Get In Early. Get More.

At an official destination and on Facebook, GameStop has launched a program around a hashtag called #GSFIRSTWAVE. Fans that pre-order now will earn exclusive bonuses. Each wave of bonuses will be unlocked from now until October. Currently, a limited edition double-sided poster featuring art from Call of Duty: Black Ops II is only available through GameStop. To join the global #GSFIRSTWAVE fans must pre-order the game at GameStop, snap a picture of themselves with their limited edition poster and then upload the photo to Twitter of Instagram and use the #GSFIRSTWAVE hashtag.

 

Halo 4 Box Art Puzzle

Microsoft unveiled the box art for the upcoming Halo 4 game by emailing Xbox community members one of the 32 pieces of puzzle that when assembled together reveal the image. The puzzle was cracked in about an hour each numbered X/32, allowing players to pool together their imagery on forums with all the applicable components of the puzzle.

 

Exclusive: Finding Publisher 2.0

The search is on for a new approach to binding product development and market making in the game industry as more and more products are served digitally. It’s the search for publisher 2.0. This series has covered the issues facing developers and publishers in the shift to digital. It started with how developers gunning for success in the category might overlook essentials, some in their haste to  shun the old publishing model. The last piece drilled down on the fundamental differences between marketing packaged versus service-based games.

Both articles have also argued how important it is to establish a cohesive branding strategy. It’s critical for an entertainment product, where people have become accustomed to highly creative marketing campaigns that are compelling and aim to entertain.

In the search for publisher 2.0, let’s look at one company that gets it.

“A brand is nothing more than a promise between you and your community,” says Bryan Chu from Wizards of the Coast. “The validity of that promise is expressed in every interaction, every product release, and every experience you create together.”

One way to look at a brand is that it’s the wrapper for a product. It’s a potential customer’s first impression. Whether they run into an ad pasted on the side of a building or find a game in a Tweet from a friend, the first impression better be good. So should the second, and the third and so on. According to Chu, Wizards of the Coast goes to the level of seeing their flagship franchise, Magic The Gathering, as a lifestyle brand.

“Regardless of the level of player or whether their play experience is in stores, around the kitchen table, or digitally, we continuously and actively engage with our players,” says Chu, adding how key to the effort is “unity of voice and messaging across all channels.”

That stance came into play when the company was ready to take their IP, viewed as the most successful trading card game in history, into digital games. It was with the release of Duels of the Planewalkers. The game hit PC and console digital game stores just under a year ago and has been selling briskly, becoming one of the most successful Xbox Live Arcade titles of all time.

We go in-depth with Chu, who serves as Wizards of the Coast’s senior business manager, on how strength of brand as well as tactics unique to digital games factored into how they marketed Duels of the Planewalkers.

Steve Fowler: What’s your opinion on the importance of building a brand around a game product, and how did you approach it with Duels of the Planewalkers? 

Bryan Chu: It’s about the overall brand experience. I think you need to build a brand holistically and deliberately. You can’t just throw product out there hoping that people will find it anymore. You can’t just think of your players as consumers or worse yet, wallets. You need to think of them as partners in the experience that you’re creating together. It’s not about sales or moving units in the short term. It’s about creating great experiences and touch points and by doing so creating lasting, long term value. We don’t think of Duels of the Planewalkers as a one-off Magic experience, but rather as an on-ramp to the greater Magic brand.

Give us an idea of how you manage the consumer message over time to keep it fresh and relevant and continue to attract and retain players after launch.

Bryan Chu: It’s about integration and providing a consistent and great experience in both the campaign and the products. That means constant innovation for both, and understanding your consumer. Who they are, what they want, where they are, how and when they play and on what journeys they want to go on with you. That means as marketers we need to listen and not just pitch. Every time a consumer buys a game, a piece of DLC, or plays in an event they are telling us something. Our job is to hear what they’re saying and to work with the rest of the team to provide that next great experience.

Marketing in this day and age isn’t just about acquisition of new players. This isn’t the game industry 10 years ago when it was all about gearing up the hype machine and getting a huge launch only to move onto the next big launch once product was on store shelves. It’s now, more than ever, about managing the lifecycle of franchises. We’re a part of our players’ lives and we have a responsibility to work just as hard to build engaging experiences as we did to get them to try us out in the first place.

How did you approach different channels to get your message across, whether through paid ads or earned media such as social or community?

Bryan Chu: We’re fortunate as a company to have such a robust and engaged fan community, so much so that our earned media efforts often take on a life of their own. This carries over to fantastic traffic to our owned media, which of course creates improved efficiency for paid media. Our players are great. It all starts with them and continuously providing them with great experiences.

Can you give us some examples of what tactics work well with selling digital games on consoles?

Bryan Chu: If there is one thing that I’ve learned over the years is that there’s no such thing as a small launch. There is a tendency to think of digitally distributed titles as small plays, or side projects and not deserving of focus and attention due to smaller budgets and lower price points. However, this “small play” might be a player’s first and potentially only contact with their brand. In fact, given the delivery and the generally lower prices, it’s even more likely that a player will come into contact with a digital product. We put as much effort behind Duels of the Planewalkers as we would anything else.

With eSports being a huge focus for Magic The Gathering, tell us how this works into each product’s marketing strategy.

Bryan Chu: Wizards has the most robust organized play program of any company I’ve ever been a part of. The team here provides amazing experiences year round for all levels of play, from local level Friday Night Magic events to the Pro Tour. Not only are events happening for all levels of players, but they are also happening all the time in a myriad of locations. Players can walk down the street to their local store, hop online and play digitally, or just login to the website to view the robust coverage of the Pro Tour events. What this means from a marketing perspective is that it’s extremely easy to be highly engaged in Magic.

What advice can you give to marketers of smaller digital games with limited resources and budgets?

Bryan Chu: The first bit of advice is not to over focus on your limited resources and budget. No one, in the history of the world, has ever gone to market with as much budget as they would have liked. Understand your core consumer and who your target is. Serve that community. Digital marketing is disciplined marketing. It’s more similar to traditional CPG [consumer packaged goods] marketing than the old launch based game campaigns. That means the devil is in the details and getting all those things right.

To me, digital games are making games marketing grow up. We’re suddenly a real discipline and not just a bunch of guys thinking of throwing feather boas onto the Statue of Liberty. That also means that it suddenly is less about the budget and more about your skill as a marketer. Doing your homework, spending those hours in front of your spreadsheets and building your strategies is more important than ever. That is what will let you optimize your budget and make your campaign as efficient as possible. And if your budget is limited, that efficiency is what is going to make or break you.

The other piece of advice is something that does still hold true from traditional video games. Work on your relationships with your product teams. With digital games, especially F2P and rapidly evolving micro-transactional games, the relationship between marketing and development is more critical than ever. You need to be partners from inception through launch and beyond. Good marketing helps good products succeed, and good products make good campaigns great.

Bryan, thanks.

Steve Fowler is a thirteen year veteran of the interactive entertainment industry. He is responsible for the brand identity and launch of the Halo franchise at Microsoft Corporation, Inc., and has held marketing and business development roles at Interplay, Sega Sammy Holdings, Inc., Square Enix, Inc., and Take-Two Interactive Software, Inc. He is the chief architect of the one of its kind annual industry conference the [a]list summit, and has been incubating new digital game publisher [a] list games internally at Ayzenberg Group for the past year. For more information on [a]list games, visit www.alistgames.com.

Survival Of The Smartest

Turtle or Soup is a “boss-approved” gaming app designed to enhance skills around social media marketing on platforms like Facebook, Twitter, LinkedIn and Google. The “original mobile marketing racing game” features “Roi” (aka ROI, or the billion-dollar question with every social media campaign), the All-American Small Business Turtle, and his arch-nemesis, Biggie the Rabbit. Players are either the turtle who outsmarts the competition, or the loser who becomes the competitor’s soup. Set along the Washington DC Beltway, the mission is to beat Big Business by leveraging social media to generate awareness, drive new leads, and improve brand visibility. Turtle or Soup can be downloaded from Apple’s iTunes store (for iPhone and iPad), Google Play for Android devices, and followed on Facebook and Twitter.

 

Crowdfunding Bible Launched By Scott Steinberg

Scott Steinberg has release a new book called The Crowdfunding Bible: How to Raise Money for Any Startup, Video Game or Project, designed to be an exhaustive source for launching, marketing and successfully conducting crowdfunding campaigns. The foreword is by Pebble: E-Paper Watch creator Eric Migicovsky, contributions from High Score 3 author Rusel DeMaria and is edited by gaming expert Jon Kimmich.

“An exhaustive guidebook for crowdfunding beginners and veterans alike, The Crowdfunding Bible offers businesses, startups and creators an in-depth look at how to succeed with any project,” says Steinberg, a leading professional speaker and business consultant. “From assembling an attention-getting video pitch to building better rewards and garnering both fans and pledges, we’re pleased to offer a free resource designed to inspire tomorrow’s most visionary entrepreneurs and startups.”

Those interesting in starting a crowdfunding campaign can download The Crowdfunding Bible now free at CrowdFundingGuides.com.

Tribes: Ascend Sees 1.2 Million Downloads

Hi-Rez Studios has announced that 1.2 million people have downloaded Tribes: Ascend since it launched on April 12. Also 110,000 of those players did so after receiving a referral from a friend.

“We’re thrilled that over 1 million gamers have discovered the fast-paced and skill-based gameplay of Tribes,” said Todd Harris, Hi-Rez Studios CEO. “It is truly the player support of the title that has driven the population growth and fuels our team to deliver updates.”

Star Wars: The Old Republic Free Trial This Weekend

BioWare has announced that they’re letting players try out Star Wars: The Old Republic for free. The offer will run from first thing Thursday, May 17 through 2:00AM CDT on Monday, May 21.

No credit card is required for the trial, though users will be limited to level 15 with any of their characters. Anyone who purchases the full game during or after the four days will have access to any characters they created.

Source: swtor.com/weekendpass

Sports Stars Boosting Social Game Company Hooplo

With Zynga dominating the mainstream of social games, it falls to other developers to fill in different niches. This is what Hooplo has done with sports and it already has a network of 5 million MAUs.

“One of the advantages of the areas we’re focusing on is we’re not going directly head-on with Zynga,” explains Aly Chesney, co-founder and CEO of Hooplo. “Sports is the first vertical we’re going after, and there’ll be some announcements later this year about some of the other verticals we’ll be focusing on.”

Sports are still a very nascent field for social gaming, and most of that has to do with presentation. Hooplo says that technology is finally starting to reach player expectations, and Howzat! Cricket already has 220,000 DAUs.

“It was quite hard to do this in Flash a couple of years ago,” says Ed Chin, vice president of product management. “The technology is at a point at which we’re really able to develop and distribute sports games with very high-caliber graphics. It’s what people expect to see. Some other genres aren’t quite so intensive.”

The game also does well in areas of the world like India, and a large part of that is due to ease of localization. “That’s a big focus for us,” Chesney admits. “In certain territories these sports are enormous, and [soccer] in particular, has such a global reach. One of the challenges of building a game for a global audience is that people react to things differently, but every country understands how to play [soccer]. It has a huge resonance across many different cultures.”

The company has also managed a coup by signing Cristiano Ronaldo, who has 43 million Facebook fans and 7 million Twitter followers, making him the most popular sporting figure in social media, complementing their new game, Ronaldo Footy. It has also struck a deal with the record-breaking athlete Usain Bolt, who has 6 million followers on Facebook.

“Not many companies have really cracked social sports games,” Chesney says, “so especially with the backing of these sports stars we’re in a good position to, hopefully, dominate. We can tap into Ronaldo’s 42 million Facebook fans, which is something that any other company thinking of launching a football game should bear in mind.”

If Ronaldo Footy and Usain Bolt Athletics are successful, there’s no reason why other deals shouldn’t follow. “We measure a lot of success at the moment by DAUs, but that doesn’t really tell you the whole story,” Chin says. “There are developers out there with much lower DAUs but their ARPUs are significantly higher. With the mass casual market, there are a lot of players there now, but as we introduce new niches we’ll get more traditional gaming audiences, who have been more willing to spend in the past. We’ll start seeing games with much smaller audiences but a lot more spenders.”

Source: GamesIndustry.biz

Aeria Games Launches Ignite Beta

Aeria Games has announced that they have launched the beta of their digital distribution platform Ignite. The free-to-play platform has already achieved 200,000 daily active users across over 30 countries.

“Ignite was created by Aeria Games to provide a comprehensive, easy-to-use distribution mechanism for free-to-play developers while giving our players one-click access to their favorite games, community features, and support,” said Terry Ngo, Chief Technology Officer of Aeria Games. “As the first application of its kind, we expect that Ignite will provide a valuable platform for developers wanting to reach core gamers.”

To download Ignite, visit aeriagames.com/playnow/ignite.

Marketing And Sales Director Hire For Atari Europe

Atari has hired Olivier Rameil to be the sales and marketing director for Europe. He was a business developer with Gameloft and worked with new platforms, like connected televisions and set-top boxes, and led work on in-flight entertainment and product placement.

“Olivier brings a wide range of experience and a strong record for execution in the mobile industry,” said CEO Jim Wilson. “Atari has had a long and successful history across Europe and we look forward to reigniting the business through mobile games and other brand related opportunities.”

“Atari’s shift in strategy to mobile gaming represents an incredible opportunity to bring great new games based on some of the most legendary intellectual properties to a contemporary audience,” added Rameil. “The company has already achieved demonstrated success in the U.S. mobile market with Atari’s Greatest Hits, Breakout: Boost and Asteroids: Gunner, and I look forward to expanding upon this success in the EMEA market.”