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contents <on_the_cover> /editorial - Kidscreen

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with <strong>the</strong> IP owner throughout <strong>the</strong> process,<br />

sending videos and builds, and setting important<br />

milest<strong>on</strong>es for review and comment. They<br />

work toge<strong>the</strong>r to identify key creative comp<strong>on</strong>ents<br />

such as writing, voice talent and music.<br />

Bald<strong>on</strong>i notes that his team benefi ts from<br />

any visual assets <strong>the</strong> licensor can share,<br />

like existing animati<strong>on</strong>s or envir<strong>on</strong>ments,<br />

because it gives <strong>the</strong>m a head start in <strong>the</strong><br />

development cycle.<br />

While <strong>the</strong> developer is resp<strong>on</strong>sible for <strong>the</strong><br />

creati<strong>on</strong> of <strong>the</strong> game, with so much work being<br />

d<strong>on</strong>e simultaneously, it behooves IP owners<br />

to be proactive. “The brand owner has to be<br />

involved,” asserts Hénaire. “Whenever brand licensors<br />

are not involved in <strong>the</strong> project enough,<br />

it will suffer.”<br />

Despite increased pressure from social<br />

media and mobile gaming, c<strong>on</strong>sole developers<br />

and studios are anything but gun-shy. In fact,<br />

<strong>the</strong>y appear to have taken it all in stride.<br />

“I would say we are more ambitious,” c<strong>on</strong>tends<br />

Hénaire. “We’re no l<strong>on</strong>ger talking about<br />

a title, we are talking about an experience—<br />

a universe. I think we spend more time <strong>on</strong><br />

c<strong>on</strong>cepti<strong>on</strong> and pre-producti<strong>on</strong> than we used to<br />

because we have to make sure that [<strong>the</strong> game]<br />

ties in, and that each device will bring engagement<br />

from <strong>the</strong> players and fi delity to <strong>the</strong> brand.<br />

We are not porting [to different devices] anymore.<br />

We try to complement <strong>the</strong> experience.”<br />

But while developers are getting more<br />

ambitious, and advancing game technology is<br />

putting increased demands <strong>on</strong> resources, both<br />

Hénaire and Bald<strong>on</strong>i say development times<br />

and costs have generally remained stable<br />

because <strong>the</strong> need for more resources is being<br />

offset by instituti<strong>on</strong>al knowledge, experience<br />

and expertise.<br />

Nor does new competiti<strong>on</strong> mean that<br />

developers are entrenching. D3Publisher,<br />

for example, recently released its fi rst game<br />

app, Madagascar: Join <strong>the</strong> Circus!, which was<br />

downloaded over two milli<strong>on</strong> times in its fi rst<br />

two m<strong>on</strong>ths <strong>on</strong> <strong>the</strong> market.<br />

“This is <strong>the</strong> very beginning for us,” notes<br />

Bald<strong>on</strong>i. “There is a different set of rules for<br />

apps, but we still have to meet <strong>the</strong> expectati<strong>on</strong>s<br />

of <strong>the</strong> licensor and brand scrutiny, and we have<br />

to focus <strong>on</strong> compelling game play.”<br />

It also means managing <strong>the</strong> title after<br />

release, including software updates and new<br />

c<strong>on</strong>tent rollouts. But Bald<strong>on</strong>i is excited by<br />

that prospect. “You have more opportunities,”<br />

he says. “The game <strong>on</strong>ly gets bigger as<br />

more people play. It’s almost like an MMOG<br />

in some ways.”<br />

12<br />

/c<strong>on</strong>sole<br />

GAMING GETS SOCIALLY SECURE<br />

Adapting movie franchises for social media<br />

can translate into milli<strong>on</strong>s of users<br />

Social media’s most redeeming quality may be that it solves as many problems as it creates.<br />

While traditi<strong>on</strong>al media may bemoan c<strong>on</strong>sumer attenti<strong>on</strong> lost to status updates<br />

and pointless chatter, social has also created an internati<strong>on</strong>al community perfect for<br />

propagating mass-media properties.<br />

At least that’s what New York-based <strong>on</strong>line game developer Funtactix believes.<br />

Funtactix was <strong>the</strong> fi rst company to offer a movie-based Facebook game, at <strong>the</strong> end of<br />

2011, with Missi<strong>on</strong>: Impossible The Game. It has since g<strong>on</strong>e <strong>on</strong> to announce partnerships<br />

with Warner Bros., Paramount and, most recently, Li<strong>on</strong>sgate for its franchise The<br />

Hunger Games.<br />

CEO Sam Glassenberg says he got a glimpse of <strong>the</strong> future during his previous stints<br />

at Lucas Arts and Microsoft. “I saw <strong>the</strong> writing <strong>on</strong> <strong>the</strong> wall,” he says. “There was a huge<br />

transiti<strong>on</strong> to <strong>on</strong>line taking place—and while we didn’t yet have social, we had microtransacti<strong>on</strong>s<br />

and gaming as a service. I could see all of our partners scrambling to get<br />

<strong>the</strong>ir franchises up and running in <strong>the</strong> browser. But <strong>the</strong> projects were going way over<br />

budget and schedule because <strong>the</strong> big<br />

game publishers just didn’t know how<br />

to handle <strong>the</strong>se platforms.”<br />

Enter social media. Social gaming<br />

has many advantages over c<strong>on</strong>sole. It<br />

opens titles up to a potential internetc<strong>on</strong>nected<br />

audience in <strong>the</strong> milli<strong>on</strong>s.<br />

C<strong>on</strong>tent can be updated daily and even<br />

bridge <strong>the</strong> gap between <strong>the</strong> release<br />

of sequels. It also offers real-time<br />

c<strong>on</strong>sumer feedback, and development<br />

takes m<strong>on</strong>ths, compared to <strong>the</strong> several<br />

years required to produce a Triple-A c<strong>on</strong>sole title. Social game play also doesn’t rely <strong>on</strong><br />

ninja-like hand-eye coordinati<strong>on</strong> ei<strong>the</strong>r, so more people can enjoy it. Group games can be<br />

played asynchr<strong>on</strong>ously, so that <strong>the</strong>y c<strong>on</strong>form to <strong>the</strong> individual user’s social media routine.<br />

It also generates revenue. In short, that’s a lot of pluses.<br />

“We live at <strong>the</strong> intersecti<strong>on</strong> of marketing and c<strong>on</strong>sumer products,” observes<br />

Glassenberg. “And whereas marketing is traditi<strong>on</strong>ally very focused <strong>on</strong> opening weekend,<br />

and c<strong>on</strong>sumer products is interested in generating l<strong>on</strong>g-term revenue, what we<br />

do is take an audience that is excited about <strong>the</strong> movie and opening weekend and keep<br />

<strong>the</strong>m engaged over many m<strong>on</strong>ths and years.”<br />

Funtactix has worked closely with <strong>the</strong> movie creators <strong>on</strong> all of its fi lm properties. The<br />

game Rango: The World was written by Jim Byrkit, who also wrote <strong>the</strong> Paramount animated<br />

feature. The company also worked with bestselling author Suzanne Collins <strong>on</strong> The<br />

Hunger Games Adventures.<br />

Integrating IP creators allows Fantactix to play a signifi cant role in <strong>the</strong> evoluti<strong>on</strong> of <strong>the</strong><br />

c<strong>on</strong>tent. For The Hunger Games Adventures, for example, Fantactix was <strong>the</strong> fi rst media<br />

outlet to release <strong>the</strong> map of Panem, <strong>the</strong> world in which <strong>the</strong> franchise takes place.<br />

“The [<strong>on</strong>line] community actually c<strong>on</strong>tributes to <strong>the</strong> universe. And I think what is<br />

really exciting, especially l<strong>on</strong>ger-term, is that we are starting to see that feedback go<br />

back to <strong>the</strong> creators of <strong>the</strong> property so <strong>the</strong>y have an idea of which characters <strong>the</strong>ir audience<br />

likes and are excited about. That can <strong>the</strong>n c<strong>on</strong>tribute to <strong>the</strong> creati<strong>on</strong> of sequels<br />

and o<strong>the</strong>r c<strong>on</strong>tent.”<br />

The Funtactix CEO also makes an important observati<strong>on</strong>—most game players<br />

quickly begin to spend far more time in <strong>the</strong> branded virtual worlds than <strong>the</strong>y did watching<br />

<strong>the</strong> movie or reading <strong>the</strong> books. That’s exactly <strong>the</strong> sort of engagement that would<br />

make <strong>the</strong> Game Masters of Panem proud. -BC<br />

ikids_Fall 2012

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