| 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.
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 of 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, 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,
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”,
Wright said. 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 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 more complex
animals, eventually evolving into a sapient. Perhaps
Spore’s greatest innovation is the use of procedural
generation for many components of the game. The result
is vast scope and millions of different possibilities
for the player. Instead of choosing from a set of
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 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, they can test their creatures 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 more of a “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 he past two millennia. “Art
went through a period where realism was the goal followed
by a 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 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, craft brand characteristics,
and are even helping to develop more effective marketing
by 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, their pets, or almost anything, 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 to
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 3DSYM (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
grocery store shelf or sitting 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 + 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. Sales of Mentos
increased by nearly 20 percent in 2006, 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 gotten at least $10
million in free name recognition.
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 voice past voting
with their wallet and into the R&D and marketing
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. |