How far does the Pokémon brand have to carry Pokémon Go?

How far can the Pokémon brand carry Pokémon Go? Will its popularity fade after that initial burst of activity thanks to the power of its brand?

That’s a huge question that’s circulating now that the game has immediately popped to the top of the App Store and has cemented itself as one of the most successful game launches of all time. The mechanics of the game are fundamentally sound, and it has an extensive library of nostalgic content and a unique real-world experience that spans multiple demographics that should for the time being continue actively bringing in new players. But can it keep that up?

Dan Porter, the former head of OMGPOP and one of my favorite game managers out there, lays out a good argument for why Pokémon Go could be a bang-and-fizzle. Already Pokémon Go has the makings of a cultural zeitgeist, tapping into nearly a decade of pent-up demand for a smartphone version of Pokémon. But it may lack some of the core elements — like strong user-generated content and a sharp difficulty curve after the initial ramp — that can sustain the game’s playability beyond just rapidly progressing through early content.

I think pegging Pokémon Go as a potential bang-and-fizzle game right away might not be giving the game (or its developers) enough credit. I think if the game’s existing mechanics can’t sustain an extended player life already, then it has so much overhead that its brand can very easily carry it until future, more traditional user-generated content features come out. I’d also argue there are early elements of user-generated content already built into the game. There’s a challenge of avoiding feature-creeping the game to death, but it seems like the team has shown it has the developmental chops to build a really good game.

This feels a bit like a too-soon question. We haven’t seen where the game’s development and iteration is going to go. That being said, Dan has a lot of great points in his post. I have a few I’d like to add here for the general argument on the internet happening:

Despite Pokémon Go being already very highly polished from a mechanical standpoint, the game still actually feels a little half-baked (or, at least, three-quarter baked). It’s missing many elements of the core Pokémon experience, like trading. While that, for example, has the potential of cannibalizing the walking experience to gather new Pokémon (a strong element of UGP in the game), it also offers a unique opportunity for players to build a stronger social graph that piggybacks on other communication channels (real world, WhatsApp, Facebook, Craigslist, etc). That social graph doesn’t necessarily have to exist within a game if the UGC and UGP of the game is strong enough.

There’s a ton of opportunity for additional UGC for Pokémon Go. The one I’d first point to would be team composition at gyms. Facing off against a unique team of Pokémon with a unique set of moves requires a level of adaptation and improvisation much like entering into another player’s Minecraft universe and having to understand its structure very quickly in order to better participate. When you play the original Pokémon for the first time, you have little knowledge of what to expect in a gym other than that it generally relies on a certain element. You can prepare somewhat, but you’re also restricted to the resources you have, so you have to basically improvise and hope for the best — or try again when you lose. Now, imagine this happening in every gym encounter you ever have in Pokémon Go.

The same could be said of trading. Encountering a player open to trading again has an element of randomness to it. Different players open to trading, in theory, should have different Pokémon. So once again a player has to improvise and negotiate a trade for a Pokémon if it’s one they have a strong desire to obtain. That player has to deal with a new personality and a new set of expectations when setting up the trade.

Both of these help contribute to the staying power of Pokémon on Nintendo’s devices. Users are faced with an onslaught of UGC once they clear out the main storyline and gather their own set of Pokémon as they start battling and trading with other players. The battle is a strong UGP experience, but the opponent’s experience and team composition is also a strong UGC experience. The competitive elements might not be particularly palatable for casual users, but, nonetheless, it’s a big well of potential UGC and UGP to keep people engaged for the years that span a development cycle of a Pokémon game.

The intent of the developers here seems to be that they do not want to go the route of focusing just on content to extend the life of the game, but rather try to bake in additional UGC mechanics. They could always add more Pokémon, but that doesn’t address the problem of users racing to the end of the game and finding themselves with nothing left to do. The makers of Candy Crush Saga were great at pumping out new content, but eventually your player base will catch up and lose interest.

I understand the necessity of keeping the features to a bare minimum. Very rarely are applications released in a complete form that never iterates. Even the most-polished games like World of Warcraft and Minecraft are in a state of constant flux, with new content and balance changes regularly coming out. It’s important to ensure that the experience feels like Pokémon, but is best suited for mobile devices.

So! All that said, for now let’s assume Pokémon Go already is where it’s going to be in the next year. Does that mean it has to entirely rely on its brand in order to keep it rolling, and how far can that carry it?

Let’s take a look at different cases of games that have been carried by brand equity at their launch. The first case we’ll look at is Minecraft: Pocket edition. This, like Pokémon Go, really nailed pretty much every aspect of the game development process. But it also had years of built-in brand equity among a very diverse set of demographics. To be sure, that starting base was definitely way smaller than Pokémon. But nonetheless, here are the charts:

Top Paid Downloads (wow!)

Top Grossing

So we can see here that it actually took a while for Minecraft to really ramp up, despite having some brand equity built up. But what we can see from this sustained top grossing status is that it’s constantly attracting new players (because it’s a paid app) despite the lack of an internal social graph. The only incentive to getting a new player into the game is really to add someone new to play with, and you really have to hunt someone down to accomplish that. What Minecraft does really well is have the baked-in tools to inspire really strong UGP and UGC. It’s an augmented Lego experience, after all.

So let’s look at a different, maybe more unique case. Kim Kardashian: Hollywood also represented a huge, untapped cultural zeitgeist that had yet to make its way into a mobile game. Then it came out with a bang and blew away most (all?) other games in the App Store. The charts:

Top Free Rankings

Top Grossing (wow!)

So this is another case that’s a little perpendicular to Minecraft. Kim Kardashian: Hollywood had a very strong set of tools for UGP. But what the game was really about was a lot of strong content that kept players compelled. The tricky part about that is producing enough content becomes a race against time to keep players engaged and not deleting the app. This led to a really powerful start, but it couldn’t sustain the momentum and eventually tapered off. We’re probably going to see something when a game about Taylor Swift or Kanye West comes out.

A quick, but similar case before moving forward — let’s take a look at Candy Crush: Soda Saga, because it is probably the closest comparable given that it’s piggybacking off existing brand equity.

Top Free Downloads (this looks familiar…)

Top Grossing (also familiar!)

The lesson from Kim Kardashian: Hollywood and Candy Crush: Soda Saga is really that brand equity can only carry you for so long, but holy hell does it give you a head start. That’s important for attracting a core “whale” user base that’s going to sustain the life of your game. And, lining up with Dan’s point as well, just glancing at the top grossing charts means you don’t have to sustain a constant flow of new players in order to be a successful game from a revenue standpoint. These games are clearly monetizing well for years.

So, here’s the rub: If you want to see a success like Minecraft, it’s clear you need both strong UGC and strong UGP. If you have good UGP and an accompanying social graph but lack in UGC, you probably built a highly monetizable game — and a potential cultural zeitgeist — that might not have the long shelf life of a game like Minecraft. If you have the brand to give you a boost, it buys you the room to figure out how to build in strong UGC. And Pokémon Go, which already has pieces of UGC in place, has that window to build stronger and more long-lasting tools.

Before closing, I’d like to address the Words with Friends or Chess with Friends comparisons. While these also have strong elements of UGP and UGC, I’d argue that the playground for these games simply didn’t have the strong infrastructure to trigger that moment of inspiration in really casual players that progresses them toward the finish line. These kinds of games might be really fun for creative or well-trained individuals, but the early curve was a little sharp in order to make the game really fun to a huge audience without the patience to achieve that mastery without any guidance. If a player isn’t progressing — especially for games that aren’t obviously showing how the player is growing in skill or practice — then it might lead to some burnout outside the most devoted players.

In the case of Pokémon Go and Minecraft, the depth of initial content is so structured that players don’t have to be grandmasters of Pokémon and Minecraft to have a really fun experience. They can just screw around with the entry-level content until they pick up the basics and not be restricted by the immediate stringent goals of games like Chess or Scrabble. Playing the same player over and over again also gives users an understanding of how the other player thinks, which kind of removes the potential of seeing brand new strategies that require extensive improvisation. There’s a massive universe of player-created content already available in Minecraft that’s a product of the number of active Minecraft users, and that’s how Pokémon Go should be moving.

Having an explicit, smooth mastery and progression curve — and initial ramp — is critical to a long-lasting game, and in cases like Chess or Scrabble players may be paralyzed by the options and not know which move to make. They might also not know what the rate of their progression is, or how to gauge the “level” of their opponent. Match-3 is great for this because it’s more of a compulsive mechanic that feels very natural and tuning level difficulty is a little more straightforward. To be truly great at Chess or Scrabble, you pretty much have to study (online or other players) or have a dictionary out with you (which is totally cheating).

Worst case scenario, as Dan suggests, is that it has a core devoted user base in cities that’s highly monetizable. There’s a good chance it’s already attracted the whales it needs to actively sustain itself. End of the day, I’m long Pokémon Go.

Latest Stories