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May 2, 2012
Types of Launches
   Limited Access – good for games with some polish
    or the need to keep some things behind the
    curtain
   Full Access – Highly polished and ready to go
   Stealth – Keep it mysterious as long as possible
    (bad for pre-orders, but may delay a potential
    negative wave)
Ways to Get the Word Out
 Community Empowerment (can relieve
  approval process hold-ups) - Granted
  Permission
 Leaks
     Sanctioned but not publicized
     Unsanctioned
Getting the Word Out
   Incentivize virality
   Build 2 lists – Large releases (6-9X) and core
    releases (30-40X) to minimize spamming editors
   Twitter, Facebook – you already know this, but
    there needs to be a reason to “Like” something
   Look at other virality tools – Overwolf, VCast
“Assets are currency that can be used to
      drive traffic to partner sites”
Assets
   Art-Related Assets
     Concept Art
     Screenshots
     Videos
     Hi-Res Renders
   Other Assets
     Interviews
     Developer Chats/Community Roundtables
     Developer Blogs and Video Blogs
Centralized Aggregation
Philosophy
   External - Sites which are partners for acquisition
    and interest creation
     In pre-launch and launch – 99% of new information and
      assets go to media outlets before the forums.
   Internal - Product/Community Sites are for
    retention or committed interest. Link to all external
    posts through forums.
“Get them expecting something everyday and into a
      routine of checking your site and partner sites.
Daily Programs
 There should be something new everyday – create a flow
 You are giving traffic to a site = value for advertisers
 There are a lot of potential daily programs:
       Beastiary
       Enemies
       Heroes
       Weapons
       NPCs
       Community member of the day
       Spells/abilities, zones/areas
       Bosses
       Quests
       Instances
       Etc.
Flow
 You control where the community goes
  each day
 Online scavenger hunts make the process
  of daily news and discovery a game
   Look for protectors in the forums
   Empower positive reinforcement
   Celebrit-ize and reward individuals – third-party
    spokespeople are the most credible with media
   Create cosmetic rewards – Beta 1 Badge, Trophy
    for house
Asset Planning
   Build a bank
   Carrot the end-game, but save things for players
    to discover in game, and through later releases
   The team doesn’t like surprises, but will get you
    what you need if it’s worthwhile
   Key art and master screenshots are essential for
    brand building and association
   Only 2-3 magazines available in U.S. (Game
    Informer doesn’t do launch covers), 40-50 relevant
    worldwide
     Beckett
     PC Gamer
     @Gamer
   Pitch and create specific packages for 3 months
    out
   Need to request renders and cover art for each
    outlet
“It’s harder to say bad things about people you’ve met
                         and are speaking to in person”
   Reward supporters with interaction and access
   Correct detractors through clarification and
    understanding
   Let them leave with assets and exclusive info
    (interviews, video, screenshots)
   Make sure devs have a clear understanding of the
    goals and what can and can’t be said at a specific
    time
 Plan official assets and exclusives for each
  outlet
 Servers need to be full or have liquidity
 Be specific in what is going to be shown at
  each time
 Support with pizza, In-N-Out truck, etc. can
  help with getting people to stay at their
  desks during play times
 Closed server
 Limited access
 Guided tours and set times to create
  liquidity
 Consumer – fully guided
 Gaming – guided and then free access
 MMO/Core – offer guided and free
  access
   10-10,000 depending on site
   Use as currency
   Support the supporters
   Can also be for community
   A good way to build the Twitter and Facebook
    feeds at the same time
Contact

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Launching MMO Games

  • 2.
  • 3. Types of Launches  Limited Access – good for games with some polish or the need to keep some things behind the curtain  Full Access – Highly polished and ready to go  Stealth – Keep it mysterious as long as possible (bad for pre-orders, but may delay a potential negative wave)
  • 4. Ways to Get the Word Out  Community Empowerment (can relieve approval process hold-ups) - Granted Permission  Leaks  Sanctioned but not publicized  Unsanctioned
  • 5. Getting the Word Out  Incentivize virality  Build 2 lists – Large releases (6-9X) and core releases (30-40X) to minimize spamming editors  Twitter, Facebook – you already know this, but there needs to be a reason to “Like” something  Look at other virality tools – Overwolf, VCast
  • 6. “Assets are currency that can be used to drive traffic to partner sites”
  • 7. Assets  Art-Related Assets  Concept Art  Screenshots  Videos  Hi-Res Renders  Other Assets  Interviews  Developer Chats/Community Roundtables  Developer Blogs and Video Blogs
  • 8. Centralized Aggregation Philosophy  External - Sites which are partners for acquisition and interest creation  In pre-launch and launch – 99% of new information and assets go to media outlets before the forums.  Internal - Product/Community Sites are for retention or committed interest. Link to all external posts through forums.
  • 9. “Get them expecting something everyday and into a routine of checking your site and partner sites.
  • 10. Daily Programs  There should be something new everyday – create a flow  You are giving traffic to a site = value for advertisers  There are a lot of potential daily programs:  Beastiary  Enemies  Heroes  Weapons  NPCs  Community member of the day  Spells/abilities, zones/areas  Bosses  Quests  Instances  Etc.
  • 11.
  • 12. Flow  You control where the community goes each day  Online scavenger hunts make the process of daily news and discovery a game
  • 13.
  • 14. Look for protectors in the forums  Empower positive reinforcement  Celebrit-ize and reward individuals – third-party spokespeople are the most credible with media  Create cosmetic rewards – Beta 1 Badge, Trophy for house
  • 15.
  • 16. Asset Planning  Build a bank  Carrot the end-game, but save things for players to discover in game, and through later releases  The team doesn’t like surprises, but will get you what you need if it’s worthwhile  Key art and master screenshots are essential for brand building and association
  • 17.
  • 18. Only 2-3 magazines available in U.S. (Game Informer doesn’t do launch covers), 40-50 relevant worldwide  Beckett  PC Gamer  @Gamer  Pitch and create specific packages for 3 months out  Need to request renders and cover art for each outlet
  • 19. “It’s harder to say bad things about people you’ve met and are speaking to in person”
  • 20. Reward supporters with interaction and access  Correct detractors through clarification and understanding  Let them leave with assets and exclusive info (interviews, video, screenshots)  Make sure devs have a clear understanding of the goals and what can and can’t be said at a specific time
  • 21.
  • 22.  Plan official assets and exclusives for each outlet  Servers need to be full or have liquidity  Be specific in what is going to be shown at each time  Support with pizza, In-N-Out truck, etc. can help with getting people to stay at their desks during play times
  • 23.
  • 24.  Closed server  Limited access  Guided tours and set times to create liquidity
  • 25.
  • 26.  Consumer – fully guided  Gaming – guided and then free access  MMO/Core – offer guided and free access
  • 27.
  • 28. 10-10,000 depending on site  Use as currency  Support the supporters  Can also be for community  A good way to build the Twitter and Facebook feeds at the same time