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Will Wright
is the designer behind some of the best selling video
games of all time. His specialty is the god game,
a game that empowers the player to control the elements
of the game on a large scale, such as creating civilizations
or guarding and influencing autonomous characters.
Wright’s games enable the player to exercise
his or her creativity – to mold the game and
its characters to the player’s vision –
and to add personal relevance to the mixture. That’s
essentially the same idea behind one of today’s
fastest growing trends in marketing and advertising.
Consumer co-creation leverages the creativity of consumers
to develop better product, brands, and marketing campaigns.
While Will may not consider himself a master marketer,
his game design strategy may just be the key to helping
marketers create stronger, more relevant brands.
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Will
Wright with a graphic from Spore™ |
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Will’s foray
into the god game began in the summer of 1991
when a firestorm swept through parts of Oakland,
California, destroying his home and turning his
life upside down. He had to relocate his family,
replace destroyed belongings, and essentially,
rebuild his life. There was an upside. The experience
gave Will an idea for a refinement to a city-planning
game he had developed in the late 80’s.
His new idea was for a game that would call upon
the player’s interpersonal skills as well
as city-building skills. The new game, which he
called Project X, was kind of like a
‘virtual dollhouse’, and simulated
the dynamics of an average family. The game put
the player in charge of getting his characters
shelter, good education, and jobs, as well as
finding them mates, friends, and all the other
things that go into leading a happy and fulfilling
life. During a time when ‘search and destroy’,
fantasy, and sports games were top sellers, Will’s
game seemed like a crazy idea. Early focus groups
hated Project X, and even some of the
people at Maxis, the company Will co-founded,
were skeptical about the idea. Still, Will was
sure that people would be excited about a game
that called upon the player’s creativity
to help simulated characters navigate real life
situations. In 2000, after seven years of development,
Maxis published Will’s game under the name
The Sims. It was an instant success.
The first edition of The Sims sold over
16 million copies. Today, The Sims franchises
have sold over 70 million units worldwide, raking
in more than 1.6 billion dollars in sales, making
it the best selling PC game in history. |
Wright’s desire to build highly engaging video
games that harness the player’s creativity may
have been fueled in part by his parent’s choice
of schools. Growing up in Atlanta, Wright flourished
in the local Montessori school. Speaking last spring
in New York, Wright compared his strategy of game
development to the Montessori philosophy. “If
you can build the right toy and let somebody directly
experience interacting with it, they’ll discover
really interesting principles on their own…
When somebody is able to create their own thing with
the computer, the emotional attachment with it is
tremendous.” Undoubtedly, we should expect just
as much attachment to Will’s newest game which
is due for release this year. Spore is yet
another game that enables the user to explore what
Wright terms “possibility space”. In Spore,
the player can mold and guide a species across multiple
generations, growing from a single-celled organism
into a more complex animal, eventually evolving into
a sapient. Perhaps Spore’s greatest
innovation is the use of procedural generation for
many components of the game. This results in millions
of different possibilities for the player. Instead
of choosing from a handful of pre-designed characters,
Spore’s “Creature Editor”
enables the player to build his own, giving the user
ultimate control. The creature editor empowers players
to build their online persona from the ground up,
starting with what looks like a lump of clay. Players
can choose from a variety of different legs, arms,
eyes, mouths, and sensory organs. Then, they can add
decorative elements and play around with different
colors and patterns for the skin. Finally, the player
can test the creature in a small, enclosed area before
taking it onto the playing field.
Perhaps the best feature of Wright’s newest
magnum opus is the game’s ability to leverage
the creativity of its players to continually improve
the gaming experience. As players create new elements
such as creatures, vehicles, and buildings, those
elements will be automatically uploaded to a central
database and then redistributed to populate other
player’s games. The resulting continuous loop
of creative feedback should keep the game fresh and
challenging for even it’s most avid players.
Unlike the crisp lines of the urban landscape in
Will’s earlier games, Spore has a more
“cartoony” appearance, making it stand-out
in a time when graphic realism is the gold standard
among high end game developers. Wright says he feels
that the realism of some of the best games comes not
from the graphics, but from the player’s imagination
sparked by the power to create the characters. Wright
draws an analogy to the evolution of art over the
past two millennia. “Art went through a period
where realism was the goal followed by post realistic
impressionism and modernism”. Wright says video
games are also evolving to the point where graphic
realism isn’t as important as giving the player
a tool for artistic expression. By keeping the graphics
simple, Wright believes Spore can unleash
more of the user’s creativity. “I don’t
want to make players feel like Luke Skywalker or Frodo
Baggins”, Wright says. “I wanted them
to be like George Lucas or J.R.R. Tolkien”.
Tapping into Consumer Creativity
Will’s game design philosophy leverages the
creativity of game players to deliver a better product
and a more meaningful experience. Today’s marketers
are also beginning to embrace the idea of consumer
co-creation to add value and relevance to their brands.
After all, it was the consumer that discovered that
Arm and Hammer baking soda helps reduce odors in the
fridge and that Avon’s Skin So Soft makes an
excellent bug repellant. Increasingly, consumers are
interacting with brands and the companies behind them
to help design new product features and craft brand
characteristics. Some consumers are even lending their
own voices to ad campaigns.
Jones Soda Co. looks to their loyal customers for
everything from the label designs to the quirky quotes
found underneath the bottle caps to the flavors of
sodas they offer (which over the years have included
Chocolate Fudge, Blue Bubble Gum, MF Grape, and their
version of an energy drink called ‘Whoopass’).
Customers are invited to submit photos of themselves,
their kids, or their pets, for use in Jones marketing.
Visitors to the Jones Soda Co. website can vote on
their favorite photos and the company chooses the
highest ranking photos to feature on the labels of
their soft drink bottles. Consumers love the Jones
brand, and it shows. In a flat soda market, Jones
Soda Co. has successfully leveraged the creativity
of their core customers to grow into a company with
thirty million dollars in annual revenue.
With more and more companies embracing the consumer
as co-creator, many helpful tools have been introduced
to facilitate marketer-consumer collaboration. Dassault
Systemes, a French software company, has a new tool
called 3DSWYM (which stands for 3-D See What You Mean).
It enables consumers to go online and play around
with a 3-D image of a particular product design. They
can spin the product around, modify it, and even see
how it would look in different contexts such as a
sitting on a grocery store shelf or in a kitchen cabinet.
If consumers don’t like what the company has
designed, they can change it as many times as they
like. The company receives all the consumer feedback
and can then use it to improve the designs.
Sportswear giant Nike created a web site called
NikeiD that enables customers to design their own
shoes online. Visitors to the site can customize the
colorways of different shoes to create thousands of
possible combinations. In just five minutes, a user
can design a shoe with the colors of his or her alma
mater and even personalize it with a name or monogram.
At the Lego Factory website, visitors can use Lego’s
software to design a custom Lego model, upload the
model to the factory, and order it online.
Of course, some consumers don’t need special
tools (or even an invitation) to experiment with their
favorite products. The Mentos in Diet Coke craze began
when two consumers, Fritz Grobe and Stephen Volz of
Portland, Oregon, created a short video of the explosive
chemical reaction that results from combining the
two ingredients. In the video, Grobe and Volz, dressed
in white lab coats, create a mini version of the Bellagio
Fountains in Las Vegas by dropping Mentos into 101
bottles of Diet Coke. A day after the video was posted
to the internet, 14,000 people had viewed it. To date,
it’s estimated that between 10 and 20 million
viewers have watched the video online. In 2006, sales
of Mentos jumped by nearly 20 percent, their largest
increase ever. Pete Healy, the company’s vice
president for marketing, credits the whole craze for
a big part of the increase. A search of ‘Mentos’
on You Tube returns over 11,000 search results. Most
are videos of people making their own soda geyser.
Mentos has embraced the consumer adaptation of their
product and has supported the movement with a special
section on their website called the “Mentos
Experiment”. Mentos’ advertising budget
is usually around $20 million per year, and company
officials estimate they’ve received at least
$10 million in free name recognition from the buzz
created by the video.
Co-Creation Starter Kit
Marketers ready to embrace the co-creation model
should consider these key points:
First, the format for consumer interaction must mesh
well with the brand’s DNA and the target customer’s
lifestyle. While the web is a great medium for co-creation
for most brands, there are some cases where a different
environment would result in better collaboration.
Second, the co-creation relationship must be sincere.
Consumers can sense which companies truly want their
feedback and which companies are just giving lip service.
Companies that seem like they’re trying too
hard to cash in on the engagement model may suffer
a backlash.
Finally, consumer input and consumer-generated content
needs to be properly vetted before it’s unleashed
on the world. No doubt you’ve read recent accounts
of unfiltered consumer generated viral video content
that went awry.
Co-creation can be great for marketers and consumers
as well. Marketers can increase the relevance of their
brands and build a loyal customer base in the process.
Consumers can extend their influence past voting with
their wallet and into the research and development departments
of their favorite brands. Will Wright has made co-creation
the cornerstone of the value proposition for Spore.
Are you ready to leverage the creativity of the omnipotent
consumer?
Doug Burton is a
business writer, marketing consultant, and 20-year
advertising veteran. He works with consumer packaged
goods companies to develop innovative audio, interactive,
and out of home advertising campaigns. He can be reached
at dburton@progressivemarketer.com. |