For decades, the Video Game industry
has been working towards creating fully customizable experiences, allowing users
to have as much control as possible in the media. Customization ranges from
creating a character all the way to the player’s in-game experiences. Initially
this sort of customization prompted players to simply choose their characters, but
now it allows for customization of every intricate detail, from large items
such as names to even the minutest items like how far a chin should protract.
Players can also customize their aesthetics with options to have user music
replace in game tunes. While these customizations have always been a delighter
in terms of benefit, the real depth of customization comes from the game
experience itself.
(Even in the upcoming Sonic Forces you can make your own
speedy quadruped. Credit: YouTube)
Since open world games like Grand
Theft Auto 3 and The Legend of Zelda: Breath of the Wild have risen
to the forefront of the industry, players have been able to customize their
games in how they experience the content. While games may still have a set of
boundaries, this relatively new phenomenon of allowing users to decide what,
when, where, and how to approach objectives brings forth unparalleled
customization. Best of all, it looks like these opportunities will only
continue to grow and develop over time, bringing fully individualized
experiences nearly impossible to replicate. While this is all well and good,
customization is not the purpose of this post. Rather, it’s personalization, something
lacking in the industry.
When I look to define
personalization, I look towards the combination of individual preference and
systematic probability. It’s rendered best in the music industry, where leading
companies can personalize a listening experience by creating playlists that
focus both on the user’s saved tracks and system predicted songs that the user
might enjoy given his or her tastes. As another example, when a user orders
through an online pizza service, at checkout the system typically offers either
a side or beverage that was previously purchased, simply to remind the user
that he/she may have previously enjoyed it and might want to order it again.
This strategy works in helping repeat purchases and revenue growth, and yet, in
a multibillion-dollar industry in Video Games, it barely exists.
While there are the occasional
advertisements on the console home screens or random pop ups of new content
either in game or as part of the console platform, it never feels truly focused
on the player. An example is that when viewing games online there is almost
always a section titled “Games Like This” or something that highlights
potential products to the player; however, these notices barely carry any
weight. They are typically put out of focus on the screen and do not seem
overly intriguing, and here is where the greatest opportunities lie.
(The screen prior to starting up Bloodborne is barren, a missed
opportunity. Credit: PSN)
Think for a second about the systems
of yesteryear. Sure, a game cartridge might house additional saves where data
would be stored to justify stating there was an understanding of time spent
with the game, but never really was there any attention paid towards
understanding the consumer (not to mention that data never was relayed back to
the parent company). Historically speaking, game companies realize their brand’s
impact through sales figures, followers, review scores, and other external
metrics, but what if they thought about their brand and its following
internally? If FromSoftware knew that I had beaten Bloodborne four times,
either the company or Sony should have reached out to me in some capacity to
state something simple like “Hey! We see you’ve sunk a lot of time into this
game. Why not try our other ones that are similar in content?” or “Hey! If you
enjoy this game, you need to try out the DLC. It’s even better!”. Instead,
despite my immense satisfaction with Bloodborne, I waited months before
picking up another FromSoftware game. Now, I’ll freely admit I’m a longtime
gamer and thus had an interest in the other FromSoftware games after finishing Bloodborne,
but what if I didn’t have that interest? I would have missed out on what has
become one of my favorite franchises ever in the Souls’ series.
As another example, EA Sports
typically comes out with a new iteration of their Football, Basketball, and
Hockey franchises annually, and these are all viable opportunities to generate
income. If they recorded data that I love playing as the Celtics in basketball
games, well maybe they could offer up an opportunity to purchase a throwback
jersey in game. Maybe in an action game, if the system were able to determine
that I enjoyed playing as one character specifically, it could target me for
the DLC associated with that character. These unique instances rarely happen,
and, in my opinion, they should.
Perhaps I’m optimistic, but I think
there is a huge amount of money lying on the table for these companies to
capture. They just need to fully understand the data they have acquired from
their impassioned fan bases. In fact, I think it’s only a matter of time until
they do. The danger with the gaming community at times is that there can be an
over-saturation of misguided attempts, and the only thing that’s worse than an
error prone advertisement is one that fails to make any impact. In the
ultra-competitive world of gaming where companies are fighting for players,
dollars and everything in between, one misstep could spell doom for a campaign;
however, as long-standing companies become more mobile friendly, there could be
an alternative avenue for personalization to make the impact it needs to become
a mainstay in the industry.
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