How to sell social networking to your boss and publisher

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    How to sell social networking to your boss and publisher - Presentation Transcript

    1. Sell Social Networking to your Boss and your Publisher
      • Adam Martin
      • GDC 2009
    2. I’m losing my voice
    3. I speak less
    4. words say more
    5. why am I doing this?
    6. two little stories
    7. “the pitch”
    8. you: developer
    9. convinced by Social Gaming
    10. go to publisher / boss
    11. pitch
    12. great game
    13. social networking
    14. huge success
    15. rejection
    16. :(
    17. “the project”
    18. game
    19. great ideas
    20. doesn’t work
    21. cancelled
    22. :(
    23. ...
    24. what went wrong?
    25. how can you fix it?
    26. the pitch ...
    27. ...what happened?
    28. expectations vs. reality reality reality
    29. what the publisher expected
    30. PROFIT
    31. what the publisher heard
    32. COSTS
    33. DISRUPTION
    34. you didn’t notice
    35. what the developer heard
    36. INNOVATION
    37. POPULARITY
    38. FREE MARKETING
    39. what the publisher expected
    40. PROFIT
    41. you already know that one
    42. (we’ll come back to this)
    43. DISRUPTION
    44. (important)
    45. what is disruption?
    46.  
    47. (curiously apposite)
    48. also
    49.  
    50. “disruptive innovation”
    51. “ disruptive innovation” != “revolutionary”
    52. revolution:
    53. guns, explosions, etc
    54. change
    55. stays the same
    56. disruption:
    57. silence
    58. change
    59. wiped out
    60. silence
    61. “social networking”
    62. “so what?”
    63. problem 2:
    64. change
    65. change => loss
    66. "Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering"
    67. "Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering"
    68. change => loss; loss => anger/fear; anger/fear => rejection rejection rejection
    69. your game
    70. (w/social networking)
    71. invalidate
    72. years of experience
    73. change => loss; loss => anger/fear; anger/fear => rejection rejection rejection
    74. (and the Dark Side)
    75. a.k.a. “ Disruptive Change”
    76. </disruption>
    77. <profit />
    78. net result:
    79. pitch
    80. a reasonable theory:
    81. “better games are more likely to be funded”
    82. reality:
    83. didn’t understand
    84. (OR:)
    85. got scared
    86. one thing they know:
    87. Show me the money.
    88. (how much more will it cost?)
    89. (how much revenue will it bring?)
    90. You already told them
    91. did you tell them..?
    92. e.g. “Why...
    93. ...better graphics?
      • Screenshots make press-websites and magazines look better
      • “Ooh, shiny!”
      • Graphics sell video cards; video cards sell games
    94. ...more levels?
      • Keep the consumer busy long enough for them to tell their friends “it’s good, buy it”
      • “Scatter / shotgun!” - let a thousand flowers bloom
      • Levels are cheap, but look expensive
    95. ...multiplayer?
      • Hides bad game-design
      • Hides weak AI
      • People who play online, talk online = free marketing
    96. ...Social Games?
      • Um, err, well, um...
    97. what went wrong?
    98. how can you fix it?
    99. 1: “Don’t say this”
    100. there are twenty times as many people using each social network as are using each online game
    101. publisher thinks:
    102. (SN users dont spend money)
    103. (too expensive to run the ops for that many people)
    104. (very low quality, low production value, our brand is much more high quality than that)
    105. the future of “the internet”
    106. publisher thinks:
    107. (fad)
    108. (landgrab that we won’t win)
    109. viral marketing
    110. (VM doesn’t work)
    111. (you’re just gambling)
    112. 2. Do say these:
    113. here’s a prototype
    114. (usually...)
    115. (...never tried)
    116. Guns don’t kill people
      • Bad content doesn’t cancel subscriptions
      • “No friends” does
    117. Sales Teams
      • ZT Online: $200m annual revenue; 3,000 full-time salespeople; coincidence?
      • Your Game’s Social Network: 5m part-time salespeople
    118. Virtual Communities, Virtual Goods
      • Why are you only selling ONE thing to this captive audience who already likes you?
    119. If you don’t build it...
      • ...the users will do it anyway.
      • Welcome to IM, eBay, Forums, Guild sites, Wikia, GoogleMaps mashups, etc
    120. you lose:
    121. brand-control,
    122. game-control,
    123. cross-sell opportunities,
    124. and transaction commisions
    125. we’ll learn as we go
    126. ...and that’s OK
    127. (and cheap)
    128. tell them what they want to hear:
    129. reduce cost:
    130. e.g. “Don’t worry, be crappy”
    131. e.g. free market research
    132. e.g. lowered consumer expectations
    133. reduced risk:
    134. e.g. “soft launch”
    135. e.g. ops costs only if we succeed
    136. increased revenue
    137. e.g. up-sell and cross-sell
    138. increased customer loyalty
    139. e.g. stick with your friends
    140. Questions?
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