{"id":537,"date":"2009-04-12T11:52:12","date_gmt":"2009-04-12T10:52:12","guid":{"rendered":"http:\/\/t-machine.org\/?p=537"},"modified":"2009-04-12T11:52:12","modified_gmt":"2009-04-12T10:52:12","slug":"gdc09-red-ocean-or-blue-ocean","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2009\/04\/12\/gdc09-red-ocean-or-blue-ocean\/","title":{"rendered":"GDC09: Red Ocean or Blue Ocean"},"content":{"rendered":"<p>This talk was all about a theory of innovation\/finding new markets known as <a href=\"http:\/\/en.wikipedia.org\/wiki\/Blue_Ocean_Strategy\">Blue Ocean Strategy<\/a>, from a book published in 2005. I first came across this book\/theory when I joined NCsoft a few years ago (apparently, the CEO and board in Korea were very keen on it), which is quite ironic given NCsoft&#8217;s international activities of the past few years.<\/p>\n<p>It was a good talk overall, with lots of honest and insightful comments from the panellists. The best bit was probably Q&#038;A at the end &#8211; which I had to miss :(. Not everything they said was great, there were some dodgy bits, and I missed most of the second half, but it was clearly worth going to. <\/p>\n<p>Bear in mind, though, that on the morning of this talk I was already considering an opportunity I&#8217;d seen that seemed to replace traditional games publishers and was looking like it might work extremely well. So &#8230; this talk was accidentally of a lot more relevance to me than I&#8217;d realised it would be :).<\/p>\n<p>My own commentary in [ square brackets ], any mistakes\/misunderstandings my own fault :).<br \/>\n<!--more--><\/p>\n<h4>Recap of Blue Oceans<\/p>\n<h4>\nJohn Welch &#8211; co-founder of PlayFirst, started at Shockwave.com.<\/p>\n<p>Red ocean = bloody mess, sharks fighting each other, no innovation other than drop costs or increment company value, no product innovation.<\/p>\n<p>Blue = a market you create by changing the rules.<\/p>\n<p>Example brands that took Blue strategies (whether or not deliberately)<\/p>\n<p>Southwest Airlines,<br \/>\nNTT DoCoMo,<br \/>\netc<\/p>\n<p>blue = aligned around differentiation AND low cost, where red oceans only choose one OR the other.<\/p>\n<p>&#8220;Give customers BOTH increased value AND decreased cost&#8221; (== blue).<\/p>\n<p>[ADAM: not sure why NCsoft didnt buy a copy for every employee. Oh well]<\/p>\n<p>Innovation is when you simultaneously reduce or eliminate costs, and &#8220;raise&#8221; or &#8220;create&#8221; value.<\/p>\n<h4>Southwest\/<\/p>\n<h4>\n<p>Eliminate: Got rid of reserved sets<br \/>\nReduce: downsized the amenities<\/p>\n<p>Raise: increased frequency of departures<br \/>\nCreate: aimed to make &#8220;flying&#8221; an alternative to driving<\/p>\n<p>[example: showed an advert for SW saying &#8220;why drive when you can fly for $59 or less one-way?&#8221;]<\/p>\n<h4>Application to MMO<\/h4>\n<p>Eliminate: big up-front retail cost, big fat binary that has to come on DVD<br \/>\nreduce: production values<br \/>\nraise: more diverse gameplay, more avatars customization<br \/>\ncreate: ease of trial + viral features<\/p>\n<p>[ADAM: interesting coincidence there &#8211; &#8220;reduce production values&#8221; was the same conclusion I came to for last year&#8217;s ION\/LOGIN conference, where I advised people that the next generation of MMO&#8217;s should be made with the mantra &#8220;Don&#8217;t worry, be crappy&#8221;, and &#8220;quality&#8221; should be explicitly and deliberately thrown away]<\/p>\n<p>tier 1: soon-to-be customers<br \/>\ntier 2: refusing non-customers who choose against  you<br \/>\ntier 3: unexplored &#8211; noncustomers in markets distant from yours<\/p>\n<p>&#8220;casual games for women in 2000&#8221; == tier 2 \/ tier 3<\/p>\n<h4>Sebastien @ Playfish<\/h4>\n<p>What was a red ocean experience of yours?<\/p>\n<p>&#8220;the entire videogame industry&#8221;:<br \/>\n&#8211; our MO has always been to &#8220;create hits&#8221;<br \/>\n&#8211; we aim to increase costs and investment to try and drive bigger and bigger hits<br \/>\n&#8211; GTA4 was taken as a point of pride but is perhaps a failure in that it&#8217;s extreme red-ocean<br \/>\n&#8211; success formula == quantity * price<\/p>\n<p>What was a blue ocean experience of yours?<\/p>\n<p>&#8220;wii&#8221; (an &#8220;almost&#8221; blue ocean)<br \/>\n&#8211; targetted non-customers. Advertising in Elle magazine, right outside the typical market<br \/>\n&#8211; &#8230;but: the success formula hasn&#8217;t changed<\/p>\n<p>&#8220;Social games&#8221; [ADAM: ie: what Playfish is focussing on]<br \/>\n&#8211; CREATE: a new gamestyle, &#8220;playing with real-world friends&#8221;<br \/>\n&#8211; ELIMINATE: distribution costs (pure viral marketing)<br \/>\n&#8211; REDUCE: flash, web, etc<br \/>\n&#8211; RAISE: the monetization potential by giving more ways to pay [ADAM: this sounds to me like misunderstanding the blue ocean?]<br \/>\n&#8211; Success formula == V * E * M (virality, engagement, monetization)<\/p>\n<p>[ADAM: unlike the first one, that formula doesn&#8217;t work, neither in a simple logical way, nor in a complex mathematical way. This is nonsensical. I would advise completely ignoring the VEM thing]<\/p>\n<p>learnings?<br \/>\n[ADAM: none cited]<\/p>\n<h4>Dan Prigg @ Real Arcade<\/h4>\n<p>What was a red ocean experience of yours?<\/p>\n<p>1st: Acquiring Gamehouse<br \/>\nPre-&#8220;casual games&#8221; as a label, we thought that it was all going to be about digital distribution (DD). We saw it as a blue-ocean, but we didn&#8217;t really know who the consumer was going to be. We were throwing up stuff like Team Fortress, when in fact it was Bejewelled that would be the huge success.<\/p>\n<p>We had chased the wrong consumer segment. [ADAM: I guess they failed on the &#8220;attract new customers \/ markets&#8221; part?]<\/p>\n<p>2nd: Acquiring Zylom<br \/>\nPretty much the same effective action as with GH, yet again we pursued a digital-distribution strategy (created huge dominance in Europe DD, overnight).<\/p>\n<p>How many people think that the casual market is a red ocean right now? [about 2% of the audience]. From my perspective, the casual PC market is still a blue ocean, BUT &#8230; what we&#8217;ve done as an industry is pursue red-ocean strategies inside this blue-ocean. We all targetted stuff around a consumer that we didn&#8217;t understand.<\/p>\n<p>We&#8217;ve just been damn lucky in making a huge market without having to do much of the clever work.<\/p>\n<p>[ADAM: I think that was the most succinct piece of valuable insight I heard at the conference this year :)]<\/p>\n<p>No-one has really gone after the casual-industry NON customers yet. 60 years ago TV was taboo, it was thought it would mush your brain, and now it&#8217;s part of everyone&#8217;s lives. We need to understand more about how we&#8217;re going to make the same transition with games &#8211; maybe &#8220;games&#8221; isn&#8217;t even the best label for us to use going forward.<\/p>\n<p>JW: I&#8217;d say that the distribution is entirely red, making a red-ocean imposed on all developers who can&#8217;t sell into the blue ocean potential area because they have no distribution that will let them get there.<\/p>\n<p>[ADAM: this is the traditional &#8220;thing that has defined the entire publisher\/developer relationship&#8221; in the games industry for the past 20 years. Sidestepping traditional distribution strangeholds &#8211; whether that&#8217;s the exclusive contract with retailers to sell games on store shelves, or whether it&#8217;s the portal front-pages and the top 3 slots on the deck on mobile network operators systems &#8211; has always been the best way out]<\/p>\n<p>I really want to question our core-practices as an industry &#8211; how we actually market and promote to our customers. Part of what you see in blue oceans is explicitly and primarily working around these fears and prejudices in customers &#8211; making them stop rejecting the product outright, thereby converting them into new customers that only *you* are currently marketing + selling to.<\/p>\n<p>JW: how is that we look at Playfish and all those slides &#8230; yet we&#8217;re still seeing basic time-management games in the mainstream casual industry? We&#8217;re still seeing match-3?<\/p>\n<p>JW: I&#8217;m shouting out to the developers in the audience who work with RA that Dan wants you to help him &#8211; by innovating in your games that they publish &#8211; to change this industry where he says he wants it to change.<\/p>\n<h4>QUESTION: how do you persuade C-level execs to move to a blue-ocean when there&#8217;s no market research or stats to prove it?<\/h4>\n<p>You don&#8217;t &#8211; you start your own company.<\/p>\n<h4>QUESTION: users co-invest in the social gaming market; they upload their private data, and that gets used by the applications to &#8220;do more&#8221; for the customers. Meanwhile, in the old download world, the distribution side has refused that kind of sharing. What is needed to change downloads so that this can be unlocked?<\/h4>\n<p>Sebastien: I think for a long time the customers have been cut off from the process. The only input they got was to choose to &#8220;buy game X, or not buy game X&#8221;. And that, inevitably, leads to nothing other than encouraging sequelitis.<\/p>\n<p>Sebastien: If you run your game as a service, not a product that is fire-and-forget .. then you co-opt them into the process. Empowered users are much happier.<\/p>\n<p>Over: we power gamechannel with myspace and the one thing that&#8217;s clear is that the availability of better SDK&#8217;s for developers would massively help us move to a place where the deverlopers can do more with their users. I think it&#8217;s happening, but it needs those SDK&#8217;s to come out first.<\/p>\n<p>JW: I think it&#8217;s the mere existence and effectiveness of playfish et al that is forcing the traditional casual games companies like RA to have to change how they work.<\/p>\n<p>DP: I think we did innovation and small teams in the very early days, but we didn&#8217;t keep it up long enough, as we grew larger we grew away from that.<\/p>\n<h4>Daniel Berstein, sandlot games<\/h4>\n<p>[ADAM: I started to write up Dan&#8217;s section, but I had to leave after a couple of minutes and the notes I ended up with were too garbled to keep. I had to leave at this point, this session had already been going for an hour, and I had a different session or a meeting I had to get to. Sorry!]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This talk was all about a theory of innovation\/finding new markets known as Blue Ocean Strategy, from a book published in 2005. I first came across this book\/theory when I joined NCsoft a few years ago (apparently, the CEO and board in Korea were very keen on it), which is quite ironic given NCsoft&#8217;s international [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9,14,52,54],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/537"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=537"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/537\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=537"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=537"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=537"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}