07 Feb
Posted by Emrecan Dogan as Investing, Uncategorized
Consider this recent piece from the official Sony Playstation blog. There is a blockbuster game, Killzone 2, in the pipeline coming from Sony Computer Entertainment. Recently, the blogosphere heavily criticized Sony for its marketing strategy for the game. If you are a North America member of Playstation Network, the only way to download the demo is to preorder the game from GameStop. In fact, it really looks like deserving those criticisms. But I am a little skeptical. Sony Playstation is the legend in console gaming. Its Playstation 2 console has sold 125 million since its inception, far more than any other. It has published thousands of titles and licensed another thousand. Then, is it really possible that Sony made such a no-brainer mistake that even average gamers (no offense here, that average gamers are not necessarily good strategists) can critique?
I guess there is far much more consideration involved in this marketing plot. Here are some facts that can change the end result of the evaluation:
Now, what does these points suggest? In general, demos are published because it is thought that people who are on the margin (subset of gaming population who is not aware of the game or who is not yet sure to buy it) can experience a few stages of the game in a risk-free way (demos are free, in general). And then, a certain percentage of those people would hopefully buy the game, and the demo is said to be creating an incremental demand. It looks a no-brainer feature for gamers, and also for publishers. But here are four interesting points to consider for publishers:
Last but not least, I come to the key issue that lies between gamers and publishers. Today’s blockbuster games have a tough learning curve, and a big group of highly-competitive players trying to be the ‘best’ in the game. That is one reason (among others) that gamers flock to the stores from the first day. They need to learn and excel the game before their competitors do, so that they can beat them. That is really key. If you employ this perspective, then demo is no longer a trial tool. Demo is a training tool. Actually, it is the training tool of gamers. Let’s consider these facts:
Now, there are many other considerations related to this marketing plot. And the points above are only a few of them, I suppose. Yet, these points are more than enough, to illustrate that a demo plan is way beyond driving incremental sales. For Sony’s Killzone 2 approach, my intuitive conclusion is this:
Killzone 2 is an exclusive game. And it will probably be a blockbuster. But make no mistake. It is not a game for general audience. There is a very clear, concise definition of the Killzone 2 players I can envision. Arguably, a major part of those gamers are Sony’s most profitable, most involved gamers. They buy games frequently in numbers, they write comments in Playstation forums, they blog (just like I do), they create word-of-mouth, they throw game parties and they push their friends to buy those games so that they can play online. So, by releasing a Killzone 2 demo before the game launch date, you can give chance for on-the-margin buyers to try the game, or you can give it as a training tool for your prime users. Probably, if you give the demo to both, you will lose the added bonus of making your prime-users feel special. Furthermore, you can shoot two bullseye with the same bullet, if you find a way to combine this marketing plot with one of your channel partners, like Sony did with GameStop. At any point in time, when you consider your on-the-margin users, you conclude that not much will change for those users if they don’t play the demo before the release date. They can easily download the demo once the game is released, and once the prime-users are already trained. If you think most of these arguments could be true, then, you can use "People who pre-order" as a screening proxy for "Prime users". If you believe the game is likely to be a blockbuster (as Killzone 2 is a sequel to highly-regarded Killzone, there is a signal here to assume so), then you worry less about building the critical mass for general population. When those general gamers come, you know that there will already be trained, ambitious, expert gamers waiting to hunt them online.