Showing posts with label branding. Show all posts
Showing posts with label branding. Show all posts

Wednesday, January 29, 2020

Power of the Package


I had the opportunity to try a game designer’s newish card games earlier this month. The games played smoothly and in general, I liked the card art. However, I opted not to bring them in for one simple reason:  the only packaging was a strip of plastic shrinkwrapped around them holding the cards in place. No box, no clamshell, nothing, so I passed on it.  If you want to sell any product (with the possible exception of live animals), you need packaging.
Packaging serves two basic purposes: functional and promotional.  The functional purposes of packaging are to allow the customer to transport it, protect its contents and give needed information about them.
Consider consumer products. Could you transport liquid laundry detergent or toothpaste home from the store if it did not come in a bottle or tube? This is the first function of the package, to hold the contents together conveniently. While carrying home an RPG like 13th Age or FATE is relatively easy (though try getting one home without that handy binding), imagine taking home a board game like Settlers of Catan or Zombies! without the box. Pieces and cards all over the place!
The second thing the package does is protect the contents. Even something as simple as a deck of Once Upon a Time cards needs a package. If you just put them out on the shelf, they will get dirty, shelfworn, even torn. The box, or clamshell, or case, protects them from normal damage.
The third functional thing the package does is provide information about the contents. In the case of toothpaste, the customer wants to know how many ounces, is this tartar control or whitening formula, does it contain fluoride? Consumer protection laws for consumable items require a list of ingredients as well. You find that information on the package. Though ingredients are not necessary, in the case of a game, the customer wants some basic information: how many people can play, what ages are suitable, how long should a typical game take, what is inside the package?  This last is important because the customer typically cannot open the box to see the contents and stores may not want to open it if they do not have a shrinkwrap machine (If a store does not have a shrinkwrapping machine and the customer decides not to buy, the opened game is now worth less in the eyes of the next customer).
In terms of promotion, packaging can do two main things: make your product stand out on the shelf and sell it to the customer. Steve Jackson Games is a prime example of using packaging to make its products stand out, purely though box size. As I mentioned in previous columns, I used to think SJG was wrong for packaging Munckin in such a large box. Time proved me wrong and over the years, SJG has moved away from the small tuck boxes in which it packaged Chez Geek and Illuminati. Today, those games, and others, come in boxes the size of the Munchkin box, the easier to stand out on the shelf.
The packaging also should sell the product to the consumer. Tell them why they should buy it, why they are going to have fun playing it, how play works. While the FLGS probably has someone who can tell the customer about the product, if a game makes it to the shelf of a Target or B&N, no staffer there will work to sell it.  The poor game package is on its own. Bland doesn’t attract attention, bright and attention getting does.

Monday, August 24, 2015

Games Workshop Name Change



As you may or may not have noticed, last week, in its annual report, Games Workshop announced it planned to change the name of its retail storefronts from “Games Workshop” to “Warhammer”. As I noted in one of my first columns looking at the use of the “Wizards Play” name by WOTC in regard to its Organized Play program, this is a good idea from a branding point of view. Customers buy the brand, they don’t care about the company behind it. 

Games Workshop worked as a brand name for the company during its formative years during the 1980s when its primary purpose was importing and distributing the releases of a new company known as TSR which had this really popular Dungeons and Dragons game. Demand for D&D proved quite strong, enough that GW could survive as the official distributor of TSR products in the United Kingdom and, as demand for RPGS grew along with the interest in them, Games Workshop added on more product lines to their distribution offerings. Games Workshop worked as a name for a distributor because, although I think they did do some direct to consumer sales, most of their imports sold to other retailers who then sold to consumers. However, I have never known a RPG player who didn’t think they could make a better system than the one they currently play and Games Workshop proved no exception, Launching Citadel Miniatures as a separate company in 1979, releasing the rules for Warhammer Fantasy Battle in 1983, the first edition of Warhammer Fantasy Role Play in 1986 and Warhammer 40,000 in 1987. After all, businesses certainly make much more money by selling their own products than by reselling someone else’s publications. 

However, the company retained the name “Games Workshop” as main brand, with each game line a separate product category and expanded quite aggressively into retail, launching Games Workshop stores worldwide, with each store selling Warhammer Fantasy Battle (or Warhammer:  The Game of Fantasy Battles as it was later renamed), Warhammer 40,000, The Lord of the Rings (and later The Hobbit) Strategy Battle Game, Citadel Miniatures and paints as well as other game lines such as Blood Bowl, Necromunda and Inquisitor. This practice of expanding game lines put a lot of games into Games Workshop’s product portfolio but also meant the company has to spend time and limited resources promoting all of those brands plus the overarching retail Games Workshop brand.
Changing the name of the company’s retail outlets to Warhammer is a change that, had I given it any thought in the past, is 1) an obvious change to make and 2) probably 20 years overdue. Their customers don’t come to the store looking for that new Games Workshop Codex or figure, they come looking for the new Warhammer or 40,000 product. The company has created incredible brand loyalty among its customers; just look at the number willing to plunk down $50-60 for a new codex only a couple of years after the last one came out. Yes, they complain about the price, but they also buy. Other companies in the industry would kill for that kind of brand loyalty.

Changing the store name means that the Games Workshop brand can now recede into the background to appear in legal documents and on annual reports, while the Warhammer brand now does the heavy lifting of bringing new customers into the hobby and retaining current ones.

Friday, September 5, 2014

Creating Your Own Category

As mentioned on Wednesday, the first way to create a successful product in a category already dominated by one or two other brands is to spend lots of money and time to try to push your brand ahead of the others. This is what WOTC tried to do with Kaijudo. Needless to say, this doesn't often work, as WOTC can now attest, both with Kaijudo as well as Hecatomb and Dreamblade (and Upper Deck with the Vs. TCG).

The other way to cause your game to dominate its category is to create your own category. Cases in point:  Dominion and Cards Against Humanity. Though to be accurate, neither company planned to create a new category, rather the game play did so.

Both games entered the very crowded board/card game category, which was dominated by games like Munchkin, in the straight hobby card game category, and Settlers of Catan in the hobby board game category.  Ergo, Dominion creates a new category, the deck building game and it becomes successful as shown by the number of deck building games that have hit the market in the years since Dominion released. Same thing with Cards Against Humanity. Yes, it is a risqué Apples to Apples knockoff, but it was a risque Apples to Apples knockoff that caught people's attention and created a new category into which other games (Personally Incorrect and Love 2 Hate come to mind) have moved indicating that these companies see this as a viable category.

In both cases, Dominion and Cards Against Humanity dominate their particular category, mainly because they are both good and have first mover advantage.. Unless superior games arise in the categories, both should continue to dominate their respective category and nether will have to fight to succeed in the much broader board/card game category. Create your own category and dominate it.




Wednesday, September 3, 2014

The Passing of Kaijudo

WOTC announced just after Gencon that the company would pull the plug on the Kaijudo game this coming October. In an interview with WOTC Sr. Brand Manager Re. E Dalrymple, much of the rationale for the game's failure to do well in the US was the weak viewer ship of the tv series, which in turn did not transfer to sales of the card game.

This is the second go round for Kaijudo, AKA in its previous incarnation as DuelMasters, which is still quite a popular game in Japan and has been for over 10 years but, despite giving away 1000s of decks and packs, the game never picked up here.

WOTC really needs to listen to Al Ries, who pointed out years ago that there is generally only room for 2 brands in a particular category and that "third place is no place". In the trading card game category, there are currently two top brands, Magic and, depending on where you are, Yu Gi Oh or Pokemon. Anything else is third place.

To get out of third place in your category, you have two options 1) Work really hard and spend money to supplant the second or first place brand or 2) create a new category and make yourself number one in it. WOTC opted for option 1, trying to make Kaijudo number 1 or 2 in the TCG category, which would be almost impossible. The game could likely not event take the 1 or 2 spot in the Anime inspired TCG category, since those positions are occupied by Pokemon and Yu Gi Oh. Neither could it take number 1 or 2 in the Kid's TCG category, since those positions are also occupied by Pokemon and Yu Gi Oh, which didn't leave a lot of options left.

It is possible to create your own category and dominate it. I can think of two examples of products that have done so successfully in the past 5 years and will discuss that in Friday' blog post.

Monday, June 16, 2014

Wi Wheaton's Brand





For those not familiar with Wil Wheaton and TableTop, an IndieGoGo campaign launched on International TableTop Day to raise $500,000 to fund a third season of his  TableTop web series. Funders blew past that target,  eventually pledging over $1.4 million, making the campaign the most successful one for a video series in IndieGoGo history.



Here’s how branding comes into play in both of these. Wil Wheaton is widely known within the pop culture community (I just cannot bring myself to call it geek or nerd culture), with an active blog, Tumblr, web series, and over 2.5 million followers on Twitter. Over the years, he has built up this following by saying, writing and doing things that his followers find interesting. A Tweet like “Loud. Noises” gets 131 retweets and 400 likes. Let me emphasize that. A two word Tweet from Wil Wheaton gets 400 likes and it’s not even anything like “KINGS WIN”.  People know what to expect from Wheaton and TableTop and gladly gave money to make it happen.  That’s the power of the Wheaton brand. If someone without Wheaton’s name recognition had launched a similar campaign, offering similar rewards and stretch goals, likely it would have failed because the lack of name recognition means backers would have little idea what they would get with their money.