I’ve been thinking a lot about game elements that are common to successful games. Now, let me preface this by saying that I’m by no means a games researcher, just an observer. In this post, I want to examine two games for children that have been incredibly successful. By successful, I mean that these games have been around for more than 10 years and still command a great share of the market. This means that they are able to retain players as they grow up and/or attract new players.
The first is the Pokemon series of games, which has sold 220 million games so far and has been around since 1996. The core games are made for the mobile platform (Gameboy before, Nintendo DS now). This RPG game allows players to move through a storyline, while encountering, collecting, and battling animal-like creatures called Pokemon. The Pokemon universe was one of the first and most successful to combine video games, trading cards, TV series, and physical toys in a consistent campaign (with no one part as an afterthought to the other parts) — a model later followed by a number of other franchises such as Yu-Gi-Oh and Digimon. The aspects that define the Pokemon games are:
- Collecting Pokemon, by catching them in-game and by trading with friends
- Creating teams and strategies for battles in-game, against friends, and in global tournaments
- In-game, RPG-style world to explore while playing through a storyline
- Willingness to explore new technologies as peripheral game components, such as incorporating physical activity, augmented reality, etc.
- Customizing the look of the pet to express personality and style
- Earning trophies by participating in site events, submitting user-created content (e.g., drawings, stories), and earning high scores in Flash games
- Socially interacting with other players through moderated forums or in-game email-like messages (when over 13 or with parental consent)
- Creating and customizing homes for pets, shops, and galleries
- Collecting avatars, stamps, and more
- Battling pets event single-player challengers or friends in the Battledome
Though Neopets has tried to branch out onto the mobile platform with spin-off games like Lutari Island and Puzzle Adventure for DS, neither of these approaches were particularly successful. Currently, it is very difficult to participate in Neopets on a mobile device. One note of interest is that most Neopets players are female.
Overall, I’d say that Neopets is more focused on self-expression and social interaction, while Pokemon is more focused on strategy and competition, but there are four elements that these games share in common:
- Focus on collecting — in Pokemon this is a key feature of the game; in Neopets it was not designed as a core feature but has become so over time with the introduction of stamps and avatars
- Pets — something about the idea of caring for and training a pet that seems to be consistently engaging to children
- Activities outside the game that help succeed in the game — in Pokemon, these activities take shape of attending tournaments and using pedometer feature; in Neopets, these activities take shape of creating drawings, sculptures, and stories for in-game contests.
- Many ways to succeed — in Pokemon, you can focus on exploring, collecting, training, breeding, or battling Pokemon in underused, overused, and uber tiers; in Neopets, you can focus on exploring, customizing, collecting, trading, drawing, writing, and playing games. There are some general heuristics for what it means to be a successful player in either game, but its hard to directly compare two people. Each player is just different.
I don’t think any of these points are new, but I think that examining Neopets and Pokemon as two successful case studies can confirm that indeed these strategies work.
Good points! Of course the other dimension to consider is consumerism. Collecting is a traditional hobby (see the book ‘Hobbies’ by Steve Gelbar), but can get a bit insidious when kids are encouraged to gather more things than they can play with, shell out more and more money for the purpose of possessing rather than enjoying. I love that commonsensemedia.org rates items in terms of consumerism, in addition to language, violence, etc.
It’s true. These games also leverage this idea of “sunk cost.” When you’ve already spent a lot of time and money on the collection, you’re that much more likely to spend some time and money when new items relevant to that collection come out. Me buying the Pokemon Red game as a 12-year-old has led me to buy every single Pokemon game since then. (And yes, I have caught them all)
First, I’m going to admit that I was an avid neopets player when it first came out (ie addicted) and a huge Pokemon nerd. I think neopets might have changed since then but, just to build on your points, what I really learned from it was a sense of business strategy. This definitely tied to the collecting aspect, but in order to collect better you needed cash, aka neopoints. You could get neopoints by selling items you collected in the marketplace and you really had to price it right in order to compete with the other sellers. Ex just a bit lower than all the others, or dealing with rare items. I’m ashamed to say I amassed over a million neopoints..until my account was hacked and I learned another aspect of business – protect your assets.
Thanks for the nostalgia!
Wow! Thanks for “coming out” about this, Anna. Ultra interesting. I have another post specifically focused on addiction on Neopets and I’d be interested in getting your take on it. It’s here: http://lanayarosh.com/2012/07/addiction-to-games-is-it-serious/
[…] Secrets of Successful Children’s Games […]
Somebody just pointed me to this video, which is relevant to this post: http://www.youtube.com/watch?v=DSU19qzzV7g It does a great job of describing the aspects of the game that made Pokemon so successful.