Casual Connect Summer 2008

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There’s No Excuse for Exclusives A Case for Universal Release Dates

emails at 12:01 a.m. the day of the release and putting all of their marketing muscle behind our game. By no means is iWin the first to employ this approach in the casual space—other leading casual publishers like PopCap and PlayFirst employ this release strategy as well. Another top game publisher, Last Day of Work, recently adopted this approach with the release of Virtual Villagers 3. Much like the core space and the movie industry, this is the best way to maximize your brand’s exposure and create a long-term sustainable franchise.

When Disney launches a blockbuster movie like Chronicles of Narnia, they don’t give Loew’s or United Artists an exclusive.

Needless to say, granting a portal an exclusive window jeopardizes wider distribution and marketing commitments. As such, long-term sales will suffer as will the potential for taking the game to other platforms. If we as an industry adopted the more mature release practices exemplified by the core gaming and movie industries, the casual gaming market would have a much better chance of creating household brands. On the other hand, if we continue to focus on short-term gains and pit distribution partners against one another, then we as an industry will remain a niche business.

Treating Partners Like Partners iWin has over 20 first party titles developed by our studio and 95 second party titles published or aggregated by iWin. Due to this large and diverse portfolio of games, we have a unique perspective on market share. Based on our data, the largest distributor represents only 18% of total download sales for iWin’s games. What is more interesting is that the top three distributors account for only 44% of gross sales. This parity is a drastic contrast to the traditional retail market where the largest distributor represents between 40% and 50% of game sales and the top three account for approximately 80%. We’ve concluded that it doesn’t make economic or business sense to give preferential treatment to a portal that might represent only 10% to 16% of the market at the risk of alienating our other key partners that make up the additional 80+%.

Building the Industry In order for the casual game market to continue to extend its audience beyond middle-aged females, the industry needs to establish mega brands that transcend the medium and become mainstream, household names. The casual market needs to create powerful franchises like

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Casual Connect Magazine

support on all of the portals. Then if the game becomes a well-recognized brand online, it has a good opportunity to be published on other platforms (handheld, mobile, console, and set-top boxes). It is only through such cross-platform extension that the brand can reach a different audience and gain exposure to more potential users. Of course, the big pay-off comes when the publishers within these new markets commit their marketing capital and expertise to building up the brand as well.

the core gaming industry’s John Madden, The Sims, Guitar Hero and Mario. In order to create such casual brands, three things need to happen: 1. Establish a powerful online brand. 2. Export the game to other platforms on a global basis. 3. Expand the marketing and promotion beyond the online game channels. A game has no chance of becoming a household brand name unless it first becomes a prominent online brand, and that is only achievable if it gets universal distribution and maximum marketing

CJ Wolf is the founder and CEO of iWin, Inc. Before starting iWin, Mr. Wolf founded another casual game site called BigPrizes.com in 1999. BigPrizes was a games reward site that was sold to Jackpot.com (now part of Connexus) in 2001. In addition to casual game sites, Mr. Wolf purchased and managed VirtualStockExchange. com from 2001 to 2003 when it was sold to MarketWatch. Prior to his Internet experience, Mr. Wolf was a stock trader at Pershing and Jones & Associates and a public accountant with Coopers & Lybrand. Mr. Wolf is a CPA and holds a BS in Accounting from Georgetown University. He can be reached at cj.wolf@casualconnect.org.


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