . . .

Source: io9

FarmVille Getting Branded Crops

FarmVille will have its first branded, in-game crops next week. In a partnership with General Mills, players will be able to plant Cascadian Farm-branded organic blueberries.

The hope is that this program will teach players more about organic farming and green living. The blueberries are a crop that necessitates quick harvesting with large cash returns.

“We’re at a crossroads for the brand,” said Tim Goldsmid, marketing manager for Cascadian Farm. “We’re looking to get our message out in a bigger way, and we wanted a creative way to do that.”

Cascadian Farm has been making organic food since 1972. This marks the second partnership between FarmVille and General Mills, with a recent Green Giant Fresh promotion featuring stickers on products that had codes for FarmVille money. Over five weeks, $100,000 worth of units were redeemed online.

Source: New York Times