Kevin Rothermel

No Spoilers.

Brand Strategist
Professor, VCU Brandcenter

No Spoilers.

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Archives for March 2012

Electronic Arts and Service Oriented Design

March 28, 2012

Electronic Arts Chief Creative Director, Rich Hilleman, on how user-centric design is helping moving EA into the future of gaming:

And so one of the things that I think is an interesting way to think about this is something I call service-oriented design. You’re going to get paid in the future not for your client but for the services, and so don’t spend all your time engineering a client to some undefined set of future experiences you think you might make out of it. The best way to build a new product might be to build the services first.

So how this might change something — this is a hypothetical example, or else [Maxis senior VP] Lucy Bradshaw might hit me with a chair! So The Sims is the thought example that I use now to talk about it.

The Sims has three really interesting and discreet audiences: What I would call “dollhousers” — people who build the fabulous houses that they wish they owned. They have folks who essentially have a virtual relationship with their character. And there are folks who essentially make stuff out of it: Moviemakers.

If you think about each of those current audiences today and what future Sims product we’d want to give them, what the dollhouser wants is not an application on their computer, but they want an application on their phone that I can go take a picture of that chair, and “get that chair in my game for $20,” or for some number. And then what I want is I want the ability to express my houses to my friends; I want to be able to build a parade of homes for my particular house, so that I can win the Bathroom of the Year award for my particular category.

That second group — the virtual character owners, the people who want a relationship — they want to be able to have a deeper emotional interaction with their characters. What I would give them is the ability to have video chat with their Sims. Now, the Sims speak Simlish — and I wouldn’t change that, by the way — but that doesn’t mean that we can’t have something that produces an emotionally evocative experience.

The other thing I want to do is make the Sims a part of your social life, make them a part of your friends circle, and how you do that is you make where your Sims go with you be as interesting as where you go. And so for instance, imagine an application that when I went to Mount Rushmore with my Sims in my phone in my pocket, that it sent a note to all of my Facebook friends with a postcard of the Sims standing in front of Mount Rushmore and the note on the back of what we did there. It’s a goofy idea, but for somebody who cares about that character as deeply as one of their other friends, it’s a natural kind of thing.

For that last group, you know, the most frustrating thing about using The Sims to make a movie is that unfortunately the Sims do what they want to do. So like in the middle of a perfectly executed scene, they decide to go to the bathroom; it’s like, “Uh-oh. Wait a minute.” So what movie makers want most of all is the ability to direct the Sims. But if I give them the joystick control to drive the Sims around, they’re going to break things, and we’re going to have less fun.

So as an example in this case, what I’ll do is instead I’ll give them the director. Instead of being able to direct the character themselves, I’ll give them Martin Scorsese, who can. Now the trick becomes not getting the Sims characters to do what you want, but getting Martin to do what you want. I’m still abstracted in the same way The Sims has used before, but what I’ve done is I’ve turned it into a different kind of a problem that fits to the gestalt of what that customer does.

The underlying point there is that by building the service first, you align yourself with how your customers value your product. And chances are you built a client that builds the best possible incarnation of that service, that’s going to be the way to build the most compelling project. The Sims is just one example; I would say the social and free-to-play and mobile spaces are probably even more important in those places.

(Via www.gamasutra.com)

Filed Under: Uncategorized

Mozilla releases BrowserQuest, an HTML5 based Massively Multiplayer Online game

March 28, 2012

Mozilla has put together a nifty browser-based MMO called BrowserQuest to demonstrate the capabilities of HTML5. Cool to see some experimentation with gaming to draw people into seeing what HTML5 is all about. At the end of the day the PR that they’ll get from releasing the game will probably do more than the game itself (it’s not very fun), but that’s the world we live in. Especially with the powerhouses of World of Warcraft and Final Fantasy XIV still looming, and played in both being able to get either fast delivery wow classic gold or quick gil. Still, it’s fascinating to see just how far in-browser technology has advanced, and while this may not be the best example of just what HTML5 can do who knows if someone may make the next Runescape next?

Following the trend of making neat things in order to demonstrate the power of HTML5 (and also convince people to move away from Flash in favor of it), Mozilla and Little Workshop have teamed up and created a free open source HTML5 mini-MMO that runs in one page, BrowserQuest.

The game is a tribute to the older generation of action-adventure games, similar to The Legend of Zelda, sporting the classic top-down and different static screens sewn together to make up the game world. The game has all of your basic MMO features, aside from leveling oddly enough, the most basic MMO feature. Players can explore the world by themselves and take on its dangerous inhabitants, or team up instead of going at it alone.

(Via Geekosystem)

Filed Under: Uncategorized

Social Object Factory has written a manifesto. And it’s full of good ideas.

March 27, 2012

I really, really like the Social Object Factory and their manifesto. So I’m posting the entire thing in full:

SOCIAL OBJECT FACTORY MANIFESTO

We are social beings.  We connect by sharing stories.

Humans have always connected by sharing stories.

Businesses and brands are the same.

Your brand is your Platform.

Your Platform for telling stories, sharing, showing what you believe in.

We help people and brands get noticed. We help brands be social.

 

We create social objects that transform organizations, start conversations, and spread ideas at lightning speed.

We help companies inspire others to truly engage through social objects.

 

Our favorite Social Objects are images, animations and riveting copy – all designed to help you create, unite, and grow your communities.

 

Social objects become your touch points.

They are the rally cries that call your community to action.

They inspire and ignite.

They delight and entertain.

They are shared, again and again and again.

We believe that great Ideas can happen in an instant.

We believe that great content can be created quickly and economically.

 

That our clients should never be more than a few hours or days away from amazing content. We believe that fast and frequent trumps design by committee. We help businesses articulate their purpose.

Social Object Factory. We help businesses kick ass.

 

(HT Bud)

Filed Under: Uncategorized

Solving business problems vs. making ads according to @garethk

March 26, 2012

I’ve been thinking a lot lately about how agencies are hiring and training themselves silly to offer more robust digital and social offerings. Which is great and needs to be done. But I think the biggest problem that most agencies need to address is happening at the front end of things … being handed a media buy and asked to fill it with specific messages. That’s where the meaningful change needs to happen. Gareth articulates it really well:

“They have to decide what business they’re really in. Are they in the business of making pieces of advertising or are they in the business of solving clients business problems? We go in [with] a good bit of storytelling, but we don’t really explain how it solves a root business problem. Often we talk about this language of awareness or how to change perception rather than how we can change behaviour.”

It’s a thorny issue, as it gets back to the way that contracts are set up, and ultimately the responsibility and compensation for clients. If an agency’s client is in charge of putting 30-second spots on the air, and compensated by metrics in a brand tracker study, it’s going to be an uphill climb to solving actual problems with appropriate ideas. Gareth goes on:

It’s about pushing their agencies for more and not briefing them in a way so that the only output can be a piece of advertising. Give agencies a chance to get involved more upstream, and give them business problems to solve. Secondly, be open to different types of remuneration. If we can align our agendas together around driving business then we’re both going to be incentivized to go and do that.

Of course, in most cases, this long journey starts with asking the right questions up front, when being briefed on assignments.

(and yes, I’ve now mentioned Gareth two days in a row)

(Via Marketing Magazine)

Filed Under: Uncategorized

Microsoft mocks IE to build faith in IE9

March 26, 2012

Microsoft mocks Internet Explorer, boosting its public image:

It’s about 10 seconds too long…and the cat gag isn’t helpful…but I definitely relate to the bit about getting parents to uninstall it, or at least to stop using it.

(Via The Next Web Feed)

Filed Under: Uncategorized

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